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2022-08-12Cleanup: replace magic number with flagCampbell Barton
2022-07-20Cleanup: remove unused get_cage_mesh parameterJacques Lucke
All callers passed `false` for this parameter, making it more confusing than useful. If this functionality is needed again in the future, a separate function should be added. Differential Revision: https://developer.blender.org/D15401
2022-07-15Fix overly noisy surface deform warning messageSergey Sharybin
An increased number of vertices is not a stopper for the surface deform modifier anymore. It might still be useful to expose the message in the UI, but printing error message to the console on every modifier evaluation makes real errors to become almost invisible. Differential Revision: https://developer.blender.org/D15468
2022-05-16Refactor modifiers writing code.Bastien Montagne
This changes is needed to give more control to modifiers' writing callback when defined. It will allow to implement better culling of needless data when writing e.g. modifiers from library overrides. Ref. T97967. Reviewed By: brecht, JacquesLucke Differential Revision: https://developer.blender.org/D14939
2022-04-28Cleanup: Fix compiler warningsHans Goudey
2022-04-20Mesh: Avoid unnecessary normal calculation and dirty tagsHans Goudey
This is mostly a cleanup to avoid hardcoding the eager calculation of normals it isn't necessary, by reducing calls to `BKE_mesh_calc_normals` and by removing calls to `BKE_mesh_normals_tag_dirty` when the mesh is newly created and already has dirty normals anyway. This reduces boilerplate code and makes the "dirty by default" state more clear. Any regressions from this commit should be easy to fix, though the lazy calculation is solid enough that none are expected.
2022-04-19Refactor: Move mesh face dot tag out of MVertHans Goudey
Continuing the refactors described in T93602, this commit moves the face dot tag set by the subdivision surface modifier out of `MVert` to `MeshRuntime`. This clarifies its status as runtime data and allows further refactoring of mesh positions in the future. Before, `BKE_modifiers_uses_subsurf_facedots` was used to check whether subsurf face dots should be drawn, but now we can just check if the tags exist on the mesh. Modifiers that create new new geometry or modify topology will already remove the array by clearing mesh runtime data. Differential Revision: https://developer.blender.org/D14680
2022-04-01Cycles: enable Alembic procedural for final rendersKévin Dietrich
The Alembic procedural was only enabled during viewport renders originally because it did not have any caching strategy. Now that is does, we can allow its usage in final renders. This also removes the `dag_eval_mode` argument passing to `ModifierTypeInfo.dependsOnTime` which was originally added to detect if we are doing a viewport render for enabling the procedural. Differential Revision: https://developer.blender.org/D14520
2022-02-18Cleanup: Rename original curve object type enumHans Goudey
This commit renames enums related the "Curve" object type and ID type to add `_LEGACY` to the end. The idea is to make our aspirations clearer in the code and to avoid ambiguities between `CURVE` and `CURVES`. Ref T95355 To summarize for the record, the plans are: - In the short/medium term, replace the `Curve` object data type with `Curves` - In the longer term (no immediate plans), use a proper data block for 3D text and surfaces. Differential Revision: https://developer.blender.org/D14114
2022-02-16Cleanup: Use const qualifier in modifier data copySergey Sharybin
Fix possible overflow of Modifier UUID The code prior this change was re-generating modifier's session UUID prior to copying this id from the source. This approach has a higher risk of modifiers session UUID to overflow and start colliding with existing modifiers. This change makes it so that modifier copy does not re-generated the session UUID unless it is needed. Differential Revision: https://developer.blender.org/D14125
2022-02-16Cleanup: Use const qualifier in modifier data copySergey Sharybin
2022-02-14Merge branch 'blender-v3.1-release'Sergey Sharybin
2022-02-14Fix T95756: Crash inserting geometry node after linking modifierSergey Sharybin
The root issue was caused by a mistake in modifier copy data which was wrongly re-generating source modifier data identifier. The c8cca8885181 simply exposed a bug in code which always was there since the modifiers session UUID was introduced. Shows an importance of const qualifier :)
2022-02-11File headers: SPDX License migrationCampbell Barton
Use a shorter/simpler license convention, stops the header taking so much space. Follow the SPDX license specification: https://spdx.org/licenses - C/C++/objc/objc++ - Python - Shell Scripts - CMake, GNUmakefile While most of the source tree has been included - `./extern/` was left out. - `./intern/cycles` & `./intern/atomic` are also excluded because they use different header conventions. doc/license/SPDX-license-identifiers.txt has been added to list SPDX all used identifiers. See P2788 for the script that automated these edits. Reviewed By: brecht, mont29, sergey Ref D14069
2022-02-09Cleanup: use consistent copyright location, move descriptionsCampbell Barton
Order copyright immediately after the license block, this was done almost everywhere with a few exceptions. Remove authors from a few files (we had already removed "Contributors" section however with old patches being applied this gets added back in). Also move descriptive text into the doxygen comment block under \file. In some cases remove the text as it was accidentally copied.
2022-02-03Merge branch 'blender-v3.1-release'Sergey Sharybin
2022-02-03Fix assert in original modifiers pointer update functionSergey Sharybin
The issue was happening with a specific file where the ID management code was not fully copying all modifiers because of the extra check in the `BKE_object_support_modifier_type_check()`. While it is arguable that copy-on-write should be a 1:1 copy there is no real need to maintain the per-modifier pointer to its original. Use its SessionUUID to perform lookup in the original datablock. Downside of this approach is that it is a linear lookup instead of direct pointer access, but the upside is that there is less pointers to manage and that the file with unsupported modifiers does behave correct without any asserts. Differential Revision: https://developer.blender.org/D13993
2022-02-02Cleanup: spelling in commentsCampbell Barton
2022-01-25Fix depsgraphs sharing IDs via evaluated edit meshSergey Sharybin
The evaluated mesh is a result of evaluated modifiers, and referencing other evaluated IDs such as materials. It can not be stored in the EditMesh structure which is intended to be re-used by many areas. Such sharing was causing ownership errors causing bugs like T93855: Cycles crash with edit mode and simultaneous viewport and final render The proposed solution is to store the evaluated edit mesh and its cage in the object's runtime field. The motivation goes as following: - It allows to avoid ownership problems like the ones in the linked report. - Object level is chosen over mesh level is because the evaluated mesh is affected by modifiers, which are on the object level. This patch allows to have modifier stack of an object which shares mesh with an object which is in edit mode to be properly taken into account (before the change the modifier stack from the active object will be used for all objects which share the mesh). There is a change in the way how copy-on-write is handled in the edit mode to allow proper state update when changing active scene (or having two windows with different scenes). Previously, the copt-on-write would have been ignored by skipping tagging CoW component. Now it is ignored from within the CoW operation callback. This allows to update edit pointers for objects which are not from the current depsgraph and where the edit_mesh was never assigned in the case when the depsgraph was evaluated prior the active depsgraph. There is no user level changes changes expected with the CoW handling changes: should not affect on neither performance, nor memory consumption. Tested scenarios: - Various modifiers configurations of objects sharing mesh and be part of the same scene. - Steps from the reports: T93855, T82952, T77359 This also fixes T76609, T72733 and perhaps other reports. Differential Revision: https://developer.blender.org/D13824
2022-01-13Refactor: Move normals out of MVert, lazy calculationHans Goudey
As described in T91186, this commit moves mesh vertex normals into a contiguous array of float vectors in a custom data layer, how face normals are currently stored. The main interface is documented in `BKE_mesh.h`. Vertex and face normals are now calculated on-demand and cached, retrieved with an "ensure" function. Since the logical state of a mesh is now "has normals when necessary", they can be retrieved from a `const` mesh. The goal is to use on-demand calculation for all derived data, but leave room for eager calculation for performance purposes (modifier evaluation is threaded, but viewport data generation is not). **Benefits** This moves us closer to a SoA approach rather than the current AoS paradigm. Accessing a contiguous `float3` is much more efficient than retrieving data from a larger struct. The memory requirements for accessing only normals or vertex locations are smaller, and at the cost of more memory usage for just normals, they now don't have to be converted between float and short, which also simplifies code In the future, the remaining items can be removed from `MVert`, leaving only `float3`, which has similar benefits (see T93602). Removing the combination of derived and original data makes it conceptually simpler to only calculate normals when necessary. This is especially important now that we have more opportunities for temporary meshes in geometry nodes. **Performance** In addition to the theoretical future performance improvements by making `MVert == float3`, I've done some basic performance testing on this patch directly. The data is fairly rough, but it gives an idea about where things stand generally. - Mesh line primitive 4m Verts: 1.16x faster (36 -> 31 ms), showing that accessing just `MVert` is now more efficient. - Spring Splash Screen: 1.03-1.06 -> 1.06-1.11 FPS, a very slight change that at least shows there is no regression. - Sprite Fright Snail Smoosh: 3.30-3.40 -> 3.42-3.50 FPS, a small but observable speedup. - Set Position Node with Scaled Normal: 1.36x faster (53 -> 39 ms), shows that using normals in geometry nodes is faster. - Normal Calculation 1.6m Vert Cube: 1.19x faster (25 -> 21 ms), shows that calculating normals is slightly faster now. - File Size of 1.6m Vert Cube: 1.03x smaller (214.7 -> 208.4 MB), Normals are not saved in files, which can help with large meshes. As for memory usage, it may be slightly more in some cases, but I didn't observe any difference in the production files I tested. **Tests** Some modifiers and cycles test results need to be updated with this commit, for two reasons: - The subdivision surface modifier is not responsible for calculating normals anymore. In master, the modifier creates different normals than the result of the `Mesh` normal calculation, so this is a bug fix. - There are small differences in the results of some modifiers that use normals because they are not converted to and from `short` anymore. **Future improvements** - Remove `ModifierTypeInfo::dependsOnNormals`. Code in each modifier already retrieves normals if they are needed anyway. - Copy normals as part of a better CoW system for attributes. - Make more areas use lazy instead of eager normal calculation. - Remove `BKE_mesh_normals_tag_dirty` in more places since that is now the default state of a new mesh. - Possibly apply a similar change to derived face corner normals. Differential Revision: https://developer.blender.org/D12770
2021-12-27OpenSubDiv: add support for an OpenGL evaluatorKévin Dietrich
This evaluator is used in order to evaluate subdivision at render time, allowing for faster renders of meshes with a subdivision surface modifier placed at the last position in the modifier list. When evaluating the subsurf modifier, we detect whether we can delegate evaluation to the draw code. If so, the subdivision is first evaluated on the GPU using our own custom evaluator (only the coarse data needs to be initially sent to the GPU), then, buffers for the final `MeshBufferCache` are filled on the GPU using a set of compute shaders. However, some buffers are still filled on the CPU side, if doing so on the GPU is impractical (e.g. the line adjacency buffer used for x-ray, whose logic is hardly GPU compatible). This is done at the mesh buffer extraction level so that the result can be readily used in the various OpenGL engines, without having to write custom geometry or tesselation shaders. We use our own subdivision evaluation shaders, instead of OpenSubDiv's vanilla one, in order to control the data layout, and interpolation. For example, we store vertex colors as compressed 16-bit integers, while OpenSubDiv's default evaluator only work for float types. In order to still access the modified geometry on the CPU side, for use in modifiers or transform operators, a dedicated wrapper type is added `MESH_WRAPPER_TYPE_SUBD`. Subdivision will be lazily evaluated via `BKE_object_get_evaluated_mesh` which will create such a wrapper if possible. If the final subdivision surface is not needed on the CPU side, `BKE_object_get_evaluated_mesh_no_subsurf` should be used. Enabling or disabling GPU subdivision can be done through the user preferences (under Viewport -> Subdivision). See patch description for benchmarks. Reviewed By: campbellbarton, jbakker, fclem, brecht, #eevee_viewport Differential Revision: https://developer.blender.org/D12406
2021-12-16Remove G.relbase_validCampbell Barton
In almost all cases there is no difference between `G.relbase_valid` and checking `G.main->filepath` isn't an empty string. In many places a non-empty string is already being used instead of `G.relbase_valid`. The only situation where this was needed was when saving from `wm_file_write` where they temporarily became out of sync. This has been replaced by adding a new member to `BlendFileWriteParams` to account for saving an unsaved file for the first time. Reviewed By: brecht Ref D13564
2021-12-07Cleanup: remove incorrect/unhelpful commentsCampbell Barton
2021-12-07Cleanup: move public doc-strings into headers for 'blenkernel'Campbell Barton
- Added space below non doc-string comments to make it clear these aren't comments for the symbols directly below them. - Use doxy sections for some headers. - Minor improvements to doc-strings. Ref T92709
2021-09-23Cleanup: spelling in commentsCampbell Barton
2021-09-10Modifiers: export motion blur velocity through attributeBrecht Van Lommel
Previously fluid simulation and Alembic modifiers had a dedicated function to query the velocity for motion blur. Now use a more generic system where those modifiers output a velocity attribute. Advantages: * Geometry and particle nodes can output velocity through the same mechanism, or read the attribute coming from earlier modifiers. * The velocity can be preserved through modifiers like subdivision surface or auto smooth. * USD and Alembic previously only output velocity from fluid simulation, now they work with velocity from other sources too. * Simplifies the code for renderers like Cycles and exporters like Alembic and USD. This breaks compatibility: * External renderers and exporters accessing these velocities through the Python API now need to use the attribute instead. * Existing modifier node setups that create an attribute named "velocity" will render differently with motion blur. Differential Revision: https://developer.blender.org/D12305
2021-08-26Cleanup: Use `ID_IS_LINKED` instead of direct `id.lib` pointer check.Bastien Montagne
2021-08-19Cycles: experimental integration of Alembic procedural in viewport renderingKévin Dietrich
This patch exposes the Cycles Alembic Procedural through the MeshSequenceCache modifier in order to use and test it from Blender. To enable it, one has to switch the render feature set to experimental and activate the Procedural in the modifier. An Alembic Procedural is then created for each CacheFile from Blender set to use the Procedural, and each Blender object having a MeshSequenceCache modifier is added to list of objects of the right procedural. The procedural's parameters derive from the CacheFile's properties which are already exposed in the UI through the modifier, although more Cycles specific options might be added in the future. As there is currently no cache controls and since we load all the data at the beginning of the render session, the procedural is only available during viewport renders at the moment. When an Alembic procedural is rendered, data from the archive are not read on the Blender side. If a Cycles render is not active and the CacheFile is set to use the Cycles Procedural, bounding boxes are used to display the objects in the scene as a signal that the objects are not processed by Blender anymore. This is standard in other DCCs. However this does not reduce the memory usage from Blender as the Alembic data was already loaded either during an import or during a .blend file read. This is mostly a hack to test the Cycles Alembic procedural until we have a better Blender side mechanism for letting renderers load their own geometry, which will be based on import and export settings on Collections (T68933). Ref T79174, D3089 Reviewed By: brecht, sybren Maniphest Tasks: T79174 Differential Revision: https://developer.blender.org/D10197
2021-07-03Cleanup: consistent use of tags: NOTE/TODO/FIXME/XXXCampbell Barton
Also use doxy style function reference `#` prefix chars when referencing identifiers.
2021-06-13Fix modifier deform by armature check ignoring virtual modifiersCampbell Barton
Regression in f00cb93dbec7bf5dc05302c868f20fcd5aed7db7 (fix for T63125)
2021-05-07Fix inconsistency setting particle edit-modeCampbell Barton
The check to include particle edit mode in the object-mode drop-down didn't match the poll function to edit particle edit mode. Share the check between both functions.
2021-02-17Cleanup: pass scene as constCampbell Barton
2021-01-04Fix crash reading files with unknown modifier ID'sCampbell Barton
Missing NULL check for the modifier type.
2020-12-15Cleanup: doxy comments (use colon after parameter name)Campbell Barton
Also remove colon after `\note`.
2020-12-15Cleanup: reduce indirect DNA header inclusionCampbell Barton
Remove DNA headers, using forward declarations where possible. Also removed duplicate header, header including it's self and unnecessary inclusion of libc system headers from BKE header.
2020-12-08Cleanup: LibOverride: Forgot to update comments in previous commit.Bastien Montagne
2020-12-08LibOverride: Refactor collection items 'local' helper functions.Bastien Montagne
It's easier to read and less 'weird' to check that an item is non-local in a liboverride data-block, than the other way around. Thanks to @sybren for noticing it.
2020-12-07LibOverride: Abstract a bit handling of local items of RNA collections.Bastien Montagne
RNA collections that support insertion of new items in liboverride data-block need a special way to distiguish between locale and orig-from-linked items (since some operations are allowed on the forer, but no the latter). In future we want a proper solution to abstract that at the `BKE_lib_override` level, but for now we need to add some code for each case. Note that this commit also fixes a few potential issues with GPencil modifiers, and constraints, regarding their handling of local overrides.
2020-12-02Geometry Nodes: active modifier + geometry nodes editorHans Goudey
This commit adds functions to set and get the object's active modifier, which is stored as a flag in the ModifierData struct, similar to constraints. This will be used to set the context in the node editor. There are no visible changes in this commit. Similar to how the node editor context works for materials, this commit makes the node group displayed in the node editor depend on the active object and its active modifier. To keep the node group from changing, just pin the node group in the header. * Shortcuts performed while there is an active modifier will affect only that modifier (the exception is the A to expand the modifiers). * Clicking anywhere on the empty space in a modifier's panel will make it active. These changes require some refactoring of object modifier code. First is splitting up the modifier property invoke callback, which now needs to be able to get the active modifier separately from the hovered modifier for the different operators. Second is a change to removing modifiers, where there is now a separate function to remove a modifier from an object's list, in order to handle changing the active. Finally, the panel handler needs a small tweak so that this "click in panel" event can be handled afterwards.
2020-11-06Refactor: move modifier .blend I/O to blenkernelJacques Lucke
Ref T76372.
2020-10-30Cleanup: Use an enum to set instanced panel expansionHans Goudey
This commit uses an enum to access expansion for specific panels for each modifier, constraint, etc. Even though these values are quite simple, this can help make the code more explicit when the ui_expand_flag is accessed directly. Also update comments about this bitfield to make them consistent.
2020-10-28Outliner: Properties editor sync on selectionNathan Craddock
When outliner datablocks are selected, switch to the corresponding tab for that datablock in properties editors. Only properties editors that share an edge with the outliner will change tabs. Additionally, when modifiers, constraints, and shader effects are selected from the outliner, the panel will be expanded in all properties editors. Part of T77408 Manifest Task: https://developer.blender.org/T63991 Differential Revision: https://developer.blender.org/D8638
2020-10-26Modifiers: include the object & modifier when logging errorsCampbell Barton
Without this, there was no way of finding out which object, modifier combination caused the error, making the logs not very useful for debugging.
2020-10-19Spelling: Then Versus ThanHarley Acheson
Corrects incorrect usages of the words 'then' and 'than'. Differential Revision: https://developer.blender.org/D9246 Reviewed by Campbell Barton
2020-10-09Cleanup: Use LISTBASE_FOREACH macroHans Goudey
2020-10-01remove foreachObjectLink callbackJacques Lucke
This removes `foreachObjectLink` from `ModifierTypeInfo`, `GpencilModifierTypeInfo` and `ShaderFxTypeInfo`. There is no need to have both, `foreachObjectLink` and `foreachIDLink`. There is not code that actually depends on `foreachObjectLink`. Reviewers: brecht Differential Revision: https://developer.blender.org/D9078
2020-09-03Fix T63125: Gpencil: bones cannot be selected in weightpaint modePhilipp Oeser
Some underlying functionality was not ready for greasepencil: - BKE_modifiers_get_virtual_modifierlist (now introduce dedicated BKE_gpencil_modifiers_get_virtual_modifierlist) - BKE_modifiers_is_deformed_by_armature - checks in drawing code - checks in (pose) selection code A couple of changes to make this work: - `eGpencilModifierType_Armature` has to be respected (not only `eModifierType_Armature`) - `OB_MODE_WEIGHT_GPENCIL` has to be respected (not only `OB_MODE_WEIGHT_PAINT`) -- (now use new `OB_MODE_ALL_WEIGHT_PAINT`) - `gpencil_weightmode_toggle_exec` now shares functionality from `wpaint_mode_toggle_exec` -- moved to new `ED_object_posemode_set_for_weight_paint` This patch will also set the context member "weight_paint_object" for greasepencil (otherwise some appropriate pose operators wont work when in weightpaint mode) Reviewed By: campbellbarton Maniphest Tasks: T63125 Differential Revision: https://developer.blender.org/D8483
2020-08-11Modifier: Maintain per-modifier session UUIDSergey Sharybin
Allows to keep track of modifiers, which is required, for example, for runtime data preservation in depsgraph.
2020-08-07Cleanup: Blenkernel, Clang-Tidy else-after-return fixesSybren A. Stüvel
This addresses warnings from Clang-Tidy's `readability-else-after-return` rule in the `source/blender/blenkernel` module. No functional changes.
2020-06-25Cleanup: spellingCampbell Barton