Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
AgeCommit message (Collapse)Author
2022-05-05Cleanup: spelling in commentsCampbell Barton
2022-05-03Fix T93179: geonodes UVs and Vertex colors do not work in EEVEEKévin Dietrich
Overwriting UV map or vertex color data in Geometry nodes will move the layers to another CustomData channel, and as such, will make attribute lookup fail from the UVMap and Vertex Color nodes in EEVEE as the CustomDataType will also be modified (i.e. no longer `CD_MTFACE` or `CD_MCOL`). As discussed in T93179, the solution is to use `CD_PROP_AUTO_FROM_NAME` so that the render engine is able to find the attributes. This also makes EEVEE emulate Cycles behaviour in this regard. `attr_load_uv` and `attr_load_color` are also removed in favor of the generic attribute API in the various GLSL shaders. Although `CD_PROP_AUTO_FROM_NAME` is now used even for UV maps, the active UV map is still used in case the attribute name is empty, to preserve the old behavior. Differential Revision: https://developer.blender.org/D13730
2022-05-03Fix T96338: GPU subdiv crash switching to UV editingKévin Dietrich
The crash is caused as the data for the UV editor is requested before the data for the mesh as a separate draw update. Since building the UV stretch angle buffer requires the position buffer, the latter is not created yet in this case. To fix this, create a local position buffer from the subdivision data. An alternate fix was considered to remove the dependency on the position buffer by interpolating on the GPU the coarse stretch angle buffer but this did work. Maybe this will be revisited.
2022-04-29Fix wrong cast from uint to int (2)Germano Cavalcante
Error in rB3d877c8a0d06
2022-04-29Fix wrong cast from uint to intGermano Cavalcante
Error in rB3d877c8a0d06
2022-04-29Select Engine: port shader to use 'GPUShaderCreateInfo'Germano Cavalcante
Simple port with a few cosmetic changes: - Attribute named "color" for indices VBO is now called "index" - The indices VBO is now composed of `int`s instead of `uint`s (this simplifies the source) Differential Revision: https://developer.blender.org/D14800
2022-04-20Cleanup: Rename CD_MLOOPCOL to CD_PROP_BYTE_COLORHans Goudey
The "PROP" in the name reflects its generic status, and removing "LOOP" makes sense because it is no longer associated with just mesh face corners. In general the goal is to remove extra semantic meaning from the custom data types.
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
2022-04-14Fix T96563: tangents artifacts with GPU subdivisionKévin Dietrich
When tangent are computed from generated coordinates, the result for GPU subdivision would be compressed to 16-bit when it shouldn't.
2022-04-14Fix part of T96596: wrong generated coordinates with GPU subdivisionKévin Dietrich
Problem is that the orco layer was not taken care of by the GPU subdivision routines. This only handles the issues for EEVEE/Workbench. For Cycles, this would need to be handled at the wrapper level somehow.
2022-04-13Cover some DNA files with C++ utility macrosSergey Sharybin
Solves compilation warning with Clang, and moves manipulation with DNA structures to the designed way for C++. The tests and few other places are update to the new code by Jacques. Ref T96847 Maniphest Tasks: T96847 Differential Revision: https://developer.blender.org/D14625
2022-04-06Cleanup: zero initialize VColRef before setting membersCampbell Barton
Ensures new members will be zeroed, the compiler is able to optimize this into identical compiled output.
2022-04-05Refactor: Unify vertex and sculpt colors into newJoseph Eagar
color attribute system. This commit removes sculpt colors from experimental status and unifies it with vertex colors. It introduces the concept of "color attributes", which are any attributes that represents colors. Color attributes can be represented with byte or floating-point numbers and can be stored in either vertices or face corners. Color attributes share a common namespace (so you can no longer have a floating-point sculpt color attribute and a byte vertex color attribute with the same name). Note: this commit does not include vertex paint mode, which is a separate patch, see: https://developer.blender.org/D14179 Differential Revision: https://developer.blender.org/D12587 Ref D12587
2022-04-04Cleanup: clang-tidyCampbell Barton
2022-04-04Cleanup: ensure space after file named in headersCampbell Barton
Add blank lines after file references to avoid them being interpreted as doc-strings the following declarations.
2022-03-29Fix T96356: artefacts with GPU subdivision and vertex paint maskKévin Dietrich
The lines paint mask IBO extraction was not implemented for GPU subdivision. For it to work, we also now need to preserve the subdivision loop to subdivision edge map, which until now was overwritten to store coarse edges (the map to coarse edges is still preserved). Also the paint flag stored in the 4th dimension of the loop normal buffer was not properly set for flat shaded faces, leading to other kind of artefacts and render issues.
2022-03-23Fix T96372: UV editor selection display wrong with GPU subdivisionKévin Dietrich
Vertices were not drawn properly as the logic for mapped mesh was used in the BMesh case. Edge display would ignore subdivided edges which would come from coarse edges when setting display flags.
2022-03-16Cleanup: incorrect comments, use C commentsCampbell Barton
2022-03-02Merge remote-tracking branch 'origin/blender-v3.1-release'Kévin Dietrich
2022-03-02Fix T94729: GPU subdivision does not support meshes without polygonsKévin Dietrich
There are two issues revealed in the bug report: - the GPU subdivision does not support meshes with only loose geometry - the loose geometry is not subdivided For the first case, checks are added to ensure we still fill the buffers with loose geometry even if no polygons are present. For the second case, this adds `BKE_subdiv_mesh_interpolate_position_on_edge` which encapsulates the loose vertex interpolation mechanism previously found in `subdiv_mesh_vertex_of_loose_edge`. The subdivided loose geometry is stored in a new specific data structure `DRWSubdivLooseGeom` so as to not pollute `MeshExtractLooseGeom`. These structures store the corresponding coarse element data, which will be used for filling GPU buffers appropriately. Differential Revision: https://developer.blender.org/D14171
2022-03-02Merge remote-tracking branch 'origin/blender-v3.1-release'Kévin Dietrich
2022-03-02Fix T94952: normals maps don't render correctly with GPU subdivisionKévin Dietrich
A simple case of missing the tangent VBO. The tangents are computed from the coarse mesh, and interpolated on the GPU for the final mesh. Code for initializing the tangents, and the vertex format for the VBO was factored out of the coarse extraction routine, to be shared with the subdivision routine.
2022-02-25Merge remote-tracking branch 'origin/blender-v3.1-release'Kévin Dietrich
2022-02-25Fix different shading between CPU and GPU subdivisionKévin Dietrich
Reuse the same vertex normals calculation as for the GPU code, by weighing each vertex normals by the angle of the edges incident to the vertex on the face. Additionally, remove limit normals, as the CPU code does not use them either, and would also cause different shading issues when limit surface is used. Fixes T95242: shade smooth artifacts with edge crease and limit surface Fixes T94919: subdivision, different shading between CPU and GPU
2022-02-17Merge remote-tracking branch 'origin/blender-v3.1-release'Kévin Dietrich
2022-02-17Fix vertex groups not rendering properly with GPU subdivisionKévin Dietrich
This was missing the BMesh case. Issue found while investigating T95827.
2022-02-15Merge remote-tracking branch 'origin/blender-v3.1-release'Kévin Dietrich
2022-02-15Fix T95697: GPU subdivision ignores custom normalsKévin Dietrich
Similarly to the CPU subdivision, we interpolate custom loop normals from the coarse mesh, and this for the final normals.
2022-02-14Merge remote-tracking branch 'origin/blender-v3.1-release'Kévin Dietrich
2022-02-14Fix T95177: GPU subdiv crashes mirror modifier in edit-modeKévin Dietrich
The issue has two causes: on one hand origin indices were not handled properly, on the other hand the extraction type (Mesh, BMesh, or mapped) was not detected correctly. For the second case reuse the MeshRenderData creation from the coarse code path so that we make the same decisions. Loose geometry extraction had to be updated to properly handle the BMesh cases. For the origin indices, in some cases (for edges and faces), the arrays used by the subdivision code already have the origin indices baked into them, so mapping them a second time through the origin index layer is wrong, and could cause out of bounds accesses. For vertices especially, we would use two arrays: one for mapping subdivision vertices to coarse vertices, and another one to map coarse vertices to subdivision loops used for the selection index buffer. The second one is now removed (which saves a bit of memory) as it is did not have the proper data setup for use with the origin indices and we can easily compute it using the first array anyway.
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
2022-02-04Attributes: Infrastructure for generic 8-bit integer data typeHans Goudey
This commit adds infrastructure for 8 bit signed integer attributes. This can be useful given the discussion in T94193, where we want to store spline type, Bezier handle type, and other small enums as attributes. This is only exposed in the interface in the attribute lists, so it shouldn't be an option in geometry nodes, at least for now. I expect that this type won't be used directly very often, it should mostly be cast to an enum type. However, with support for 8 bit integers, it also makes sense to add things like mixing implementations for consistency. Differential Revision: https://developer.blender.org/D13721
2022-01-31Cleanup: use our own conventions for tags 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
2022-01-24GPU subdiv: reduce memory usage for point IBOKévin Dietrich
The point IBO should only have data for coarse vertices (or in general, the vertices in the original mesh). As it used for displaying the vertices for selection in edit mode, and as it indexes into the VBOs for the positions and edit data, it is itself only indexed by coarse/ original vertex index. For the subdivision case, this would allocate space for the final subdivision vertex and reallocate to make room for loose geometry, although only the first coarse vertex count amount of data would be. Now just allocate for the required memory. Also reuse index buffer APIs instead of doing manual work.
2022-01-20Subdivision: add support for vertex creasingKévin Dietrich
This adds vertex creasing support for OpenSubDiv for modeling, rendering, Alembic and USD I/O. For modeling, vertex creasing follows the edge creasing implementation with an operator accessible through the Vertex menu in Edit Mode, and some parameter in the properties panel. The option in the Subsurf and Multires to use edge creasing also affects vertex creasing. The vertex crease data is stored as a CustomData layer, unlike edge creases which for now are stored in `MEdge`, but will in the future also be moved to a `CustomData` layer. See comments for details on the difference in behavior for the `CD_CREASE` layer between egdes and vertices. For Cycles this adds sockets on the Mesh node to hold data about which vertices are creased (one socket for the indices, one for the weigths). Viewport rendering of vertex creasing reuses the same color scheme as for edges and creased vertices are drawn bigger than uncreased vertices. For Alembic and USD, vertex crease support follows the edge crease implementation, they are always read, but only exported if a `Subsurf` modifier is present on the Mesh. Reviewed By: brecht, fclem, sergey, sybren, campbellbarton Differential Revision: https://developer.blender.org/D10145
2022-01-16Fix T94865: GPU subdiv crash switching to texpaint areaKévin Dietrich
The crash is due to the fact that GPU subdivision extraction routines for edit data (including UVs) only worked for BMesh. However, a Mesh based version is still needed for texture painting. This adds the missing components. This also ensures all data are properly initialized (at least the ones revealed by the bug).
2022-01-16Cleanup: deduplicate GPU subdiv data extraction loopsKévin Dietrich
This puts the loop over the final subdivision quads outside of the mesh iteration callback. This can also allow for easier parallel execution in the future if need be.
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
2022-01-12BLI: Refactor vector types & functions to use templatesClément Foucault
This patch implements the vector types (i.e:`float2`) by making heavy usage of templating. All vector functions are now outside of the vector classes (inside the `blender::math` namespace) and are not vector size dependent for the most part. In the ongoing effort to make shaders less GL centric, we are aiming to share more code between GLSL and C++ to avoid code duplication. ####Motivations: - We are aiming to share UBO and SSBO structures between GLSL and C++. This means we will use many of the existing vector types and others we currently don't have (uintX, intX). All these variations were asking for many more code duplication. - Deduplicate existing code which is duplicated for each vector size. - We also want to share small functions. Which means that vector functions should be static and not in the class namespace. - Reduce friction to use these types in new projects due to their incompleteness. - The current state of the `BLI_(float|double|mpq)(2|3|4).hh` is a bit of a let down. Most clases are incomplete, out of sync with each others with different codestyles, and some functions that should be static are not (i.e: `float3::reflect()`). ####Upsides: - Still support `.x, .y, .z, .w` for readability. - Compact, readable and easilly extendable. - All of the vector functions are available for all the vectors types and can be restricted to certain types. Also template specialization let us define exception for special class (like mpq). - With optimization ON, the compiler unroll the loops and performance is the same. ####Downsides: - Might impact debugability. Though I would arge that the bugs are rarelly caused by the vector class itself (since the operations are quite trivial) but by the type conversions. - Might impact compile time. I did not saw a significant impact since the usage is not really widespread. - Functions needs to be rewritten to support arbitrary vector length. For instance, one can't call `len_squared_v3v3` in `math::length_squared()` and call it a day. - Type cast does not work with the template version of the `math::` vector functions. Meaning you need to manually cast `float *` and `(float *)[3]` to `float3` for the function calls. i.e: `math::distance_squared(float3(nearest.co), positions[i]);` - Some parts might loose in readability: `float3::dot(v1.normalized(), v2.normalized())` becoming `math::dot(math::normalize(v1), math::normalize(v2))` But I propose, when appropriate, to use `using namespace blender::math;` on function local or file scope to increase readability. `dot(normalize(v1), normalize(v2))` ####Consideration: - Include back `.length()` method. It is quite handy and is more C++ oriented. - I considered the GLM library as a candidate for replacement. It felt like too much for what we need and would be difficult to extend / modify to our needs. - I used Macros to reduce code in operators declaration and potential copy paste bugs. This could reduce debugability and could be reverted. - This touches `delaunay_2d.cc` and the intersection code. I would like to know @howardt opinion on the matter. - The `noexcept` on the copy constructor of `mpq(2|3)` is being removed. But according to @JacquesLucke it is not a real problem for now. I would like to give a huge thanks to @JacquesLucke who helped during this and pushed me to reduce the duplication further. Reviewed By: brecht, sergey, JacquesLucke Differential Revision: https://developer.blender.org/D13791
2022-01-12Revert "BLI: Refactor vector types & functions to use templates"Clément Foucault
Includes unwanted changes This reverts commit 46e049d0ce2bce2f53ddc41a0dbbea2969d00a5d.
2022-01-12BLI: Refactor vector types & functions to use templatesClment Foucault
This patch implements the vector types (i.e:`float2`) by making heavy usage of templating. All vector functions are now outside of the vector classes (inside the `blender::math` namespace) and are not vector size dependent for the most part. In the ongoing effort to make shaders less GL centric, we are aiming to share more code between GLSL and C++ to avoid code duplication. ####Motivations: - We are aiming to share UBO and SSBO structures between GLSL and C++. This means we will use many of the existing vector types and others we currently don't have (uintX, intX). All these variations were asking for many more code duplication. - Deduplicate existing code which is duplicated for each vector size. - We also want to share small functions. Which means that vector functions should be static and not in the class namespace. - Reduce friction to use these types in new projects due to their incompleteness. - The current state of the `BLI_(float|double|mpq)(2|3|4).hh` is a bit of a let down. Most clases are incomplete, out of sync with each others with different codestyles, and some functions that should be static are not (i.e: `float3::reflect()`). ####Upsides: - Still support `.x, .y, .z, .w` for readability. - Compact, readable and easilly extendable. - All of the vector functions are available for all the vectors types and can be restricted to certain types. Also template specialization let us define exception for special class (like mpq). - With optimization ON, the compiler unroll the loops and performance is the same. ####Downsides: - Might impact debugability. Though I would arge that the bugs are rarelly caused by the vector class itself (since the operations are quite trivial) but by the type conversions. - Might impact compile time. I did not saw a significant impact since the usage is not really widespread. - Functions needs to be rewritten to support arbitrary vector length. For instance, one can't call `len_squared_v3v3` in `math::length_squared()` and call it a day. - Type cast does not work with the template version of the `math::` vector functions. Meaning you need to manually cast `float *` and `(float *)[3]` to `float3` for the function calls. i.e: `math::distance_squared(float3(nearest.co), positions[i]);` - Some parts might loose in readability: `float3::dot(v1.normalized(), v2.normalized())` becoming `math::dot(math::normalize(v1), math::normalize(v2))` But I propose, when appropriate, to use `using namespace blender::math;` on function local or file scope to increase readability. `dot(normalize(v1), normalize(v2))` ####Consideration: - Include back `.length()` method. It is quite handy and is more C++ oriented. - I considered the GLM library as a candidate for replacement. It felt like too much for what we need and would be difficult to extend / modify to our needs. - I used Macros to reduce code in operators declaration and potential copy paste bugs. This could reduce debugability and could be reverted. - This touches `delaunay_2d.cc` and the intersection code. I would like to know @howardt opinion on the matter. - The `noexcept` on the copy constructor of `mpq(2|3)` is being removed. But according to @JacquesLucke it is not a real problem for now. I would like to give a huge thanks to @JacquesLucke who helped during this and pushed me to reduce the duplication further. Reviewed By: brecht, sergey, JacquesLucke Differential Revision: https://developer.blender.org/D13791
2022-01-12Revert "BLI: Refactor vector types & functions to use templates"Clément Foucault
Reverted because the commit removes a lot of commits. This reverts commit a2c1c368af48644fa8995ecbe7138cc0d7900c30.
2022-01-12BLI: Refactor vector types & functions to use templatesClément Foucault
This patch implements the vector types (i.e:float2) by making heavy usage of templating. All vector functions are now outside of the vector classes (inside the blender::math namespace) and are not vector size dependent for the most part. In the ongoing effort to make shaders less GL centric, we are aiming to share more code between GLSL and C++ to avoid code duplication. Motivations: - We are aiming to share UBO and SSBO structures between GLSL and C++. This means we will use many of the existing vector types and others we currently don't have (uintX, intX). All these variations were asking for many more code duplication. - Deduplicate existing code which is duplicated for each vector size. - We also want to share small functions. Which means that vector functions should be static and not in the class namespace. - Reduce friction to use these types in new projects due to their incompleteness. - The current state of the BLI_(float|double|mpq)(2|3|4).hh is a bit of a let down. Most clases are incomplete, out of sync with each others with different codestyles, and some functions that should be static are not (i.e: float3::reflect()). Upsides: - Still support .x, .y, .z, .w for readability. - Compact, readable and easilly extendable. - All of the vector functions are available for all the vectors types and can be restricted to certain types. Also template specialization let us define exception for special class (like mpq). - With optimization ON, the compiler unroll the loops and performance is the same. Downsides: - Might impact debugability. Though I would arge that the bugs are rarelly caused by the vector class itself (since the operations are quite trivial) but by the type conversions. - Might impact compile time. I did not saw a significant impact since the usage is not really widespread. - Functions needs to be rewritten to support arbitrary vector length. For instance, one can't call len_squared_v3v3 in math::length_squared() and call it a day. - Type cast does not work with the template version of the math:: vector functions. Meaning you need to manually cast float * and (float *)[3] to float3 for the function calls. i.e: math::distance_squared(float3(nearest.co), positions[i]); - Some parts might loose in readability: float3::dot(v1.normalized(), v2.normalized()) becoming math::dot(math::normalize(v1), math::normalize(v2)) But I propose, when appropriate, to use using namespace blender::math; on function local or file scope to increase readability. dot(normalize(v1), normalize(v2)) Consideration: - Include back .length() method. It is quite handy and is more C++ oriented. - I considered the GLM library as a candidate for replacement. It felt like too much for what we need and would be difficult to extend / modify to our needs. - I used Macros to reduce code in operators declaration and potential copy paste bugs. This could reduce debugability and could be reverted. - This touches delaunay_2d.cc and the intersection code. I would like to know @Howard Trickey (howardt) opinion on the matter. - The noexcept on the copy constructor of mpq(2|3) is being removed. But according to @Jacques Lucke (JacquesLucke) it is not a real problem for now. I would like to give a huge thanks to @Jacques Lucke (JacquesLucke) who helped during this and pushed me to reduce the duplication further. Reviewed By: brecht, sergey, JacquesLucke Differential Revision: http://developer.blender.org/D13791
2022-01-07Cleanup: remove redundant const qualifiers for POD typesCampbell Barton
MSVC used to warn about const mismatch for arguments passed by value. Remove these as newer versions of MSVC no longer show this warning.
2022-01-06Fix T94672: incorrect Workbench shadows with GPU subdivisionKévin Dietrich
The `lines_adjacency` IBO build in the GPU subdivision case was missing edges at the boundaries of open meshes. As it is used for the shadow pass, the shadows were then not clipped properly. This would also make X-Ray mode render differently in those cases. To fix this, we can simply reuse the buffer finalization routine from the non-subdivision case, as such edges are handled there.
2022-01-06GPU subdiv: fix wrong data sizes used for lines adjacency IBOKévin Dietrich
Function parameters were mismatched, causing an assertion failure in debug builds.
2022-01-06Cleanup: spelling in commentsCampbell Barton
2021-12-27Cleanup: clang tidyJacques Lucke
Use c++ headers; use nullptr; redundant `void` in parameter list; inconsistent parameter name.
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