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2022-09-23Mesh: Move selection flags to generic attributesHans Goudey
Using the attribute name semantics from T97452, this patch moves the selection status of mesh elements from the `SELECT` of vertices, and edges, and the `ME_FACE_SEL` of faces to generic boolean attribute Storing this data as generic attributes can significantly simplify and improve code, as described in T95965. The attributes are called `.select_vert`, `.select_edge`, and `.select_poly`. The `.` prefix means they are "UI attributes",so they still contain original data edited by users, but they aren't meant to be accessed procedurally by the user in arbitrary situations. They are also be hidden in the spreadsheet and the attribute list. Until 4.0, the attributes are still written to and read from the mesh in the old way, so neither forward nor backward compatibility are affected. This means memory requirements will be increased by one byte per element when selection is used. When the flags are removed completely, requirements will decrease. Further notes: * The `MVert` flag is empty at runtime now, so it can be ignored. * `BMesh` is unchanged, otherwise the change would be much larger. * Many tests have slightly different results, since the selection attribute uses more generic propagation. Previously you couldn't really rely on edit mode selections being propagated procedurally. Now it mostly works as expected. Similar to 2480b55f216c Ref T95965 Differential Revision: https://developer.blender.org/D15795
2022-09-23Mesh: Move edge crease out of MEdgeHans Goudey
This is very similar to D14077. There are two differences though. First is that vertex creases are already stored in a separate layer, and second is that we can now completely remove use of `Mesh.cd_flag`, since that information is now inherent to whether the layers exist. There are two functional differences here: * Operators are used to add and remove layers instead of a property. * The "crease" attribute can be created and removed by geometry nodes. The second change should make various geometry nodes slightly faster, since the "crease" attribute was always processed before. Creases are now interpolated generically in the CustomData API too, which should help maintain the values across edits better. Meshes get an `edge_creases` RNA property like the existing vertex property, to provide more efficient access to the data in Cycles. One test failure is expected, where different rounding between float the old char storage means that 5 additional points are scattered in a geometry nodes test. Differential Revision: https://developer.blender.org/D15927
2022-09-23Mesh: Move sculpt face sets to a generic attributeHans Goudey
Similar to the other refactors from T95965, this commit moves sculpt face sets to use a generic integer attribute named `".sculpt_face_set"`. This makes face sets accessible in the Python API. The attribute is not visible in the attributes list or the spreadsheet because it is meant for internal use, though that could be an option in the future along with other similar attributes. Currently the change is small, but in the future this could simplify code by allowing use of more generic attribute APIs. Differential Revision: https://developer.blender.org/D16045
2022-09-19Cleanup: spellingCampbell Barton
2022-09-16Cleanup: spelling in commentsCampbell Barton
2022-09-16Cleanup: formatCampbell Barton
2022-09-15I18n: disambiguate and extract a few messagesDamien Picard
Disambiguate: - Lower / Upper (case) - Spray (ocean modifier) - Keep Original (clip, grease pencil, object) - Screen [space] (inside some enum items, mostly) - Cast Shadow ("shadow that is cast", not "to cast a shadow") Extract: - Line Art Light Reference Near and Far - Mesh vertex attribute domain: Vertex Reviewed By: mont29 Differential Revision: https://developer.blender.org/D15938
2022-09-14Sculpt: Separate hide status from face sets, use generic attributeHans Goudey
Whether faces are hidden and face sets are orthogonal concepts, but currently sculpt mode stores them together in the face set array. This means that if anything is hidden, there must be face sets, and if there are face sets, we have to keep track of what is hidden. In other words, it adds a bunch of redundant work and state tracking. On the user level it's nice that face sets and hiding are consistent, but we don't need to store them together to accomplish that. This commit uses the `".hide_poly"` attribute from rB2480b55f216c to read and change hiding in sculpt mode. Face sets don't need to be negative anymore, and a bunch of "face set <-> hide status" conversion can be removed. Plus some other benefits: - We don't need to allocate either array quite as much. - The hide status can be read from 1/4 the memory as face sets. - Updates when entering or exiting sculpt mode can be removed. - More opportunities for early-outs when nothing is hidden. - Separating concerns makes sculpt code more obvious. - It will be easier to convert face sets into a generic int attribute. Differential Revision: https://developer.blender.org/D15950
2022-09-14ViewLayer: Lazy sync of scene data.Monique Dewanchand
When a change happens which invalidates view layers the syncing will be postponed until the first usage. This will improve importing or adding many objects in a single operation/script. `BKE_view_layer_need_resync_tag` is used to tag the view layer to be out of sync. Before accessing `BKE_view_layer_active_base_get`, `BKE_view_layer_active_object_get`, `BKE_view_layer_active_collection` or `BKE_view_layer_object_bases` the caller should call `BKE_view_layer_synced_ensure`. Having two functions ensures that partial syncing could be added as smaller patches in the future. Tagging a view layer out of sync could be replaced with a partial sync. Eventually the number of full resyncs could be reduced. After all tagging has been replaced with partial syncs the ensure_sync could be phased out. This patch has been added to discuss the details and consequences of the current approach. For clarity the call to BKE_view_layer_ensure_sync is placed close to the getters. In the future this could be placed in more strategical places to reduce the number of calls or improve performance. Finding those strategical places isn't that clear. When multiple operations are grouped in a single script you might want to always check for resync. Some areas found that can be improved. This list isn't complete. These areas aren't addressed by this patch as these changes would be hard to detect to the reviewer. The idea is to add changes to these areas as a separate patch. It might be that the initial commit would reduce performance compared to master, but will be fixed by the additional patches. **Object duplication** During object duplication the syncing is temporarily disabled. With this patch this isn't useful as when disabled the view_layer is accessed to locate bases. This can be improved by first locating the source bases, then duplicate and sync and locate the new bases. Will be solved in a separate patch for clarity reasons ({D15886}). **Object add** `BKE_object_add` not only adds a new object, but also selects and activates the new base. This requires the view_layer to be resynced. Some callers reverse the selection and activation (See `get_new_constraint_target`). We should make the selection and activation optional. This would make it possible to add multiple objects without having to resync per object. **Postpone Activate Base** Setting the basact is done in many locations. They follow a rule as after an action find the base and set the basact. Finding the base could require a resync. The idea is to store in the view_layer the object which base will be set in the basact during the next sync, reducing the times resyncing needs to happen. Reviewed By: mont29 Maniphest Tasks: T73411 Differential Revision: https://developer.blender.org/D15885
2022-09-14Adding `const Scene*` parameter in many areas.Monique Dewanchand
Related to {D15885} that requires scene parameter to be added in many places. To speed up the review process the adding of the scene parameter was added in a separate patch. Reviewed By: mont29 Maniphest Tasks: T73411 Differential Revision: https://developer.blender.org/D15930
2022-09-12UV: support uv seams when computing uv islandsChris Blackbourn
An edge can be marked BM_ELEM_SEAM, which means the UV co-ordinates on either side of the edge are actually independent, even if they happen to currently have the same value. This commit optionally add support for UV Seams when computing islands. Affects UV sculpt tools, individual origins, UV stitch and changing UV selection modes etc. Required for upcoming packing refactor which requires seam support when computing islands. Differential Revision: https://developer.blender.org/D15875
2022-09-09Mesh: Move bevel weight out of MVert and MEdgeHans Goudey
As described in T95966, the goal is to move to a "struct of arrays" approach rather than gathering an arbitrary set of data in hard-coded structs. This has performance benefits, but also code complexity benefits (this patch removes plenty of code, though the boilerplate for the new operators outweighs that here). To mirror the internal change, the options for storing mesh bevel weights are converted into operators that add or remove the layer, like for some other layers. The most complex change is to the solidify modifier, where bevel weights had special handling. Other than that, most changes are removing clearing of the weights, boilerplate for the add/remove operators, and removing the manual transfer of bevel weights in bmesh - mesh conversion. Eventually bevel weights can become a fully generic attribute, but for now this patch aims to avoid most functional changes. Bevel weights are still written and read from the mesh in the old way, so neither forward nor backward compatibility are affected. As described in T95965, writing in the old format will be done until 4.0. Differential Revision: https://developer.blender.org/D14077
2022-09-09Cleanup: Simplify BKE_mesh_nomain_to_meshHans Goudey
- Remove "take ownership" argument which was confusing and always true - The argument made ownership very confusing - Better to avoid boolean arguments that switch a function's purpose - Remove "mask" argument which was basically wrong and not used properly - "EVERYTHING" was used because developers are wary of removing data - Instead use `CD_MASK_MESH` for its purpose of original mesh data - Remove use of shallow copied temporary mesh, which is unnecessary now - Split shape key processing into separate functions and use C++ types - Copy fields explicitly rather than using memcpy for the whole struct - Use higher level functions and avoid redundant code - The whole idea is pretty simple and can be built from standard logic - Adjust `CustomData` logic to be consistent with "assign" expectations - Clear the layer data from the source, and moves the anonymous ID Differential Revision: https://developer.blender.org/D15857
2022-09-09Cleanup: spelling in commentsCampbell Barton
2022-09-08Cleanup: Remove unused face customdata for merging meshesHans Goudey
2022-09-08Fix T100822: Merging objects does not assign materials correctlyPhilipp Oeser
Caused by {rBf1c0249f34c4} This is what (I think) went wrong in the above commit: - `join_mesh_single` was writing material indices to the custom data / attribute of the source mesh - the `polyofs` of each mesh that was joined was not taken into account Now, instead of using the AttributeWriter on a particular mesh, use the CustomData (`pdata`) - that is constantly changed during joining - directly for writing. Otherwise we end up writing into customdata that has not been "extended" yet (even if we use the destination mesh). Also note that even on the destination mesh, CustomData would be freed anyways after all calls to `join_mesh_single` took place, to be replaced with the mentioned `pdata` which should be the single customdata to write to here. When doing this (writing to `pdata`), we also need to take into account the poly offset of each contributing mesh. Maniphest Tasks: T100822 Differential Revision: https://developer.blender.org/D15878
2022-09-08Cleanup: Use C++ methods to retrieve attribute accessorsHans Goudey
Replace `mesh_attributes`, `mesh_attributes_for_write` and the point cloud versions with methods on the `Mesh` and `PointCloud` types. This makes them friendlier to use and improves readability. Differential Revision: https://developer.blender.org/D15907
2022-09-08Cleanup: prefer terms verts/polys over vertices/polygonsCampbell Barton
Follows existing naming for the most part, also use "num" as a suffix in some instances (following our naming conventions).
2022-09-07Cleanup: Tweak naming for recently added mesh accessorsHans Goudey
Use `verts` instead of `vertices` and `polys` instead of `polygons` in the API added in 05952aa94d33eeb50. This aligns better with existing naming where the shorter names are much more common.
2022-09-05GPU: remove 'GPU_SHADER_2D_UNIFORM_COLOR'Germano Cavalcante
The only real difference between `GPU_SHADER_2D_UNIFORM_COLOR` and `GPU_SHADER_3D_UNIFORM_COLOR` is that in the vertex shader the 2D version uses `vec4(pos, 0.0, 1.0)` and the 3D version uses `vec4(pos, 1.0)`. But VBOs with 2D attributes work perfectly in shaders that use 3D attributes. Components not specified are filled with components from `vec4(0.0, 0.0, 0.0, 1.0)`. So there is no real benefit to having two different shader versions. This will simplify porting shaders to python as it will not be necessary to use a 3D and a 2D version of the shaders. In python the new name for '2D_UNIFORM_COLOR'' and '3D_UNIFORM_COLOR' is 'UNIFORM_COLOR', but the old names still work for backward compatibility. Differential Revision: https://developer.blender.org/D15836
2022-09-05Mesh: Remove redundant custom data pointersHans Goudey
For copy-on-write, we want to share attribute arrays between meshes where possible. Mutable pointers like `Mesh.mvert` make that difficult by making ownership vague. They also make code more complex by adding redundancy. The simplest solution is just removing them and retrieving layers from `CustomData` as needed. Similar changes have already been applied to curves and point clouds (e9f82d3dc7ee, 410a6efb747f). Removing use of the pointers generally makes code more obvious and more reusable. Mesh data is now accessed with a C++ API (`Mesh::edges()` or `Mesh::edges_for_write()`), and a C API (`BKE_mesh_edges(mesh)`). The CoW changes this commit makes possible are described in T95845 and T95842, and started in D14139 and D14140. The change also simplifies the ongoing mesh struct-of-array refactors from T95965. **RNA/Python Access Performance** Theoretically, accessing mesh elements with the RNA API may become slower, since the layer needs to be found on every random access. However, overhead is already high enough that this doesn't make a noticible differenc, and performance is actually improved in some cases. Random access can be up to 10% faster, but other situations might be a bit slower. Generally using `foreach_get/set` are the best way to improve performance. See the differential revision for more discussion about Python performance. Cycles has been updated to use raw pointers and the internal Blender mesh types, mostly because there is no sense in having this overhead when it's already compiled with Blender. In my tests this roughly halves the Cycles mesh creation time (0.19s to 0.10s for a 1 million face grid). Differential Revision: https://developer.blender.org/D15488
2022-09-01Cleanup: Remove/replace View Layer macros.Monique Dewanchand
This patch is a cleanup required before refactoring the view layer syncing process {T73411}. * Remove FIRSTBASE. * Remove LASTBASE. * Remove BASACT. * Remove OBEDIT_FROM_WORKSPACE. * Replace OBACT with BKE_view_layer_active_object. * Replace OBEDIT_FROM_VIEW_LAYER with BKE_view_layer_edit_object. Reviewed By: mont29 Maniphest Tasks: T73411 Differential Revision: https://developer.blender.org/D15799
2022-08-31Fix merge error.Joseph Eagar
2022-08-31Merge branch 'blender-v3.3-release'Joseph Eagar
2022-08-31Cleanup: fix warnings from vcol limit commitJoseph Eagar
2022-08-31Merge branch 'blender-v3.3-release'Joseph Eagar
2022-08-31Core: Remove color attribute limit from CustomData APIJoseph Eagar
Note: does not fix the limit in PBVH draw which is caused by VBO limits not MAX_MCOL.
2022-08-31Mesh: Move material indices to a generic attributeHans Goudey
This patch moves material indices from the mesh `MPoly` struct to a generic integer attribute. The builtin material index was already exposed in geometry nodes, but this makes it a "proper" attribute accessible with Python and visible in the "Attributes" panel. The goals of the refactor are code simplification and memory and performance improvements, mainly because the attribute doesn't have to be stored and processed if there are no materials. However, until 4.0, material indices will still be read and written in the old format, meaning there may be a temporary increase in memory usage. Further notes: * Completely removing the `MPoly.mat_nr` after 4.0 may require changes to DNA or introducing a new `MPoly` type. * Geometry nodes regression tests didn't look at material indices, so the change reveals a bug in the realize instances node that I fixed. * Access to material indices from the RNA `MeshPolygon` type is slower with this patch. The `material_index` attribute can be used instead. * Cycles is changed to read from the attribute instead. * BMesh isn't changed in this patch. Theoretically it could be though, to save 2 bytes per face when less than two materials are used. * Eventually we could use a 16 bit integer attribute type instead. Ref T95967 Differential Revision: https://developer.blender.org/D15675
2022-08-30Attributes: Improve custom data initialization optionsHans Goudey
When allocating new `CustomData` layers, often we do redundant initialization of arrays. For example, it's common that values are allocated, set to their default value, and then set to some other value. This is wasteful, and it negates the benefits of optimizations to the allocator like D15082. There are two reasons for this. The first is array-of-structs storage that makes it annoying to initialize values manually, and the second is confusing options in the Custom Data API. This patch addresses the latter. The `CustomData` "alloc type" options are rearranged. Now, besides the options that use existing layers, there are two remaining: * `CD_SET_DEFAULT` sets the default value. * Usually zeroes, but for colors this is white (how it was before). * Should be used when you add the layer but don't set all values. * `CD_CONSTRUCT` refers to the "default construct" C++ term. * Only necessary or defined for non-trivial types like vertex groups. * Doesn't do anything for trivial types like `int` or `float3`. * Should be used every other time, when all values will be set. The attribute API's `AttributeInit` types are updated as well. To update code, replace `CD_CALLOC` with `CD_SET_DEFAULT` and `CD_DEFAULT` with `CD_CONSTRUCT`. This doesn't cause any functional changes yet. Follow-up commits will change to avoid initializing new layers where the correctness is clear. Differential Revision: https://developer.blender.org/D15617
2022-08-29I18n: disambiguate and make a few more strings translatableDamien Picard
Those strings were at least partly disambiguated: - Area - Zone - Measurement - Ease - BBone Ease In / Out - Back - Camera BG image depth - GP interpolate sequence - Edge Crease - Theme - Jitter - Brush - GPencil - Lens distorsion compositing node - Cineon color management - Black - Gamma - White Reviewed By: mont29 Differential Revision: https://developer.blender.org/D15791
2022-08-28Cleanup: replace NULL with nullptr for C++ filesCampbell Barton
2022-08-22Merge branch 'blender-v3.3-release'Bastien Montagne
Conflicts: release/scripts/startup/bl_ui/space_userpref.py
2022-08-22I18n: disambiguate a few translationsDamien Picard
- Keying (keyframe insertion) - Roughness (particle children) - New image, collection, text (in menus) - Parents (particles) - Wrap (text) - Light (add menu) - Empty (volume add menu) - Empty (empty add menu) - Cycles (f-curve modifier) - Drag (workspace tool type) - Power (light intensity) - Power (math nodes) This last change also moves all math operations in nodes to the ID_nodetree context. It's needed only for some operations, but we can't be more granular here. Also... - Fix context extraction for interpolation mode headers in F-Curves and GPencil interpolation operator - Enable new translation: "Slot %d" in image editor - Fix an English message in the node editor: "Replace the input image's alpha channels by..." -> channel Ref. T43295 Reviewed By: mont29 Differential Revision: https://developer.blender.org/D15694
2022-08-19Cleanup: replace uint cd_loop_uv_offset with intChris Blackbourn
See https://wiki.blender.org/wiki/Style_Guide/C_Cpp#Integer_Types
2022-08-17UV: add geometry driven uv relax brushChris Blackbourn
Differential Revision: https://developer.blender.org/D15530
2022-08-16Sculpt: Fix redo panel bugsJoseph Eagar
SCULPT_undo_push_begin no longer takes an explicit name. Instead it takes a wmOperator pointer and uses op->type->name for the name. This is necassary for the redo panel to work and should fix the entire class of bugs related to misspelled undo push names. Cases where the calling operator is not registered may use SCULPT_undo_push_begin_ex if desired; it takes a name string as before.
2022-08-15GPU: replace GLEW with libepoxyChristian Rauch
With libepoxy we can choose between EGL and GLX at runtime, as well as dynamically open EGL and GLX libraries without linking to them. This will make it possible to build with Wayland, EGL, GLVND support while still running on systems that only have X11, GLX and libGL. It also paves the way for headless rendering through EGL. libepoxy is a new library dependency, and is included in the precompiled libraries. GLEW is no longer a dependency, and WITH_SYSTEM_GLEW was removed. Includes contributions by Brecht Van Lommel, Ray Molenkamp, Campbell Barton and Sergey Sharybin. Ref T76428 Differential Revision: https://developer.blender.org/D15291
2022-08-14Fix: Incorrect access of mesh hide layersHans Goudey
Mistake in 2480b55f216c31373a
2022-08-12Cleanup: repeated words in commentsCampbell Barton
2022-08-12Cleanup: use short names for verts & polys as they're unambiguousCampbell Barton
Follow conventions used in most existing code.
2022-08-12Cleanup: typo in selection checkCampbell Barton
In practice this is harmless as in most cases checking selected vertices is enough, however as the intention is to check all 3 elements it's best to do so.
2022-08-12Cleanup: replace term face with polyCampbell Barton
Be consistent with naming to avoid mixing MPoly/MFace.
2022-08-11Mesh: Move hide flags to generic attributesHans Goudey
This commit moves the hide status of mesh vertices, edges, and faces from the `ME_FLAG` to optional generic boolean attributes. Storing this data as generic attributes can significantly simplify and improve code, as described in T95965. The attributes are called `.hide_vert`, `.hide_edge`, and `.hide_poly`, using the attribute name semantics discussed in T97452. The `.` prefix means they are "UI attributes", so they still contain original data edited by users, but they aren't meant to be accessed procedurally by the user in arbitrary situations. They are also be hidden in the spreadsheet and the attribute list by default, Until 4.0, the attributes are still written to and read from the mesh in the old way, so neither forward nor backward compatibility are affected. This means memory requirements will be increased by one byte per element when the hide status is used. When the flags are removed completely, requirements will decrease when hiding is unused. Further notes: * Some code can be further simplified to skip some processing when the hide attributes don't exist. * The data is still stored in flags for `BMesh`, necessitating some complexity in the conversion to and from `Mesh`. * Access to the "hide" property of mesh elements in RNA is slower. The separate boolean arrays should be used where possible. Ref T95965 Differential Revision: https://developer.blender.org/D14685
2022-08-11Cleanup: refactoring uvislands to prepare for python apiChris Blackbourn
Add element_map->island_total_uvs. Add element_map->island_total_unique_uvs. Simplify callers based on new members. Add comments. Resolves: D15598
2022-08-11Cleanup: refactoring uvislands to prepare for python apiChris Blackbourn
Add #bm_uv_ensure_head_table See also: D15598
2022-08-10Cleanup: refactoring uvislands to prepare for python apiChris Blackbourn
Migrate island calculation to #bm_uv_build_islands. Simplify connectedness calculation. Reduce memory pressure. No functional changes. See also: D15598
2022-08-09Cleanup: use own username in code-comment tagsCampbell Barton
2022-08-09Cleanup: compiler warningsCampbell Barton
2022-08-08Cleanup: refactoring uvislands to prepare for python apiChris Blackbourn
Fix copy+paste bug
2022-08-08Cleanup: refactoring uvislands to prepare for python apiChris Blackbourn
Rename vert -> vertex. Add `BM_uv_element_get_head`. See also: D15598