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2022-03-03i18n: Fix more potential contextual issues with "Back" UI label.Bastien Montagne
Add 'ID_ACTION' context to some animation curve interpolation enums. Related to T95506/T43295.
2022-03-03WM: use pass-through for cursor placement operatorCampbell Barton
This is needed since 4d0f846b936c9101ecb76a6db962aac2d74a460a however change in the operator instead of the event handler is correct, as accepting a press event should suppress drag events unless the pass-through flag is set. This is how select & tweak already works.
2022-03-02Add Object Tool: use the drag-start location for initial placementCampbell Barton
2022-03-02Docs: document the use_axis_view argumeht to view_roll_angleCampbell Barton
Also remove event print left in by accident.
2022-03-02Event System: remove tweak events in favor of click-dragCampbell Barton
Supporting two kinds of dragging is redundant, remove tweak events as they only supported 3 mouse buttons and added complexity from using the 'value' to store directions. Support only click-drag events (KM_CLICK_DRAG) which can be used with any keyboard or mouse button. Details: - A "direction" member has been added to keymap items and events which can be used when the event value is set to KM_CLICK_DRAG. - Keymap items are version patched. - Loading older key-maps are also updated. - Currently the key-maps stored in ./release/scripts/presets/keyconfig/ still reference tweak events & need updating. For now they are updated on load. Note that in general this wont impact add-ons as modal operators don't receive tweak events. Reviewed By: brecht Ref D14214
2022-03-01Cleanup: move Event.is_repeat & is_direction_inverted to flagsCampbell Barton
Use a flag for events to avoid adding struct members every time a new kind of tag is needed - so events remain small. This also simplifies copying settings as flags can be copied at once with a mask.
2022-03-01Cleanup: ED_view3d_win_to_delta & ED_view3d_calc_zfac usageCampbell Barton
- Rename ED_view3d_win_to_delta `mval` argument to `xy_delta` as it as it was misleading since this is an screen-space offset not a region relative cursor position (typical use of the name `mval`). Also rename the variable passed to this function which also used the term `mval` in many places. - Re-order the output argument of ED_view3d_win_to_delta last. use an r_ prefix for return arguments. - Document how the `zfac` argument is intended to be used. - Split ED_view3d_calc_zfac into two functions as the `r_flip` argument was only used in some special cases.
2022-02-25Cleanup: use flags for wmEvent modifier keysCampbell Barton
Using flags makes checking multiple modifiers at once more convenient and avoids macros/functions such as IS_EVENT_MOD & WM_event_modifier_flag which have been removed. It also simplifies checking if modifier keys have changed.
2022-02-24Merge remote-tracking branch 'origin/blender-v3.1-release'Kévin Dietrich
2022-02-24Fix T95976: on cage GPU subdivision breaks X-ray selectionKévin Dietrich
When X-ray mode is active the selection is done using the mesh data to select what is closest to the cursor. When GPU subdivision is active with the "show on cage" modifier option, this fails as the mesh used for selection is the unsubdivided one. This creates a subdivision wrapper before running the selection routines to ensure that subdivision is available on the CPU side as well. Differential Revision: https://developer.blender.org/D14188
2022-02-243D View: keep the orthographic view when rolling 90 degreesCampbell Barton
Support for maintaining orthographic view for view3d.view_roll for an angle of 90/-90 degrees.
2022-02-23NDOF: make camera view/pan behavior optionalCampbell Barton
User request since adding this option in: 51975b89edfcc02131f1f8248e1b3442ea2778fa When disabled, use the previous behavior when orbiting a camera view.
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
2022-02-18Curves: add initial edit mode supportKévin Dietrich
This adds initial support for edit mode for the experimental new curves object. For now we can only toggle in and out of the mode, no real interraction is possible. This patch also adds empty menus in edit mode. Those were added mainly to quiet warnings as the menus are programmatically added to the edit mode based on the object type and context. Ref T95769 Reviewed By: JacquesLucke, HooglyBoogly Maniphest Tasks: T95769 Differential Revision: https://developer.blender.org/D14136
2022-02-18Curves: initial brush system integration for curves sculpt modeJacques Lucke
This adds the boilerplate code that is necessary to use the tool/brush/paint systems in the new sculpt curves mode. Two temporary dummy tools are part of this patch. They do nothing and only serve to test the boilerplate. When the first actual tool is added, those dummy tools will be removed. Differential Revision: https://developer.blender.org/D14117
2022-02-18Cleanup: simplify viewmove_applyCampbell Barton
Check for a camera-view before checking if the view is locked to the cursor/object since the camera-view takes priority, it reads better to check that first. Also reuse the event offset variable.
2022-02-183D View: Add camera view pan/zoom support for NDOFCampbell Barton
NDOF navigation in a camera view now behaves like orthographic pan/zoom. Note that NDOF orbiting out of the camera view has been disabled, see code comment for details. Resolves T93666.
2022-02-18Cleanup: move camera-view pan/zoom into utility functionsCampbell Barton
2022-02-16Cleanup: clang-format, use static sets, sort struct declarationsCampbell Barton
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
2022-02-08Cleanup: clang-formatCampbell Barton
2022-02-07Curves: Rename "Hair" types, variables, and functions to "Curves"Hans Goudey
Based on discussions from T95355 and T94193, the plan is to use the name "Curves" to describe the data-block container for multiple curves. Eventually this will replace the existing "Curve" data-block. However, it will be a while before the curve data-block can be replaced so in order to distinguish the two curve types in the UI, "Hair Curves" will be used, but eventually changed back to "Curves". This patch renames "hair-related" files, functions, types, and variable names to this convention. A deep rename is preferred to keep code consistent and to avoid any "hair" terminology from leaking, since the new data-block is meant for all curve types, not just hair use cases. The downside of this naming is that the difference between "Curve" and "Curves" has become important. That was considered during design discussons and deemed acceptable, especially given the non-permanent nature of the somewhat common conflict. Some points of interest: - All DNA compatibility is lost, just like rBf59767ff9729. - I renamed `ID_HA` to `ID_CV` so there is no complete mismatch. - `hair_curves` is used where necessary to distinguish from the existing "curves" plural. - I didn't rename any of the cycles/rendering code function names, since that is also used by the old hair particle system. Differential Revision: https://developer.blender.org/D14007
2022-02-07Cleanup: clang-formatCampbell Barton
2022-02-05Partially pevert "Fix error in b1b1a74af15b4eaa0757ad88acfbcac73b9a64fe"Germano Cavalcante
This partially reverts commit 81d2eda2bf8a0d73ed7bbf077c9fa4ffcf54aa6c. That commit introduced unrelated changes.
2022-02-05Fix error in b1b1a74af15b4eaa0757ad88acfbcac73b9a64feGermano Cavalcante
`op` --> `op->customdata`
2022-02-05Cleanup: set 'op->customdata' out of 'viewops_data_create'Germano Cavalcante
Setting the `op->customdata` out of `viewops_data_create` makes the usage of the function clearer thus making the code easier to read.
2022-02-05Cleanup: merge functions with similar usageGermano Cavalcante
`viewops_data_alloc` allocates and stores some pointers in `ViewOpsData` while `viewops_data_create` reuses already stored pointers and also stores others in `ViewOpsData`. The similar names and usages can confuse and in this case it also creates a dependency on the order in which these functions are called. Merging these functions simplifies usage and deduplicates code.
2022-02-04Merge branch 'blender-v3.1-release'Clément Foucault
2022-02-04Fix T94410: stopping Cycles render in 3D viewport quad view keeps using CPUBrecht Van Lommel
Only one of the four renders was being stopped.
2022-02-04View3D: move some of the early returns from operators to the poll functionGermano Cavalcante
Some navigation operators check flags like `RV3D_LOCK_ROTATION` in the invoke function to see if the operation can be performed. As the comment indicates, these checks should be in the poll function. This avoids redundant initialization. Note that this brings functional changes as now operators with context `EXEC_DEFAULT` will also be affected by the flag. (There doesn't seem to be a problem with the current code). Differential Revision: https://developer.blender.org/D14005
2022-02-04Cleanup: spelling in commentsCampbell Barton
Also update viewport comments.
2022-02-04Merge branch 'blender-v3.1-release'Campbell Barton
2022-02-04Fix assertion snapping to selected in mesh edit-modeCampbell Barton
ED_transverts_create_from_obedit expected an evaluated object. Add flag to request TX_VERT_USE_MAPLOC to be set, which avoids having to calculate this data when it's not used as well as the requirement that the input object be evaluated from the depsgraph.
2022-02-04Fix T94334: Area close operator crash in 3D view menuHans Goudey
This fixes the crash by removing the `do_view3d_header_buttons` handler. The code can work at a higher level here, using the operator for setting the select mode, which makes this patch a cleanup as well. The operator now has a description callback to add the custom description used for the behavior in its invoke method. Differential Revision: https://developer.blender.org/D13660
2022-02-03Cleanup: Rename 'TRACKBALLSIZE' to 'V3D_OP_TRACKBALLSIZE'Germano Cavalcante
2022-02-03Cleanup: Split View3D navigation code into specific compilation unitsGermano Cavalcante
The view3d_edit.c file is already getting big (5436 lines) and mixes operators of different uses. Splitting the code makes it easier to read and simplifies the implementation of new features. Differential Revision: https://developer.blender.org/D13976
2022-02-02Cleanup: skip redundant steps when the selection buffer is cachedCampbell Barton
The viewport theme loaded and virtual modifiers allocated unnecessary.
2022-02-02Cleanup: shadow warning, remove unused flagsCampbell Barton
2022-01-31Cleanup: use struct for GPU the select bufferCampbell Barton
GPU_select originally used GL_SELECT which defined the format for storing the selection result. Now this is no longer the case, define our own struct - making the code easier to follow: - Avoid having to deal with arrays in both `uint*` and `uint(*)[4]` multiplying offsets by 4 in some cases & not others. - No magic numbers for the offsets of depth & selection-ID. - No need to allocate unused members to match GL_SELECT (halving the buffer size).
2022-01-31Cleanup: use enum type for selection mode & internal algorithm enumCampbell Barton
2022-01-31Cleanup: use our own conventions for tags in commentsCampbell Barton
2022-01-30Cleanup: Cmake: remove unnecessary definitions for internationalizationAaron Carlisle
Previously, macros were ifdefed using the cmake option `WITH_INTERNATIONAL` However, the is unnecessary as withen the functions themselves have checks for building without internationalization. This also means that many `add_definitions(-DWITH_INTERNATIONAL)` are also unnecessary. Reviewed By: mont29, LazyDodo Differential Revision: https://developer.blender.org/D13929
2022-01-26Performance: Remap multiple items in UIJeroen Bakker
During sprite fright loading of complex scenes would spend a long time in remapping ID's The remapping process is done on a per ID instance that resulted in a very time consuming process that goes over every possible ID reference to find out if it needs to be updated. If there are N of references to ID blocks and there are M ID blocks that needed to be remapped it would take N*M checks. These checks are scattered around the place and memory. Each reference would only be updated at most once, but most of the time no update is needed at all. Idea: By grouping the changes together will reduce the number of checks resulting in improved performance. This would only require N checks. Additional benefits is improved data locality as data is only loaded once in the L2 cache. It has be implemented for the resyncing process and UI editors. On an Intel(R) Core(TM) i7-6700 CPU @ 3.40GHz 16Gig the resyncing process went from 170 seconds to 145 seconds (during hotspot recording). After this patch has been applied we could add similar approach to references (references between data blocks) and functionality (tagged deletion). In my understanding this could reduce the resyncing process to less than a second. Opening the village production file between 10 and 20 seconds. Flame graphs showing that UI remapping isn't visible anymore (`WM_main_remap_editor_id_reference`) * Master {F12769210 size=full} * This patch {F12769211 size=full} Reviewed By: mont29 Maniphest Tasks: T94185 Differential Revision: https://developer.blender.org/D13615
2022-01-25Revert "Performance: Remap multiple items in UI"Jeroen Bakker
This reverts commit 948211679f2a0681421160be0d3b90f507bc0be7. This commit introduced some regressions in the test suite. As this change is a core part of blender Bastien and I decided to revert it as the solution isn't clear and needs more investigation. The following tests FAILED: 62 - blendfile_liblink (SEGFAULT) 63 - blendfile_library_overrides (SEGFAULT) It fails in (id_us_ensure_real)
2022-01-25Performance: Remap multiple items in UIJeroen Bakker
During sprite fright loading of complex scenes would spend a long time in remapping ID's The remapping process is done on a per ID instance that resulted in a very time consuming process that goes over every possible ID reference to find out if it needs to be updated. If there are N of references to ID blocks and there are M ID blocks that needed to be remapped it would take N*M checks. These checks are scattered around the place and memory. Each reference would only be updated at most once, but most of the time no update is needed at all. Idea: By grouping the changes together will reduce the number of checks resulting in improved performance. This would only require N checks. Additional benefits is improved data locality as data is only loaded once in the L2 cache. It has be implemented for the resyncing process and UI editors. On an Intel(R) Core(TM) i7-6700 CPU @ 3.40GHz 16Gig the resyncing process went from 170 seconds to 145 seconds (during hotspot recording). After this patch has been applied we could add similar approach to references (references between data blocks) and functionality (tagged deletion). In my understanding this could reduce the resyncing process to less than a second. Opening the village production file between 10 and 20 seconds. Flame graphs showing that UI remapping isn't visible anymore (`WM_main_remap_editor_id_reference`) * Master {F12769210 size=full} * This patch {F12769211 size=full} Reviewed By: mont29 Maniphest Tasks: T94185 Differential Revision: https://developer.blender.org/D13615
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
2022-01-13Refactor: 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
2022-01-07Cleanup: 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.
2022-01-06Cleanup: spelling in commentsCampbell Barton
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