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2022-11-03Mesh: Parallelize remesh reprojectionsErik Abrahamsson
In high poly meshes the reprojections after remesh can become slow. This parallelizes reprojection of face sets, paint mask and vertex paint. It also adds flags to disable dependency graph updates on setting remesh options to remove UI lag. Profiling of remeshing a 3.4M poly mesh (in sculpt mode): Before: 19.6s After: 8.7s Differential Revision: https://developer.blender.org/D15638
2022-10-13Mesh: Move runtime data out of DNAHans Goudey
This commit replaces the `Mesh_Runtime` struct embedded in `Mesh` with `blender::bke::MeshRuntime`. This has quite a few benefits: - It's possible to use C++ types like `std::mutex`, `Array`, `BitVector`, etc. more easily - Meshes saved in files are slightly smaller - Copying and writing meshes is a bit more obvious without clearing of runtime data, etc. The first is by far the most important. It will allows us to avoid a bunch of manual memory management boilerplate that is error-prone and annoying. It should also simplify future CoW improvements for runtime data. This patch doesn't change anything besides changing `mesh.runtime.data` to `mesh.runtime->data`. The cleanups above will happen separately. Differential Revision: https://developer.blender.org/D16180
2022-09-26Cleanup: use 'u' prefixed integer types for brevity in C codeCampbell Barton
This also simplifies using function style casts when moving to C++.
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
2022-09-14Mesh: Fix quadratic cost for accessing normals with RNAHans Goudey
Same as eb3a561a7fe0b22abc1, but for the mesh normal arrays introduced in b7fe27314b25a7220a.
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
2022-09-07Cleanup: 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.
2022-09-05Mesh: 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
2022-08-31Mesh: 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
2022-08-29Add missing RNA text for the MeshUVLoop structDamien Picard
The structures in rna_mesh.c all had a UI text which showed up in the animation editors, except for MeshUVLoop. Reviewed By: mont29 Differential Revision: https://developer.blender.org/D15803
2022-08-26Cleanup: use matching function signatures for RNA callbacksCampbell Barton
Use matching int/float/boo types for RNA callbacks.
2022-08-24Cleanup: Deduplicate RNA mesh element index retrievalHans Goudey
Reuse the subtraction, which simplifies adding assertions and refactoring to remove the custom data pointers.
2022-08-12Fix incorrect custom-data layer access for hide layersCampbell Barton
Error in [0], missed in review. [0] 2480b55f216c31373a84bc5c5d2b0cc158497c44
2022-08-12Fix: Broken mesh hide status RNA accessorsHans Goudey
Mistake in 2480b55f216c31. Also deduplicate some of the code to find the indices of mesh elements.
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
2022-08-02Cleanup: Simplify functions for adding and removing color attributesHans Goudey
The specific functions for vertex colors and and sculpt vertex colors can be replaced by more generic attribute functions internally. Also remove a paramter from one function.
2022-07-05Fix T99272: Regression: location override ignored when used in a shadertree.Bastien Montagne
This is not strictly speaking a regression, this worked before partial resync was introduced purely because the whole override hierarchy was systematically re-built. But support for material pointers in obdata (meshes etc.) was simply not implemented. NOTE: This commit also greatly improves general support of materials in liboverrides, although there is still more work needed in that area to consider it properly supported.
2022-06-29Attributes: Use attribute renaming function for generic mesh layersMartijn Versteegh
The RNA API in rna_mesh.c has a function to rename generic customdata layers. However for customdata layers which are attributes (i.e. not specialized types) the attribute renaming function needs to be used, as that can ensure unique names across domains. Differential Revision: https://developer.blender.org/D15310
2022-06-27Fix T99171: Crash in mesh vertices positions RNA update functionHans Goudey
Solution found by Philipp Oeser (@lichtwerk), thanks.
2022-06-23Mesh: Add an explicit "positions changed" functionHans Goudey
We store various lazily calculated caches on meshes, some of which depend on the vertex positions staying the same. The current API to invalidate these caches is a bit confusing. With an explicit set of functions modeled after the functions in `BKE_node_tree_update.h`, it becomes clear which function to call. This may become more important if more lazy caches are added in the future. Differential Revision: https://developer.blender.org/D14760
2022-06-01Cleanup: spelling in comments, use doxy sectionsCampbell Barton
2022-05-25Cleanup: Add more const'ness to RNA API.Bastien Montagne
This commit makes PointerRNA passed to RNA path API const. Main change was in the `path` callback for RNA structs, and indirectly the `getlength` callback of properties.
2022-05-23Merge remote-tracking branch 'origin/blender-v3.2-release'Dalai Felinto
2022-05-23Python API: add mathutils.Color functions to convert color spacesBrecht Van Lommel
Between scene linear and sRGB, XYZ, linear Rec.709 and ACES2065-1. And add some clarifications about color spaces in the docs. Fixes T98267 Ref T68926 Differential Revision: https://developer.blender.org/D14989
2022-05-23Cleanup: remove "texture" from ED_mesh_uv_texture_* funcitonsCampbell Barton
This name made sense when UV's and textures were stored in the same layer (MTFace & TFace).
2022-05-14Cleanup: Further use of const for retrieved custom data layersHans Goudey
Similar to cf69652618fefcd22b2cde9a2.
2022-05-13Cleanup: Use const when retrieving custom data layersHans Goudey
Knowing when layers are retrieved for write access will be essential when adding proper copy-on-write support. This commit makes that clearer by adding `const` where the retrieved data is not modified. Ref T95842
2022-04-28UI: Fix consistency issues with attribute tooltips and iconsEthan-Hall
This patch modifies tooltips of attributes and UV maps to resolve inconsistencies. It also restores the vertex color icon that went missing from the UI lists when color attributes replaced vertex colors. Fixes T97614 Differential Revision: https://developer.blender.org/D14768
2022-04-25Mesh: Make vertex normal property read-onlyHans Goudey
This commit makes the `MeshVertex.normal` property read-only. In practice it already was, since the value could be overwritten at any time if code requests updated normals, so this just clarifies that position and avoids misleading users. Differential Revision: https://developer.blender.org/D14696
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.
2022-04-20Fix (unreported) huge liboverride slow-down due to non-disabled UV layer props.Bastien Montagne
Was revealed by yesterday's fix (rB6f56bd4083f9).
2022-04-13Updated voxel remesher defaultsJoseph Eagar
Implements T97163 Newly created meshes have all voxel remesher checkboxes aside from Fix Poles enabled. Startup files updated with versioning. Reviewed By @JulianKaspar Differential Revision: https://developer.blender.org/D14608 Ref D14608
2022-03-03UV: Edge selection supportSiddhartha Jejurkar
This patch adds edge selection support for UV editing (refer T76545). Developed as a part of GSoC 2021 project - UV Editor Improvements. Previously, selections in the UV editor always flushed down to vertices and this caused multiple issues such as T76343, T78757 and T26676. This patch fixes that by adding edge selection support for all UV operators and adding support for flushing selections between vertices and edges. Updating UV select modes is now done using a separate operator, which also handles select mode flushing and undo for UV select modes. Drawing edges (in UV edge mode) is also updated to match the edit-mesh display in the 3D viewport. Notes on technical changes made with this patch: * MLOOPUV_EDGESEL flag is restored (was removed in rB9fa29fe7652a). * Support for flushing selection between vertices and edges. * Restored the BMLoopUV.select_edge boolean in the Python API. * New operator to update UV select modes and flushing. * UV select mode is now part of editmesh undo. TODOs added with this patch: * Edge support for shortest path operator (currently uses vertex path logic). * Change default theme color instead of reducing contrast with edge-select. * Proper UV element selections for Reveal Hidden operator. Reviewed By: campbellbarton Differential Revision: https://developer.blender.org/D12028
2022-02-24Merge branch 'blender-v3.1-release'Hans Goudey
2022-02-24Fix: Crash switching between sculpt and edit modeHans Goudey
Also fix a couple other places where normals layers weren't properly tagged dirty or reallocated when the mesh changes. Caused by cfa53e0fbeed7178. When the size of a mesh changes, the normal layers need to be reallocated. There were a couple of places that cleared other runtime data with `BKE_mesh_runtime_clear_geometry` but didn't deal with normals properly. Clearing the runtime "geometry" is different from clearing the normals, because sometimes the size of the normal layers doesn't have to change, in which case simply tagging them dirty is fine.
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
2022-01-26Fix (unreported) missing 'override-exclusion' flag on new RNA mesh data ↵Bastien Montagne
accessors. Both new normals (from rBb7fe27314b25) and vpaint (from rBf7bbc7cdbb6c) RNA arrays were missing the `PROPOVERRIDE_IGNORE`. Those huge blobs of geometry data should never be processed by liboverride code.
2022-01-24Cleanup: Grammar: its self vs. itselfHans Goudey
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
2022-01-20Mesh RNA API: Expose contiguous normal arraysHans Goudey
Since vertex and face normals are now stored on the mesh when necessary, we can expose them as contiguous arrays of vectors in the Python API. This can give render engines and other addons easy access to they data for fast access through a regular collection property. While "Mesh Vertex" still has a "normal" property in RNA, that is only maintained in order to avoid breaking the existing API, and accessing it is less efficient than accessing the normals directly. I made the normal arrays read-only, because modifying them could put them in an invalid state. This is inline with how we treat the data internally, and helps keep relationships between data clear. Differential Revision: https://developer.blender.org/D13839
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
2021-11-09Fix T92318: adding layers (UVs, ...) doesn't notify about limitPhilipp Oeser
When adding certain customdata layers (namely UVs, vertex colors and sculpt vertex colors), the user does not get notified the specific limit has been hit (blender just silently does nothing). Now inform the user [decided to not do this in poll() since it could get messy once operators are extended to operate on all selected objects, so left this as a visible error in execute() -- or from python]. Maniphest Tasks: T92318 Differential Revision: https://developer.blender.org/D13147
2021-08-12Cleanup: use C++ style comments for disabled codeCampbell Barton
2021-07-03Cleanup: consistent use of tags: NOTE/TODO/FIXME/XXXCampbell Barton
Also use doxy style function reference `#` prefix chars when referencing identifiers.
2021-06-26Cleanup: full sentences in comments, improve comment formattingCampbell Barton
2021-06-24Depsgraph: support flushing parameters without a full COW updateCampbell Barton
Avoid computationally expensive copying operations when only some settings have been modified. This is done by adding support for updating parameters without tagging for copy-on-write. Currently only mesh data blocks are supported, other data-blocks can be added individually. This prepares for changing values such as edit-mesh auto-smooth angle in edit-mode without duplicating all mesh-data. The benefit will only be seen when the user interface no longer tags all ID's for copy on write updates. ID_RECALC_GEOMETRY_ALL_MODES has been added to support situations where non edit-mode geometry is modified in edit-mode. While this isn't something user are likely to do, Python scripts may change the underlying mesh. Reviewed By: sergey Ref D11377
2021-06-24Cleanup: comment blocks, trailing space in commentsCampbell Barton
2021-06-23Voxel Remesher: Make smooth shading output automaticPablo Dobarro
Previously the smooth shading of the voxel remesher was controlled by a mesh property. With this change, the output will try to match the current shading of the object. This only takes into consideration the shading mode of the first polygon of the model, but it is probably what most users expect as it works as intended with the shade smooth/flat object mode options. Reviewed By: JulienKaspar, JacquesLucke Differential Revision: https://developer.blender.org/D11626