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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
2022-10-12Cleanup: use commented arguments for unused args in C++Campbell Barton
2022-10-07Cleanup: redundant parenthesisCampbell Barton
2022-10-07Cleanup: use function style casts for C++Campbell Barton
2022-10-07Cleanup: spelling in commentsCampbell Barton
2022-10-07Cleanup: Move eight modifier files to C++Hans Goudey
In preparation for moving mesh runtime data to C++.
2022-10-05Cleanup: make formatBrecht Van Lommel
2022-10-05Cleanup: Clang tidyHans Goudey
Also remove unnecessary struct keywords in C++ files.
2022-10-05I18n: disambiguate a few messagesDamien Picard
- Active Track (NLA vs movie clip) - New (file) - Object Index (loop cut) - Object Index (render pass) - Proxy Storage (sequence) - Rim (Solidify modifier) - Roughness (particle children) - Spaces (text whitespace) - Out (sequencer wipe transition) Also make new asset tag name translatable. Reviewed By: mont29 Differential Revision: https://developer.blender.org/D16067
2022-10-04Cleanup: replace UNUSED macro with commented args in C++ codeHans Goudey
This is the conventional way of dealing with unused arguments in C++, since it works on all compilers. Regex find and replace: `UNUSED\((\w+)\)` -> `/*$1*/`
2022-10-03Cleanup: spelling in commentsCampbell Barton
Also replace "dm" for evaluated mesh in some comments.
2022-10-03Cleanup: use function style casts for C++Campbell Barton
2022-10-02Cleanup: Move three modifier files to C++Hans Goudey
2022-09-30Cleanup: use function style casts for C++Campbell Barton
2022-09-30Cleanup: Move files that use mesh runtime data to C++Hans Goudey
In preparation for moving the mesh runtime struct out of DNA.
2022-09-30Fix T101118, T101471: Crash with bevel weight in solidify modifierHans Goudey
Just a missing null check for the original edge weight.
2022-09-28Geometry Nodes: viewport previewJacques Lucke
This adds support for showing geometry passed to the Viewer in the 3d viewport (instead of just in the spreadsheet). The "viewer geometry" bypasses the group output. So it is not necessary to change the final output of the node group to be able to see the intermediate geometry. **Activation and deactivation of a viewer node** * A viewer node is activated by clicking on it. * Ctrl+shift+click on any node/socket connects it to the viewer and makes it active. * Ctrl+shift+click in empty space deactivates the active viewer. * When the active viewer is not visible anymore (e.g. another object is selected, or the current node group is exit), it is deactivated. * Clicking on the icon in the header of the Viewer node toggles whether its active or not. **Pinning** * The spreadsheet still allows pinning the active viewer as before. When pinned, the spreadsheet still references the viewer node even when it becomes inactive. * The viewport does not support pinning at the moment. It always shows the active viewer. **Attribute** * When a field is linked to the second input of the viewer node it is displayed as an overlay in the viewport. * When possible the correct domain for the attribute is determined automatically. This does not work in all cases. It falls back to the face corner domain on meshes and the point domain on curves. When necessary, the domain can be picked manually. * The spreadsheet now only shows the "Viewer" column for the domain that is selected in the Viewer node. * Instance attributes are visualized as a constant color per instance. **Viewport Options** * The attribute overlay opacity can be controlled with the "Viewer Node" setting in the overlays popover. * A viewport can be configured not to show intermediate viewer-geometry by disabling the "Viewer Node" option in the "View" menu. **Implementation Details** * The "spreadsheet context path" was generalized to a "viewer path" that is used in more places now. * The viewer node itself determines the attribute domain, evaluates the field and stores the result in a `.viewer` attribute. * A new "viewer attribute' overlay displays the data from the `.viewer` attribute. * The ground truth for the active viewer node is stored in the workspace now. Node editors, spreadsheets and viewports retrieve the active viewer from there unless they are pinned. * The depsgraph object iterator has a new "viewer path" setting. When set, the viewed geometry of the corresponding object is part of the iterator instead of the final evaluated geometry. * To support the instance attribute overlay `DupliObject` was extended to contain the information necessary for drawing the overlay. * The ctrl+shift+click operator has been refactored so that it can make existing links to viewers active again. * The auto-domain-detection in the Viewer node works by checking the "preferred domain" for every field input. If there is not exactly one preferred domain, the fallback is used. Known limitations: * Loose edges of meshes don't have the attribute overlay. This could be added separately if necessary. * Some attributes are hard to visualize as a color directly. For example, the values might have to be normalized or some should be drawn as arrays. For now, we encourage users to build node groups that generate appropriate viewer-geometry. We might include some of that functionality in future versions. Support for displaying attribute values as text in the viewport is planned as well. * There seems to be an issue with the attribute overlay for pointclouds on nvidia gpus, to be investigated. Differential Revision: https://developer.blender.org/D15954
2022-09-27Scew Modifier: Remove eager normal calculationHans Goudey
The screw modifier calculated normals eagerly (whether or not the next modifier actually used them). However, this was incorrect and set invalid normals. It isn't necessary because they can be calculated later anyway. The potential performance improvement isn't worth the complexity or maintenance burden. Fixes T101075 Differential Revision: https://developer.blender.org/D16073
2022-09-26Fix crash in Solidify modifier with Inner CreaseSergey Sharybin
Since a8a454287a27 the simple case would crash: - Add place - Add Solidify modifier - Set Inner Crease to something non-zero Seems to be a mistake in the logic which was trying to access existing custom data layer on a clean result while it is more logical to create the layer. Was initially reported by the studio who could not open production files after the change.
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++.
2022-09-25Cleanup: remove redundant parenthesis (especially with macros)Campbell Barton
2022-09-25Cleanup: replace C-style casts with functional casts for numeric typesCampbell Barton
2022-09-25Cleanup: replace static_casts with functional casts for numeric typesCampbell Barton
2022-09-25Cleanup: remove redundant double parenthesisCampbell Barton
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
2022-09-23Cleanup: use ELEM macroCampbell Barton
2022-09-22Geometry Nodes: Add Self Object NodeHans Goudey
From the nodes' description: "Retrieve the object that contains the geometry nodes modifier currently being executed". This was discussed in the most recent geometry nodes module meeting. Because the node allows you to retrieve the position of the modifier object, it has to add a depsgraph relation to object transform. Expect that modifiers will be reevaluated when moving the object. In the future, better static analysis of node trees could make this check smarter. Differential Revision: https://developer.blender.org/D16037
2022-09-17Attributes: Validate some builtin attributes for untrusted inputsHans Goudey
We expect some builtin attributes to have positive values or values within a certain range, but currently there some cases where users can set attributes to arbitrary values: the store named attribute node, and the output attributes of the geometry nodes modifier. The set material index node also needs validation. This patch adds an `AttributeValidator` to the attribute API, which can be used to correct values from these untrusted inputs if necessary. As an alternative to D15548, this approach makes it much easier to understand when validation is being applied, without the need to add arguments to every attribute API method or complicate the virtual array system. Currently validation is provided with a multi-function. That integrates well with the field evaluations that set these values now, but it could be wrapped to be friendlier to other areas of Blender in the future. The Python API is not handled here either. Currently I would prefer to wait until we can integrate the C++ and C attribute APIs better before addressing that. Fixes T100952 Differential Revision: https://developer.blender.org/D15990
2022-09-17Geometry Nodes: use stringref instead of string in loggerJacques Lucke
This reduces logging overhead. The performance difference is only significant when there are many fast nodes. In my test file with many math nodes, the performance improved from 720ms to 630ms.
2022-09-17Cleanup: spelling, punctuation & repeated words in commentsCampbell Barton
2022-09-16Cleanup: spelling in commentsCampbell Barton
2022-09-15Fix warning-as-errors in older GCC's, take 2.Bastien Montagne
rBf4e6616b835e did not work for `some reason`, this one has been verified with gcc 10!
2022-09-15Fix warning-as-errors in older GCC's.Bastien Montagne
Recent compilers (at least gcc 11 and 12) do not report any issue, but gcc 10 does.
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
2022-09-15Cleanup: quiet sign-conversion warning in OFFSETOF_STRUCT_AFTERCampbell Barton
BLI_strict_flags.h raised a build error when this macro was used.
2022-09-15Correct over allocation in 0e172e9732a1cab2aba324ce10ce304df7b69338Campbell Barton
2022-09-15Cleanup: minor improvement to boundary checkCampbell Barton
Use a byte flag instead of counting polys using edges (technically a fix for edges with USHRT_MAX+2 users).
2022-09-15Fix T95649: Corrective Smooth can cause vertices to jumpCampbell Barton
Calculate a tangent per loop, apply the transformation in multiple spaces and accumulate the result weighting by the loop-angle. Note that previously only the tangents Z axis (normal) was properly accumulated, the X and Y axes only contained the values from a single loop (the last one written to), meaning only two edges contributed to the result. Now the transformation from all loops are taken into account. In practice the difference between both methods is minimal, only for more extreme bending it can be noticed which is often when the previous method didn't work as well.
2022-09-14Fix: Build error after previous cleanup commitHans Goudey
The prototype didn't match the definition anymore.
2022-09-14Cleanup: Remove unused argument from modifier data mask callbackHans Goudey
This isn't likely to be helpful in the future with the move to generic attributes
2022-09-14Cleanup: remove unused fields + add overrideJacques Lucke
2022-09-13Geometry Nodes: new evaluation systemJacques Lucke
This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-10Cleanup: replace strncpy with BLI_strncpyCampbell Barton
Also replace strncpy+strcat with BLI_string_join
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: spelling in commentsCampbell Barton
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.
2022-09-05Mesh: 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
2022-08-31Fix compile error from merge.Joseph Eagar