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

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
AgeCommit message (Collapse)Author
2022-06-14Fix T98813: crash with GPU subdiv in edit mode and instanced geometryBrecht Van Lommel
Instancing with geometry nodes uses just the evaluated Mesh, and ignores the Object that it came from. That meant that it would try to look up the subsurf modifier on the instancer object which does not have the subsurf modifier. Instead of storing a session UUID and looking up the modifier data, store a point to the subsurf modifier runtime data. Unlike the modifier data, this runtime data is preserved across depsgraph CoW. It must be for the subdiv descriptor contained in it to stay valid along with the draw cache. As a bonus, this moves various Mesh_Runtime variables into the subsurf runtime data, reducing memory usage for meshes not using subdivision surfaces. Also fixes T98693, issues with subdivision level >= 8 due to integer overflow. Differential Revision: https://developer.blender.org/D15184
2022-06-07Fix T98626: Mesh Deform modifier stops working on a linked collection upon undo.Bastien Montagne
Regression from rBb66368f3fd9c, we still need to store all data on undo writes, since overrides are not re-applied after undo/redo.
2022-06-07Cleanup: spelling in comments, additional white spaceCampbell Barton
2022-06-03Fix (unreported) important memory leak in Boolean modifier using a ↵Bastien Montagne
Collection operand and Fast mode. Code handling repetitive boolean operations when using several objects from a Collection would not handle result mesh properly, re-creating for each object without properly freeing it. Further more, existing code was effectively converting the BMesh to mesh twice, including a modification of the initial (input) mesh, which modifiers should never do! Removed the extra useless conversion, which also gives a small improvement in performances: With as simple of a scene as four objects (three operands in a collection, and the modified one) totalling 20k vertices/faces, this commit: * Avoids 2MB memory leak per evaluation (!). * Speeds up boolean evaluation by 5-10%. Found while investigating some production files of the Project Heist here at the Blender Studio.
2022-06-03Fix (unreported) invalid debug timing code in Boolean modifier code.Bastien Montagne
2022-06-03Cleanup: spelling in commentsCampbell Barton
2022-06-01Cleanup: '*' prefix C-comment blocksCampbell Barton
2022-06-01Cleanup: spelling in comments, use doxy sectionsCampbell Barton
2022-06-01Cleanup: use 'e' prefix for enum typesCampbell Barton
- CustomDataType -> eCustomDataType - CustomDataMask -> eCustomDataMask - AttributeDomain -> eAttrDomain - NamedAttributeUsage -> eNamedAttrUsage
2022-05-31Geometry Nodes: Don't allow UI attributes as modifier field inputsJacques Lucke
This is an extension of 4669178fc3786e1, applying the same changes to attributes chosen in the field inputs of the geometry nodes modifier. If a UI/internal attribute is used, the attribute name button will have a red alert. Adding a disabled hint is currently a bit more complex. Also hide UI attributes in attribute search for the named attribute node. Part of D14934
2022-05-30Cleanup: Clang tidyHans Goudey
Mostly duplicate includes, also use nullptr, and using default member initializers.
2022-05-30Nodes: add separately allocated run-time data for bNodeTreeJacques Lucke
`bNodeTree` has a lot of run-time embedded in it currently. Having a separately allocated run-time struct has some benefits: * Run-time data is not stored in files. * Makes it easy to use c++ types as run-time data. * More clear distinction between what data only exists at run-time and which doesn't. This commit doesn't move all run-time data to the new struct yet, only the data where I know for sure how it is used. The remaining data can be moved separately. Differential Revision: https://developer.blender.org/D15033
2022-05-19Cleanup: format, reduce line length & strip trailing spaceCampbell Barton
2022-05-18Cleanup: remove unused variables, redundant assignmentsCampbell Barton
2022-05-17Merge branch 'blender-v3.2-release'Bastien Montagne
2022-05-17Fix T98052: Eevee / Workbench background render crash with GPU subdivisionBrecht Van Lommel
The problem is that depsgraph evaluation happens before the OpenGL context is initialized, and so modifier evaluation happens without GPU subdivision. Later the BKE_subsurf_modifier_can_do_gpu_subdiv test in the draw code gives a different result. This just checks if the mesh has information for GPU subdivision in the draw code, and if so uses it. This is only set if the test for supported GPU subdivision passes in the modifier evaluation. Additionally it may be good to perform OpenGL context initialization earlier so background render can take advantage of GPU subdivision, but this is more complicated. Differential Revision: https://developer.blender.org/D14969
2022-05-17Cleanup: Use `switch` and `BLI_assert_unreachable()` more.Bastien Montagne
Replace some `if/else if` chains by proper `switch` statement. Replace some `BLI_assert(0)` calls by `BLI_assert_unreachable()` ones.
2022-05-17Cleanup: Deduplicate Alembic procedural bounding box mesh creationHans Goudey
This removes the manual construction of a box mesh in the mesh sequence cache modifier when the Alembic procedural is enabled. It also removes the use of `BKE_object_boundbox_get` which doesn't make sense on a non-evaluated object. Differential Revision: https://developer.blender.org/D14958
2022-05-17Cleanup: spelling in commentsCampbell Barton
2022-05-16LibOverride: Do not write Surface Deform modifier binding data.Bastien Montagne
Skip writing binding data and similar for override modifiers already present in reference linked data, as this can use a lot of space, and is fully useless data typically since we already skip writing Mesh geometry data itself. Ref. T97967.
2022-05-16LibOverride: Do not write Laplacian Deform modifier binding data.Bastien Montagne
Skip writing binding data and similar for override modifiers already present in reference linked data, as this can use a lot of space, and is fully useless data typically since we already skip writing Mesh geometry data itself. Ref. T97967.
2022-05-16LibOverride: Do not write Corrective Smooth modifier binding data.Bastien Montagne
Skip writing binding data and similar for override modifiers already present in reference linked data, as this can use a lot of space, and is fully useless data typically since we already skip writing Mesh geometry data itself. Ref. T97967.
2022-05-16LibOverride: Do not write MeshDeform modifier binding data.Bastien Montagne
Skip writing binding data and similar for override modifiers already present in reference linked data, as this can use a lot of space, and is fully useless data typically since we already skip writing Mesh geometry data itself. Ref. T97967.
2022-05-16Refactor modifiers writing code.Bastien Montagne
This changes is needed to give more control to modifiers' writing callback when defined. It will allow to implement better culling of needless data when writing e.g. modifiers from library overrides. Ref. T97967. Reviewed By: brecht, JacquesLucke Differential Revision: https://developer.blender.org/D14939
2022-05-15Cleanup: Clang tidyHans Goudey
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
2022-05-12Merge branch 'blender-v3.2-release'Bastien Montagne
2022-05-12Cleanup: use proper naming in Warp modifier read/write code.Bastien Montagne
2022-05-12Merge branch 'blender-v3.2-release'Bastien Montagne
2022-05-12Fix (unreported) bad memory access in read/write code of MeshDeform modifier.Bastien Montagne
This abuse of one one size value to handle another allocated array of a different size is bad in itself, but at least now read/write code of this modifier should not risk invalid memory access anymore. NOTE: invalid memory access would in practice only happen in case endian switch would be performed at read time I think (those switches only check for given length being non-zero, not for a NULL data pointer...).
2022-05-12Merge branch 'blender-v3.2-release'Campbell Barton
2022-05-12Fix error tagging vertices as loose in the screw modifierCampbell Barton
Regression in 90a23dec4650d63a836cb9e9969aab4d0da4ba2f.
2022-05-12Screw Modifier: avoid unnecessary normal calculationCampbell Barton
Normals were being allocated, calculated & freed when the spin modified merged was enabled.
2022-05-12Merge branch 'blender-v3.2-release'Hans Goudey
2022-05-12Fix T98056: Screw modifier crash with normal calculation and mergingHans Goudey
If merging is enabled, the mesh might be recreated before the dirty flag can be cleared, which means the normals aren't valid anymore. To fix this, clearing the dirty flag should happen before the merging. This is an existing bug, just exposed by more recent explicit dirty normal tagging.
2022-05-11Cleanup: use '_num' suffix, mostly for curves & spline codeCampbell Barton
Replace tot/amount & size with num, in keeping with T85728.
2022-05-10UI: Geometry Nodes IconDalai Felinto
Geometry Nodes (new) icon. So far we were using the generic node-tree icon for geometry nodes, not anymore. The new icon is composed of 4 spheres that is a reference to the original pebbles demo. Scattering points was also the turning point for the project (which originally was focusing on dynamic effects), and to this day is one of the first steps for everything procedural such as hair. Note that the modifier icon is still showing as white in the outliner. The alternative is to be blue everywhere. Patch review and feedback by Hans Goudey. Icon creation in collaboration with Pablo Vazquez.
2022-05-09Move particle system modifier to C++Jacques Lucke
The modifier is supposed to create a Curves data block soon, which helps with the transition to the new Curves object in drawing code. Utilities for the new Curves object are mostly in C++.
2022-05-04Allow surface deform when target mesh increases number of verticesSergey Sharybin
A studio request actually. The goal is to cover rather typical situation: when the mesh was bound to target when the target was on subdivision level 0 but uses a higher subdivision level for rendering. Example of such setup is a facial hair bound to the face. The idea of this change is to use first N vertices from the target where N is the number of vertices on target during binding process. While this sounds a bit arbitrary it covers typical modifier setup used for rigging. Arguably, it is not more arbitrary than using a number of polygons (which is how the modifier was checking for changes on target before this change). Quite straightforward change. A bit tricky part was to not break the behavior since before this change we did not track number of vertices sued when binding. The naming I'm also not super happy with and just followed the existing one. Ideally the variables in DNA will be prefixed with `target_` but doing it for an existing field would mean compatibility change, and only using prefix for the new field will introduce weird semantic where the polygons count will be even more easily confused with a count on the deforming mesh. Differential Revision: https://developer.blender.org/D14830
2022-05-04Cleanup: More clear name in surface deform modifierSergey Sharybin
Make it explicit that counter is about target mesh. Use DNA rename for it so that the files stay compatible. Also renamed some purely runtime fields to replace `t` prefix with `target` as the short `t` is super easy to miss. Differential Revision: https://developer.blender.org/D14835
2022-04-28Fix T93899: Incorrect decorator buttons for geometry nodes vector/colorsHans Goudey
For properties exposed to the geometry nodes modifier, decorators didn't work at all for colors and it only worked on the X component of vectors. The fix is to use -1 for the RNA index of the decorator button instead of 1, which lets the UI code figure out what to do with arrays.
2022-04-28Geometry Nodes: Add default attribute name to field inputs/outputsHans Goudey
Geometry node group inputs and outputs get a new property that controls the attribute name used for that field input/output when assigning the node group to a modifier for the first time. If the default name is assigned to an input, the default "Use attribute name" is true . In order to properly detect when a node group is first assigned, the modifier now clears its properties when clearing the node group. Ref T96707 Differential Revision: https://developer.blender.org/D14761
2022-04-27Fix T96283: last disabled subsurf is used for GPU subdivisionKévin Dietrich
When more than one, consecutive, subdivision modifier is used on a Mesh, the last subsurf modifier is used for GPU subdivision even though it might be disabled. This is because retrieving the last subsurf modifier in the draw code did not check whether the modifier was disabled or not. To fix this, the session UUID of the modifier which delegated evaluation to the GPU code is cached and used in the draw to select the right subsurf modifier. Differential Revision: https://developer.blender.org/D14488
2022-04-26Geometry Nodes: rename used attributes panelJacques Lucke
The new name is `Internal Dependencies`. * Is more inline with the general goal of the panel. * Can also show which external objects are used in the node tree in the future. This name was choosen in the geometry nodes submodule meeting (2022-04-25). Differential Revision: https://developer.blender.org/D14752
2022-04-26Cleanup: Remove redundant vertex normal dirty tagsHans Goudey
Applying the coordinates already tags the normals dirty
2022-04-25Fix: use natural string sorting for attribute namesJacques Lucke
2022-04-22Fix: Assert failure with certain screw modifier settingsHans Goudey
Caused by a typo/mistake in rB6a3c3c77b3ebdbcd4455.
2022-04-21Fix: Memory leak writing to builtin attribute from modifierHans Goudey
If the attribute already existed, but had a different domain or data type than the user tried to write to it with (i.e. writing to `position` with a float), then the data from field evaluation wasn't freed. This restructures the geometry nodes modifier attribute writing process to solve that problem and remove some of the nested if statements that made the process confusing. One case that still doesn't work is writing to a builtin attribute from a different domain. If `OutputAttribute` gets that feature then that could be supported here too. Differential Revision: https://developer.blender.org/D14706
2022-04-21Geometry Nodes: better support for byte color attributesJacques Lucke
Since {rBeae36be372a6b16ee3e76eff0485a47da4f3c230} the distinction between float and byte colors is more explicit in the ui. So far, geometry nodes couldn't really deal with byte colors in general. This patch fixes that. There is still only one color socket, which contains float colors. Conversion to and from byte colors is done when read from or writing to attributes. * Support writing to byte color attributes in Store Named Attribute node. * Support converting to/from byte color in attribute conversion operator. * Support propagating byte color attributes. * Add all the implicit conversions from byte colors to the other types. * Display byte colors as integers in spreadsheet. Differential Revision: https://developer.blender.org/D14705