Commit Graph

21425 Commits

Author SHA1 Message Date
32ceb0b807 Fix std::optional value() build error on older macOS SDK
No longer happens on the buildbot, but for users building with an older
Xcode we still need to avoid using value().
2022-01-21 21:36:00 +01:00
c20f209b1c Cmake/Deps: Freetype 2.11.0 / brotli 1.0.9
The UI team requested adding woff2 support to freetype.
this required a new dependency brotli.

This changes adds brotili to the builder and bumps
freetype to version 2.11.0

As freetype now depends on other libraries, for consistency
all use of ${FREETYPE_LIBRARY} in cmake has been updated to
use ${FREETYPE_LIBRARIES} adjustments have been made in the
windows platform file, all other platforms use cmake's
FindFreeType.cmake which already sets this variable.

reviewed by: brecht

Differential Revision: https://developer.blender.org/D13448
2022-01-21 10:26:05 -07:00
d034b85f33 Geometry Nodes: new Scale Elements nodes
This node can scale individual edges and faces. When multiple selected
faces/edges share the same vertices, they are scaled together.
The center and scaling factor is averaged in this case.

For some examples see D13757.

Differential Revision: https://developer.blender.org/D13757
2022-01-21 17:34:47 +01:00
Alan Babu
c39d514a4e Geometry Nodes: Flip Faces Node
Currently there is no way to flip normals in geometry nodes. This node
makes that possible by flipping the winding order of selected faces.
The node is purposely not called "Flip Normals", because normals are
derived data, changing them is only a side effect. The real change is
that the vertex and edge indices in the face corners of every selected
polygon are reversed, and face corner attribute data is reversed.

While there are existing utilities to flip a polygon and its custom
data, this node aims to process an attribute's data together instead
of processing all attributes separately for each index.

Differential Revision: https://developer.blender.org/D13809
2022-01-21 09:26:40 -06:00
64196a6b29 Cleanup: struct/class mismatch. 2022-01-21 07:52:10 +01:00
e1ae95f6b2 Fix T93520: wrong subframe motion blur with rigid body physics
The code here was using velocity based interpolation copied from particles.
However there is no velocity cached in the rigid body point cache so the
results were non-sensical.
2022-01-20 20:40:55 +01:00
Charlie Jolly
cc1a48e395 Geometry Nodes: Curve Primitive Arc
This adds a new curve primitive to generate arcs.

Radius mode (default): Generates a fixed radius arc on XY plane
with controls for Angle, Sweep and Invert.

Points mode: Generates a three point curve arc from Start to End
via Middle with an Angle Offset and option to invert the arc.
There are also outputs for arc center, radius and normal direction
relative to the Z-axis.

This patch is based on previous patches
D11713 and D13100 from @guitargeek. Thank you.

Reviewed By: HooglyBoogly

Differential Revision: https://developer.blender.org/D13640
2022-01-20 19:04:09 +00:00
969a571e0f Revert "Sculpt: Multires Heal Brush"
This reverts commit ae349eb2d5.
2022-01-20 03:55:41 -08:00
4425e0cd64 Subdivision: add support for vertex creasing
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
2022-01-20 12:21:34 +01:00
9b4c017031 Cleanup: Remove incorrect comment 2022-01-19 23:56:27 -06:00
ae349eb2d5 Sculpt: Multires Heal Brush
This brush fixes the random spikes that
occasionally happen in multires models.
These spikes can be nearly impossible to
fix manually and can make working with
multires a nightmare.
2022-01-19 17:28:22 -08:00
e3f9d9b206 Cleanup: quiet ASAN warnings for divide by zero & NULL memcpy args
No functional changes as the inf value was never used &
memcpy args were only NULL when the size to copy was zero.
2022-01-20 11:59:20 +11:00
eb63646605 BMesh: add mesh debug information printing
- Add BM_mesh_debug_print & BM_mesh_debug_info.
- Report flags in Mesh.cd_flag in BKE_mesh_debug_print
- Move custom data printing into customdata.cc (noted as a TODO).

Note that the term "runtime" has been removed from
`BKE_mesh_runtime_debug_print` since these are useful for debugging any
kind of mesh data.
2022-01-19 17:16:00 +11:00
71879d665d BMesh: improve handling of custom-data flag (Mesh.cd_flag)
Code that handled merging & initializing custom-data from other
meshes sometimes missed checks for this flag, causing bevel weights to
lost when the mesh was converted to a BMesh.

The following changes are a more general fix for T94197.

- Add BM_mesh_copy_init_customdata_from_mesh_array which initializes
  custom-data from multiple meshes at once.
  As well as initializing custom-data layers from Mesh.cd_flag.

  This isn't essential for boolean, however it avoids the overhead of
  resizing custom-data layers.

- Loading mesh data into a BMesh now respects Mesh.cd_flag
  instead of only checking if the BMesh custom-data-layer exists.
  Without this, the order of meshes passed to BM_mesh_bm_from_me could
  give different (incorrect) results.

- Copying mesh data now copies `cd_flag` too. This is a precaution
  as in my tests evaluating modifiers these values always matched.
  Nevertheless it's correct to copy this value as custom-data it's
  self is being copied.
2022-01-19 14:30:10 +11:00
ee6507f2b1 Docs: notes on thumbnail sizes
The rationale for storing thumbnails at different sizes wasn't obvious.
2022-01-19 14:05:56 +11:00
b88a37a490 Geometry Nodes: new Field at Index node
This node allows accessing data of other elements in the context geometry.
It is similar to the Transfer Attribute node in Index mode. The main difference
is that this node does not require a geometry input, because the context
is used.

The node can e.g. be used to generalize what the Edge Vertices node is doing.
Instead of only being able to get the position of the vertices of an edge,
any field/attribute can be accessed on the vertices.

Differential Revision: https://developer.blender.org/D13825
2022-01-18 16:25:47 +01:00
796e9d442c Geometry Nodes: improve domain interpolation code
It's now easier than before to do the interpolation of attributes
only for the elements that are actually used in some cases.
This can result in a speedup because unnecessary computations
can be avoided. See the patch for a simple performance test.

Differential Revision: https://developer.blender.org/D13828
2022-01-18 16:14:00 +01:00
Jeroen Bakker
36068487d0 AssetsBrowser: Add ID Properties to Asset Indexer
Object/collection asset workflow would need the bounding box for snapping.
The bounding box is stored using ID properties in the scene. Currently ID properties
aren't stored in the asset index, what would break object snapping. For this reason
Asset Indexing is turned off in mater. This patch will introduce the indexing of ID
properties what will allow the indexing to be turned on again.

## Data Mapping ##

For data mapping we store the internal structure of IDProperty to the indexer (including meta-data) to be able to deserialize it back.
```
[
  {
    "name":  ..,
    "value": ..,
    "type": ..,
    /* `subtype` and `length` are only available for IDP_ARRAYs. */
    "subtype": ..,
  },
]
```

| **DNA** | **Serialize type** | **Note** |
| IDProperty.name | StringValue| |
| IDProperty.type | StringValue| "IDP_STRING", "IDP_INT", "IDP_FLOAT", "IDP_ARRAY", "IDP_GROUP", "IDP_DOUBLE"|
| IDProperty.subtype | StringValue| "IDP_INT", "IDP_FLOAT", "IDP_GROUP", "IDP_DOUBLE" |
| IDProperty.value | StringValue | When type is IDP_STRING |
| IDProperty.value | IntValue | When type is IDP_INT |
| IDProperty.value | DoubleValue | When type is IDP_FLOAT/IDP_DOUBLE |
| IDProperty.value | ArrayValue | When type is IDP_GROUP. Recursively uses the same structure as described in this section. |
| IDProperty.value | ArrayValue | When type is IDP_ARRAY. Each element holds a single element as described in this section. |

NOTE: IDP_ID and IDP_IDARRAY aren't supported. The entry will not be added.

Example
```
[
  {
    "name": "MyIntValue,
    "type": "IDP_INT",
    "value": 6,
  },
  {
    "name": "myComplexArray",
    "type": "IDP_ARRAY",
    "subtype": "IDP_GROUP",
    "value": [
        [
          {
            "name": ..
            ....
          }
        ]
    ]
  }
]
```

## Considered alternatives ##

- Add conversion functions inside `asset_indexer`; makes generic code part of a specific solution.
- Add conversion functions inside `BLI_serialize`; would add data transformation responsibilities inside a unit that is currently only responsible for formatting.
- Use direct mapping between IDP properties and Values; leads to missing information and edge cases (empty primitive arrays) that could not be de-serialized.

Reviewed By: Severin, mont29, HooglyBoogly

Maniphest Tasks: T92306

Differential Revision: https://developer.blender.org/D12990
2022-01-18 11:18:11 +01:00
db496a0b7d Cleanup: spelling in comments 2022-01-18 14:27:29 +11:00
20df402adc Cleanup: move docs to definition 2022-01-18 14:13:58 +11:00
b776c46d2f Fix T94715: multiple volumes using the same .vdb causes freeze
Needs more TBB task isolation, as even freeing an OpenVDB grid uses
multithreading.
2022-01-17 20:36:59 +01:00
be8f10a4e2 T94828: Appending collection with instancing links nested collections
See T94828 for details.

Differential Revision: https://developer.blender.org/D13803

Reviewed by: Bastien Montagne
2022-01-17 16:32:50 +01:00
7abdd82dfd Fix T94338: bpy.data.libraries.load does not return the right thing.
Typo in rB605cdc4346e5f82, both `eBlendfileLinkAppendForeachItemFlag`
flags had the same value, effectively preventing to filter out direct
vs. indirect appended items.
2022-01-17 15:22:22 +01:00
0a08ac2528 Alembic: add support for reading override layers
Override layers are a standard feature of Alembic, where archives can override
data from other archives, provided that the hierarchies match.

This is useful for modifying a UV map, updating an animation, or even creating
some sort of LOD system where low resolution meshes are swapped by high resolution
versions.

It is possible to add UV maps and vertex colors using this system, however, they
will only appear in the spreadsheet editor when viewing evaluated data, as the UV
map and Vertex color UI only show data present on the original mesh.

Implementation wise, this adds a `CacheFileLayer` data structure to the `CacheFile`
DNA, as well as some operators and UI to present and manage the layers. For both
the Alembic importer and the Cycles procedural, the main change is creating an
archive from a list of filepaths, instead of a single one.

After importing the base file through the regular import operator, layers can be added
to or removed from the `CacheFile` via the UI list under the `Override Layers` panel
located in the Mesh Sequence Cache modifier. Layers can also be moved around or
hidden.

See differential page for tests files and demos.

Reviewed by: brecht, sybren

Differential Revision: https://developer.blender.org/D13603
2022-01-17 14:51:04 +01:00
08822801ac Fix T94805: Library weak reference generates "path not found" reports.
No reason to handle those paths here, those are fully internal temp
data, user should not be exposed to it currently.
2022-01-17 14:22:59 +01:00
04feaa8bd0 Core: Library Remap test cases.
For an upcoming refactoring of library remapping we want to be able to test if the logic won't change.
It also increased my experience inside the remapping codebase and find out what exactly needed to
be refactored.

This patch adds test cases for the core functionality of `foreach_libblock_remap_callback`. The test cases
don't cover of all the branches. Also pre-, post-processing, referencing and proxies are not tested.

Reviewed By: mont29

Differential Revision: https://developer.blender.org/D13815
2022-01-17 12:45:37 +01:00
b7a27efd78 Cleanup: Remove unused subdiv functions
I noticed these when doing final cleanup on rBcfa53e0fbeed.
One use was removed in that commit, the others were unused
going further back a few years.

Differential Revision: https://developer.blender.org/D13834
2022-01-14 14:04:24 -06:00
780633ec4b Cleanup: Unused function 2022-01-14 17:37:14 +01:00
301bb5afa5 Cleanup: Remove unused functions 2022-01-14 17:06:16 +01:00
eb33ee566e Fix T: Crash in do-version of older pre-2.80 blender files.
`BKE_layer_collection_sync` was missing a specific handling for one of
those pre-master collection cases,

NOTE: It is a bit unfortunate to have to do 'do-version' code in BKE...
At some point might look into moving this into actual `do_version` file,
but this is not fully trivial not critical improvement for now.
2022-01-14 17:02:05 +01:00
e57365a70b Cleanup split foreach_libblock_remap_callback into smaller functions. 2022-01-14 15:50:42 +01:00
261517e475 Cleanup: Fix warning when compiling without Audaspace 2022-01-14 11:56:02 +01:00
c8e536bac3 Fix T94837: curve tilt on a 2-point-curve is wrong
2-point-curves are treated separately from 3plus-point-curves (assume a
lot of the twisting reduction can be skipped, so there is a dedicated
function for single segment curves).

And while using the 3plus-point-curves function [`make_bevel_list_3D`]
would actually work in this case, the dedicated function
`make_bevel_list_segment_3D` would only consider the tilt of the second
point and would just copy over the quat to the first point as well. Dont
see a reason for this, now consider the first point's tilt as well.

Maniphest Tasks: T94837

Differential Revision: https://developer.blender.org/D13813
2022-01-14 11:26:21 +01:00
e0ac75cb44 Cleanup: Reduce indentation in foreach_libblock_remap_callback. 2022-01-14 09:55:35 +01:00
cea588b9ef Cleanup: spelling in comments, C++ style comments for disabled code
Also ensure space at end of comment.
2022-01-14 11:23:46 +11:00
0c5ccae79d Fix: Incorrect logic in mesh validation for removing layers
The mask is only used if it's not zero. Adding the normal mask made
it not zero, but it didn't include anything else, so all custom data
layers except normals were removed. The fix is to only add normals
to the mask when it should be used.
2022-01-13 16:36:50 -06:00
cfa53e0fbe Refactor: Move normals out of MVert, lazy calculation
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
2022-01-13 14:38:25 -06:00
97c2c39916 Fix T94624: Object as font instances don't work
The fundamental limitation is that we can only have one instance
("dupli") generator at a time. Because the mesh output of a curve
object is output as an instances, the geometry set instances existed,
replacing the object as font instances. The "fix" is to reverse the
order. The behavior won't be perfect still, but at least the old
behavior will be preserved, which is really what matters for a
feature like this.

One way to take this change further would be completely disabling
regular geometry evaluation while this option is active. However,
it doesn't seem like that would actually improve the state of the code.

Differential Revision: https://developer.blender.org/D13768
2022-01-12 13:46:13 -06:00
Simon Lenz
bab47b60cb DNA: Add space clip editor defaults
This is my attempt of adding defaults for the space clip editor struct
(in line with https://developer.blender.org/T80164).

It adds the default allocation for `SpaceClip` and
`node_composite_movieclip.cc`. This also solves the error below (for
C++ files using the DNA_default_alloc), which was put forward by
Sergey Sharybin.

Differential Revision: https://developer.blender.org/D13367

Reviewed by: Julian Eisel
2022-01-12 18:04:48 +01:00
d43b5791e0 BLI: Refactor vector types & functions to use templates
This patch implements the vector types (i.e:`float2`) by making heavy
usage of templating. All vector functions are now outside of the vector
classes (inside the `blender::math` namespace) and are not vector size
dependent for the most part.

In the ongoing effort to make shaders less GL centric, we are aiming
to share more code between GLSL and C++ to avoid code duplication.

####Motivations:
- We are aiming to share UBO and SSBO structures between GLSL and C++.
This means we will use many of the existing vector types and others
we currently don't have (uintX, intX). All these variations were
asking for many more code duplication.
- Deduplicate existing code which is duplicated for each vector size.
- We also want to share small functions. Which means that vector
functions should be static and not in the class namespace.
- Reduce friction to use these types in new projects due to their
incompleteness.
- The current state of the `BLI_(float|double|mpq)(2|3|4).hh` is a
bit of a let down. Most clases are incomplete, out of sync with each
others with different codestyles, and some functions that should be
static are not (i.e: `float3::reflect()`).

####Upsides:
- Still support `.x, .y, .z, .w` for readability.
- Compact, readable and easilly extendable.
- All of the vector functions are available for all the vectors types
and can be restricted to certain types. Also template specialization
let us define exception for special class (like mpq).
- With optimization ON, the compiler unroll the loops and performance
is the same.

####Downsides:
- Might impact debugability. Though I would arge that the bugs are
rarelly caused by the vector class itself (since the operations are
quite trivial) but by the type conversions.
- Might impact compile time. I did not saw a significant impact since
the usage is not really widespread.
- Functions needs to be rewritten to support arbitrary vector length.
For instance, one can't call `len_squared_v3v3` in
`math::length_squared()` and call it a day.
- Type cast does not work with the template version of the `math::`
vector functions. Meaning you need to manually cast `float *` and
`(float *)[3]` to `float3` for the function calls.
i.e: `math::distance_squared(float3(nearest.co), positions[i]);`
- Some parts might loose in readability:
`float3::dot(v1.normalized(), v2.normalized())`
becoming
`math::dot(math::normalize(v1), math::normalize(v2))`
But I propose, when appropriate, to use
`using namespace blender::math;` on function local or file scope to
increase readability.
`dot(normalize(v1), normalize(v2))`

####Consideration:
- Include back `.length()` method. It is quite handy and is more C++
oriented.
- I considered the GLM library as a candidate for replacement. It felt
like too much for what we need and would be difficult to extend / modify
to our needs.
- I used Macros to reduce code in operators declaration and potential
copy paste bugs. This could reduce debugability and could be reverted.
- This touches `delaunay_2d.cc` and the intersection code. I would like
to know @howardt opinion on the matter.
- The `noexcept` on the copy constructor of `mpq(2|3)` is being removed.
But according to @JacquesLucke it is not a real problem for now.

I would like to give a huge thanks to @JacquesLucke who helped during this
and pushed me to reduce the duplication further.

Reviewed By: brecht, sergey, JacquesLucke

Differential Revision: https://developer.blender.org/D13791
2022-01-12 12:57:07 +01:00
fb6bd88644 Revert "BLI: Refactor vector types & functions to use templates"
Includes unwanted changes

This reverts commit 46e049d0ce.
2022-01-12 12:50:02 +01:00
Clment Foucault
46e049d0ce BLI: Refactor vector types & functions to use templates
This patch implements the vector types (i.e:`float2`) by making heavy
usage of templating. All vector functions are now outside of the vector
classes (inside the `blender::math` namespace) and are not vector size
dependent for the most part.

In the ongoing effort to make shaders less GL centric, we are aiming
to share more code between GLSL and C++ to avoid code duplication.

####Motivations:
 - We are aiming to share UBO and SSBO structures between GLSL and C++.
 This means we will use many of the existing vector types and others
 we currently don't have (uintX, intX). All these variations were
 asking for many more code duplication.
 - Deduplicate existing code which is duplicated for each vector size.
 - We also want to share small functions. Which means that vector
 functions should be static and not in the class namespace.
 - Reduce friction to use these types in new projects due to their
 incompleteness.
 - The current state of the `BLI_(float|double|mpq)(2|3|4).hh` is a
 bit of a let down. Most clases are incomplete, out of sync with each
 others with different codestyles, and some functions that should be
 static are not (i.e: `float3::reflect()`).

####Upsides:
 - Still support `.x, .y, .z, .w` for readability.
 - Compact, readable and easilly extendable.
 - All of the vector functions are available for all the vectors types
 and can be restricted to certain types. Also template specialization
 let us define exception for special class (like mpq).
 - With optimization ON, the compiler unroll the loops and performance
 is the same.

####Downsides:
 - Might impact debugability. Though I would arge that the bugs are
 rarelly caused by the vector class itself (since the operations are
 quite trivial) but by the type conversions.
 - Might impact compile time. I did not saw a significant impact since
 the usage is not really widespread.
 - Functions needs to be rewritten to support arbitrary vector length.
 For instance, one can't call `len_squared_v3v3` in
 `math::length_squared()` and call it a day.
 - Type cast does not work with the template version of the `math::`
 vector functions. Meaning you need to manually cast `float *` and
 `(float *)[3]` to `float3` for the function calls.
 i.e: `math::distance_squared(float3(nearest.co), positions[i]);`
 - Some parts might loose in readability:
 `float3::dot(v1.normalized(), v2.normalized())`
 becoming
 `math::dot(math::normalize(v1), math::normalize(v2))`
 But I propose, when appropriate, to use
 `using namespace blender::math;` on function local or file scope to
 increase readability.
 `dot(normalize(v1), normalize(v2))`

####Consideration:
 - Include back `.length()` method. It is quite handy and is more C++
 oriented.
 - I considered the GLM library as a candidate for replacement. It felt
 like too much for what we need and would be difficult to extend / modify
 to our needs.
 - I used Macros to reduce code in operators declaration and potential
 copy paste bugs. This could reduce debugability and could be reverted.
 - This touches `delaunay_2d.cc` and the intersection code. I would like
 to know @howardt opinion on the matter.
 - The `noexcept` on the copy constructor of `mpq(2|3)` is being removed.
 But according to @JacquesLucke it is not a real problem for now.

I would like to give a huge thanks to @JacquesLucke who helped during this
and pushed me to reduce the duplication further.

Reviewed By: brecht, sergey, JacquesLucke

Differential Revision: https://developer.blender.org/D13791
2022-01-12 12:47:43 +01:00
e5766752d0 Revert "BLI: Refactor vector types & functions to use templates"
Reverted because the commit removes a lot of commits.

This reverts commit a2c1c368af.
2022-01-12 12:44:26 +01:00
Nathan Rozendaal
b2ccd8546c Compositor: Add Scene Time Node, Rename Time node
Fixes issue T94603
It adds a new compositor node called Scene Time which is already present as a geo node, having the same basic nodes available in all node trees is a nice thing to have.
Renames "Time" node to "Time Curve", this is done to avoid confusion between the Time node and the Scene Time node.

Reviewed By: jbakker

Maniphest Tasks: T94603

Differential Revision: https://developer.blender.org/D13762
2022-01-12 12:29:44 +01:00
a2c1c368af BLI: Refactor vector types & functions to use templates
This patch implements the vector types (i.e:float2) by making heavy
usage of templating. All vector functions are now outside of the vector
classes (inside the blender::math namespace) and are not vector size
dependent for the most part.

In the ongoing effort to make shaders less GL centric, we are aiming
to share more code between GLSL and C++ to avoid code duplication.

Motivations:
- We are aiming to share UBO and SSBO structures between GLSL and C++.
  This means we will use many of the existing vector types and others we
  currently don't have (uintX, intX). All these variations were asking
  for many more code duplication.
- Deduplicate existing code which is duplicated for each vector size.
- We also want to share small functions. Which means that vector functions
  should be static and not in the class namespace.
- Reduce friction to use these types in new projects due to their
  incompleteness.
- The current state of the BLI_(float|double|mpq)(2|3|4).hh is a bit of a
  let down. Most clases are incomplete, out of sync with each others with
  different codestyles, and some functions that should be static are not
  (i.e: float3::reflect()).

Upsides:
- Still support .x, .y, .z, .w for readability.
- Compact, readable and easilly extendable.
- All of the vector functions are available for all the vectors types and
  can be restricted to certain types. Also template specialization let us
  define exception for special class (like mpq).
- With optimization ON, the compiler unroll the loops and performance is
  the same.

Downsides:
- Might impact debugability. Though I would arge that the bugs are rarelly
  caused by the vector class itself (since the operations are quite trivial)
  but by the type conversions.
- Might impact compile time. I did not saw a significant impact since the
  usage is not really widespread.
- Functions needs to be rewritten to support arbitrary vector length. For
  instance, one can't call len_squared_v3v3 in math::length_squared() and
  call it a day.
- Type cast does not work with the template version of the math:: vector
  functions. Meaning you need to manually cast float * and (float *)[3] to
  float3 for the function calls.
  i.e: math::distance_squared(float3(nearest.co), positions[i]);
- Some parts might loose in readability:
  float3::dot(v1.normalized(), v2.normalized())
  becoming
  math::dot(math::normalize(v1), math::normalize(v2))
  But I propose, when appropriate, to use
  using namespace blender::math; on function local or file scope to
  increase readability. dot(normalize(v1), normalize(v2))

Consideration:
- Include back .length() method. It is quite handy and is more C++
  oriented.
- I considered the GLM library as a candidate for replacement.
  It felt like too much for what we need and would be difficult to
  extend / modify to our needs.
- I used Macros to reduce code in operators declaration and potential
  copy paste bugs. This could reduce debugability and could be reverted.
- This touches delaunay_2d.cc and the intersection code. I would like to
  know @Howard Trickey (howardt) opinion on the matter.
- The noexcept on the copy constructor of mpq(2|3) is being removed.
  But according to @Jacques Lucke (JacquesLucke) it is not a real problem
  for now.

I would like to give a huge thanks to @Jacques Lucke (JacquesLucke) who
helped during this and pushed me to reduce the duplication further.

Reviewed By: brecht, sergey, JacquesLucke

Differential Revision: http://developer.blender.org/D13791
2022-01-12 12:19:39 +01:00
145f1d1e0a Fix T94812: render layer sockets are missing after file load
The main issue was the use of `G_MAIN` during file load.
This patch refactors the code so that iterating over `G_MAIN`
is not necessary anymore. See D13800 for more details.

Differential Revision: https://developer.blender.org/D13800
2022-01-12 11:07:31 +01:00
0dc309bef6 Cleanup: remove redundant const qualifiers for POD types 2022-01-12 12:51:11 +11:00
bbe59c6014 BLF: Reduction of use of BLF_DRAW_STR_DUMMY_MAX
Reduction of the number of uses of the define BLF_DRAW_STR_DUMMY_MAX
by using actual sizes of static character arrays.

See D13793 for more details.

Differential Revision: https://developer.blender.org/D13793

Reviewed by Campbell Barton
2022-01-11 14:08:38 -08:00
d608b98145 Cleanup: quite missing-variable-declarations warnings 2022-01-11 18:16:00 +11:00
f134341e03 Fix T94671: performance regression with subsurf modifier
rBeed45d2a239a introduced a GPU backend for OpenSubDiv which lets us do
the subdivision at render time. However, some tools might still need to
have the subdivision data available on the CPU side. For this a
subdivision mesh wrapper was also introduced, and is computed whenever a
CPU side mesh is needed. The subdivision settings for this wrapper are
stored during modifier evaluation if GPU subdivision can be done.

The performance regression is due to the fact that although the
subdivision mesh was already computed on the CPU, and no subdivision
wrapper is generated, some checks for creating subdivision data in
`BKE_mesh_wrapper_ensure_subdivision` where still run, one of which is
very expensive.

To fix this we first check the runtime settings of the mesh to see if
subdivision is needed at all.
2022-01-11 03:34:16 +01:00