Commit Graph

22933 Commits

Author SHA1 Message Date
Iliya Katueshenock
e89b2b1221 Mesh: Skip some domain interpolations for single values
Completely skip the work of interpolating domains for single values
for many to and from combinations. Similar to 535f50e5a6,
but slightly more complex because of the possibility of loose elements
on some mesh domains.

From D16054, with added comments.
2022-10-05 12:42:46 -05:00
Iliya Katueshenock
829569dccf Cleanup: Use generic array for mesh domain interpolation result
Instead of declaring a typed array inside the static type block.
This generates slightly less code and should have the same performance.

From D16054
2022-10-05 12:03:07 -05:00
Bastien Montagne
b47a234f98 BKE_Main: Add clear separation between 'temp' mains and global main.
Blender is using more and more temporary Main data-base (historically
for reading linked data, but also now when resyncing liboverrides, for
temp data in asset code, etc.).

This commit aims at making this a bit more formal and defined, by:
* Adding a dedicated flag in Main struct to mark a Main as global.
* Adding some API to replace, or temporarily swap the current global
  Main (`G_MAIN`) by another one.

NOTE: Having to temporarily replace `G_MAIN` is a workaround for the
limitation of current RNA, ideally this should be fixed in RNA itself,
but for now at least having an API helps tracking those cases (since
this is potentially risky operation).

This work is also a preparation for more usages of temp mains in the near
future (Asset Brushes and its presets system e.g. will most likely use
temp mains too).

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D15977
2022-10-05 14:26:45 +02:00
b9cbb229b1 Fix app-template settings being used for non-template preferences
Saving non app-template preferences would use add-ons and other
app-template settings to write the default preferences if there was no
existing user preferences file saved.
2022-10-05 15:34:02 +11:00
79774aa68c App Template: quiet warning when existing preferences don't exist
Suppress warning when saving app-template preferences.

Check if the preferences exist before attempting to read them,
while harmless it looked as if something went wrong.
2022-10-05 15:34:02 +11:00
5dc798f2e4 Docs: improve doc-strings for blend file IO
- Document the behavior of app-template IO for preferences.
- Add doxy-sections for each kind of blend file IO.
- Clarify BKE_blender_userdef_app_template_data_swap doc-string.
2022-10-05 15:30:42 +11:00
6be8c6b3b1 Cleanup: Remove unused includes 2022-10-04 22:17:59 -05:00
31e89ee5b9 Fix: Bump subversion after forward compatibility breakage
c3b6e37254 change node ID names. Bump the subversion and the
min file subversion so older versions get warnings opening newer files.
2022-10-04 12:33:09 -05:00
8102510482 Fix T101583: Issues applying modifier to mesh with shape keys
The wrong mesh was used to read the position attribute. Also, there was
always a warning about missing shape keys when that wasn't the case.
2022-10-04 12:10:10 -05:00
c3003b4346 Fix T101559: Rain Test Animation demo crashes Blender 3.3
Update to liboverride creation code to add support of keeping active
object forgot to consider case when there is no known/given view layer.

NOTE: due to differences in code, fix for 3.3 will be a bit different.
2022-10-04 10:56:49 +02:00
501fff40e8 New viewlayer deferred resync code: add utils to ensure resync of whole Scene and Main.
Similar to existing `BKE_main_collection_sync` and `BKE_scene_collection_sync`,
in some cases code does not have access to a specific view layer,
and/or does not know exactly which view layer needs to be in sync,
or just need the full data to be up to date.
2022-10-04 10:53:05 +02:00
6b76381e0a Cleanup: rename BKE_appdir_folder_id_version, improve doc-strings
Rename BKE_appdir_folder_id_version to
BKE_appdir_resource_path_id_with_version because BKE_appdir_folder_id
and BKE_appdir_folder_id_version didn't accept compatible arguments.

Also add notes to GHOST_getSystemDir & GHOST_getUserDir that
BKE_appdir_resource_path_id(..) should be used instead (in most cases).
2022-10-04 16:52:10 +11:00
bf4926b30c Support environment variables to override USER & SYSTEM resource paths
Even though individual USER/SYSTEM paths could be set using environment variables,
it wasn't possible to override the USER or SYSTEM paths.

This meant the result of `bpy.utils.resource_path('USER')` &
`bpy.utils.resource_path('SYSTEM')` could still be used by scripts,
making the Blender session potentially the default USER directory
(even when `BLENDER_USER_CONFIG`, `BLENDER_USER_SCRIPTS` &
`BLENDER_USER_DATAFILES` all point elsewhere).

Resolve by adding environment variables:

- BLENDER_USER_RESOURCES
- BLENDER_SYSTEM_RESOURCES

These will be used for `bpy.utils.resource_path('USER')` &
`bpy.utils.resource_path('SYSTEM')`, as well as a basis for user &
system directories, unless those environment variables are
set (`BLENDER_USER_*` or `BLENDER_SYSTEM_*`).

Resolves issue raised by T101389.

Example usage & output:

{P3225}

Reviewed By: brecht

Ref D16111
2022-10-04 13:54:09 +11:00
22c3db72ca Sculpt: Visibility bugfixes
* Unhide all is no longer part of face_set_change_visibility.
* Implemented a few visibility API methods for PBVH_BMESH
* Fixed bug with unhide all not freeing all multires grid_hidden
  bitmaps.
2022-10-03 17:19:50 -07:00
97746129d5 Cleanup: replace UNUSED macro with commented args in C++ code
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*/`
2022-10-03 17:38:16 -05:00
416d1d0393 Sculpt: Add debug code to print sculpt undo stack. 2022-10-03 15:37:23 -07:00
c3b6e37254 Geometry Nodes: Rename Control Point Neighbors Node
Rename the node to "Offset Point in Curve"

Since this was committed, more mesh and curve topology nodes have been
committed with a different naming scheme (482d431bb6). Change
the name of this node to match "Offset Corner in Face". Because the
node was only added recently, it's a full rename, including the ID,
so forward compatibility is broken.
2022-10-03 16:41:58 -05:00
748fda32ed Geometry Nodes: Set Curve Normal
This node allows for curves to have their evaluated normal mode changed
between MINIMUM_TWIST and Z_UP. A selection input allows for choosing
which spline in the curves object will be affected.

Differential Revision: D16118
2022-10-03 15:50:21 -05:00
e2572bd89f Fix OpenEXR saving still outputting alpha when using RGB instead of RGBA mode
Contributed by linhsu0723.

Differential Revision: https://developer.blender.org/D15979
2022-10-03 21:59:31 +02:00
0c7458604d Cleanup: rename IMA_CHAN_FLAG_ALPHA to IMA_CHAN_FLAG_RGBA to match meaning 2022-10-03 20:45:06 +02:00
2f7234d3e1 Attribute Node: access geometry node instance attributes.
The Instancer mode of the node is intended for varying material
behavior between instances. Since Geometry Nodes support arbitrary
named instance attributes, this mode should include them in lookup.

To implement this it is sufficient to store references to Geometry
Node data in DupliObject, and check it during dupli attribute lookup.

In order to reduce the memory usage of DupliObject, only 4 array
entries are allocated, even though the current dupli recursion stack
limit is 8. This assumes that not every entry would be associated with
a GeometrySet instance. Hopefully, soon the whole system will be
rewritten to remove the hard limits altogether.

Differential Revision: https://developer.blender.org/D16114
2022-10-03 18:02:24 +03:00
e65598b4fa Geometry Nodes: new Sample UV Surface node
This node allows sampling an attribute on a mesh surface based
on a UV coordinate. Internally, this has to do a "reverse uv lookup",
i.e. the node has to find the polygon that corresponds to the uv
coordinate. Therefore, the uv map of the mesh should not have
overlapping faces.

Differential Revision: https://developer.blender.org/D15440
2022-10-03 16:06:29 +02:00
ea2c41c730 Cleanup: spelling in comments
Also replace "dm" for evaluated mesh in some comments.
2022-10-03 11:03:46 +11:00
55387197a7 Cleanup: use function style casts for C++ 2022-10-03 11:03:46 +11:00
15e6673ccd Cleanup: Move three modifier files to C++ 2022-10-02 11:17:40 -05:00
e0a261c653 Cleanup: Move more files using mesh runtime data to C++
In preparation for moving mesh runtime data out of DNA.
2022-10-01 22:13:19 -05:00
5b0485fd77 Sculpt: Upload white for color attributes in multires in sculpt
Even if multires in sculpt mode doesn't yet support color
attributes, we should at least upload white color to avoid
making everything black.

Also fixed a bug where multires PBVHs didn't have access to
their CustomData attribute layout, which PBVH draw needs.
2022-09-30 15:19:10 -07:00
554afabf75 Attribute Node: refactor lookup to remove duplication between engines.
Currently lookup of Object and Instancer attributes is completely
duplicated between Cycles, Eevee and Eevee Next. This is bad design,
so this patch aims to deduplicate it by introducing a common API
in blenkernel.

In case of Cycles this requires certain hacks, but according to
Brecht it is planned to be rewritten later for more direct access
to internal Blender data anyway.

Differential Revision: https://developer.blender.org/D16117
2022-09-30 20:01:57 +03:00
8bdd4b4685 Cleanup: use function style casts for C++ 2022-09-30 14:51:49 +10:00
1c1dc5f844 Cleanup: Move files that use mesh runtime data to C++
In preparation for moving the mesh runtime struct out of DNA.
2022-09-29 18:32:44 -05:00
7db79feecd Cleanup: Move object_update.c to C++ 2022-09-29 17:11:20 -05:00
0ff485b6ba Cleanup: Move modifier.c to C++ 2022-09-29 16:43:09 -05:00
b063cfa9cf Sculpt: fix T101465, crash in cloth filter with new automasking modes 2022-09-29 13:38:16 -07:00
ffccdf069b Nodes: fix missing update when input of muted node changes 2022-09-29 13:09:00 +02:00
5ffbabb24c Nodes: fix missing updates with muted nodes and reroutes
Muted nodes and reroutes can potentially affect the output when
they are linked to an input socket and don't have any inputs on
their own.

The issues was that previously "logically linked sockets" where used
which hide reroutes and muted nodes away. The solution is to work
with the directly linked sockets instead and handle reroutes etc
explicitly.
2022-09-29 12:43:43 +02:00
bbc69563d0 Sculpt: Normal-based automasking modes
Two new normal-based automasking modes.

The first mode, "brush", compares vertex normals with the initial
normal at the beginning of the brush stroke.

The second, "view", compares vertex normals with the view normal.
If "occlusion" is on then rays will be shot from each vertex to test
if it is occluded by other geometry (note: this can be very slow).\
Only geometry inside the sculpt mesh is considered.

Each mode has an associated angular limit and a falloff.

Reviewed by: Julien Kaspar and Jeroen Bakker
Differential Revision: https://developer.blender.org/D15297
Ref D15297
2022-09-28 23:21:56 -07:00
a4ff106c58 Cleanup: Remove more unused CustomData API functions
Due to increased usage of typed arrays in C++ and name/offset based
access for BMesh, these are unlikely to be used again, and haven't been
used in many years.
2022-09-28 23:13:58 -05:00
ff353842bd Cleanup: Deduplicate logic in CustomData access functions
Also remove comments that just restated what the next line
was doing, often incorrectly.
2022-09-28 23:13:58 -05:00
57620af33c Cleanup: Remove unused BMesh function 2022-09-28 23:13:58 -05:00
e2df195844 Fix wrong version bump to 3.4.1, we are still on 3.4.0
The patch levels are reserved for bugfix releases.
2022-09-29 03:57:30 +02:00
c1548938a4 Cleanup: spelling in comments 2022-09-29 10:28:39 +10:00
ec8118a59e Cleanup: replace UNUSED() with commented arguments
This is the conventional way of dealing with unused arguments in C++.

Also quiet enum conversion warnings.
2022-09-29 10:26:10 +10:00
0156a677c7 Sculpt: New Cavity Automasking Mode
Add new cavity automasking mode based on local mesh
curvature.  Cavity masking is a great way to quickly add
detail in crevices and the like.  It's meant to be used
with the Paint brush in color attribute mode.  It does
work with other brushes but the results can be unpredictable.

{F13131497}

The old "dirty mask" operator has been replace with a new
"mask from cavity" operator that shares the same code with
cavity automasking.

Differences from the sculpt-dev implementation:
    * It uses the word "cavity."  When I first implemented
this I wasn't aware
      this feature existed in other software (and other
paint modes in Blender),
      and for reasons that escape me today I initially
decided to call it a concave or
      concavity mask.
    * The cavity factor works a bit differently.  It's
      no longer non-linear and functions as a simple
      scale around 0.5f.
    * Supports custom curves.
    * Supports blurring.

Reviewed By: Julian Kaspar, Jeroen Bakker and Campbell Barton
Differential Revision: https://developer.blender.org/D15122
Ref D15122
2022-09-28 16:22:34 -07:00
53ac3192ba Cleanup: remove duplicate declaration
Also got rid of ATTR_NO_OPT macro.
2022-09-28 15:50:09 -07:00
65900d88a8 Sculpt: Rewrite PBVH draw
Rewrite PBVH draw to allocate attributes into individual VBOs.
The old system tried to create a single VBO that could feed
every open viewport.  This required uploading every color and
UV attribute  to the viewport whether needed or not, often exceeding
the VBO limit.

This new system creates one VBO per attribute.  Each attribute layout is
given its own GPU batch which is cached inside the owning PBVH node.

Notes:

* This is a full C++ rewrite.  The old code is still there; ripping it out
can happen later.
* PBVH nodes now have a collection of batches, PBVHBatches, that keeps
track of all the batches inside the node.
* Batches are built exclusively from a list of attributes.
* Each attribute has its own VBO.
* Overlays, workbench and EEVEE can all have different attribute
  layouts, each of which will get its own batch.

Reviewed by: Clement Foucault
Differential Revision: https://developer.blender.org/D15428
Ref D15428
2022-09-28 14:51:23 -07:00
a790873d2a Cleanup: Typo in forward declaration 2022-09-28 16:32:59 -05:00
482d431bb6 Geometry Nodes: Curve and mesh topology access nodes
This patch contains an initial set of nodes to access basic
mesh topology information, as explored in T100020.

The nodes allow six direct topology mappings for meshes:
- **Corner -> Face** The face a corner is in, the index in the face
- **Vertex -> Edge** Choose an edge attached to the vertex
- **Vertex -> Corner** Choose a corner attached to the vertex
- **Corner -> Edge** The next and previous edge at each face corner
- **Corner -> Vertex** The vertex associated with a corner
- **Corner -> Corner** Offset a corner index within a face

And two new topology mappings for curves:
- **Curve -> Points** Choose a point within a curve
- **Point -> Curve** The curve a point is in, the index in the curve

The idea is that some of the 16 possible mesh mappings are more
important, and that this is a useful set of nodes to start exploring
this area. For mappings with an arbitrary number of connections, we
must sort them and use an index to choose a single element, because
geometry nodes does not support list fields. Note that the sort
index has repeating behavior as it goes over the "Total" number of
connections, and negative sort indices choose from the end.

Currently which of the "start" elements is used is determined by the
field context, so the "Field at Index" and "Interpolate Domain" nodes
will be quite important. Also, currently the "Sort Index" inputs are
clamped to the number of connections.

One important feature that isn't implemented here is using the winding
order for the output elements. This can be a separate mode for some
of these nodes. It will be optional because of the performance impact.

There are several todos for separate commits after this:
- Rename "Control Point Neighbors" to be consistent with this naming
- Version away the "Vertex Neighbors" node which is fully redundant now
- Implement a special case for when no weights are used for performance
- De-duplicating some of the sorting logic between the nodes
- Improve performance and memory use of topology mappings
- Look into caching some of the mappings on meshes

Differential Revision: https://developer.blender.org/D16029
2022-09-28 14:38:27 -05:00
25533dbe21 Mesh: Add C++ implementaiton of topology mappings
Because they are friendlier to use in C++ code than the existing mesh
mapping API, these mappings from one domain to another were often
reimplemented in separate files. This commit moves some basic
implementations to a `mesh_topology` namespace in the existing
mesh mapping header file. These is plenty of room for performance
improvement here, particularly by not using an array of Vectors, but
that can come later.

Split from D16029
2022-09-28 14:31:32 -05:00
c55d38f00b Geometry Nodes: viewport preview
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
2022-09-28 17:54:59 +02:00
808b03da43 Cleanup: decentralize .blend I/O for space types
This adds callbacks to `SpaceType` to make each editor responsible to
manage their own .blend I/O, and moves relevant code from `screen.c`
to the editors files.

Differential Revision: D11069
2022-09-28 11:52:22 +02:00