This is an extension of 4669178fc3, 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
`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
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
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
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.
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.
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.
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.
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
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
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...).
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.
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.
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++.
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
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
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.
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
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
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
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
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
This adds a new subpanel to the geometry nodes modifier which is just
used to display information about used attributes.
* A new panel is used because adding this information anywhere else
clutters the ui too much imo.
* The general layout is similar to that in the tooltip. I found it to be more
trouble than it's worth to share this code.
Possible future improvements:
* Don't show the panel if there are no used named attributes.
* Add some heuristics to determine which named attributes the user does
not have to care about because they are only used in the node group
and don't affect anything else.
Differential Revision: https://developer.blender.org/D14701
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.
This is mostly a cleanup to avoid hardcoding the eager calculation of
normals it isn't necessary, by reducing calls to `BKE_mesh_calc_normals`
and by removing calls to `BKE_mesh_normals_tag_dirty` when the mesh
is newly created and already has dirty normals anyway. This reduces
boilerplate code and makes the "dirty by default" state more clear.
Any regressions from this commit should be easy to fix, though the
lazy calculation is solid enough that none are expected.
This adds a structure, `ABCReadParams`, to store some parameters passed
to `ABC_read_mesh` so we avoid passing too many parameters, and makes it
easier to add more parameters in the future without worrying about
argument order.
Differential Revision: https://developer.blender.org/D14484