Commit Graph

3093 Commits

Author SHA1 Message Date
7a1ec82af4 Cleanup: Remove poly normal writing
The potential optimization in the normal edit modifier when flipping
faces isn't worth the "API impurity" and complexity introduced by
adding poly normal editing as part of the API. This change simplifies
future changes to the ownership of poly normals with a shared cache,
which can prevent recomputing poly normals completely.
2023-04-03 12:11:21 -04:00
1a956ce196 Cleanup: Mode most of MOD_nodes.cc to the blender namespace
Avoid introducing another `::modifiers` namespace for now, since it's
not clear if we'll want that long term. This just avoids a bunch of
boilerplate and makes things easier to read.
2023-03-31 13:19:37 -04:00
60cac27ccc Cleanup: Use helper function to create AttributeFieldInput 2023-03-31 13:00:51 -04:00
1113a25d1f Cleanup: Make geometry nodes execution functions more reusable
Use the node group and the properties as arguments instead of
the modifier. This may help to allow reusing the functions outside
of the modifier execution context.
2023-03-31 12:53:21 -04:00
498287bca0 Cleanup: Geometry Nodes: Split modifier property update function
It's a bit easier to follow this way, and we can make better use of
const. It's also more reusable in case we have to use it elsewhere
too (for node group operators?).
2023-03-30 18:51:33 -04:00
cbb813886c Geometry Nodes: Simplify retrieval of node dependencies
Use checks for certain node types with better algorithmic complexity.
They should perform better in some edge case with a lot of nodes or
node group nesting. They're now a bit more similar to each other too.
2023-03-30 16:30:23 -04:00
a12a8a71bb Remove "All Rights Reserved" from Blender Foundation copyright code
The goal is to solve confusion of the "All rights reserved" for licensing
code under an open-source license.

The phrase "All rights reserved" comes from a historical convention that
required this phrase for the copyright protection to apply. This convention
is no longer relevant.

However, even though the phrase has no meaning in establishing the copyright
it has not lost meaning in terms of licensing.

This change makes it so code under the Blender Foundation copyright does
not use "all rights reserved". This is also how the GPL license itself
states how to apply it to the source code:

    <one line to give the program's name and a brief idea of what it does.>
    Copyright (C) <year>  <name of author>

    This program is free software ...

This change does not change copyright notice in cases when the copyright
is dual (BF and an author), or just an author of the code. It also does
mot change copyright which is inherited from NaN Holding BV as it needs
some further investigation about what is the proper way to handle it.
2023-03-30 10:51:59 +02:00
d32d787f5f Clang-Format: Allow empty functions to be single-line
For example

```
OIIOOutputDriver::~OIIOOutputDriver()
{
}
```

becomes

```
OIIOOutputDriver::~OIIOOutputDriver() {}
```

Saves quite some vertical space, which is especially handy for
constructors.

Pull Request: blender/blender#105594
2023-03-29 16:50:54 +02:00
1ddbe7cadd Cleanup: move doc-strings into headers, remove duplicates
In some cases move implementation details into the function body.
2023-03-29 14:37:34 +11:00
5c3f4195b6 Cleanup: Move poly topology lookup functions to C++ header
Standardize naming, use spans and references for input parameters,
and improve documentation. Now the functions expect the lookups to
succeed as well, they will fail and assert otherwise.

The functions are also simple enough that it likely makes sense to keep
them all inlined
2023-03-22 17:11:41 -04:00
59050f3fdd Cleanup: Make SculptSession a C++ only type
This allows adding spans, arrays, etc. directly to SculptSession, which
simplifies accessing mesh data, especially in #105938. A few files
aren't moved to C++ yes, so I had to add three C accessor functions.
2023-03-22 17:11:41 -04:00
db762d5508 Cleanup: various C/C++ code cleanups, use utility macros 2023-03-21 19:47:21 +11:00
16fbadde36 Mesh: Replace MLoop struct with generic attributes
Implements #102359.

Split the `MLoop` struct into two separate integer arrays called
`corner_verts` and `corner_edges`, referring to the vertex each corner
is attached to and the next edge around the face at each corner. These
arrays can be sliced to give access to the edges or vertices in a face.
Then they are often referred to as "poly_verts" or "poly_edges".

The main benefits are halving the necessary memory bandwidth when only
one array is used and simplifications from using regular integer indices
instead of a special-purpose struct.

The commit also starts a renaming from "loop" to "corner" in mesh code.

Like the other mesh struct of array refactors, forward compatibility is
kept by writing files with the older format. This will be done until 4.0
to ease the transition process.

Looking at a small portion of the patch should give a good impression
for the rest of the changes. I tried to make the changes as small as
possible so it's easy to tell the correctness from the diff. Though I
found Blender developers have been very inventive over the last decade
when finding different ways to loop over the corners in a face.

For performance, nearly every piece of code that deals with `Mesh` is
slightly impacted. Any algorithm that is memory bottle-necked should
see an improvement. For example, here is a comparison of interpolating
a vertex float attribute to face corners (Ryzen 3700x):

**Before** (Average: 3.7 ms, Min: 3.4 ms)
```
threading::parallel_for(loops.index_range(), 4096, [&](IndexRange range) {
  for (const int64_t i : range) {
    dst[i] = src[loops[i].v];
  }
});
```

**After** (Average: 2.9 ms, Min: 2.6 ms)
```
array_utils::gather(src, corner_verts, dst);
```

That's an improvement of 28% to the average timings, and it's also a
simplification, since an index-based routine can be used instead.
For more examples using the new arrays, see the design task.

Pull Request: blender/blender#104424
2023-03-20 15:55:13 +01:00
7cda559d7c Cleanup: format, spelling, struct member comment 2023-03-20 11:12:34 +11:00
4b30b5c57f Nodes: SDF Volume nodes milestone 1
Geometry Nodes: SDF Volume nodes milestone 1

Adds initial support for SDF volume creation and manipulation.
`SDF volume` is Blender's name of an OpenVDB grid of type Level Set.
See the discussion about naming in #91668.

The new nodes are:
- Mesh to SDF Volume: Converts a mesh to an SDF Volume
- Points to SDF Volume: Converts points to an SDF Volume
- Mean Filter SDF Volume: Applies a Mean Filter to an SDF
- Offset SDF Volume: Applies an offset to an SDF
- SDF Volume Sphere: Creates an SDF Volume in the shape of a sphere

For now an experimental option `New Volume Nodes` needs to be
enabled in Blender preferences for the nodes to be visible.

See the current work plan for Volume Nodes in #103248.

Pull Request: blender/blender#105090
2023-03-19 11:21:08 +01:00
3048d9e99c Mesh: Remove unnecessary mesh position copying
Change code fragments where `BKE_mesh_vert_coords_alloc` had been used
to temporarily copy vertex coordinates of a mesh (see #103789) and
providd pointers to the mesh's stored vertex positions instead.
This reduces memory usage and improves performance.

Pull Request: blender/blender#105756
2023-03-19 00:26:28 +01:00
3b8a050fc1 Cleanup: use function-style casts, ELEM & STREQ macros 2023-03-17 16:45:42 +11:00
339e9deb72 Merge branch 'blender-v3.5-release' 2023-03-16 21:45:16 +01:00
f234d2d440 Subdivision: remove info message that GPU subdivision being used
This is the normal case, it's only when both CPU and GPU subdivision is used
that the user needs to be informed that performance is suboptimal.
2023-03-16 19:48:55 +01:00
bad85fe8c7 Cleanup: Avoid keeping mesh normals references after dirty tag
Without assumptions of a mesh's direct ownership of its normals,
this was error prone, since normals could potentially be reallocated
when they are tagged dirty or retrieved with write access.
2023-03-15 21:39:50 -04:00
f9132e2bbf Cleanup: Remove redundant mesh normals dirty tag function
Since normals are derived data, it's always a change to something
else that will cause them to change, like the winding order of a face
or vertex positions. So it's clearer to use tags for those things
directly. It's correct to remove the tag in one place since dirty is
the default state of a new mesh.
2023-03-15 15:57:27 -04:00
2daf6c69be Merge branch 'blender-v3.5-release' 2023-03-15 14:05:29 -04:00
d7ac2a177a Cleanup: Use spans and C++ type to access mesh normals
Also rename some variables to use names consistent with elsewhere.
2023-03-15 14:03:05 -04:00
e7295efb4b Fix #105791: Alembic procedural ignores materials
When creating the bounding box mesh for the viewport replacement,
copy the material from the original mesh. I'm not sure if Cycles is
meant to load materials from the original mesh or the Alembic file
itself, but either way, this should be a harmless change and fixes the
issue in the report.

Pull Request: blender/blender#105798
2023-03-15 19:01:53 +01:00
99506b3d73 Fix: Crash in weighted normal modifier
Mistake in 1dc57a89e9
2023-03-14 15:00:33 -04:00
13ae75f545 Cleanup: Use C++ array type in skin modifier
This quiets a false positive (I think) allocation size warning for me.
2023-03-14 11:33:32 -04:00
92b607d686 CustomData: add separate function to add layer from existing data
This simplifies the usage of the API and is preparation for #104478.

The `CustomData_add_layer` and `CustomData_add_layer_named` now have corresponding
`*_with_data` functions that should be used when creating the layer from existing data.

Pull Request: blender/blender#105708
2023-03-14 15:30:26 +01:00
1dc57a89e9 Mesh: Move functions to C++ header
Refactoring mesh code, it has become clear that local cleanups and
simplifications are limited by the need to keep a C public API for
mesh functions. This change makes code more obvious and makes further
refactoring much easier.

- Add a new `BKE_mesh.hh` header for a C++ only mesh API
- Introduce a new `blender::bke::mesh` namespace, documented here:
  https://wiki.blender.org/wiki/Source/Objects/Mesh#Namespaces
- Move some functions to the new namespace, cleaning up their arguments
- Move code to `Array` and `float3` where necessary to use the new API
- Define existing inline mesh data access functions to the new header
- Keep some C API functions where necessary because of RNA
- Move all C++ files to use the new header, which includes the old one

In the future it may make sense to split up `BKE_mesh.hh` more, but for
now keeping the same name as the existing header keeps things simple.

Pull Request: blender/blender#105416
2023-03-12 22:29:15 +01:00
a8819481cb Merge branch 'blender-v3.5-release'
Conflicts:
	source/blender/modifiers/intern/MOD_array.cc
2023-03-09 16:53:06 +01:00
8b2556e8d8 Fix (unreported) crash in Array modifier in case of empty mesh.
Return early the input mesh in case it is fully empty.
2023-03-09 16:36:56 +01:00
5876573e14 Mesh: Move face shade smooth flag to a generic attribute
Currently the shade smooth status for mesh faces is stored as part of
`MPoly::flag`. As described in #95967, this moves that information
to a separate boolean attribute. It also flips its status, so the
attribute is now called `sharp_face`, which mirrors the existing
`sharp_edge` attribute. The attribute doesn't need to be allocated
when all faces are smooth. Forward compatibility is kept until
4.0 like the other mesh refactors.

This will reduce memory bandwidth requirements for some operations,
since the array of booleans uses 12 times less memory than `MPoly`.
It also allows faces to be stored more efficiently in the future, since
the flag is now unused. It's also possible to use generic functions to
process the values. For example, finding whether there is a sharp face
is just `sharp_faces.contains(true)`.

The `shade_smooth` attribute is no longer accessible with geometry nodes.
Since there were dedicated accessor nodes for that data, that shouldn't
be a problem. That's difficult to version automatically since the named
attribute nodes could be used in arbitrary combinations.

**Implementation notes:**
- The attribute and array variables in the code use the `sharp_faces`
  term, to be consistent with the user-facing "sharp faces" wording,
  and to avoid requiring many renames when #101689 is implemented.
- Cycles now accesses smooth face status with the generic attribute,
  to avoid overhead.
- Changing the zero-value from "smooth" to "flat" takes some care to
  make sure defaults are the same.
  - Versioning for the edge mode extrude node is particularly complex.
    New nodes are added by versioning to propagate the attribute in its
    old inverted state.
- A lot of access is still done through the `CustomData` API rather
  than the attribute API because of a few functions. That can be
  cleaned up easily in the future.
- In the future we would benefit from a way to store attributes as a
  single value for when all faces are sharp.

Pull Request: blender/blender#104422
2023-03-08 15:36:18 +01:00
53bb713eda Refactor: Rename OB_GPENCIL and ID_GD
This renames the `OB_GPENCIL` object type and the `ID_GD` to `OB_GPENCIL_LEGACY` and `ID_GD_LEGACY` respectively.
There is no change for the user.

Pull Request: blender/blender#105541
2023-03-08 12:35:58 +01:00
8faeccf6e5 Fix #105496: Incorrect solidify modifier materials after recent cleanup 2023-03-07 16:11:01 -05:00
5ab49afe8d Cleanup: Fix warning in skin modifier
Pull Request: blender/blender#105542
2023-03-07 19:33:49 +01:00
90dc655951 Cleanup: spelling in comments 2023-03-07 15:00:05 +11:00
915ff8d152 Cleanup: Use references for mesh poly variables
Similar to the previous commit, this simplifies future refactoring
to change the way edges are stored, and further differentiates
single poly variables from array pointers.
2023-03-03 11:40:43 -05:00
45cff837bc Cleanup: Use simpler iterator for mesh polygons
Avoid incrementing a pointer, use only indices as a source of truth.
This should ease refactors to change the way polys are stored.
2023-03-03 11:40:43 -05:00
2eaa55272d Cleanup: use function style casts, nullptr in C++ 2023-03-03 16:29:36 +11:00
05324e2e3c Cleanup: spelling in comments 2023-03-03 10:09:20 +11:00
fcaf12f07a Cleanup: format 2023-03-02 16:23:17 +13:00
52d20c6a0e Fix #105331: Assert in solidify extrude after recent cleanup
Use indices instead of pointers to avoid accessing elements beyond
the end of the result mesh arrays.
2023-03-01 22:21:08 -05:00
3022a805ca Cleanup: Standardize mesh edge and poly naming
With the goal of clearly differentiating between arrays and single
elements, improving consistency across Blender, and using wording
that's easier to read and say, change variable names for Mesh edges
and polygons/faces.

Common renames are the following, with some extra prefixes, etc.
 - `mpoly` -> `polys`
 - `mpoly`/`mp`/`p` -> `poly`
 - `medge` -> `edges`
 - `med`/`ed`/`e` -> `edge`

`MLoop` variables aren't affected because they will be replaced
when they're split up into to arrays in #104424.
2023-03-01 15:58:01 -05:00
f1f47df56b Cleanup: Remove unused variable 2023-03-01 15:58:01 -05:00
d939ecc46f Cleanup: Access mesh data with spans
Similar to cb62ab5b28, in newly C++ files.
2023-03-01 15:58:01 -05:00
d449539cd2 Cleanup: Move five modifier files to C++
See #103343

Pull Request #105345
2023-03-01 17:32:12 +01:00
cccf91ff83 Mesh: Move edge UV seams to a generic attribute
As part of #95966, move the `ME_SEAM` flag on mesh edges
to a generic boolean attribute, called `.uv_seam`. This is the
last bit of extra information stored in mesh edges. After this
is committed we can switch to a different type for them and
have a 1/3 improvement in memory consumption.

It is also now possible to see that a mesh has no UV seams in
constant time, and like other similar refactors, interacting with
only the UV seams can be done with less memory.

The attribute name starts with a `.` to signify that the attribute,
like face sets, isn't meant to be used in arbitrary procedural
situations (with geometry nodes for example). That gives us more
freedom to change things in the future.

Pull Request #104728
2023-03-01 14:13:05 +01:00
f2ea7ae751 Fix #105319: Crash in weighted normal modifier after recent cleanup 2023-02-28 16:44:26 -05:00
eb5e7b1b4e Merge branch 'blender-v3.5-release' 2023-02-28 15:39:55 -05:00
079dbf4d1b Fix #105162: Array modifier cap material index ignored
The material indices from the caps were only copied if the base mesh had
a material index attribute. Fix that by copying them manually if the cap
has the attribute.
2023-02-28 15:39:19 -05:00
4ffae99d6d Cleanup: Remove unnecessary declarations in laplacian smooth modifier 2023-02-28 13:03:42 -05:00