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test/source/blender/freestyle/intern/blender_interface/BlenderStrokeRenderer.cpp

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/* SPDX-FileCopyrightText: 2008-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup freestyle
*/
#include "BlenderStrokeRenderer.h"
#include "../application/AppConfig.h"
#include "../stroke/Canvas.h"
The GL-based renderer was removed. Freestyle now uses Blender's internal renderer to raster strokes. The render generated from Freestyle's data is currently stored in the original scene's render structure ( as 'freestyle_render'): when the render database is generated, the scene's geometrical data is first imported into Freestyle and strokes are calculated. The generated strokes are used to create a Blender scene, rendered independently. The render result is used in the rendering loop. The final rendering is performed the same way edge rendering is, in a function ('freestyle_enhance_add') operating on each individual render part. Freestyle strokes are only included if the toggle button "Freestyle" (in the 'Output' panel) is active and if the "Freestyle" render layer is also selected. Freestyle's panel appears when the toggle button 'Freestyle' is active. IMPORTANT: as of now, rendering ONLY works when OSA is disabled and when Xparts = Yparts = 1. If these settings are not set, a bogus image will be created. To make the render happen, many modifications had to be made: - the Canvas::Draw and Operators::create methods no longer render strokes. They only generate shading and locational information. - a BlenderStrokeRenderer class was added to turn Freestyle's strokes into a Blender scene. Basically, the scene consists of strokes in their projected image 2D coordinates and an orthographic camera centered in the middle of the corresponding canvas. The scene is rendered using vertex colors, in shadeless mode (therefore, no lamp is needed). BlenderStrokeRenderer uses the old GLTextureManager to load textures (as required by the StrokeRenderer class), even though stroke textures are probably not supported (not tested). After the scene is rendered, it is safely and automatically discarded. - AppCanvas' code was greatly reduced to the bare minimum. The former AppCanvas would use an OpenGL-based back buffer and z buffer to determine the scene's color and depth information. In the future, this data will be determined from the corresponding render passes. Currently, the integration is not achieved so all style modules using depth/color information are sure to fail. - before, Freestyle needed an OpenGL context to determine the camera's information and to compute the view map. As of now, the modelview and projection matrices are fully determined using data provided by Blender. This means both perspective and orthographic projections are supported. The AppGLWidget will very soon be removed completely.
2008-12-01 21:30:44 +00:00
#include "MEM_guardedalloc.h"
#include "RNA_access.hh"
#include "RNA_prototypes.h"
#include "RNA_types.hh"
The GL-based renderer was removed. Freestyle now uses Blender's internal renderer to raster strokes. The render generated from Freestyle's data is currently stored in the original scene's render structure ( as 'freestyle_render'): when the render database is generated, the scene's geometrical data is first imported into Freestyle and strokes are calculated. The generated strokes are used to create a Blender scene, rendered independently. The render result is used in the rendering loop. The final rendering is performed the same way edge rendering is, in a function ('freestyle_enhance_add') operating on each individual render part. Freestyle strokes are only included if the toggle button "Freestyle" (in the 'Output' panel) is active and if the "Freestyle" render layer is also selected. Freestyle's panel appears when the toggle button 'Freestyle' is active. IMPORTANT: as of now, rendering ONLY works when OSA is disabled and when Xparts = Yparts = 1. If these settings are not set, a bogus image will be created. To make the render happen, many modifications had to be made: - the Canvas::Draw and Operators::create methods no longer render strokes. They only generate shading and locational information. - a BlenderStrokeRenderer class was added to turn Freestyle's strokes into a Blender scene. Basically, the scene consists of strokes in their projected image 2D coordinates and an orthographic camera centered in the middle of the corresponding canvas. The scene is rendered using vertex colors, in shadeless mode (therefore, no lamp is needed). BlenderStrokeRenderer uses the old GLTextureManager to load textures (as required by the StrokeRenderer class), even though stroke textures are probably not supported (not tested). After the scene is rendered, it is safely and automatically discarded. - AppCanvas' code was greatly reduced to the bare minimum. The former AppCanvas would use an OpenGL-based back buffer and z buffer to determine the scene's color and depth information. In the future, this data will be determined from the corresponding render passes. Currently, the integration is not achieved so all style modules using depth/color information are sure to fail. - before, Freestyle needed an OpenGL context to determine the camera's information and to compute the view map. As of now, the modelview and projection matrices are fully determined using data provided by Blender. This means both perspective and orthographic projections are supported. The AppGLWidget will very soon be removed completely.
2008-12-01 21:30:44 +00:00
#include "DNA_camera_types.h"
#include "DNA_collection_types.h"
#include "DNA_linestyle_types.h"
#include "DNA_listBase.h"
#include "DNA_material_types.h"
#include "DNA_mesh_types.h"
#include "DNA_meshdata_types.h"
#include "DNA_object_types.h"
#include "DNA_scene_types.h"
#include "DNA_screen_types.h"
The GL-based renderer was removed. Freestyle now uses Blender's internal renderer to raster strokes. The render generated from Freestyle's data is currently stored in the original scene's render structure ( as 'freestyle_render'): when the render database is generated, the scene's geometrical data is first imported into Freestyle and strokes are calculated. The generated strokes are used to create a Blender scene, rendered independently. The render result is used in the rendering loop. The final rendering is performed the same way edge rendering is, in a function ('freestyle_enhance_add') operating on each individual render part. Freestyle strokes are only included if the toggle button "Freestyle" (in the 'Output' panel) is active and if the "Freestyle" render layer is also selected. Freestyle's panel appears when the toggle button 'Freestyle' is active. IMPORTANT: as of now, rendering ONLY works when OSA is disabled and when Xparts = Yparts = 1. If these settings are not set, a bogus image will be created. To make the render happen, many modifications had to be made: - the Canvas::Draw and Operators::create methods no longer render strokes. They only generate shading and locational information. - a BlenderStrokeRenderer class was added to turn Freestyle's strokes into a Blender scene. Basically, the scene consists of strokes in their projected image 2D coordinates and an orthographic camera centered in the middle of the corresponding canvas. The scene is rendered using vertex colors, in shadeless mode (therefore, no lamp is needed). BlenderStrokeRenderer uses the old GLTextureManager to load textures (as required by the StrokeRenderer class), even though stroke textures are probably not supported (not tested). After the scene is rendered, it is safely and automatically discarded. - AppCanvas' code was greatly reduced to the bare minimum. The former AppCanvas would use an OpenGL-based back buffer and z buffer to determine the scene's color and depth information. In the future, this data will be determined from the corresponding render passes. Currently, the integration is not achieved so all style modules using depth/color information are sure to fail. - before, Freestyle needed an OpenGL context to determine the camera's information and to compute the view map. As of now, the modelview and projection matrices are fully determined using data provided by Blender. This means both perspective and orthographic projections are supported. The AppGLWidget will very soon be removed completely.
2008-12-01 21:30:44 +00:00
#include "BKE_attribute.h"
#include "BKE_collection.h"
The GL-based renderer was removed. Freestyle now uses Blender's internal renderer to raster strokes. The render generated from Freestyle's data is currently stored in the original scene's render structure ( as 'freestyle_render'): when the render database is generated, the scene's geometrical data is first imported into Freestyle and strokes are calculated. The generated strokes are used to create a Blender scene, rendered independently. The render result is used in the rendering loop. The final rendering is performed the same way edge rendering is, in a function ('freestyle_enhance_add') operating on each individual render part. Freestyle strokes are only included if the toggle button "Freestyle" (in the 'Output' panel) is active and if the "Freestyle" render layer is also selected. Freestyle's panel appears when the toggle button 'Freestyle' is active. IMPORTANT: as of now, rendering ONLY works when OSA is disabled and when Xparts = Yparts = 1. If these settings are not set, a bogus image will be created. To make the render happen, many modifications had to be made: - the Canvas::Draw and Operators::create methods no longer render strokes. They only generate shading and locational information. - a BlenderStrokeRenderer class was added to turn Freestyle's strokes into a Blender scene. Basically, the scene consists of strokes in their projected image 2D coordinates and an orthographic camera centered in the middle of the corresponding canvas. The scene is rendered using vertex colors, in shadeless mode (therefore, no lamp is needed). BlenderStrokeRenderer uses the old GLTextureManager to load textures (as required by the StrokeRenderer class), even though stroke textures are probably not supported (not tested). After the scene is rendered, it is safely and automatically discarded. - AppCanvas' code was greatly reduced to the bare minimum. The former AppCanvas would use an OpenGL-based back buffer and z buffer to determine the scene's color and depth information. In the future, this data will be determined from the corresponding render passes. Currently, the integration is not achieved so all style modules using depth/color information are sure to fail. - before, Freestyle needed an OpenGL context to determine the camera's information and to compute the view map. As of now, the modelview and projection matrices are fully determined using data provided by Blender. This means both perspective and orthographic projections are supported. The AppGLWidget will very soon be removed completely.
2008-12-01 21:30:44 +00:00
#include "BKE_customdata.h"
#include "BKE_global.h"
#include "BKE_idprop.h"
Collections and groups unification OVERVIEW * In 2.7 terminology, all layers and groups are now collection datablocks. * These collections are nestable, linkable, instanceable, overrideable, .. which opens up new ways to set up scenes and link + override data. * Viewport/render visibility and selectability are now a part of the collection and shared across all view layers and linkable. * View layers define which subset of the scene collection hierarchy is excluded for each. For many workflows one view layer can be used, these are more of an advanced feature now. OUTLINER * The outliner now has a "View Layer" display mode instead of "Collections", which can display the collections and/or objects in the view layer. * In this display mode, collections can be excluded with the right click menu. These will then be greyed out and their objects will be excluded. * To view collections not linked to any scene, the "Blender File" display mode can be used, with the new filtering option to just see Colleciton datablocks. * The outliner right click menus for collections and objects were reorganized. * Drag and drop still needs to be improved. Like before, dragging the icon or text gives different results, we'll unify this later. LINKING AND OVERRIDES * Collections can now be linked into the scene without creating an instance, with the link/append operator or from the collections view in the outliner. * Collections can get static overrides with the right click menu in the outliner, but this is rather unreliable and not clearly communicated at the moment. * We still need to improve the make override operator to turn collection instances into collections with overrides directly in the scene. PERFORMANCE * We tried to make performance not worse than before and improve it in some cases. The main thing that's still a bit slower is multiple scenes, we have to change the layer syncing to only updated affected scenes. * Collections keep a list of their parent collections for faster incremental updates in syncing and caching. * View layer bases are now in a object -> base hash to avoid quadratic time lookups internally and in API functions like visible_get(). VERSIONING * Compatibility with 2.7 files should be improved due to the new visibility controls. Of course users may not want to set up their scenes differently now to avoid having separate layers and groups. * Compatibility with 2.8 is mostly there, and was tested on Eevee demo and Hero files. There's a few things which are know to be not quite compatible, like nested layer collections inside groups. * The versioning code for 2.8 files is quite complicated, and isolated behind #ifdef so it can be removed at the end of the release cycle. KNOWN ISSUES * The G-key group operators in the 3D viewport were left mostly as is, they need to be modified still to fit better. * Same for the groups panel in the object properties. This needs to be updated still, or perhaps replaced by something better. * Collections must all have a unique name. Less restrictive namespacing is to be done later, we'll have to see how important this is as all objects within the collections must also have a unique name anyway. * Full scene copy and delete scene are exactly doing the right thing yet. Differential Revision: https://developer.blender.org/D3383 https://code.blender.org/2018/05/collections-and-groups/
2018-04-30 15:57:22 +02:00
#include "BKE_layer.h"
#include "BKE_lib_id.h" /* free_libblock */
#include "BKE_main.h"
#include "BKE_material.h"
#include "BKE_mesh.hh"
#include "BKE_node.hh"
Nodes: refactor node tree update handling Goals of this refactor: * More unified approach to updating everything that needs to be updated after a change in a node tree. * The updates should happen in the correct order and quadratic or worse algorithms should be avoided. * Improve detection of changes to the output to avoid tagging the depsgraph when it's not necessary. * Move towards a more declarative style of defining nodes by having a more centralized update procedure. The refactor consists of two main parts: * Node tree tagging and update refactor. * Generally, when changes are done to a node tree, it is tagged dirty until a global update function is called that updates everything in the correct order. * The tagging is more fine-grained compared to before, to allow for more precise depsgraph update tagging. * Depsgraph changes. * The shading specific depsgraph node for node trees as been removed. * Instead, there is a new `NTREE_OUTPUT` depsgrap node, which is only tagged when the output of the node tree changed (e.g. the Group Output or Material Output node). * The copy-on-write relation from node trees to the data block they are embedded in is now non-flushing. This avoids e.g. triggering a material update after the shader node tree changed in unrelated ways. Instead the material has a flushing relation to the new `NTREE_OUTPUT` node now. * The depsgraph no longer reports data block changes through to cycles through `Depsgraph.updates` when only the node tree changed in ways that do not affect the output. Avoiding unnecessary updates seems to work well for geometry nodes and cycles. The situation is a bit worse when there are drivers on the node tree, but that could potentially be improved separately in the future. Avoiding updates in eevee and the compositor is more tricky, but also less urgent. * Eevee updates are triggered by calling `DRW_notify_view_update` in `ED_render_view3d_update` indirectly from `DEG_editors_update`. * Compositor updates are triggered by `ED_node_composite_job` in `node_area_refresh`. This is triggered by calling `ED_area_tag_refresh` in `node_area_listener`. Removing updates always has the risk of breaking some dependency that no one was aware of. It's not unlikely that this will happen here as well. Adding back missing updates should be quite a bit easier than getting rid of unnecessary updates though. Differential Revision: https://developer.blender.org/D13246
2021-12-21 15:18:56 +01:00
#include "BKE_node_tree_update.h"
#include "BKE_object.hh"
The GL-based renderer was removed. Freestyle now uses Blender's internal renderer to raster strokes. The render generated from Freestyle's data is currently stored in the original scene's render structure ( as 'freestyle_render'): when the render database is generated, the scene's geometrical data is first imported into Freestyle and strokes are calculated. The generated strokes are used to create a Blender scene, rendered independently. The render result is used in the rendering loop. The final rendering is performed the same way edge rendering is, in a function ('freestyle_enhance_add') operating on each individual render part. Freestyle strokes are only included if the toggle button "Freestyle" (in the 'Output' panel) is active and if the "Freestyle" render layer is also selected. Freestyle's panel appears when the toggle button 'Freestyle' is active. IMPORTANT: as of now, rendering ONLY works when OSA is disabled and when Xparts = Yparts = 1. If these settings are not set, a bogus image will be created. To make the render happen, many modifications had to be made: - the Canvas::Draw and Operators::create methods no longer render strokes. They only generate shading and locational information. - a BlenderStrokeRenderer class was added to turn Freestyle's strokes into a Blender scene. Basically, the scene consists of strokes in their projected image 2D coordinates and an orthographic camera centered in the middle of the corresponding canvas. The scene is rendered using vertex colors, in shadeless mode (therefore, no lamp is needed). BlenderStrokeRenderer uses the old GLTextureManager to load textures (as required by the StrokeRenderer class), even though stroke textures are probably not supported (not tested). After the scene is rendered, it is safely and automatically discarded. - AppCanvas' code was greatly reduced to the bare minimum. The former AppCanvas would use an OpenGL-based back buffer and z buffer to determine the scene's color and depth information. In the future, this data will be determined from the corresponding render passes. Currently, the integration is not achieved so all style modules using depth/color information are sure to fail. - before, Freestyle needed an OpenGL context to determine the camera's information and to compute the view map. As of now, the modelview and projection matrices are fully determined using data provided by Blender. This means both perspective and orthographic projections are supported. The AppGLWidget will very soon be removed completely.
2008-12-01 21:30:44 +00:00
#include "BKE_scene.h"
#include "BLI_ghash.h"
#include "BLI_listbase.h"
#include "BLI_math_color.h"
#include "BLI_math_vector.h"
2023-01-11 13:03:49 +11:00
#include "BLI_math_vector_types.hh"
#include "BLI_utildefines.h"
#include "DEG_depsgraph.hh"
#include "DEG_depsgraph_build.hh"
The GL-based renderer was removed. Freestyle now uses Blender's internal renderer to raster strokes. The render generated from Freestyle's data is currently stored in the original scene's render structure ( as 'freestyle_render'): when the render database is generated, the scene's geometrical data is first imported into Freestyle and strokes are calculated. The generated strokes are used to create a Blender scene, rendered independently. The render result is used in the rendering loop. The final rendering is performed the same way edge rendering is, in a function ('freestyle_enhance_add') operating on each individual render part. Freestyle strokes are only included if the toggle button "Freestyle" (in the 'Output' panel) is active and if the "Freestyle" render layer is also selected. Freestyle's panel appears when the toggle button 'Freestyle' is active. IMPORTANT: as of now, rendering ONLY works when OSA is disabled and when Xparts = Yparts = 1. If these settings are not set, a bogus image will be created. To make the render happen, many modifications had to be made: - the Canvas::Draw and Operators::create methods no longer render strokes. They only generate shading and locational information. - a BlenderStrokeRenderer class was added to turn Freestyle's strokes into a Blender scene. Basically, the scene consists of strokes in their projected image 2D coordinates and an orthographic camera centered in the middle of the corresponding canvas. The scene is rendered using vertex colors, in shadeless mode (therefore, no lamp is needed). BlenderStrokeRenderer uses the old GLTextureManager to load textures (as required by the StrokeRenderer class), even though stroke textures are probably not supported (not tested). After the scene is rendered, it is safely and automatically discarded. - AppCanvas' code was greatly reduced to the bare minimum. The former AppCanvas would use an OpenGL-based back buffer and z buffer to determine the scene's color and depth information. In the future, this data will be determined from the corresponding render passes. Currently, the integration is not achieved so all style modules using depth/color information are sure to fail. - before, Freestyle needed an OpenGL context to determine the camera's information and to compute the view map. As of now, the modelview and projection matrices are fully determined using data provided by Blender. This means both perspective and orthographic projections are supported. The AppGLWidget will very soon be removed completely.
2008-12-01 21:30:44 +00:00
#include "RE_pipeline.h"
#include "render_types.h"
The GL-based renderer was removed. Freestyle now uses Blender's internal renderer to raster strokes. The render generated from Freestyle's data is currently stored in the original scene's render structure ( as 'freestyle_render'): when the render database is generated, the scene's geometrical data is first imported into Freestyle and strokes are calculated. The generated strokes are used to create a Blender scene, rendered independently. The render result is used in the rendering loop. The final rendering is performed the same way edge rendering is, in a function ('freestyle_enhance_add') operating on each individual render part. Freestyle strokes are only included if the toggle button "Freestyle" (in the 'Output' panel) is active and if the "Freestyle" render layer is also selected. Freestyle's panel appears when the toggle button 'Freestyle' is active. IMPORTANT: as of now, rendering ONLY works when OSA is disabled and when Xparts = Yparts = 1. If these settings are not set, a bogus image will be created. To make the render happen, many modifications had to be made: - the Canvas::Draw and Operators::create methods no longer render strokes. They only generate shading and locational information. - a BlenderStrokeRenderer class was added to turn Freestyle's strokes into a Blender scene. Basically, the scene consists of strokes in their projected image 2D coordinates and an orthographic camera centered in the middle of the corresponding canvas. The scene is rendered using vertex colors, in shadeless mode (therefore, no lamp is needed). BlenderStrokeRenderer uses the old GLTextureManager to load textures (as required by the StrokeRenderer class), even though stroke textures are probably not supported (not tested). After the scene is rendered, it is safely and automatically discarded. - AppCanvas' code was greatly reduced to the bare minimum. The former AppCanvas would use an OpenGL-based back buffer and z buffer to determine the scene's color and depth information. In the future, this data will be determined from the corresponding render passes. Currently, the integration is not achieved so all style modules using depth/color information are sure to fail. - before, Freestyle needed an OpenGL context to determine the camera's information and to compute the view map. As of now, the modelview and projection matrices are fully determined using data provided by Blender. This means both perspective and orthographic projections are supported. The AppGLWidget will very soon be removed completely.
2008-12-01 21:30:44 +00:00
#include <climits>
Mesh: Move positions to a generic attribute **Changes** As described in T93602, this patch removes all use of the `MVert` struct, replacing it with a generic named attribute with the name `"position"`, consistent with other geometry types. Variable names have been changed from `verts` to `positions`, to align with the attribute name and the more generic design (positions are not vertices, they are just an attribute stored on the point domain). This change is made possible by previous commits that moved all other data out of `MVert` to runtime data or other generic attributes. What remains is mostly a simple type change. Though, the type still shows up 859 times, so the patch is quite large. One compromise is that now `CD_MASK_BAREMESH` now contains `CD_PROP_FLOAT3`. With the general move towards generic attributes over custom data types, we are removing use of these type masks anyway. **Benefits** The most obvious benefit is reduced memory usage and the benefits that brings in memory-bound situations. `float3` is only 3 bytes, in comparison to `MVert` which was 4. When there are millions of vertices this starts to matter more. The other benefits come from using a more generic type. Instead of writing algorithms specifically for `MVert`, code can just use arrays of vectors. This will allow eliminating many temporary arrays or wrappers used to extract positions. Many possible improvements aren't implemented in this patch, though I did switch simplify or remove the process of creating temporary position arrays in a few places. The design clarity that "positions are just another attribute" brings allows removing explicit copying of vertices in some procedural operations-- they are just processed like most other attributes. **Performance** This touches so many areas that it's hard to benchmark exhaustively, but I observed some areas as examples. * The mesh line node with 4 million count was 1.5x (8ms to 12ms) faster. * The Spring splash screen went from ~4.3 to ~4.5 fps. * The subdivision surface modifier/node was slightly faster RNA access through Python may be slightly slower, since now we need a name lookup instead of just a custom data type lookup for each index. **Future Improvements** * Remove uses of "vert_coords" functions: * `BKE_mesh_vert_coords_alloc` * `BKE_mesh_vert_coords_get` * `BKE_mesh_vert_coords_apply{_with_mat4}` * Remove more hidden copying of positions * General simplification now possible in many areas * Convert more code to C++ to use `float3` instead of `float[3]` * Currently `reinterpret_cast` is used for those C-API functions Differential Revision: https://developer.blender.org/D15982
2023-01-10 00:10:43 -05:00
using blender::float3;
Attempt to fix a potential name conflict between Freestyle and the compositor. A crash in the Freestyle renderer was reported by Ton on IRC with a stack trace below. Note that #2 is in Freestyle, whereas #1 is in the compositor. The problem was observed in a debug build on OS X 10.7 (gcc 4.2, openmp disabled, no llvm). ---------------------------------------------------------------------- Program received signal EXC_BAD_ACCESS, Could not access memory. Reason: 13 at address: 0x0000000000000000 [Switching to process 72386 thread 0xf303] 0x0000000100c129f3 in NodeBase::~NodeBase (this=0x10e501c80) at COM_NodeBase.cpp:43 43 delete (this->m_outputsockets.back()); Current language: auto; currently c++ (gdb) where #0 0x0000000100c129f3 in NodeBase::~NodeBase (this=0x10e501c80) at COM_NodeBase.cpp:43 #1 0x0000000100c29066 in Node::~Node (this=0x10e501c80) at COM_Node.h:49 #2 0x000000010089c273 in NodeShape::~NodeShape (this=0x10e501c80) at NodeShape.cpp:43 #3 0x000000010089910b in NodeGroup::destroy (this=0x10e501da0) at NodeGroup.cpp:61 #4 0x00000001008990cd in NodeGroup::destroy (this=0x10e5014b0) at NodeGroup.cpp:59 #5 0x00000001008990cd in NodeGroup::destroy (this=0x114e18da0) at NodeGroup.cpp:59 #6 0x00000001007e6602 in Controller::ClearRootNode (this=0x114e19640) at Controller.cpp:329 #7 0x00000001007ea52e in Controller::LoadMesh (this=0x114e19640, re=0x10aba4638, srl=0x1140f5258) at Controller.cpp:302 #8 0x00000001008030ad in prepare (re=0x10aba4638, srl=0x1140f5258) at FRS_freestyle.cpp:302 #9 0x000000010080457a in FRS_do_stroke_rendering (re=0x10aba4638, srl=0x1140f5258) at FRS_freestyle.cpp:600 #10 0x00000001006aeb9d in add_freestyle (re=0x10aba4638) at pipeline.c:1584 #11 0x00000001006aceb7 in do_render_3d (re=0x10aba4638) at pipeline.c:1094 #12 0x00000001006ae061 in do_render_fields_blur_3d (re=0x10aba4638) at pipeline.c:1367 #13 0x00000001006afa16 in do_render_composite_fields_blur_3d (re=0x10aba4638) at pipeline.c:1815 #14 0x00000001006b04e4 in do_render_all_options (re=0x10aba4638) at pipeline.c:2021 ---------------------------------------------------------------------- Apparently a name conflict between the two Blender modules is taking place. The present commit hence intends to address it by putting all the Freestyle C++ classes in the namespace 'Freestyle'. This revision will also prevent potential name conflicts with other Blender modules in the future. Special thanks to Lukas Toenne for the help with C++ namespace.
2013-04-09 00:46:49 +00:00
namespace Freestyle {
const char *BlenderStrokeRenderer::uvNames[] = {"along_stroke", "along_stroke_tips"};
BlenderStrokeRenderer::BlenderStrokeRenderer(Render *re, int render_count)
{
freestyle_bmain = BKE_main_new();
/* We use the same window manager for freestyle bmain as
* real bmain uses. This is needed because freestyle's
* bmain could be used to tag scenes for update, which
* implies call of ED_render_scene_update in some cases
* and that function requires proper window manager
* to present (sergey)
*/
freestyle_bmain->wm = re->main->wm;
// for stroke mesh generation
_width = re->winx;
_height = re->winy;
old_scene = re->scene;
char name[MAX_ID_NAME - 2];
2023-05-09 12:50:37 +10:00
SNPRINTF(name, "FRS%d_%s", render_count, re->scene->id.name + 2);
freestyle_scene = BKE_scene_add(freestyle_bmain, name);
freestyle_scene->r.cfra = old_scene->r.cfra;
freestyle_scene->r.mode = old_scene->r.mode & ~(R_EDGE_FRS | R_BORDER);
freestyle_scene->r.xsch = re->rectx; // old_scene->r.xsch
freestyle_scene->r.ysch = re->recty; // old_scene->r.ysch
freestyle_scene->r.xasp = 1.0f; // old_scene->r.xasp;
freestyle_scene->r.yasp = 1.0f; // old_scene->r.yasp;
freestyle_scene->r.size = 100; // old_scene->r.size
freestyle_scene->r.color_mgt_flag = 0; // old_scene->r.color_mgt_flag;
freestyle_scene->r.scemode = (old_scene->r.scemode &
~(R_SINGLE_LAYER | R_NO_FRAME_UPDATE | R_MULTIVIEW)) &
(re->r.scemode);
freestyle_scene->r.flag = old_scene->r.flag;
freestyle_scene->r.threads = old_scene->r.threads;
freestyle_scene->r.border.xmin = old_scene->r.border.xmin;
freestyle_scene->r.border.ymin = old_scene->r.border.ymin;
freestyle_scene->r.border.xmax = old_scene->r.border.xmax;
freestyle_scene->r.border.ymax = old_scene->r.border.ymax;
2023-06-19 20:06:55 +10:00
STRNCPY(freestyle_scene->r.pic, old_scene->r.pic);
freestyle_scene->r.dither_intensity = old_scene->r.dither_intensity;
STRNCPY(freestyle_scene->r.engine, old_scene->r.engine);
if (G.debug & G_DEBUG_FREESTYLE) {
cout << "Stroke rendering engine : " << freestyle_scene->r.engine << endl;
}
freestyle_scene->r.im_format.planes = R_IMF_PLANES_RGBA;
freestyle_scene->r.im_format.imtype = R_IMF_IMTYPE_PNG;
// Copy ID properties, including Cycles render properties
if (old_scene->id.properties) {
freestyle_scene->id.properties = IDP_CopyProperty_ex(old_scene->id.properties, 0);
}
// Copy eevee render settings.
BKE_scene_copy_data_eevee(freestyle_scene, old_scene);
/* Render with transparent background. */
freestyle_scene->r.alphamode = R_ALPHAPREMUL;
if (G.debug & G_DEBUG_FREESTYLE) {
printf("%s: %d thread(s)\n", __func__, BKE_render_num_threads(&freestyle_scene->r));
}
BKE_scene_set_background(freestyle_bmain, freestyle_scene);
// Scene layer.
ViewLayer *view_layer = (ViewLayer *)freestyle_scene->view_layers.first;
view_layer->layflag = SCE_LAY_SOLID;
The GL-based renderer was removed. Freestyle now uses Blender's internal renderer to raster strokes. The render generated from Freestyle's data is currently stored in the original scene's render structure ( as 'freestyle_render'): when the render database is generated, the scene's geometrical data is first imported into Freestyle and strokes are calculated. The generated strokes are used to create a Blender scene, rendered independently. The render result is used in the rendering loop. The final rendering is performed the same way edge rendering is, in a function ('freestyle_enhance_add') operating on each individual render part. Freestyle strokes are only included if the toggle button "Freestyle" (in the 'Output' panel) is active and if the "Freestyle" render layer is also selected. Freestyle's panel appears when the toggle button 'Freestyle' is active. IMPORTANT: as of now, rendering ONLY works when OSA is disabled and when Xparts = Yparts = 1. If these settings are not set, a bogus image will be created. To make the render happen, many modifications had to be made: - the Canvas::Draw and Operators::create methods no longer render strokes. They only generate shading and locational information. - a BlenderStrokeRenderer class was added to turn Freestyle's strokes into a Blender scene. Basically, the scene consists of strokes in their projected image 2D coordinates and an orthographic camera centered in the middle of the corresponding canvas. The scene is rendered using vertex colors, in shadeless mode (therefore, no lamp is needed). BlenderStrokeRenderer uses the old GLTextureManager to load textures (as required by the StrokeRenderer class), even though stroke textures are probably not supported (not tested). After the scene is rendered, it is safely and automatically discarded. - AppCanvas' code was greatly reduced to the bare minimum. The former AppCanvas would use an OpenGL-based back buffer and z buffer to determine the scene's color and depth information. In the future, this data will be determined from the corresponding render passes. Currently, the integration is not achieved so all style modules using depth/color information are sure to fail. - before, Freestyle needed an OpenGL context to determine the camera's information and to compute the view map. As of now, the modelview and projection matrices are fully determined using data provided by Blender. This means both perspective and orthographic projections are supported. The AppGLWidget will very soon be removed completely.
2008-12-01 21:30:44 +00:00
// Camera
Object *object_camera = BKE_object_add(
freestyle_bmain, freestyle_scene, view_layer, OB_CAMERA, nullptr);
Camera *camera = (Camera *)object_camera->data;
The GL-based renderer was removed. Freestyle now uses Blender's internal renderer to raster strokes. The render generated from Freestyle's data is currently stored in the original scene's render structure ( as 'freestyle_render'): when the render database is generated, the scene's geometrical data is first imported into Freestyle and strokes are calculated. The generated strokes are used to create a Blender scene, rendered independently. The render result is used in the rendering loop. The final rendering is performed the same way edge rendering is, in a function ('freestyle_enhance_add') operating on each individual render part. Freestyle strokes are only included if the toggle button "Freestyle" (in the 'Output' panel) is active and if the "Freestyle" render layer is also selected. Freestyle's panel appears when the toggle button 'Freestyle' is active. IMPORTANT: as of now, rendering ONLY works when OSA is disabled and when Xparts = Yparts = 1. If these settings are not set, a bogus image will be created. To make the render happen, many modifications had to be made: - the Canvas::Draw and Operators::create methods no longer render strokes. They only generate shading and locational information. - a BlenderStrokeRenderer class was added to turn Freestyle's strokes into a Blender scene. Basically, the scene consists of strokes in their projected image 2D coordinates and an orthographic camera centered in the middle of the corresponding canvas. The scene is rendered using vertex colors, in shadeless mode (therefore, no lamp is needed). BlenderStrokeRenderer uses the old GLTextureManager to load textures (as required by the StrokeRenderer class), even though stroke textures are probably not supported (not tested). After the scene is rendered, it is safely and automatically discarded. - AppCanvas' code was greatly reduced to the bare minimum. The former AppCanvas would use an OpenGL-based back buffer and z buffer to determine the scene's color and depth information. In the future, this data will be determined from the corresponding render passes. Currently, the integration is not achieved so all style modules using depth/color information are sure to fail. - before, Freestyle needed an OpenGL context to determine the camera's information and to compute the view map. As of now, the modelview and projection matrices are fully determined using data provided by Blender. This means both perspective and orthographic projections are supported. The AppGLWidget will very soon be removed completely.
2008-12-01 21:30:44 +00:00
camera->type = CAM_ORTHO;
camera->ortho_scale = max(re->rectx, re->recty);
camera->clip_start = 0.1f;
camera->clip_end = 100.0f;
_z_delta = 0.00001f;
_z = camera->clip_start + _z_delta;
object_camera->loc[0] = re->disprect.xmin + 0.5f * re->rectx;
object_camera->loc[1] = re->disprect.ymin + 0.5f * re->recty;
object_camera->loc[2] = 1.0f;
freestyle_scene->camera = object_camera;
// Reset serial mesh ID (used for BlenderStrokeRenderer::NewMesh())
_mesh_id = 0xffffffff;
// Create a bNodeTree-to-Material hash table
Remove Blender Internal and legacy viewport from Blender 2.8. Brecht authored this commit, but he gave me the honours to actually do it. Here it goes; Blender Internal. Bye bye, you did great! * Point density, voxel data, ocean, environment map textures were removed, as these only worked within BI rendering. Note that the ocean modifier and the Cycles point density shader node continue to work. * Dynamic paint using material shading was removed, as this only worked with BI. If we ever wanted to support this again probably it should go through the baking API. * GPU shader export through the Python API was removed. This only worked for the old BI GLSL shaders, which no longer exists. Doing something similar for Eevee would be significantly more complicated because it uses a lot of multiplass rendering and logic outside the shader, it's probably impractical. * Collada material import / export code is mostly gone, as it only worked for BI materials. We need to add Cycles / Eevee material support at some point. * The mesh noise operator was removed since it only worked with BI material texture slots. A displacement modifier can be used instead. * The delete texture paint slot operator was removed since it only worked for BI material texture slots. Could be added back with node support. * Not all legacy viewport features are supported in the new viewport, but their code was removed. If we need to bring anything back we can look at older git revisions. * There is some legacy viewport code that I could not remove yet, and some that I probably missed. * Shader node execution code was left mostly intact, even though it is not used anywhere now. We may eventually use this to replace the texture nodes with Cycles / Eevee shader nodes. * The Cycles Bake panel now includes settings for baking multires normal and displacement maps. The underlying code needs to be merged properly, and we plan to add back support for multires AO baking and add support to Cycles baking for features like vertex color, displacement, and other missing baking features. * This commit removes DNA and the Python API for BI material, lamp, world and scene settings. This breaks a lot of addons. * There is more DNA that can be removed or renamed, where Cycles or Eevee are reusing some old BI properties but the names are not really correct anymore. * Texture slots for materials, lamps and world were removed. They remain for brushes, particles and freestyle linestyles. * 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and other renderers use this to find all panels to show, minus a few panels that they have their own replacement for.
2018-04-19 17:34:44 +02:00
_nodetree_hash = BLI_ghash_ptr_new("BlenderStrokeRenderer::_nodetree_hash");
// Depsgraph
freestyle_depsgraph = DEG_graph_new(
freestyle_bmain, freestyle_scene, view_layer, DAG_EVAL_RENDER);
DEG_graph_id_tag_update(freestyle_bmain, freestyle_depsgraph, &freestyle_scene->id, 0);
DEG_graph_id_tag_update(freestyle_bmain, freestyle_depsgraph, &object_camera->id, 0);
DEG_graph_tag_relations_update(freestyle_depsgraph);
The GL-based renderer was removed. Freestyle now uses Blender's internal renderer to raster strokes. The render generated from Freestyle's data is currently stored in the original scene's render structure ( as 'freestyle_render'): when the render database is generated, the scene's geometrical data is first imported into Freestyle and strokes are calculated. The generated strokes are used to create a Blender scene, rendered independently. The render result is used in the rendering loop. The final rendering is performed the same way edge rendering is, in a function ('freestyle_enhance_add') operating on each individual render part. Freestyle strokes are only included if the toggle button "Freestyle" (in the 'Output' panel) is active and if the "Freestyle" render layer is also selected. Freestyle's panel appears when the toggle button 'Freestyle' is active. IMPORTANT: as of now, rendering ONLY works when OSA is disabled and when Xparts = Yparts = 1. If these settings are not set, a bogus image will be created. To make the render happen, many modifications had to be made: - the Canvas::Draw and Operators::create methods no longer render strokes. They only generate shading and locational information. - a BlenderStrokeRenderer class was added to turn Freestyle's strokes into a Blender scene. Basically, the scene consists of strokes in their projected image 2D coordinates and an orthographic camera centered in the middle of the corresponding canvas. The scene is rendered using vertex colors, in shadeless mode (therefore, no lamp is needed). BlenderStrokeRenderer uses the old GLTextureManager to load textures (as required by the StrokeRenderer class), even though stroke textures are probably not supported (not tested). After the scene is rendered, it is safely and automatically discarded. - AppCanvas' code was greatly reduced to the bare minimum. The former AppCanvas would use an OpenGL-based back buffer and z buffer to determine the scene's color and depth information. In the future, this data will be determined from the corresponding render passes. Currently, the integration is not achieved so all style modules using depth/color information are sure to fail. - before, Freestyle needed an OpenGL context to determine the camera's information and to compute the view map. As of now, the modelview and projection matrices are fully determined using data provided by Blender. This means both perspective and orthographic projections are supported. The AppGLWidget will very soon be removed completely.
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}
BlenderStrokeRenderer::~BlenderStrokeRenderer()
{
BLI_ghash_free(_nodetree_hash, nullptr, nullptr);
DEG_graph_free(freestyle_depsgraph);
FreeStrokeGroups();
/* detach the window manager from freestyle bmain (see comments
* in add_freestyle() for more detail)
*/
BLI_listbase_clear(&freestyle_bmain->wm);
BKE_main_free(freestyle_bmain);
The GL-based renderer was removed. Freestyle now uses Blender's internal renderer to raster strokes. The render generated from Freestyle's data is currently stored in the original scene's render structure ( as 'freestyle_render'): when the render database is generated, the scene's geometrical data is first imported into Freestyle and strokes are calculated. The generated strokes are used to create a Blender scene, rendered independently. The render result is used in the rendering loop. The final rendering is performed the same way edge rendering is, in a function ('freestyle_enhance_add') operating on each individual render part. Freestyle strokes are only included if the toggle button "Freestyle" (in the 'Output' panel) is active and if the "Freestyle" render layer is also selected. Freestyle's panel appears when the toggle button 'Freestyle' is active. IMPORTANT: as of now, rendering ONLY works when OSA is disabled and when Xparts = Yparts = 1. If these settings are not set, a bogus image will be created. To make the render happen, many modifications had to be made: - the Canvas::Draw and Operators::create methods no longer render strokes. They only generate shading and locational information. - a BlenderStrokeRenderer class was added to turn Freestyle's strokes into a Blender scene. Basically, the scene consists of strokes in their projected image 2D coordinates and an orthographic camera centered in the middle of the corresponding canvas. The scene is rendered using vertex colors, in shadeless mode (therefore, no lamp is needed). BlenderStrokeRenderer uses the old GLTextureManager to load textures (as required by the StrokeRenderer class), even though stroke textures are probably not supported (not tested). After the scene is rendered, it is safely and automatically discarded. - AppCanvas' code was greatly reduced to the bare minimum. The former AppCanvas would use an OpenGL-based back buffer and z buffer to determine the scene's color and depth information. In the future, this data will be determined from the corresponding render passes. Currently, the integration is not achieved so all style modules using depth/color information are sure to fail. - before, Freestyle needed an OpenGL context to determine the camera's information and to compute the view map. As of now, the modelview and projection matrices are fully determined using data provided by Blender. This means both perspective and orthographic projections are supported. The AppGLWidget will very soon be removed completely.
2008-12-01 21:30:44 +00:00
}
float BlenderStrokeRenderer::get_stroke_vertex_z() const
{
float z = _z;
BlenderStrokeRenderer *self = const_cast<BlenderStrokeRenderer *>(this);
if (!(_z < _z_delta * 100000.0f)) {
self->_z_delta *= 10.0f;
}
self->_z += _z_delta;
return -z;
}
uint BlenderStrokeRenderer::get_stroke_mesh_id() const
{
uint mesh_id = _mesh_id;
BlenderStrokeRenderer *self = const_cast<BlenderStrokeRenderer *>(this);
self->_mesh_id--;
return mesh_id;
}
2019-03-25 11:42:28 +11:00
Material *BlenderStrokeRenderer::GetStrokeShader(Main *bmain,
bNodeTree *iNodeTree,
bool do_id_user)
{
Material *ma = BKE_material_add(bmain, "stroke_shader");
bNodeTree *ntree;
bNode *output_linestyle = nullptr;
bNodeSocket *fromsock, *tosock;
PointerRNA fromptr, toptr;
NodeShaderAttribute *storage;
id_us_min(&ma->id);
if (iNodeTree) {
// make a copy of linestyle->nodetree
ntree = blender::bke::ntreeCopyTree_ex(iNodeTree, bmain, do_id_user);
// find the active Output Line Style node
LISTBASE_FOREACH (bNode *, node, &ntree->nodes) {
if (node->type == SH_NODE_OUTPUT_LINESTYLE && (node->flag & NODE_DO_OUTPUT)) {
output_linestyle = node;
break;
}
}
ma->nodetree = ntree;
}
else {
ntree = blender::bke::ntreeAddTreeEmbedded(
nullptr, &ma->id, "stroke_shader", "ShaderNodeTree");
}
ma->use_nodes = true;
ma->blend_method = MA_BM_HASHED;
bNode *input_attr_color = nodeAddStaticNode(nullptr, ntree, SH_NODE_ATTRIBUTE);
input_attr_color->locx = 0.0f;
input_attr_color->locy = -200.0f;
storage = (NodeShaderAttribute *)input_attr_color->storage;
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STRNCPY(storage->name, "Color");
bNode *mix_rgb_color = nodeAddStaticNode(nullptr, ntree, SH_NODE_MIX_RGB_LEGACY);
mix_rgb_color->custom1 = MA_RAMP_BLEND; // Mix
mix_rgb_color->locx = 200.0f;
mix_rgb_color->locy = -200.0f;
tosock = (bNodeSocket *)BLI_findlink(&mix_rgb_color->inputs, 0); // Fac
toptr = RNA_pointer_create((ID *)ntree, &RNA_NodeSocket, tosock);
RNA_float_set(&toptr, "default_value", 0.0f);
bNode *input_attr_alpha = nodeAddStaticNode(nullptr, ntree, SH_NODE_ATTRIBUTE);
input_attr_alpha->locx = 400.0f;
input_attr_alpha->locy = 300.0f;
storage = (NodeShaderAttribute *)input_attr_alpha->storage;
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STRNCPY(storage->name, "Alpha");
bNode *mix_rgb_alpha = nodeAddStaticNode(nullptr, ntree, SH_NODE_MIX_RGB_LEGACY);
mix_rgb_alpha->custom1 = MA_RAMP_BLEND; // Mix
mix_rgb_alpha->locx = 600.0f;
mix_rgb_alpha->locy = 300.0f;
tosock = (bNodeSocket *)BLI_findlink(&mix_rgb_alpha->inputs, 0); // Fac
toptr = RNA_pointer_create((ID *)ntree, &RNA_NodeSocket, tosock);
RNA_float_set(&toptr, "default_value", 0.0f);
bNode *shader_emission = nodeAddStaticNode(nullptr, ntree, SH_NODE_EMISSION);
shader_emission->locx = 400.0f;
shader_emission->locy = -200.0f;
bNode *input_light_path = nodeAddStaticNode(nullptr, ntree, SH_NODE_LIGHT_PATH);
input_light_path->locx = 400.0f;
input_light_path->locy = 100.0f;
bNode *mix_shader_color = nodeAddStaticNode(nullptr, ntree, SH_NODE_MIX_SHADER);
mix_shader_color->locx = 600.0f;
mix_shader_color->locy = -100.0f;
bNode *shader_transparent = nodeAddStaticNode(nullptr, ntree, SH_NODE_BSDF_TRANSPARENT);
shader_transparent->locx = 600.0f;
shader_transparent->locy = 100.0f;
bNode *mix_shader_alpha = nodeAddStaticNode(nullptr, ntree, SH_NODE_MIX_SHADER);
mix_shader_alpha->locx = 800.0f;
mix_shader_alpha->locy = 100.0f;
bNode *output_material = nodeAddStaticNode(nullptr, ntree, SH_NODE_OUTPUT_MATERIAL);
output_material->locx = 1000.0f;
output_material->locy = 100.0f;
fromsock = (bNodeSocket *)BLI_findlink(&input_attr_color->outputs, 0); // Color
tosock = (bNodeSocket *)BLI_findlink(&mix_rgb_color->inputs, 1); // Color1
nodeAddLink(ntree, input_attr_color, fromsock, mix_rgb_color, tosock);
fromsock = (bNodeSocket *)BLI_findlink(&mix_rgb_color->outputs, 0); // Color
tosock = (bNodeSocket *)BLI_findlink(&shader_emission->inputs, 0); // Color
nodeAddLink(ntree, mix_rgb_color, fromsock, shader_emission, tosock);
fromsock = (bNodeSocket *)BLI_findlink(&shader_emission->outputs, 0); // Emission
tosock = (bNodeSocket *)BLI_findlink(&mix_shader_color->inputs, 2); // Shader (second)
nodeAddLink(ntree, shader_emission, fromsock, mix_shader_color, tosock);
fromsock = (bNodeSocket *)BLI_findlink(&input_light_path->outputs, 0); // In Camera Ray
tosock = (bNodeSocket *)BLI_findlink(&mix_shader_color->inputs, 0); // Fac
nodeAddLink(ntree, input_light_path, fromsock, mix_shader_color, tosock);
fromsock = (bNodeSocket *)BLI_findlink(&mix_rgb_alpha->outputs, 0); // Color
tosock = (bNodeSocket *)BLI_findlink(&mix_shader_alpha->inputs, 0); // Fac
nodeAddLink(ntree, mix_rgb_alpha, fromsock, mix_shader_alpha, tosock);
fromsock = (bNodeSocket *)BLI_findlink(&input_attr_alpha->outputs, 0); // Color
tosock = (bNodeSocket *)BLI_findlink(&mix_rgb_alpha->inputs, 1); // Color1
nodeAddLink(ntree, input_attr_alpha, fromsock, mix_rgb_alpha, tosock);
fromsock = (bNodeSocket *)BLI_findlink(&shader_transparent->outputs, 0); // BSDF
tosock = (bNodeSocket *)BLI_findlink(&mix_shader_alpha->inputs, 1); // Shader (first)
nodeAddLink(ntree, shader_transparent, fromsock, mix_shader_alpha, tosock);
fromsock = (bNodeSocket *)BLI_findlink(&mix_shader_color->outputs, 0); // Shader
tosock = (bNodeSocket *)BLI_findlink(&mix_shader_alpha->inputs, 2); // Shader (second)
nodeAddLink(ntree, mix_shader_color, fromsock, mix_shader_alpha, tosock);
fromsock = (bNodeSocket *)BLI_findlink(&mix_shader_alpha->outputs, 0); // Shader
tosock = (bNodeSocket *)BLI_findlink(&output_material->inputs, 0); // Surface
nodeAddLink(ntree, mix_shader_alpha, fromsock, output_material, tosock);
if (output_linestyle) {
bNodeSocket *outsock;
bNodeLink *link;
mix_rgb_color->custom1 = output_linestyle->custom1; // blend_type
mix_rgb_color->custom2 = output_linestyle->custom2; // use_clamp
outsock = (bNodeSocket *)BLI_findlink(&output_linestyle->inputs, 0); // Color
tosock = (bNodeSocket *)BLI_findlink(&mix_rgb_color->inputs, 2); // Color2
link = (bNodeLink *)BLI_findptr(&ntree->links, outsock, offsetof(bNodeLink, tosock));
if (link) {
nodeAddLink(ntree, link->fromnode, link->fromsock, mix_rgb_color, tosock);
}
else {
float color[4];
fromptr = RNA_pointer_create((ID *)ntree, &RNA_NodeSocket, outsock);
toptr = RNA_pointer_create((ID *)ntree, &RNA_NodeSocket, tosock);
RNA_float_get_array(&fromptr, "default_value", color);
RNA_float_set_array(&toptr, "default_value", color);
}
outsock = (bNodeSocket *)BLI_findlink(&output_linestyle->inputs, 1); // Color Fac
tosock = (bNodeSocket *)BLI_findlink(&mix_rgb_color->inputs, 0); // Fac
link = (bNodeLink *)BLI_findptr(&ntree->links, outsock, offsetof(bNodeLink, tosock));
if (link) {
nodeAddLink(ntree, link->fromnode, link->fromsock, mix_rgb_color, tosock);
}
else {
fromptr = RNA_pointer_create((ID *)ntree, &RNA_NodeSocket, outsock);
toptr = RNA_pointer_create((ID *)ntree, &RNA_NodeSocket, tosock);
RNA_float_set(&toptr, "default_value", RNA_float_get(&fromptr, "default_value"));
}
outsock = (bNodeSocket *)BLI_findlink(&output_linestyle->inputs, 2); // Alpha
tosock = (bNodeSocket *)BLI_findlink(&mix_rgb_alpha->inputs, 2); // Color2
link = (bNodeLink *)BLI_findptr(&ntree->links, outsock, offsetof(bNodeLink, tosock));
if (link) {
nodeAddLink(ntree, link->fromnode, link->fromsock, mix_rgb_alpha, tosock);
}
else {
float color[4];
fromptr = RNA_pointer_create((ID *)ntree, &RNA_NodeSocket, outsock);
toptr = RNA_pointer_create((ID *)ntree, &RNA_NodeSocket, tosock);
color[0] = color[1] = color[2] = RNA_float_get(&fromptr, "default_value");
color[3] = 1.0f;
RNA_float_set_array(&toptr, "default_value", color);
}
outsock = (bNodeSocket *)BLI_findlink(&output_linestyle->inputs, 3); // Alpha Fac
tosock = (bNodeSocket *)BLI_findlink(&mix_rgb_alpha->inputs, 0); // Fac
link = (bNodeLink *)BLI_findptr(&ntree->links, outsock, offsetof(bNodeLink, tosock));
if (link) {
nodeAddLink(ntree, link->fromnode, link->fromsock, mix_rgb_alpha, tosock);
}
else {
fromptr = RNA_pointer_create((ID *)ntree, &RNA_NodeSocket, outsock);
toptr = RNA_pointer_create((ID *)ntree, &RNA_NodeSocket, tosock);
RNA_float_set(&toptr, "default_value", RNA_float_get(&fromptr, "default_value"));
}
LISTBASE_FOREACH (bNode *, node, &ntree->nodes) {
if (node->type == SH_NODE_UVALONGSTROKE) {
// UV output of the UV Along Stroke node
bNodeSocket *sock = (bNodeSocket *)BLI_findlink(&node->outputs, 0);
// add new UV Map node
bNode *input_uvmap = nodeAddStaticNode(nullptr, ntree, SH_NODE_UVMAP);
input_uvmap->locx = node->locx - 200.0f;
input_uvmap->locy = node->locy;
NodeShaderUVMap *storage = (NodeShaderUVMap *)input_uvmap->storage;
if (node->custom1 & 1) { // use_tips
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STRNCPY(storage->uv_map, uvNames[1]);
}
else {
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STRNCPY(storage->uv_map, uvNames[0]);
}
fromsock = (bNodeSocket *)BLI_findlink(&input_uvmap->outputs, 0); // UV
// replace links from the UV Along Stroke node by links from the UV Map node
LISTBASE_FOREACH (bNodeLink *, link, &ntree->links) {
if (link->fromnode == node && link->fromsock == sock) {
nodeAddLink(ntree, input_uvmap, fromsock, link->tonode, link->tosock);
}
}
nodeRemSocketLinks(ntree, sock);
}
}
}
nodeSetActive(ntree, output_material);
BKE_ntree_update_main_tree(bmain, ntree, nullptr);
return ma;
}
void BlenderStrokeRenderer::RenderStrokeRep(StrokeRep *iStrokeRep) const
{
RenderStrokeRepBasic(iStrokeRep);
}
void BlenderStrokeRenderer::RenderStrokeRepBasic(StrokeRep *iStrokeRep) const
{
Remove Blender Internal and legacy viewport from Blender 2.8. Brecht authored this commit, but he gave me the honours to actually do it. Here it goes; Blender Internal. Bye bye, you did great! * Point density, voxel data, ocean, environment map textures were removed, as these only worked within BI rendering. Note that the ocean modifier and the Cycles point density shader node continue to work. * Dynamic paint using material shading was removed, as this only worked with BI. If we ever wanted to support this again probably it should go through the baking API. * GPU shader export through the Python API was removed. This only worked for the old BI GLSL shaders, which no longer exists. Doing something similar for Eevee would be significantly more complicated because it uses a lot of multiplass rendering and logic outside the shader, it's probably impractical. * Collada material import / export code is mostly gone, as it only worked for BI materials. We need to add Cycles / Eevee material support at some point. * The mesh noise operator was removed since it only worked with BI material texture slots. A displacement modifier can be used instead. * The delete texture paint slot operator was removed since it only worked for BI material texture slots. Could be added back with node support. * Not all legacy viewport features are supported in the new viewport, but their code was removed. If we need to bring anything back we can look at older git revisions. * There is some legacy viewport code that I could not remove yet, and some that I probably missed. * Shader node execution code was left mostly intact, even though it is not used anywhere now. We may eventually use this to replace the texture nodes with Cycles / Eevee shader nodes. * The Cycles Bake panel now includes settings for baking multires normal and displacement maps. The underlying code needs to be merged properly, and we plan to add back support for multires AO baking and add support to Cycles baking for features like vertex color, displacement, and other missing baking features. * This commit removes DNA and the Python API for BI material, lamp, world and scene settings. This breaks a lot of addons. * There is more DNA that can be removed or renamed, where Cycles or Eevee are reusing some old BI properties but the names are not really correct anymore. * Texture slots for materials, lamps and world were removed. They remain for brushes, particles and freestyle linestyles. * 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and other renderers use this to find all panels to show, minus a few panels that they have their own replacement for.
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bNodeTree *nt = iStrokeRep->getNodeTree();
Material *ma = (Material *)BLI_ghash_lookup(_nodetree_hash, nt);
if (!ma) {
ma = BlenderStrokeRenderer::GetStrokeShader(freestyle_bmain, nt, false);
BLI_ghash_insert(_nodetree_hash, nt, ma);
}
Remove Blender Internal and legacy viewport from Blender 2.8. Brecht authored this commit, but he gave me the honours to actually do it. Here it goes; Blender Internal. Bye bye, you did great! * Point density, voxel data, ocean, environment map textures were removed, as these only worked within BI rendering. Note that the ocean modifier and the Cycles point density shader node continue to work. * Dynamic paint using material shading was removed, as this only worked with BI. If we ever wanted to support this again probably it should go through the baking API. * GPU shader export through the Python API was removed. This only worked for the old BI GLSL shaders, which no longer exists. Doing something similar for Eevee would be significantly more complicated because it uses a lot of multiplass rendering and logic outside the shader, it's probably impractical. * Collada material import / export code is mostly gone, as it only worked for BI materials. We need to add Cycles / Eevee material support at some point. * The mesh noise operator was removed since it only worked with BI material texture slots. A displacement modifier can be used instead. * The delete texture paint slot operator was removed since it only worked for BI material texture slots. Could be added back with node support. * Not all legacy viewport features are supported in the new viewport, but their code was removed. If we need to bring anything back we can look at older git revisions. * There is some legacy viewport code that I could not remove yet, and some that I probably missed. * Shader node execution code was left mostly intact, even though it is not used anywhere now. We may eventually use this to replace the texture nodes with Cycles / Eevee shader nodes. * The Cycles Bake panel now includes settings for baking multires normal and displacement maps. The underlying code needs to be merged properly, and we plan to add back support for multires AO baking and add support to Cycles baking for features like vertex color, displacement, and other missing baking features. * This commit removes DNA and the Python API for BI material, lamp, world and scene settings. This breaks a lot of addons. * There is more DNA that can be removed or renamed, where Cycles or Eevee are reusing some old BI properties but the names are not really correct anymore. * Texture slots for materials, lamps and world were removed. They remain for brushes, particles and freestyle linestyles. * 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and other renderers use this to find all panels to show, minus a few panels that they have their own replacement for.
2018-04-19 17:34:44 +02:00
iStrokeRep->setMaterial(ma);
const vector<Strip *> &strips = iStrokeRep->getStrips();
const bool hasTex = iStrokeRep->hasTex();
int totvert = 0, totedge = 0, faces_num = 0, totloop = 0;
int visible_faces, visible_segments;
for (vector<Strip *>::const_iterator s = strips.begin(), send = strips.end(); s != send; ++s) {
Strip::vertex_container &strip_vertices = (*s)->vertices();
// count visible faces and strip segments
test_strip_visibility(strip_vertices, &visible_faces, &visible_segments);
if (visible_faces == 0) {
continue;
}
totvert += visible_faces + visible_segments * 2;
totedge += visible_faces * 2 + visible_segments;
faces_num += visible_faces;
totloop += visible_faces * 3;
}
BlenderStrokeRenderer *self = const_cast<BlenderStrokeRenderer *>(this); // FIXME
vector<StrokeGroup *> *groups = hasTex ? &self->texturedStrokeGroups : &self->strokeGroups;
StrokeGroup *group;
if (groups->empty() || !(groups->back()->totvert + totvert < MESH_MAX_VERTS &&
groups->back()->materials.size() + 1 < MAXMAT))
{
group = new StrokeGroup;
groups->push_back(group);
}
else {
group = groups->back();
}
group->strokes.push_back(iStrokeRep);
group->totvert += totvert;
group->totedge += totedge;
group->faces_num += faces_num;
group->totloop += totloop;
if (!group->materials.contains(ma)) {
group->materials.add_new(ma, group->materials.size());
}
The GL-based renderer was removed. Freestyle now uses Blender's internal renderer to raster strokes. The render generated from Freestyle's data is currently stored in the original scene's render structure ( as 'freestyle_render'): when the render database is generated, the scene's geometrical data is first imported into Freestyle and strokes are calculated. The generated strokes are used to create a Blender scene, rendered independently. The render result is used in the rendering loop. The final rendering is performed the same way edge rendering is, in a function ('freestyle_enhance_add') operating on each individual render part. Freestyle strokes are only included if the toggle button "Freestyle" (in the 'Output' panel) is active and if the "Freestyle" render layer is also selected. Freestyle's panel appears when the toggle button 'Freestyle' is active. IMPORTANT: as of now, rendering ONLY works when OSA is disabled and when Xparts = Yparts = 1. If these settings are not set, a bogus image will be created. To make the render happen, many modifications had to be made: - the Canvas::Draw and Operators::create methods no longer render strokes. They only generate shading and locational information. - a BlenderStrokeRenderer class was added to turn Freestyle's strokes into a Blender scene. Basically, the scene consists of strokes in their projected image 2D coordinates and an orthographic camera centered in the middle of the corresponding canvas. The scene is rendered using vertex colors, in shadeless mode (therefore, no lamp is needed). BlenderStrokeRenderer uses the old GLTextureManager to load textures (as required by the StrokeRenderer class), even though stroke textures are probably not supported (not tested). After the scene is rendered, it is safely and automatically discarded. - AppCanvas' code was greatly reduced to the bare minimum. The former AppCanvas would use an OpenGL-based back buffer and z buffer to determine the scene's color and depth information. In the future, this data will be determined from the corresponding render passes. Currently, the integration is not achieved so all style modules using depth/color information are sure to fail. - before, Freestyle needed an OpenGL context to determine the camera's information and to compute the view map. As of now, the modelview and projection matrices are fully determined using data provided by Blender. This means both perspective and orthographic projections are supported. The AppGLWidget will very soon be removed completely.
2008-12-01 21:30:44 +00:00
}
// Check if the triangle is visible (i.e., within the render image boundary)
bool BlenderStrokeRenderer::test_triangle_visibility(StrokeVertexRep *svRep[3]) const
{
int xl, xu, yl, yu;
Vec2r p;
xl = xu = yl = yu = 0;
for (int i = 0; i < 3; i++) {
p = svRep[i]->point2d();
if (p[0] < 0.0) {
xl++;
}
else if (p[0] > _width) {
xu++;
}
if (p[1] < 0.0) {
yl++;
}
else if (p[1] > _height) {
yu++;
}
}
return !(xl == 3 || xu == 3 || yl == 3 || yu == 3);
}
// Check the visibility of faces and strip segments.
void BlenderStrokeRenderer::test_strip_visibility(Strip::vertex_container &strip_vertices,
int *visible_faces,
int *visible_segments) const
{
const int strip_vertex_count = strip_vertices.size();
Strip::vertex_container::iterator v[3];
StrokeVertexRep *svRep[3];
bool visible;
/* Iterate over all vertices and count visible faces and strip segments
* (NOTE: a strip segment is a series of visible faces, while two strip
* segments are separated by one or more invisible faces). */
v[0] = strip_vertices.begin();
v[1] = v[0] + 1;
v[2] = v[0] + 2;
*visible_faces = *visible_segments = 0;
visible = false;
for (int n = 2; n < strip_vertex_count; n++, v[0]++, v[1]++, v[2]++) {
svRep[0] = *(v[0]);
svRep[1] = *(v[1]);
svRep[2] = *(v[2]);
if (test_triangle_visibility(svRep)) {
(*visible_faces)++;
if (!visible) {
(*visible_segments)++;
}
visible = true;
}
else {
visible = false;
}
}
}
// Release allocated memory for stroke groups
void BlenderStrokeRenderer::FreeStrokeGroups()
{
vector<StrokeGroup *>::const_iterator it, itend;
for (it = strokeGroups.begin(), itend = strokeGroups.end(); it != itend; ++it) {
delete (*it);
}
for (it = texturedStrokeGroups.begin(), itend = texturedStrokeGroups.end(); it != itend; ++it) {
delete (*it);
}
}
// Build a scene populated by mesh objects representing stylized strokes
int BlenderStrokeRenderer::GenerateScene()
{
vector<StrokeGroup *>::const_iterator it, itend;
for (it = strokeGroups.begin(), itend = strokeGroups.end(); it != itend; ++it) {
GenerateStrokeMesh(*it, false);
}
for (it = texturedStrokeGroups.begin(), itend = texturedStrokeGroups.end(); it != itend; ++it) {
GenerateStrokeMesh(*it, true);
}
return get_stroke_count();
}
// Return the number of strokes
int BlenderStrokeRenderer::get_stroke_count() const
{
return strokeGroups.size() + texturedStrokeGroups.size();
}
// Build a mesh object representing a group of stylized strokes
void BlenderStrokeRenderer::GenerateStrokeMesh(StrokeGroup *group, bool hasTex)
{
#if 0
Object *object_mesh = BKE_object_add(
freestyle_bmain, (ViewLayer *)freestyle_scene->view_layers.first, OB_MESH);
DEG_relations_tag_update(freestyle_bmain);
#else
Object *object_mesh = NewMesh();
#endif
Mesh *mesh = (Mesh *)object_mesh->data;
mesh->totvert = group->totvert;
mesh->totedge = group->totedge;
mesh->faces_num = group->faces_num;
mesh->totloop = group->totloop;
mesh->totcol = group->materials.size();
BKE_mesh_face_offsets_ensure_alloc(mesh);
Mesh: Move positions to a generic attribute **Changes** As described in T93602, this patch removes all use of the `MVert` struct, replacing it with a generic named attribute with the name `"position"`, consistent with other geometry types. Variable names have been changed from `verts` to `positions`, to align with the attribute name and the more generic design (positions are not vertices, they are just an attribute stored on the point domain). This change is made possible by previous commits that moved all other data out of `MVert` to runtime data or other generic attributes. What remains is mostly a simple type change. Though, the type still shows up 859 times, so the patch is quite large. One compromise is that now `CD_MASK_BAREMESH` now contains `CD_PROP_FLOAT3`. With the general move towards generic attributes over custom data types, we are removing use of these type masks anyway. **Benefits** The most obvious benefit is reduced memory usage and the benefits that brings in memory-bound situations. `float3` is only 3 bytes, in comparison to `MVert` which was 4. When there are millions of vertices this starts to matter more. The other benefits come from using a more generic type. Instead of writing algorithms specifically for `MVert`, code can just use arrays of vectors. This will allow eliminating many temporary arrays or wrappers used to extract positions. Many possible improvements aren't implemented in this patch, though I did switch simplify or remove the process of creating temporary position arrays in a few places. The design clarity that "positions are just another attribute" brings allows removing explicit copying of vertices in some procedural operations-- they are just processed like most other attributes. **Performance** This touches so many areas that it's hard to benchmark exhaustively, but I observed some areas as examples. * The mesh line node with 4 million count was 1.5x (8ms to 12ms) faster. * The Spring splash screen went from ~4.3 to ~4.5 fps. * The subdivision surface modifier/node was slightly faster RNA access through Python may be slightly slower, since now we need a name lookup instead of just a custom data type lookup for each index. **Future Improvements** * Remove uses of "vert_coords" functions: * `BKE_mesh_vert_coords_alloc` * `BKE_mesh_vert_coords_get` * `BKE_mesh_vert_coords_apply{_with_mat4}` * Remove more hidden copying of positions * General simplification now possible in many areas * Convert more code to C++ to use `float3` instead of `float[3]` * Currently `reinterpret_cast` is used for those C-API functions Differential Revision: https://developer.blender.org/D15982
2023-01-10 00:10:43 -05:00
float3 *vert_positions = (float3 *)CustomData_add_layer_named(
&mesh->vert_data, CD_PROP_FLOAT3, CD_SET_DEFAULT, mesh->totvert, "position");
Mesh: Move edges to a generic attribute Implements #95966, as the final step of #95965. This commit changes the storage of mesh edge vertex indices from the `MEdge` type to the generic `int2` attribute type. This follows the general design for geometry and the attribute system, where the data storage type and the usage semantics are separated. The main benefit of the change is reduced memory usage-- the requirements of storing mesh edges is reduced by 1/3. For example, this saves 8MB on a 1 million vertex grid. This also gives performance benefits to any memory-bound mesh processing algorithm that uses edges. Another benefit is that all of the edge's vertex indices are contiguous. In a few cases, it's helpful to process all of them as `Span<int>` rather than `Span<int2>`. Similarly, the type is more likely to match a generic format used by a library, or code that shouldn't know about specific Blender `Mesh` types. Various Notes: - The `.edge_verts` name is used to reflect a mapping between domains, similar to `.corner_verts`, etc. The period means that it the data shouldn't change arbitrarily by the user or procedural operations. - `edge[0]` is now used instead of `edge.v1` - Signed integers are used instead of unsigned to reduce the mixing of signed-ness, which can be error prone. - All of the previously used core mesh data types (`MVert`, `MEdge`, `MLoop`, `MPoly` are now deprecated. Only generic types are used). - The `vec2i` DNA type is used in the few C files where necessary. Pull Request: https://projects.blender.org/blender/blender/pulls/106638
2023-04-17 13:47:41 +02:00
blender::int2 *edges = (blender::int2 *)CustomData_add_layer_named(
&mesh->edge_data, CD_PROP_INT32_2D, CD_CONSTRUCT, mesh->totedge, ".edge_verts");
blender::MutableSpan<int> face_offsets = mesh->face_offsets_for_write();
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: https://projects.blender.org/blender/blender/pulls/104424
2023-03-20 15:55:13 +01:00
int *corner_verts = (int *)CustomData_add_layer_named(
&mesh->loop_data, CD_PROP_INT32, CD_SET_DEFAULT, mesh->totloop, ".corner_vert");
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: https://projects.blender.org/blender/blender/pulls/104424
2023-03-20 15:55:13 +01:00
int *corner_edges = (int *)CustomData_add_layer_named(
&mesh->loop_data, CD_PROP_INT32, CD_SET_DEFAULT, mesh->totloop, ".corner_edge");
int *material_indices = (int *)CustomData_add_layer_named(
&mesh->face_data, CD_PROP_INT32, CD_SET_DEFAULT, mesh->faces_num, "material_index");
Mesh: Move UV layers to generic attributes Currently the `MLoopUV` struct stores UV coordinates and flags related to editing UV maps in the UV editor. This patch changes the coordinates to use the generic 2D vector type, and moves the flags into three separate boolean attributes. This follows the design in T95965, with the ultimate intention of simplifying code and improving performance. Importantly, the change allows exporters and renderers to use UVs "touched" by geometry nodes, which only creates generic attributes. It also allows geometry nodes to create "proper" UV maps from scratch, though only with the Store Named Attribute node for now. The new design considers any 2D vector attribute on the corner domain to be a UV map. In the future, they might be distinguished from regular 2D vectors with attribute metadata, which may be helpful because they are often interpolated differently. Most of the code changes deal with passing around UV BMesh custom data offsets and tracking the boolean "sublayers". The boolean layers are use the following prefixes for attribute names: vert selection: `.vs.`, edge selection: `.es.`, pinning: `.pn.`. Currently these are short to avoid using up the maximum length of attribute names. To accommodate for these 4 extra characters, the name length limit is enlarged to 68 bytes, while the maximum user settable name length is still 64 bytes. Unfortunately Python/RNA API access to the UV flag data becomes slower. Accessing the boolean layers directly is be better for performance in general. Like the other mesh SoA refactors, backward and forward compatibility aren't affected, and won't be changed until 4.0. We pay for that by making mesh reading and writing more expensive with conversions. Resolves T85962 Differential Revision: https://developer.blender.org/D14365
2023-01-10 00:47:04 -05:00
blender::float2 *loopsuv[2] = {nullptr};
if (hasTex) {
// First UV layer
Mesh: Move UV layers to generic attributes Currently the `MLoopUV` struct stores UV coordinates and flags related to editing UV maps in the UV editor. This patch changes the coordinates to use the generic 2D vector type, and moves the flags into three separate boolean attributes. This follows the design in T95965, with the ultimate intention of simplifying code and improving performance. Importantly, the change allows exporters and renderers to use UVs "touched" by geometry nodes, which only creates generic attributes. It also allows geometry nodes to create "proper" UV maps from scratch, though only with the Store Named Attribute node for now. The new design considers any 2D vector attribute on the corner domain to be a UV map. In the future, they might be distinguished from regular 2D vectors with attribute metadata, which may be helpful because they are often interpolated differently. Most of the code changes deal with passing around UV BMesh custom data offsets and tracking the boolean "sublayers". The boolean layers are use the following prefixes for attribute names: vert selection: `.vs.`, edge selection: `.es.`, pinning: `.pn.`. Currently these are short to avoid using up the maximum length of attribute names. To accommodate for these 4 extra characters, the name length limit is enlarged to 68 bytes, while the maximum user settable name length is still 64 bytes. Unfortunately Python/RNA API access to the UV flag data becomes slower. Accessing the boolean layers directly is be better for performance in general. Like the other mesh SoA refactors, backward and forward compatibility aren't affected, and won't be changed until 4.0. We pay for that by making mesh reading and writing more expensive with conversions. Resolves T85962 Differential Revision: https://developer.blender.org/D14365
2023-01-10 00:47:04 -05:00
loopsuv[0] = static_cast<blender::float2 *>(CustomData_add_layer_named(
&mesh->loop_data, CD_PROP_FLOAT2, CD_SET_DEFAULT, mesh->totloop, uvNames[0]));
CustomData_set_layer_active(&mesh->loop_data, CD_PROP_FLOAT2, 0);
// Second UV layer
Mesh: Move UV layers to generic attributes Currently the `MLoopUV` struct stores UV coordinates and flags related to editing UV maps in the UV editor. This patch changes the coordinates to use the generic 2D vector type, and moves the flags into three separate boolean attributes. This follows the design in T95965, with the ultimate intention of simplifying code and improving performance. Importantly, the change allows exporters and renderers to use UVs "touched" by geometry nodes, which only creates generic attributes. It also allows geometry nodes to create "proper" UV maps from scratch, though only with the Store Named Attribute node for now. The new design considers any 2D vector attribute on the corner domain to be a UV map. In the future, they might be distinguished from regular 2D vectors with attribute metadata, which may be helpful because they are often interpolated differently. Most of the code changes deal with passing around UV BMesh custom data offsets and tracking the boolean "sublayers". The boolean layers are use the following prefixes for attribute names: vert selection: `.vs.`, edge selection: `.es.`, pinning: `.pn.`. Currently these are short to avoid using up the maximum length of attribute names. To accommodate for these 4 extra characters, the name length limit is enlarged to 68 bytes, while the maximum user settable name length is still 64 bytes. Unfortunately Python/RNA API access to the UV flag data becomes slower. Accessing the boolean layers directly is be better for performance in general. Like the other mesh SoA refactors, backward and forward compatibility aren't affected, and won't be changed until 4.0. We pay for that by making mesh reading and writing more expensive with conversions. Resolves T85962 Differential Revision: https://developer.blender.org/D14365
2023-01-10 00:47:04 -05:00
loopsuv[1] = static_cast<blender::float2 *>(CustomData_add_layer_named(
&mesh->loop_data, CD_PROP_FLOAT2, CD_SET_DEFAULT, mesh->totloop, uvNames[1]));
CustomData_set_layer_active(&mesh->loop_data, CD_PROP_FLOAT2, 1);
}
// colors and transparency (the latter represented by grayscale colors)
MLoopCol *colors = (MLoopCol *)CustomData_add_layer_named(
&mesh->loop_data, CD_PROP_BYTE_COLOR, CD_SET_DEFAULT, mesh->totloop, "Color");
MLoopCol *transp = (MLoopCol *)CustomData_add_layer_named(
&mesh->loop_data, CD_PROP_BYTE_COLOR, CD_SET_DEFAULT, mesh->totloop, "Alpha");
BKE_id_attributes_active_color_set(
&mesh->id, CustomData_get_layer_name(&mesh->loop_data, CD_PROP_BYTE_COLOR, 0));
mesh->mat = (Material **)MEM_mallocN(sizeof(Material *) * mesh->totcol, "MaterialList");
2021-02-17 06:19:01 +01:00
for (const auto item : group->materials.items()) {
Material *material = item.key;
const int matnr = item.value;
mesh->mat[matnr] = material;
if (material) {
id_us_plus(&material->id);
}
}
////////////////////
// Data copy
////////////////////
int vertex_index = 0, edge_index = 0, loop_index = 0, face_index = 0;
int visible_faces, visible_segments;
bool visible;
Strip::vertex_container::iterator v[3];
StrokeVertexRep *svRep[3];
Vec2r p;
for (vector<StrokeRep *>::const_iterator it = group->strokes.begin(),
itend = group->strokes.end();
it != itend;
++it)
{
const int matnr = group->materials.lookup_default((*it)->getMaterial(), 0);
vector<Strip *> &strips = (*it)->getStrips();
for (vector<Strip *>::const_iterator s = strips.begin(), send = strips.end(); s != send; ++s) {
Strip::vertex_container &strip_vertices = (*s)->vertices();
int strip_vertex_count = strip_vertices.size();
// count visible faces and strip segments
test_strip_visibility(strip_vertices, &visible_faces, &visible_segments);
if (visible_faces == 0) {
continue;
}
v[0] = strip_vertices.begin();
v[1] = v[0] + 1;
v[2] = v[0] + 2;
visible = false;
// NOTE: Mesh generation in the following loop assumes stroke strips
// to be triangle strips.
for (int n = 2; n < strip_vertex_count; n++, v[0]++, v[1]++, v[2]++) {
svRep[0] = *(v[0]);
svRep[1] = *(v[1]);
svRep[2] = *(v[2]);
if (!test_triangle_visibility(svRep)) {
visible = false;
}
else {
if (!visible) {
// first vertex
Mesh: Move positions to a generic attribute **Changes** As described in T93602, this patch removes all use of the `MVert` struct, replacing it with a generic named attribute with the name `"position"`, consistent with other geometry types. Variable names have been changed from `verts` to `positions`, to align with the attribute name and the more generic design (positions are not vertices, they are just an attribute stored on the point domain). This change is made possible by previous commits that moved all other data out of `MVert` to runtime data or other generic attributes. What remains is mostly a simple type change. Though, the type still shows up 859 times, so the patch is quite large. One compromise is that now `CD_MASK_BAREMESH` now contains `CD_PROP_FLOAT3`. With the general move towards generic attributes over custom data types, we are removing use of these type masks anyway. **Benefits** The most obvious benefit is reduced memory usage and the benefits that brings in memory-bound situations. `float3` is only 3 bytes, in comparison to `MVert` which was 4. When there are millions of vertices this starts to matter more. The other benefits come from using a more generic type. Instead of writing algorithms specifically for `MVert`, code can just use arrays of vectors. This will allow eliminating many temporary arrays or wrappers used to extract positions. Many possible improvements aren't implemented in this patch, though I did switch simplify or remove the process of creating temporary position arrays in a few places. The design clarity that "positions are just another attribute" brings allows removing explicit copying of vertices in some procedural operations-- they are just processed like most other attributes. **Performance** This touches so many areas that it's hard to benchmark exhaustively, but I observed some areas as examples. * The mesh line node with 4 million count was 1.5x (8ms to 12ms) faster. * The Spring splash screen went from ~4.3 to ~4.5 fps. * The subdivision surface modifier/node was slightly faster RNA access through Python may be slightly slower, since now we need a name lookup instead of just a custom data type lookup for each index. **Future Improvements** * Remove uses of "vert_coords" functions: * `BKE_mesh_vert_coords_alloc` * `BKE_mesh_vert_coords_get` * `BKE_mesh_vert_coords_apply{_with_mat4}` * Remove more hidden copying of positions * General simplification now possible in many areas * Convert more code to C++ to use `float3` instead of `float[3]` * Currently `reinterpret_cast` is used for those C-API functions Differential Revision: https://developer.blender.org/D15982
2023-01-10 00:10:43 -05:00
vert_positions[vertex_index][0] = svRep[0]->point2d()[0];
vert_positions[vertex_index][1] = svRep[0]->point2d()[1];
vert_positions[vertex_index][2] = get_stroke_vertex_z();
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 14:37:58 -06:00
++vertex_index;
// second vertex
Mesh: Move positions to a generic attribute **Changes** As described in T93602, this patch removes all use of the `MVert` struct, replacing it with a generic named attribute with the name `"position"`, consistent with other geometry types. Variable names have been changed from `verts` to `positions`, to align with the attribute name and the more generic design (positions are not vertices, they are just an attribute stored on the point domain). This change is made possible by previous commits that moved all other data out of `MVert` to runtime data or other generic attributes. What remains is mostly a simple type change. Though, the type still shows up 859 times, so the patch is quite large. One compromise is that now `CD_MASK_BAREMESH` now contains `CD_PROP_FLOAT3`. With the general move towards generic attributes over custom data types, we are removing use of these type masks anyway. **Benefits** The most obvious benefit is reduced memory usage and the benefits that brings in memory-bound situations. `float3` is only 3 bytes, in comparison to `MVert` which was 4. When there are millions of vertices this starts to matter more. The other benefits come from using a more generic type. Instead of writing algorithms specifically for `MVert`, code can just use arrays of vectors. This will allow eliminating many temporary arrays or wrappers used to extract positions. Many possible improvements aren't implemented in this patch, though I did switch simplify or remove the process of creating temporary position arrays in a few places. The design clarity that "positions are just another attribute" brings allows removing explicit copying of vertices in some procedural operations-- they are just processed like most other attributes. **Performance** This touches so many areas that it's hard to benchmark exhaustively, but I observed some areas as examples. * The mesh line node with 4 million count was 1.5x (8ms to 12ms) faster. * The Spring splash screen went from ~4.3 to ~4.5 fps. * The subdivision surface modifier/node was slightly faster RNA access through Python may be slightly slower, since now we need a name lookup instead of just a custom data type lookup for each index. **Future Improvements** * Remove uses of "vert_coords" functions: * `BKE_mesh_vert_coords_alloc` * `BKE_mesh_vert_coords_get` * `BKE_mesh_vert_coords_apply{_with_mat4}` * Remove more hidden copying of positions * General simplification now possible in many areas * Convert more code to C++ to use `float3` instead of `float[3]` * Currently `reinterpret_cast` is used for those C-API functions Differential Revision: https://developer.blender.org/D15982
2023-01-10 00:10:43 -05:00
vert_positions[vertex_index][0] = svRep[1]->point2d()[0];
vert_positions[vertex_index][1] = svRep[1]->point2d()[1];
vert_positions[vertex_index][2] = get_stroke_vertex_z();
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 14:37:58 -06:00
++vertex_index;
// first edge
Mesh: Move edges to a generic attribute Implements #95966, as the final step of #95965. This commit changes the storage of mesh edge vertex indices from the `MEdge` type to the generic `int2` attribute type. This follows the general design for geometry and the attribute system, where the data storage type and the usage semantics are separated. The main benefit of the change is reduced memory usage-- the requirements of storing mesh edges is reduced by 1/3. For example, this saves 8MB on a 1 million vertex grid. This also gives performance benefits to any memory-bound mesh processing algorithm that uses edges. Another benefit is that all of the edge's vertex indices are contiguous. In a few cases, it's helpful to process all of them as `Span<int>` rather than `Span<int2>`. Similarly, the type is more likely to match a generic format used by a library, or code that shouldn't know about specific Blender `Mesh` types. Various Notes: - The `.edge_verts` name is used to reflect a mapping between domains, similar to `.corner_verts`, etc. The period means that it the data shouldn't change arbitrarily by the user or procedural operations. - `edge[0]` is now used instead of `edge.v1` - Signed integers are used instead of unsigned to reduce the mixing of signed-ness, which can be error prone. - All of the previously used core mesh data types (`MVert`, `MEdge`, `MLoop`, `MPoly` are now deprecated. Only generic types are used). - The `vec2i` DNA type is used in the few C files where necessary. Pull Request: https://projects.blender.org/blender/blender/pulls/106638
2023-04-17 13:47:41 +02:00
edges[edge_index][0] = vertex_index - 2;
edges[edge_index][1] = vertex_index - 1;
++edge_index;
}
visible = true;
// vertex
Mesh: Move positions to a generic attribute **Changes** As described in T93602, this patch removes all use of the `MVert` struct, replacing it with a generic named attribute with the name `"position"`, consistent with other geometry types. Variable names have been changed from `verts` to `positions`, to align with the attribute name and the more generic design (positions are not vertices, they are just an attribute stored on the point domain). This change is made possible by previous commits that moved all other data out of `MVert` to runtime data or other generic attributes. What remains is mostly a simple type change. Though, the type still shows up 859 times, so the patch is quite large. One compromise is that now `CD_MASK_BAREMESH` now contains `CD_PROP_FLOAT3`. With the general move towards generic attributes over custom data types, we are removing use of these type masks anyway. **Benefits** The most obvious benefit is reduced memory usage and the benefits that brings in memory-bound situations. `float3` is only 3 bytes, in comparison to `MVert` which was 4. When there are millions of vertices this starts to matter more. The other benefits come from using a more generic type. Instead of writing algorithms specifically for `MVert`, code can just use arrays of vectors. This will allow eliminating many temporary arrays or wrappers used to extract positions. Many possible improvements aren't implemented in this patch, though I did switch simplify or remove the process of creating temporary position arrays in a few places. The design clarity that "positions are just another attribute" brings allows removing explicit copying of vertices in some procedural operations-- they are just processed like most other attributes. **Performance** This touches so many areas that it's hard to benchmark exhaustively, but I observed some areas as examples. * The mesh line node with 4 million count was 1.5x (8ms to 12ms) faster. * The Spring splash screen went from ~4.3 to ~4.5 fps. * The subdivision surface modifier/node was slightly faster RNA access through Python may be slightly slower, since now we need a name lookup instead of just a custom data type lookup for each index. **Future Improvements** * Remove uses of "vert_coords" functions: * `BKE_mesh_vert_coords_alloc` * `BKE_mesh_vert_coords_get` * `BKE_mesh_vert_coords_apply{_with_mat4}` * Remove more hidden copying of positions * General simplification now possible in many areas * Convert more code to C++ to use `float3` instead of `float[3]` * Currently `reinterpret_cast` is used for those C-API functions Differential Revision: https://developer.blender.org/D15982
2023-01-10 00:10:43 -05:00
vert_positions[vertex_index][0] = svRep[2]->point2d()[0];
vert_positions[vertex_index][1] = svRep[2]->point2d()[1];
vert_positions[vertex_index][2] = get_stroke_vertex_z();
++vertex_index;
// edges
Mesh: Move edges to a generic attribute Implements #95966, as the final step of #95965. This commit changes the storage of mesh edge vertex indices from the `MEdge` type to the generic `int2` attribute type. This follows the general design for geometry and the attribute system, where the data storage type and the usage semantics are separated. The main benefit of the change is reduced memory usage-- the requirements of storing mesh edges is reduced by 1/3. For example, this saves 8MB on a 1 million vertex grid. This also gives performance benefits to any memory-bound mesh processing algorithm that uses edges. Another benefit is that all of the edge's vertex indices are contiguous. In a few cases, it's helpful to process all of them as `Span<int>` rather than `Span<int2>`. Similarly, the type is more likely to match a generic format used by a library, or code that shouldn't know about specific Blender `Mesh` types. Various Notes: - The `.edge_verts` name is used to reflect a mapping between domains, similar to `.corner_verts`, etc. The period means that it the data shouldn't change arbitrarily by the user or procedural operations. - `edge[0]` is now used instead of `edge.v1` - Signed integers are used instead of unsigned to reduce the mixing of signed-ness, which can be error prone. - All of the previously used core mesh data types (`MVert`, `MEdge`, `MLoop`, `MPoly` are now deprecated. Only generic types are used). - The `vec2i` DNA type is used in the few C files where necessary. Pull Request: https://projects.blender.org/blender/blender/pulls/106638
2023-04-17 13:47:41 +02:00
edges[edge_index][0] = vertex_index - 1;
edges[edge_index][1] = vertex_index - 3;
++edge_index;
Mesh: Move edges to a generic attribute Implements #95966, as the final step of #95965. This commit changes the storage of mesh edge vertex indices from the `MEdge` type to the generic `int2` attribute type. This follows the general design for geometry and the attribute system, where the data storage type and the usage semantics are separated. The main benefit of the change is reduced memory usage-- the requirements of storing mesh edges is reduced by 1/3. For example, this saves 8MB on a 1 million vertex grid. This also gives performance benefits to any memory-bound mesh processing algorithm that uses edges. Another benefit is that all of the edge's vertex indices are contiguous. In a few cases, it's helpful to process all of them as `Span<int>` rather than `Span<int2>`. Similarly, the type is more likely to match a generic format used by a library, or code that shouldn't know about specific Blender `Mesh` types. Various Notes: - The `.edge_verts` name is used to reflect a mapping between domains, similar to `.corner_verts`, etc. The period means that it the data shouldn't change arbitrarily by the user or procedural operations. - `edge[0]` is now used instead of `edge.v1` - Signed integers are used instead of unsigned to reduce the mixing of signed-ness, which can be error prone. - All of the previously used core mesh data types (`MVert`, `MEdge`, `MLoop`, `MPoly` are now deprecated. Only generic types are used). - The `vec2i` DNA type is used in the few C files where necessary. Pull Request: https://projects.blender.org/blender/blender/pulls/106638
2023-04-17 13:47:41 +02:00
edges[edge_index][0] = vertex_index - 1;
edges[edge_index][1] = vertex_index - 2;
++edge_index;
// poly
face_offsets[face_index] = loop_index;
*material_indices = matnr;
++material_indices;
++face_index;
// Even and odd loops connect triangles vertices differently
bool is_odd = n % 2;
// loops
if (is_odd) {
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: https://projects.blender.org/blender/blender/pulls/104424
2023-03-20 15:55:13 +01:00
corner_verts[0] = vertex_index - 1;
corner_edges[0] = edge_index - 2;
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: https://projects.blender.org/blender/blender/pulls/104424
2023-03-20 15:55:13 +01:00
corner_verts[1] = vertex_index - 3;
corner_edges[1] = edge_index - 3;
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: https://projects.blender.org/blender/blender/pulls/104424
2023-03-20 15:55:13 +01:00
corner_verts[2] = vertex_index - 2;
corner_edges[2] = edge_index - 1;
}
else {
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: https://projects.blender.org/blender/blender/pulls/104424
2023-03-20 15:55:13 +01:00
corner_verts[0] = vertex_index - 1;
corner_edges[0] = edge_index - 1;
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: https://projects.blender.org/blender/blender/pulls/104424
2023-03-20 15:55:13 +01:00
corner_verts[1] = vertex_index - 2;
corner_edges[1] = edge_index - 3;
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: https://projects.blender.org/blender/blender/pulls/104424
2023-03-20 15:55:13 +01:00
corner_verts[2] = vertex_index - 3;
corner_edges[2] = edge_index - 2;
}
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: https://projects.blender.org/blender/blender/pulls/104424
2023-03-20 15:55:13 +01:00
corner_verts += 3;
corner_edges += 3;
loop_index += 3;
// UV
if (hasTex) {
// First UV layer (loopsuv[0]) has no tips (texCoord(0)).
// Second UV layer (loopsuv[1]) has tips: (texCoord(1)).
for (int L = 0; L < 2; L++) {
if (is_odd) {
Mesh: Move UV layers to generic attributes Currently the `MLoopUV` struct stores UV coordinates and flags related to editing UV maps in the UV editor. This patch changes the coordinates to use the generic 2D vector type, and moves the flags into three separate boolean attributes. This follows the design in T95965, with the ultimate intention of simplifying code and improving performance. Importantly, the change allows exporters and renderers to use UVs "touched" by geometry nodes, which only creates generic attributes. It also allows geometry nodes to create "proper" UV maps from scratch, though only with the Store Named Attribute node for now. The new design considers any 2D vector attribute on the corner domain to be a UV map. In the future, they might be distinguished from regular 2D vectors with attribute metadata, which may be helpful because they are often interpolated differently. Most of the code changes deal with passing around UV BMesh custom data offsets and tracking the boolean "sublayers". The boolean layers are use the following prefixes for attribute names: vert selection: `.vs.`, edge selection: `.es.`, pinning: `.pn.`. Currently these are short to avoid using up the maximum length of attribute names. To accommodate for these 4 extra characters, the name length limit is enlarged to 68 bytes, while the maximum user settable name length is still 64 bytes. Unfortunately Python/RNA API access to the UV flag data becomes slower. Accessing the boolean layers directly is be better for performance in general. Like the other mesh SoA refactors, backward and forward compatibility aren't affected, and won't be changed until 4.0. We pay for that by making mesh reading and writing more expensive with conversions. Resolves T85962 Differential Revision: https://developer.blender.org/D14365
2023-01-10 00:47:04 -05:00
loopsuv[L][0][0] = svRep[2]->texCoord(L).x();
loopsuv[L][0][1] = svRep[2]->texCoord(L).y();
Mesh: Move UV layers to generic attributes Currently the `MLoopUV` struct stores UV coordinates and flags related to editing UV maps in the UV editor. This patch changes the coordinates to use the generic 2D vector type, and moves the flags into three separate boolean attributes. This follows the design in T95965, with the ultimate intention of simplifying code and improving performance. Importantly, the change allows exporters and renderers to use UVs "touched" by geometry nodes, which only creates generic attributes. It also allows geometry nodes to create "proper" UV maps from scratch, though only with the Store Named Attribute node for now. The new design considers any 2D vector attribute on the corner domain to be a UV map. In the future, they might be distinguished from regular 2D vectors with attribute metadata, which may be helpful because they are often interpolated differently. Most of the code changes deal with passing around UV BMesh custom data offsets and tracking the boolean "sublayers". The boolean layers are use the following prefixes for attribute names: vert selection: `.vs.`, edge selection: `.es.`, pinning: `.pn.`. Currently these are short to avoid using up the maximum length of attribute names. To accommodate for these 4 extra characters, the name length limit is enlarged to 68 bytes, while the maximum user settable name length is still 64 bytes. Unfortunately Python/RNA API access to the UV flag data becomes slower. Accessing the boolean layers directly is be better for performance in general. Like the other mesh SoA refactors, backward and forward compatibility aren't affected, and won't be changed until 4.0. We pay for that by making mesh reading and writing more expensive with conversions. Resolves T85962 Differential Revision: https://developer.blender.org/D14365
2023-01-10 00:47:04 -05:00
loopsuv[L][1][0] = svRep[0]->texCoord(L).x();
loopsuv[L][1][1] = svRep[0]->texCoord(L).y();
Mesh: Move UV layers to generic attributes Currently the `MLoopUV` struct stores UV coordinates and flags related to editing UV maps in the UV editor. This patch changes the coordinates to use the generic 2D vector type, and moves the flags into three separate boolean attributes. This follows the design in T95965, with the ultimate intention of simplifying code and improving performance. Importantly, the change allows exporters and renderers to use UVs "touched" by geometry nodes, which only creates generic attributes. It also allows geometry nodes to create "proper" UV maps from scratch, though only with the Store Named Attribute node for now. The new design considers any 2D vector attribute on the corner domain to be a UV map. In the future, they might be distinguished from regular 2D vectors with attribute metadata, which may be helpful because they are often interpolated differently. Most of the code changes deal with passing around UV BMesh custom data offsets and tracking the boolean "sublayers". The boolean layers are use the following prefixes for attribute names: vert selection: `.vs.`, edge selection: `.es.`, pinning: `.pn.`. Currently these are short to avoid using up the maximum length of attribute names. To accommodate for these 4 extra characters, the name length limit is enlarged to 68 bytes, while the maximum user settable name length is still 64 bytes. Unfortunately Python/RNA API access to the UV flag data becomes slower. Accessing the boolean layers directly is be better for performance in general. Like the other mesh SoA refactors, backward and forward compatibility aren't affected, and won't be changed until 4.0. We pay for that by making mesh reading and writing more expensive with conversions. Resolves T85962 Differential Revision: https://developer.blender.org/D14365
2023-01-10 00:47:04 -05:00
loopsuv[L][2][0] = svRep[1]->texCoord(L).x();
loopsuv[L][2][1] = svRep[1]->texCoord(L).y();
}
else {
Mesh: Move UV layers to generic attributes Currently the `MLoopUV` struct stores UV coordinates and flags related to editing UV maps in the UV editor. This patch changes the coordinates to use the generic 2D vector type, and moves the flags into three separate boolean attributes. This follows the design in T95965, with the ultimate intention of simplifying code and improving performance. Importantly, the change allows exporters and renderers to use UVs "touched" by geometry nodes, which only creates generic attributes. It also allows geometry nodes to create "proper" UV maps from scratch, though only with the Store Named Attribute node for now. The new design considers any 2D vector attribute on the corner domain to be a UV map. In the future, they might be distinguished from regular 2D vectors with attribute metadata, which may be helpful because they are often interpolated differently. Most of the code changes deal with passing around UV BMesh custom data offsets and tracking the boolean "sublayers". The boolean layers are use the following prefixes for attribute names: vert selection: `.vs.`, edge selection: `.es.`, pinning: `.pn.`. Currently these are short to avoid using up the maximum length of attribute names. To accommodate for these 4 extra characters, the name length limit is enlarged to 68 bytes, while the maximum user settable name length is still 64 bytes. Unfortunately Python/RNA API access to the UV flag data becomes slower. Accessing the boolean layers directly is be better for performance in general. Like the other mesh SoA refactors, backward and forward compatibility aren't affected, and won't be changed until 4.0. We pay for that by making mesh reading and writing more expensive with conversions. Resolves T85962 Differential Revision: https://developer.blender.org/D14365
2023-01-10 00:47:04 -05:00
loopsuv[L][0][0] = svRep[2]->texCoord(L).x();
loopsuv[L][0][1] = svRep[2]->texCoord(L).y();
Mesh: Move UV layers to generic attributes Currently the `MLoopUV` struct stores UV coordinates and flags related to editing UV maps in the UV editor. This patch changes the coordinates to use the generic 2D vector type, and moves the flags into three separate boolean attributes. This follows the design in T95965, with the ultimate intention of simplifying code and improving performance. Importantly, the change allows exporters and renderers to use UVs "touched" by geometry nodes, which only creates generic attributes. It also allows geometry nodes to create "proper" UV maps from scratch, though only with the Store Named Attribute node for now. The new design considers any 2D vector attribute on the corner domain to be a UV map. In the future, they might be distinguished from regular 2D vectors with attribute metadata, which may be helpful because they are often interpolated differently. Most of the code changes deal with passing around UV BMesh custom data offsets and tracking the boolean "sublayers". The boolean layers are use the following prefixes for attribute names: vert selection: `.vs.`, edge selection: `.es.`, pinning: `.pn.`. Currently these are short to avoid using up the maximum length of attribute names. To accommodate for these 4 extra characters, the name length limit is enlarged to 68 bytes, while the maximum user settable name length is still 64 bytes. Unfortunately Python/RNA API access to the UV flag data becomes slower. Accessing the boolean layers directly is be better for performance in general. Like the other mesh SoA refactors, backward and forward compatibility aren't affected, and won't be changed until 4.0. We pay for that by making mesh reading and writing more expensive with conversions. Resolves T85962 Differential Revision: https://developer.blender.org/D14365
2023-01-10 00:47:04 -05:00
loopsuv[L][1][0] = svRep[1]->texCoord(L).x();
loopsuv[L][1][1] = svRep[1]->texCoord(L).y();
Mesh: Move UV layers to generic attributes Currently the `MLoopUV` struct stores UV coordinates and flags related to editing UV maps in the UV editor. This patch changes the coordinates to use the generic 2D vector type, and moves the flags into three separate boolean attributes. This follows the design in T95965, with the ultimate intention of simplifying code and improving performance. Importantly, the change allows exporters and renderers to use UVs "touched" by geometry nodes, which only creates generic attributes. It also allows geometry nodes to create "proper" UV maps from scratch, though only with the Store Named Attribute node for now. The new design considers any 2D vector attribute on the corner domain to be a UV map. In the future, they might be distinguished from regular 2D vectors with attribute metadata, which may be helpful because they are often interpolated differently. Most of the code changes deal with passing around UV BMesh custom data offsets and tracking the boolean "sublayers". The boolean layers are use the following prefixes for attribute names: vert selection: `.vs.`, edge selection: `.es.`, pinning: `.pn.`. Currently these are short to avoid using up the maximum length of attribute names. To accommodate for these 4 extra characters, the name length limit is enlarged to 68 bytes, while the maximum user settable name length is still 64 bytes. Unfortunately Python/RNA API access to the UV flag data becomes slower. Accessing the boolean layers directly is be better for performance in general. Like the other mesh SoA refactors, backward and forward compatibility aren't affected, and won't be changed until 4.0. We pay for that by making mesh reading and writing more expensive with conversions. Resolves T85962 Differential Revision: https://developer.blender.org/D14365
2023-01-10 00:47:04 -05:00
loopsuv[L][2][0] = svRep[0]->texCoord(L).x();
loopsuv[L][2][1] = svRep[0]->texCoord(L).y();
}
loopsuv[L] += 3;
}
}
// colors and alpha transparency. vertex colors are in sRGB
// space by convention, so convert from linear
float rgba[3][4];
for (int i = 0; i < 3; i++) {
copy_v3fl_v3db(rgba[i], &svRep[i]->color()[0]);
rgba[i][3] = svRep[i]->alpha();
}
if (is_odd) {
linearrgb_to_srgb_uchar4(&colors[0].r, rgba[2]);
linearrgb_to_srgb_uchar4(&colors[1].r, rgba[0]);
linearrgb_to_srgb_uchar4(&colors[2].r, rgba[1]);
}
else {
linearrgb_to_srgb_uchar4(&colors[0].r, rgba[2]);
linearrgb_to_srgb_uchar4(&colors[1].r, rgba[1]);
linearrgb_to_srgb_uchar4(&colors[2].r, rgba[0]);
}
transp[0].r = transp[0].g = transp[0].b = colors[0].a;
transp[1].r = transp[1].g = transp[1].b = colors[1].a;
transp[2].r = transp[2].g = transp[2].b = colors[2].a;
colors += 3;
transp += 3;
}
} // loop over strip vertices
} // loop over strips
} // loop over strokes
BKE_object_materials_test(freestyle_bmain, object_mesh, (ID *)mesh);
#if 0 // XXX
BLI_assert(mesh->totvert == vertex_index);
BLI_assert(mesh->totedge == edge_index);
BLI_assert(mesh->totloop == loop_index);
BKE_mesh_validate(mesh, true, true);
#endif
The GL-based renderer was removed. Freestyle now uses Blender's internal renderer to raster strokes. The render generated from Freestyle's data is currently stored in the original scene's render structure ( as 'freestyle_render'): when the render database is generated, the scene's geometrical data is first imported into Freestyle and strokes are calculated. The generated strokes are used to create a Blender scene, rendered independently. The render result is used in the rendering loop. The final rendering is performed the same way edge rendering is, in a function ('freestyle_enhance_add') operating on each individual render part. Freestyle strokes are only included if the toggle button "Freestyle" (in the 'Output' panel) is active and if the "Freestyle" render layer is also selected. Freestyle's panel appears when the toggle button 'Freestyle' is active. IMPORTANT: as of now, rendering ONLY works when OSA is disabled and when Xparts = Yparts = 1. If these settings are not set, a bogus image will be created. To make the render happen, many modifications had to be made: - the Canvas::Draw and Operators::create methods no longer render strokes. They only generate shading and locational information. - a BlenderStrokeRenderer class was added to turn Freestyle's strokes into a Blender scene. Basically, the scene consists of strokes in their projected image 2D coordinates and an orthographic camera centered in the middle of the corresponding canvas. The scene is rendered using vertex colors, in shadeless mode (therefore, no lamp is needed). BlenderStrokeRenderer uses the old GLTextureManager to load textures (as required by the StrokeRenderer class), even though stroke textures are probably not supported (not tested). After the scene is rendered, it is safely and automatically discarded. - AppCanvas' code was greatly reduced to the bare minimum. The former AppCanvas would use an OpenGL-based back buffer and z buffer to determine the scene's color and depth information. In the future, this data will be determined from the corresponding render passes. Currently, the integration is not achieved so all style modules using depth/color information are sure to fail. - before, Freestyle needed an OpenGL context to determine the camera's information and to compute the view map. As of now, the modelview and projection matrices are fully determined using data provided by Blender. This means both perspective and orthographic projections are supported. The AppGLWidget will very soon be removed completely.
2008-12-01 21:30:44 +00:00
}
// A replacement of BKE_object_add() for better performance.
Object *BlenderStrokeRenderer::NewMesh() const
{
Object *ob;
char name[MAX_ID_NAME];
uint mesh_id = get_stroke_mesh_id();
2023-05-09 12:50:37 +10:00
SNPRINTF(name, "0%08xOB", mesh_id);
ob = BKE_object_add_only_object(freestyle_bmain, OB_MESH, name);
2023-05-09 12:50:37 +10:00
SNPRINTF(name, "0%08xME", mesh_id);
ob->data = BKE_mesh_add(freestyle_bmain, name);
Collection *collection_master = freestyle_scene->master_collection;
Collections and groups unification OVERVIEW * In 2.7 terminology, all layers and groups are now collection datablocks. * These collections are nestable, linkable, instanceable, overrideable, .. which opens up new ways to set up scenes and link + override data. * Viewport/render visibility and selectability are now a part of the collection and shared across all view layers and linkable. * View layers define which subset of the scene collection hierarchy is excluded for each. For many workflows one view layer can be used, these are more of an advanced feature now. OUTLINER * The outliner now has a "View Layer" display mode instead of "Collections", which can display the collections and/or objects in the view layer. * In this display mode, collections can be excluded with the right click menu. These will then be greyed out and their objects will be excluded. * To view collections not linked to any scene, the "Blender File" display mode can be used, with the new filtering option to just see Colleciton datablocks. * The outliner right click menus for collections and objects were reorganized. * Drag and drop still needs to be improved. Like before, dragging the icon or text gives different results, we'll unify this later. LINKING AND OVERRIDES * Collections can now be linked into the scene without creating an instance, with the link/append operator or from the collections view in the outliner. * Collections can get static overrides with the right click menu in the outliner, but this is rather unreliable and not clearly communicated at the moment. * We still need to improve the make override operator to turn collection instances into collections with overrides directly in the scene. PERFORMANCE * We tried to make performance not worse than before and improve it in some cases. The main thing that's still a bit slower is multiple scenes, we have to change the layer syncing to only updated affected scenes. * Collections keep a list of their parent collections for faster incremental updates in syncing and caching. * View layer bases are now in a object -> base hash to avoid quadratic time lookups internally and in API functions like visible_get(). VERSIONING * Compatibility with 2.7 files should be improved due to the new visibility controls. Of course users may not want to set up their scenes differently now to avoid having separate layers and groups. * Compatibility with 2.8 is mostly there, and was tested on Eevee demo and Hero files. There's a few things which are know to be not quite compatible, like nested layer collections inside groups. * The versioning code for 2.8 files is quite complicated, and isolated behind #ifdef so it can be removed at the end of the release cycle. KNOWN ISSUES * The G-key group operators in the 3D viewport were left mostly as is, they need to be modified still to fit better. * Same for the groups panel in the object properties. This needs to be updated still, or perhaps replaced by something better. * Collections must all have a unique name. Less restrictive namespacing is to be done later, we'll have to see how important this is as all objects within the collections must also have a unique name anyway. * Full scene copy and delete scene are exactly doing the right thing yet. Differential Revision: https://developer.blender.org/D3383 https://code.blender.org/2018/05/collections-and-groups/
2018-04-30 15:57:22 +02:00
BKE_collection_object_add(freestyle_bmain, collection_master, ob);
DEG_graph_tag_relations_update(freestyle_depsgraph);
DEG_graph_id_tag_update(freestyle_bmain,
freestyle_depsgraph,
&ob->id,
ID_RECALC_TRANSFORM | ID_RECALC_GEOMETRY | ID_RECALC_ANIMATION);
return ob;
}
Render *BlenderStrokeRenderer::RenderScene(Render * /*re*/, bool render)
{
Camera *camera = (Camera *)freestyle_scene->camera->data;
if (camera->clip_end < _z) {
camera->clip_end = _z + _z_delta * 100.0f;
}
#if 0
if (G.debug & G_DEBUG_FREESTYLE) {
cout << "clip_start " << camera->clip_start << ", clip_end " << camera->clip_end << endl;
}
#endif
Render *freestyle_render = RE_NewSceneRender(freestyle_scene);
DEG_graph_relations_update(freestyle_depsgraph);
RE_RenderFreestyleStrokes(
freestyle_render, freestyle_bmain, freestyle_scene, render && get_stroke_count() > 0);
return freestyle_render;
The GL-based renderer was removed. Freestyle now uses Blender's internal renderer to raster strokes. The render generated from Freestyle's data is currently stored in the original scene's render structure ( as 'freestyle_render'): when the render database is generated, the scene's geometrical data is first imported into Freestyle and strokes are calculated. The generated strokes are used to create a Blender scene, rendered independently. The render result is used in the rendering loop. The final rendering is performed the same way edge rendering is, in a function ('freestyle_enhance_add') operating on each individual render part. Freestyle strokes are only included if the toggle button "Freestyle" (in the 'Output' panel) is active and if the "Freestyle" render layer is also selected. Freestyle's panel appears when the toggle button 'Freestyle' is active. IMPORTANT: as of now, rendering ONLY works when OSA is disabled and when Xparts = Yparts = 1. If these settings are not set, a bogus image will be created. To make the render happen, many modifications had to be made: - the Canvas::Draw and Operators::create methods no longer render strokes. They only generate shading and locational information. - a BlenderStrokeRenderer class was added to turn Freestyle's strokes into a Blender scene. Basically, the scene consists of strokes in their projected image 2D coordinates and an orthographic camera centered in the middle of the corresponding canvas. The scene is rendered using vertex colors, in shadeless mode (therefore, no lamp is needed). BlenderStrokeRenderer uses the old GLTextureManager to load textures (as required by the StrokeRenderer class), even though stroke textures are probably not supported (not tested). After the scene is rendered, it is safely and automatically discarded. - AppCanvas' code was greatly reduced to the bare minimum. The former AppCanvas would use an OpenGL-based back buffer and z buffer to determine the scene's color and depth information. In the future, this data will be determined from the corresponding render passes. Currently, the integration is not achieved so all style modules using depth/color information are sure to fail. - before, Freestyle needed an OpenGL context to determine the camera's information and to compute the view map. As of now, the modelview and projection matrices are fully determined using data provided by Blender. This means both perspective and orthographic projections are supported. The AppGLWidget will very soon be removed completely.
2008-12-01 21:30:44 +00:00
}
Attempt to fix a potential name conflict between Freestyle and the compositor. A crash in the Freestyle renderer was reported by Ton on IRC with a stack trace below. Note that #2 is in Freestyle, whereas #1 is in the compositor. The problem was observed in a debug build on OS X 10.7 (gcc 4.2, openmp disabled, no llvm). ---------------------------------------------------------------------- Program received signal EXC_BAD_ACCESS, Could not access memory. Reason: 13 at address: 0x0000000000000000 [Switching to process 72386 thread 0xf303] 0x0000000100c129f3 in NodeBase::~NodeBase (this=0x10e501c80) at COM_NodeBase.cpp:43 43 delete (this->m_outputsockets.back()); Current language: auto; currently c++ (gdb) where #0 0x0000000100c129f3 in NodeBase::~NodeBase (this=0x10e501c80) at COM_NodeBase.cpp:43 #1 0x0000000100c29066 in Node::~Node (this=0x10e501c80) at COM_Node.h:49 #2 0x000000010089c273 in NodeShape::~NodeShape (this=0x10e501c80) at NodeShape.cpp:43 #3 0x000000010089910b in NodeGroup::destroy (this=0x10e501da0) at NodeGroup.cpp:61 #4 0x00000001008990cd in NodeGroup::destroy (this=0x10e5014b0) at NodeGroup.cpp:59 #5 0x00000001008990cd in NodeGroup::destroy (this=0x114e18da0) at NodeGroup.cpp:59 #6 0x00000001007e6602 in Controller::ClearRootNode (this=0x114e19640) at Controller.cpp:329 #7 0x00000001007ea52e in Controller::LoadMesh (this=0x114e19640, re=0x10aba4638, srl=0x1140f5258) at Controller.cpp:302 #8 0x00000001008030ad in prepare (re=0x10aba4638, srl=0x1140f5258) at FRS_freestyle.cpp:302 #9 0x000000010080457a in FRS_do_stroke_rendering (re=0x10aba4638, srl=0x1140f5258) at FRS_freestyle.cpp:600 #10 0x00000001006aeb9d in add_freestyle (re=0x10aba4638) at pipeline.c:1584 #11 0x00000001006aceb7 in do_render_3d (re=0x10aba4638) at pipeline.c:1094 #12 0x00000001006ae061 in do_render_fields_blur_3d (re=0x10aba4638) at pipeline.c:1367 #13 0x00000001006afa16 in do_render_composite_fields_blur_3d (re=0x10aba4638) at pipeline.c:1815 #14 0x00000001006b04e4 in do_render_all_options (re=0x10aba4638) at pipeline.c:2021 ---------------------------------------------------------------------- Apparently a name conflict between the two Blender modules is taking place. The present commit hence intends to address it by putting all the Freestyle C++ classes in the namespace 'Freestyle'. This revision will also prevent potential name conflicts with other Blender modules in the future. Special thanks to Lukas Toenne for the help with C++ namespace.
2013-04-09 00:46:49 +00:00
} /* namespace Freestyle */