Commit Graph

181 Commits

Author SHA1 Message Date
Hans Goudey
19e2b13cec Cleanup: Move BKE_key.h to C++ 2024-01-30 14:42:13 -05:00
Hans Goudey
961783c444 Cleanup: Move BKE_deform.h to C++ 2024-01-29 19:04:13 -05:00
Hans Goudey
02582213de Cleanup: Move BKE_layer.hh to C++ 2024-01-24 10:55:16 -05:00
Alexander Gavrilov
f5602becde Shape Keys: replace the BKE_keyblock_from_key function with find_index.
The function for retrieving a shape key by its index is named
somewhat confusingly, and effectively reimplements BLI_findlink.

However, more importantly, for some reason it is coded to return
null for the index 0 instead of the basis shape key. This severely
limits its usability in some cases.

This refactor replaces the function with a simple strongly typed
wrapper around BLI_findlink, using a different name, and updating
the call sites to check that the index is not 0 where necessary.
2024-01-18 13:17:20 +01:00
Hans Goudey
3e76a1a6c2 Cleanup: Move BKE_lib_id.h to C++ 2024-01-15 12:44:14 -05:00
Brecht Van Lommel
d377ef2543 Clang Format: bump to version 17
Along with the 4.1 libraries upgrade, we are bumping the clang-format
version from 8-12 to 17. This affects quite a few files.

If not already the case, you may consider pointing your IDE to the
clang-format binary bundled with the Blender precompiled libraries.
2024-01-03 13:38:14 +01:00
Hans Goudey
9daa6d8115 Cleanup: Remove unnecessary namespace specification 2023-12-28 16:49:31 -05:00
Aras Pranckevicius
fec8461365 Cleanup: move BKE_colorband.h and BKE_colorcools.h to .hh
Also remove includes of those where not needed

Pull Request: https://projects.blender.org/blender/blender/pulls/116416
2023-12-21 10:10:53 +01:00
Hans Goudey
19001c9e6c Cleanup: Move attribute domain enum to C++ header, use enum class
Each value is now out of the global namespace, so they can be shorter
and easier to read. Most of this commit just adds the necessary casting
and namespace specification. `enum class` can be forward declared since
it has a specified size. We will make use of that in the next commit.
2023-12-20 13:25:28 -05:00
Hans Goudey
8dd8f932e2 Cleanup: Rename Mesh loop_data to corner_data
Related to #110434, efbee2d606, 7c69c8827b
2023-12-19 20:39:05 -05:00
Hans Goudey
efbee2d606 Mesh: Rename totvert, totedge, and totloop fields
Use the standard "elements_num" naming, and use the "corner" name rather
than the old "loop" name: `verts_num`, `edges_num`, and `corners_num`.
This matches the existing `faces_num` field which was already renamed.

Pull Request: https://projects.blender.org/blender/blender/pulls/116350
2023-12-20 02:21:48 +01:00
Hans Goudey
1d0179adbb Cleanup: Move mesh update tags to DNA struct
This is similar to other update tags and update tags for other geometry types.
2023-12-12 18:23:59 -05:00
Hans Goudey
854cdd1180 Cleanup: Use consistent "mesh" variable name (replace "me")
"mesh" reads much better than "me" since "me" is a different word.
There's no reason to avoid using two more characters here. Replacing
all of these at once is better than encountering it repeatedly and
doing the same change bit by bit.
2023-12-08 16:40:06 -05:00
Hans Goudey
fe3b8b6e9b Cleanup: Remove remnants of old color layer preview system
For context, see 6d09fa3577. Overall, these values were still
written in some cases, but never used. Nowadays the viewer node and
attribute overlays give even better answers to these needs.
2023-12-05 09:36:13 -05:00
Hans Goudey
695e626d3f Cleanup: Store more mesh runtime data with unique_ptr
Convert shrinkwrap data arrays to use C++ arrays and BitVector,
use references in "EditMeshData" code, and store both structs
with `std::unique_ptr` instead of a raw allocation.
2023-12-04 15:23:24 -05:00
Hans Goudey
7e3ba529ea Cleanup: Move four blenkernel headers to C++ 2023-11-28 16:05:12 -05:00
Hans Goudey
f2467f75b3 Cleanup: Remove mesh "vert coords" functions
Inlining the functions is simpler nowadays, since there are utility
functions to copy spans and tag the mesh caches dirty. Also use an
array instead of a raw pointer for multires.
Resolves #103789
2023-11-28 12:26:51 -05:00
Hans Goudey
14e3523ac2 Refactor: Further improvements to geometry bounds
Implement the next phases of bounds improvement design #96968.
Mainly the following changes:

Don't use `Object.runtime.bb` for performance caching volume bounds.
This is redundant with the cache in most geometry data-block types.
Instead, this becomes `Object.runtime.bounds_eval`, and is only used
where it's actually needed: syncing the bounds from the evaluated
geometry in the active depsgraph to the original object.

Remove all redundant functions to access geometry bounds with an
Object argument. These make the whole design confusing, since they
access geometry bounds at an object level.

Use `std::optional<Bounds<float3>>` to pass and store bounds instead
of an allocated `BoundBox` struct. This uses less space, avoids
small heap allocations, and generally simplifies code, since we
usually only want the min and max anyway.

After this, to avoid performance regressions, we should also cache
bounds in volumes, and maybe the legacy curve and GP data types
(though it might not be worth the effort for those legacy types).

Pull Request: https://projects.blender.org/blender/blender/pulls/114933
2023-11-27 16:14:49 +01:00
Hans Goudey
4d7274b7f4 Cleanup: Use C++ types for crazyspace deform storage
Use float3, float3x3, and Array for data used for mesh crazyspace
calculation. Propagate the change wherever necessary to not add
more casting to the old C types.

Because `ObjectRuntime` (and therefore `DEGObjectIterData`) became
non-trivial structs, the code that swaps iterators for RNA depsgraph
object iteration had to be changed a bit to be more friendly to C++
memory semantics.

Pull Request: https://projects.blender.org/blender/blender/pulls/114998
2023-11-16 18:29:52 +01:00
Hans Goudey
3d57bc4397 Cleanup: Move several blenkernel headers to C++
Mostly focus on areas where we're already using C++ features,
where combining C and C++ APIs is getting in the way.

Pull Request: https://projects.blender.org/blender/blender/pulls/114972
2023-11-16 11:41:55 +01:00
Hans Goudey
4bcdc57fc8 Refactor: Move object runtime data to separate allocation
Move object runtime data to a separate header and allocate it separately
as `blender::bke::ObjectRuntime`. This is how node, mesh, curves, and
point cloud runtime data is stored.

Benefits:
- Allow using C++ types in object runtime data
- Reduce space required for Object struct in files
- Increase conceptual separation between DNA and runtime data
- Remove the need to add manual padding in runtime data
- Include runtime struct definition only in files that require it

Pull Request: https://projects.blender.org/blender/blender/pulls/113957
2023-11-15 18:46:07 +01:00
Hans Goudey
8f5ff2c5dd Cleanup: Use C++ types for modifier type deform callbacks 2023-11-14 10:54:57 +01:00
Hans Goudey
805e6b7525 Cleanup: Use enum class for ModifierTypeType 2023-11-14 10:03:56 +01:00
Hans Goudey
7b51d32dd9 Cleanup: Move BKE_modifier.h to C++ 2023-11-14 09:30:40 +01:00
Campbell Barton
3841addab3 Cleanup: spelling in comments 2023-11-10 09:24:19 +11:00
Hans Goudey
89e3ba4e25 Mesh: Replace auto smooth with node group
Design task: #93551

This PR replaces the auto smooth option with a geometry nodes modifier
that sets the sharp edge attribute. This solves a fair number of long-
standing problems related to auto smooth, simplifies the process of
normal computation, and allows Blender to automatically choose between
face, vertex, and face corner normals based on the sharp edge and face
attributes.

Versioning adds a geometry node group to objects with meshes that had
auto-smooth enabled. The modifier can be applied, which also improves
performance.

Auto smooth is now unnecessary to get a combination of sharp and smooth
edges. In general workflows are changed a bit. Separate procedural and
destructive workflows are available. Custom normals can be used
immediately without turning on the removed auto smooth option.

**Procedural**

The node group asset "Smooth by Angle" is the main way to set sharp
normals based on the edge angle. It can be accessed directly in the add
modifier menu. Of course the modifier can be reordered, muted, or
applied like any other, or changed internally like any geometry nodes
modifier.

**Destructive**
Often the sharp edges don't need to be dynamic. This can give better
performance since edge angles don't need to be recalculated. In edit
mode the two operators "Select Sharp Edges" and "Mark Sharp" can be
used. In other modes, the "Shade Smooth by Angle" controls the edge
sharpness directly.

### Breaking API Changes
- `use_auto_smooth` is removed. Face corner normals are now used
  automatically   if there are mixed smooth vs. not smooth tags. Meshes
  now always use custom normals if they exist.
- In Cycles, the lack of the separate auto smooth state makes normals look
  triangulated when all faces are shaded smooth.
- `auto_smooth_angle` is removed. Replaced by a modifier (or operator)
  controlling the sharp edge attribute. This means the mesh itself
  (without an object) doesn't know anything about automatically smoothing
  by angle anymore.
- `create_normals_split`, `calc_normals_split`, and `free_normals_split`
  are removed, and are replaced by the simpler `Mesh.corner_normals`
  collection property. Since it gives access to the normals cache, it
  is automatically updated when relevant data changes.

Addons are updated here: https://projects.blender.org/blender/blender-addons/pulls/104609

### Tests
- `geo_node_curves_test_deform_curves_on_surface` has slightly different
   results because face corner normals are used instead of interpolated
   vertex normals.
- `bf_wavefront_obj_tests` has different export results for one file
  which mixed sharp and smooth faces without turning on auto smooth.
- `cycles_mesh_cpu` has one object which is completely flat shaded.
  Previously every edge was split before rendering, now it looks triangulated.

Pull Request: https://projects.blender.org/blender/blender/pulls/108014
2023-10-20 16:54:08 +02:00
Hans Goudey
9b0188db03 Fix #112448: Leading deform modifiers skip adding original coordinates
Previously the first group of deform modifiers didn't need to access
original coordinates explicitly because the deformation wasn't included
in the mesh positions. After d20f992322 the mesh is deformed
directly though, so the original coordinates need to be added first.

In the case of this report, the particle system (which is a "deform"
modifier for reasons) didn't have original coordinates to work with, so
it created the child particles at the deformed positions from the shape
keys every time. Though for some reason it only did that for renders.

Pull Request: https://projects.blender.org/blender/blender/pulls/113679
2023-10-13 20:35:16 +02:00
Hans Goudey
8f27baf388 Merge branch 'blender-v4.0-release' 2023-10-09 23:54:43 +02:00
Hans Goudey
976eaae02f Cleanup: Move BKE_object.hh to C++
Simplifies the fix to #111120, where the object bounds functions
may return a C++ type instead of `BoundBox`.

Pull Request: https://projects.blender.org/blender/blender/pulls/113462
2023-10-09 23:41:53 +02:00
Jesse Yurkovich
d47ceb53f8 Cleanup: Replace usage of old BLI_array macros with C++ types
This replaces the older dynamic c arrays with blender::Vector as
appropriate. Many files required minimal changes and the before/after
are quite similar.

There's 3 remaining usages of the old machinery but those will require
more involved changes and design.

See #103343

Pull Request: https://projects.blender.org/blender/blender/pulls/110981
2023-10-06 03:02:17 +02:00
Jacques Lucke
17f465f775 Fix: Geometry Nodes: dangling pointer in geometry after modifier evaluation
This case probably hasn't been triggered before because we rarely move individual
const-components around between geometry sets. This happened in #113083 in the
optimization when all elements are in the same group.

Pull Request: https://projects.blender.org/blender/blender/pulls/113160
2023-10-02 17:43:22 +02:00
Hans Goudey
867f99c2af Cleanup: Move depsgraph headers to C++
Pull Request: https://projects.blender.org/blender/blender/pulls/110816
2023-09-22 03:18:17 +02:00
Campbell Barton
e8c812a307 Cleanup: spelling in comments, update dictionary 2023-09-03 21:35:07 +10:00
Campbell Barton
8d1ffe14b2 Cleanup: use a bool for BKE_mesh_orco_verts_transform invert argument 2023-08-24 10:45:34 +10:00
Jesse Yurkovich
f30ac938de Cleanup: Reduce unnecessary mesh position copying
Continuation of #103789 to remove/reduce the copying of mesh position
data.

Pull Request: https://projects.blender.org/blender/blender/pulls/111313
2023-08-22 03:51:53 +02:00
Campbell Barton
e955c94ed3 License Headers: Set copyright to "Blender Authors", add AUTHORS
Listing the "Blender Foundation" as copyright holder implied the Blender
Foundation holds copyright to files which may include work from many
developers.

While keeping copyright on headers makes sense for isolated libraries,
Blender's own code may be refactored or moved between files in a way
that makes the per file copyright holders less meaningful.

Copyright references to the "Blender Foundation" have been replaced with
"Blender Authors", with the exception of `./extern/` since these this
contains libraries which are more isolated, any changed to license
headers there can be handled on a case-by-case basis.

Some directories in `./intern/` have also been excluded:

- `./intern/cycles/` it's own `AUTHORS` file is planned.
- `./intern/opensubdiv/`.

An "AUTHORS" file has been added, using the chromium projects authors
file as a template.

Design task: #110784

Ref !110783.
2023-08-16 00:20:26 +10:00
Aras Pranckevicius
d973355b3a Cleanup: reduce amount of math-related includes
Using ClangBuildAnalyzer on the whole Blender build, it was pointing
out that BLI_math.h is the heaviest "header hub" (i.e. non tiny file
that is included a lot).

However, there's very little (actually zero) source files in Blender
that need "all the math" (base, colors, vectors, matrices,
quaternions, intersection, interpolation, statistics, solvers and
time). A common use case is source files needing just vectors, or
just vectors & matrices, or just colors etc. Actually, 181 files
were including the whole math thing without needing it at all.

This change removes BLI_math.h completely, and instead in all the
places that need it, includes BLI_math_vector.h or BLI_math_color.h
and so on.

Change from that:
- BLI_math_color.h was included 1399 times -> now 408 (took 114.0sec
  to parse -> now 36.3sec)
- BLI_simd.h 1403 -> 418 (109.7sec -> 34.9sec).

Full rebuild of Blender (Apple M1, Xcode, RelWithDebInfo) is not
affected much (342sec -> 334sec). Most of benefit would be when
someone's changing BLI_simd.h or BLI_math_color.h or similar files,
that now there's 3x fewer files result in a recompile.

Pull Request #110944
2023-08-10 14:51:40 +03:00
Hans Goudey
dc7979a056 Cleanup: Make geometry set naming more consistent
Remove the "_for_read" suffix from methods to get geometry and geometry
components. That should be considered the default, so the suffix just
adds unnecessary text. This is consistent with the attribute API and
various implicit sharing data access methods.

Use "from_mesh" instead of "create_with_mesh". This is consistent with
the recently used naming for the `IndexMask` API.

Pull Request: https://projects.blender.org/blender/blender/pulls/110738
2023-08-03 17:09:18 +02:00
Hans Goudey
731d296f35 Cleanup: Move mesh related blenkernel headers to C++
See #103343

Pull Request: https://projects.blender.org/blender/blender/pulls/110730
2023-08-02 22:14:18 +02:00
Campbell Barton
cc892efcd4 Cleanup: use snake case, especially for structs that define callbacks
Use snake case for ShaderFxTypeInfo, ModifierTypeInfo,
GpencilModifierTypeInfo & bConstraintTypeInfo.
2023-07-27 12:21:06 +10:00
Hans Goudey
f9a4fcd8cf Cleanup: Access more mesh data with C++ methods
Recent C++ conversions have enabled more changes like
af53207b43 and 7826aed105.
2023-07-25 21:59:54 -04:00
Hans Goudey
aebc743bf1 Cleanup: Make format
Sorry for the noise, I thought I ran this in the previous commit.
2023-07-25 15:23:56 -04:00
Hans Goudey
95edff7495 Cleanup: Rename mesh custom data fields
Implements the rest of #101689, after 5e9ea9243b.

- `vdata` -> `vert_data`
- `edata` -> `edge_data`
- `pdata` -> `face_data`
- `ldata` -> `loop_data`

A deeper rename of `loop` to `corner` will be proposed as a next
step, and renaming `totvert` and `totedge` can be done separately.

Pull Request: https://projects.blender.org/blender/blender/pulls/110432
2023-07-25 21:15:52 +02:00
Hans Goudey
5e9ea9243b Mesh: Rename "polys" to "faces"
Implements part of #101689.

The "poly" name was chosen to distinguish the `MLoop` + `MPoly`
combination from the `MFace` struct it replaced. Those two structures
persisted together for a long time, but nowadays `MPoly` is gone, and
`MFace` is only used in some legacy code like the particle system.

To avoid unnecessarily using a different term, increase consistency
with the UI and with BMesh, and generally make code a bit easier to
read, this commit replaces the `poly` term with `poly`. Most variables
that use the term are renamed too. `Mesh.totface` and `Mesh.fdata` now
have a `_legacy` suffix to reduce confusion. In a next step, `pdata`
can be renamed to `face_data` as well.

Pull Request: https://projects.blender.org/blender/blender/pulls/109819
2023-07-24 22:06:55 +02:00
Philipp Oeser
ff0adf5b37 Cleanup: typo in variable name
Typo in ca1721270a.

have_non_onlydeform_modifiers_appled ->
have_non_onlydeform_modifiers_applied

Pull Request: https://projects.blender.org/blender/blender/pulls/110195
2023-07-17 11:40:08 +02:00
Hans Goudey
3d383d383f Cleanup: Use C++ Array types for Edit Mesh SoA cache
This helps const correctness since the data can't be changed from a
const EditMeshData struct, and simplifies memory management.

Pull Request: https://projects.blender.org/blender/blender/pulls/109821
2023-07-10 19:49:54 +02:00
Hans Goudey
ec29d96d11 Cleanup: Simplify replacing component data in geometry set 2023-07-07 09:59:55 -04:00
Hans Goudey
75b42d1d95 Cleanup: Move BKE_editmesh_cache.h to C++
See #103343
2023-07-07 08:19:52 -04:00
Hans Goudey
91b27ab637 Refactor: Simplify mesh edit mode modifier evaluation
Instead of keeping track of a local array of positions in the modifier
stack itself, use the existing edit mode SoA "edit cache" which already
contains a contiguous array of positions. Combined with positions as a
generic attribute, this means the state is contained just in the mesh
(and the geometry set) making the code much easier to follow.

To do this we make more use of the mesh wrapper system, where we can
pass a `Mesh` that's actually stored with a `BMesh` and the extra
cached array of positions. This also resolves some confusion-- it was
weird to have the mesh wrapper system for this purpose but not use it.

Since we always created a wrapped mesh in edit mode, there's no need
for `MOD_deform_mesh_eval_get` at all anymore. That function was quite
confusing with "eval" in its name when it really retrieved the original
mesh.

Many deform modifiers had placeholder edit mode evaluation functions.
Since these didn't do anything and since the priority is node-based
deformation now, I removed these. The case is documented more in the
modifier type struct callbacks.

Pull Request: https://projects.blender.org/blender/blender/pulls/108637
2023-07-07 13:07:15 +02:00
Hans Goudey
f4124ee02d Cleanup: Move GeometrySet and components to proper namespace
Move `GeometrySet` and `GeometryComponent` and subclasses
to the `blender::bke` namespace. This wasn't done earlier since
these were one of the first C++ classes used throughout Blender,
but now it is common.

Also remove the now-unnecessary C-header, since all users of
the geometry set header are now in C++.

Pull Request: https://projects.blender.org/blender/blender/pulls/109020
2023-06-15 22:18:28 +02:00