Attributes are unifying around a name-based API, and we would like to
be able to move away from CustomData in the future. This patch moves
the identification of active and fallback (render) color attributes
to strings on the mesh from flags on CustomDataLayer. This also
removes some ugliness used to retrieve these attributes and maintain
the active status.
The design is described more here: T98366
The patch keeps forward compatibility working until 4.0 with
the same method as the mesh struct of array refactors (T95965).
The strings are allowed to not correspond to an attribute, to allow
setting the active/default attribute independently of actually filling
its data. When applying a modifier, if the strings don't match an
attribute, they will be removed.
The realize instances / join node and join operator take the names from
the first / active input mesh. While other heuristics may be helpful
(and could be a future improvement), just using the first is simple
and predictable.
Differential Revision: https://developer.blender.org/D15169
Store the potentially owned mesh separately from the original/evaluated
mesh which is now stored with a const pointer. Also store mesh spans
separately in the class so they don't have to be retrieved for every
index.
You shouldn't be able to retrieve a mutable node from a const node tree
or a mutable socket from a const node. Use const_cast in one place in
order to correct this without duplicating the function, which is still
awkward in the C-API.
As part of T95966, this patch moves loose edge information out of the
flag on each edge and into a new lazily calculated cache in mesh
runtime data. The number of loose edges is also cached, so further
processing can be skipped completely when there are no loose edges.
Previously the `ME_LOOSEEDGE` flag was updated on a "best effort"
basis. In order to be sure that it was correct, you had to be sure
to call `BKE_mesh_calc_edges_loose` first. Now the loose edge tag
is always correct. It also doesn't have to be calculated eagerly
in various places like the screw modifier where the complexity
wasn't worth the theoretical performance benefit.
The patch also adds a function to eagerly set the number of loose
edges to zero to avoid building the cache. This is used by various
primitive nodes, with the goal of improving drawing performance.
This results in a few ms shaved off extracting draw data for some
large meshes in my tests.
In the Python API, `MeshEdge.is_loose` is no longer editable.
No built-in addons set the value anyway. The upside is that
addons can be sure the data is correct based on the mesh.
**Tests**
There is one test failure in the Python OBJ exporter: `export_obj_cube`
that happens because of existing incorrect versioning. Opening the
file in master, all the edges were set to "loose", which is fixed
by this patch.
Differential Revision: https://developer.blender.org/D16504
The removed function call removes all attributes from mesh edges
and rebuilds the mesh edge topology. This isn't necessary because
meshes always have edges in the first place.
Exporting a 4 million face grid, this saved 1.5 seconds out of 4
seconds total for the whole export.
Tests files have to be updated, since the edge calculation could
potentially change the order of elements. This is also a fix, since
previously the exporter would delete all attributes on the evaluated
mesh edges.
Differential Revision: https://developer.blender.org/D16391
Motivation is to disambiguate on the naming level what the matrix
actually means. It is very easy to understand the meaning backwards,
especially since in Python the name goes the opposite way (it is
called `world_matrix` in the Python API).
It is important to disambiguate the naming without making developers
to look into the comment in the header file (which is also not super
clear either). Additionally, more clear naming facilitates the unit
verification (or, in this case, space validation) when reading an
expression.
This patch calls the matrix `object_to_world` which makes it clear
from the local code what is it exactly going on. This is only done
on DNA level, and a lot of local variables still follow the old
naming.
A DNA rename is setup in a way that there is no change on the file
level, so there should be no regressions at all.
The possibility is to add `_matrix` or `_mat` suffix to the name
to make it explicit that it is a matrix. Although, not sure if it
really helps the readability, or is it something redundant.
Differential Revision: https://developer.blender.org/D16328
Requested in D16095 proposal - also USD & Alembic have import scale
option; OBJ has an export scale object but the import scale
was not there for some reason.
Using the attribute name semantics from T97452, this patch moves the
selection status of mesh elements from the `SELECT` of vertices, and
edges, and the `ME_FACE_SEL` of faces to generic boolean attribute
Storing this data as generic attributes can significantly simplify and
improve code, as described in T95965.
The attributes are called `.select_vert`, `.select_edge`, and
`.select_poly`. The `.` prefix means they are "UI attributes",so they
still contain original data edited by users, but they aren't meant to
be accessed procedurally by the user in arbitrary situations. They are
also be hidden in the spreadsheet and the attribute list.
Until 4.0, the attributes are still written to and read from the mesh
in the old way, so neither forward nor backward compatibility are
affected. This means memory requirements will be increased by one byte
per element when selection is used. When the flags are removed
completely, requirements will decrease.
Further notes:
* The `MVert` flag is empty at runtime now, so it can be ignored.
* `BMesh` is unchanged, otherwise the change would be much larger.
* Many tests have slightly different results, since the selection
attribute uses more generic propagation. Previously you couldn't
really rely on edit mode selections being propagated procedurally.
Now it mostly works as expected.
Similar to 2480b55f21
Ref T95965
Differential Revision: https://developer.blender.org/D15795
Implement import & export support for "PBR extensions" in .mtl files
(T101029, also fixes T86736).
Newly supported parameters:
- Roughness (Pr, map_Pr)
- Metallic (Pm, map_Pm)
- Sheen (Ps, map_Ps)
- Clearcoat thickness (Pc) and roughness (Pcr)
- Anisotropy (aniso) and rotation (anisor)
- Transmittance (Tf / Kt)
Exporter has an option to enable these additional PBR parameters
export; defaults to off since not all software understands that.
Exporter UI tweaked and all material-related options were put into
their own separate box.
Added/extended test files in Subversion repository for test coverage.
The members were named after .mtl file syntax ("d") instead of their
meaning ("alpha"). In preparation for extending OBJ code for more
PBR parameters support, rename them for clarity. No functionality
changes, just a pure rename.
Replace `mesh_attributes`, `mesh_attributes_for_write` and the point
cloud versions with methods on the `Mesh` and `PointCloud` types.
This makes them friendlier to use and improves readability.
Differential Revision: https://developer.blender.org/D15907
When exporting OBJ/MTL animation, texture file paths of image
sequences were not adjusted to contain the correct frame number.
Fixes T100669.
Also, the OBJ exporter was wrongly writing to the same .mtl file
for each exported frame, which is a regression compared to the
legacy Python exporter.
Use `verts` instead of `vertices` and `polys` instead of `polygons`
in the API added in 05952aa94d. This aligns better with
existing naming where the shorter names are much more common.
For copy-on-write, we want to share attribute arrays between meshes
where possible. Mutable pointers like `Mesh.mvert` make that difficult
by making ownership vague. They also make code more complex by adding
redundancy.
The simplest solution is just removing them and retrieving layers from
`CustomData` as needed. Similar changes have already been applied to
curves and point clouds (e9f82d3dc7, 410a6efb74). Removing use of
the pointers generally makes code more obvious and more reusable.
Mesh data is now accessed with a C++ API (`Mesh::edges()` or
`Mesh::edges_for_write()`), and a C API (`BKE_mesh_edges(mesh)`).
The CoW changes this commit makes possible are described in T95845
and T95842, and started in D14139 and D14140. The change also simplifies
the ongoing mesh struct-of-array refactors from T95965.
**RNA/Python Access Performance**
Theoretically, accessing mesh elements with the RNA API may become
slower, since the layer needs to be found on every random access.
However, overhead is already high enough that this doesn't make a
noticible differenc, and performance is actually improved in some
cases. Random access can be up to 10% faster, but other situations
might be a bit slower. Generally using `foreach_get/set` are the best
way to improve performance. See the differential revision for more
discussion about Python performance.
Cycles has been updated to use raw pointers and the internal Blender
mesh types, mostly because there is no sense in having this overhead
when it's already compiled with Blender. In my tests this roughly
halves the Cycles mesh creation time (0.19s to 0.10s for a 1 million
face grid).
Differential Revision: https://developer.blender.org/D15488
This patch moves material indices from the mesh `MPoly` struct to a
generic integer attribute. The builtin material index was already
exposed in geometry nodes, but this makes it a "proper" attribute
accessible with Python and visible in the "Attributes" panel.
The goals of the refactor are code simplification and memory and
performance improvements, mainly because the attribute doesn't have
to be stored and processed if there are no materials. However, until
4.0, material indices will still be read and written in the old
format, meaning there may be a temporary increase in memory usage.
Further notes:
* Completely removing the `MPoly.mat_nr` after 4.0 may require
changes to DNA or introducing a new `MPoly` type.
* Geometry nodes regression tests didn't look at material indices,
so the change reveals a bug in the realize instances node that I fixed.
* Access to material indices from the RNA `MeshPolygon` type is slower
with this patch. The `material_index` attribute can be used instead.
* Cycles is changed to read from the attribute instead.
* BMesh isn't changed in this patch. Theoretically it could be though,
to save 2 bytes per face when less than two materials are used.
* Eventually we could use a 16 bit integer attribute type instead.
Ref T95967
Differential Revision: https://developer.blender.org/D15675
The purpose of `NodeTreeRef` was to speed up various queries on a read-only
`bNodeTree`. Not that we have runtime data in nodes and sockets, we can also
store the result of some queries there. This has some benefits:
* No need for a read-only separate node tree data structure which increased
complexity.
* Makes it easier to reuse cached queries in more parts of Blender that can
benefit from it.
A downside is that we loose some type safety that we got by having different
types for input and output sockets, as well as internal and non-internal links.
This patch also refactors `DerivedNodeTree` so that it does not use
`NodeTreeRef` anymore, but uses `bNodeTree` directly instead.
To provide a convenient API (that is also close to what `NodeTreeRef` has), a
new approach is implemented: `bNodeTree`, `bNode`, `bNodeSocket` and `bNodeLink`
now have C++ methods declared in `DNA_node_types.h` which are implemented in
`BKE_node_runtime.hh`. To make this work, `makesdna` now skips c++ sections when
parsing dna header files.
No user visible changes are expected.
Differential Revision: https://developer.blender.org/D15491
I want to add support for PBR materials extension to OBJ, but the way
current I/O code syntax handling was done made it quite cumbersome
to extend the number of MTL textures/parameters.
Simplify all that by removing FormatHandler template on "syntax"
that gets routed through keyword enums, and instead just have
simple `write_obj_*` and `write_mtl_*` functions.
Simplify MTLMaterial to not contain a map of textures (that is always
fully filled with all possible textures), instead now there's
a simple array. Rename `tex_map_XX` to `MTLTexMap`.
All this does not affect behavior or performance, but it does result
in 170 fewer lines of code, and saves a couple kilobytes of executable
size.
Use a more direct method of checking if a matrix is negative instead of
using cross & dot product.
Also replace some determinant_m3() < 0 checks with is_negative_m3.
Metaball, curve, text, and surface objects use the geometry component
system to add evaluated mesh object instances to the dependency graph
"for render engine" iterator. Therefore it is unnecessary to process
those object types in these loops-- it would either be redundant work
or a no-op.
This commit moves the hide status of mesh vertices, edges, and faces
from the `ME_FLAG` to optional generic boolean attributes. Storing this
data as generic attributes can significantly simplify and improve code,
as described in T95965.
The attributes are called `.hide_vert`, `.hide_edge`, and `.hide_poly`,
using the attribute name semantics discussed in T97452. The `.` prefix
means they are "UI attributes", so they still contain original data
edited by users, but they aren't meant to be accessed procedurally by
the user in arbitrary situations. They are also be hidden in the
spreadsheet and the attribute list by default,
Until 4.0, the attributes are still written to and read from the mesh
in the old way, so neither forward nor backward compatibility are
affected. This means memory requirements will be increased by one byte
per element when the hide status is used. When the flags are removed
completely, requirements will decrease when hiding is unused.
Further notes:
* Some code can be further simplified to skip some processing when the
hide attributes don't exist.
* The data is still stored in flags for `BMesh`, necessitating some
complexity in the conversion to and from `Mesh`.
* Access to the "hide" property of mesh elements in RNA is slower.
The separate boolean arrays should be used where possible.
Ref T95965
Differential Revision: https://developer.blender.org/D14685
Report T98781 and part of T97642: the MTLMaterial info only captures
image nodes and the default socket values. When the image information
is present, do not emit the socket defaults - the .MTL spec states
they are multiplied together, but the default value is not used
in blender when the socket is connected.
Also contains svn tests repository update to extend the test coverage,
and update test expectation outputs.
The Python based exporter was replacing spaces with underscores
in object/group names, mostly to handle cases where names could begin
or end with spaces. The new exporter was not doing that. Note: spaces
in material names were already handled by the new exporter.
Fixes T97769. Updated test coverage expectations; one of the test
files has an object with a space in the name.
Since 1a81d268a1, materials on object data can change during
evaluation. But a different function is necessary to retrieve materials
taking that into account.
Solves part of T96721.
Differential Revision: https://developer.blender.org/D15595
Currently, there are two attribute API. The first, defined in `BKE_attribute.h` is
accessible from RNA and C code. The second is implemented with `GeometryComponent`
and is only accessible in C++ code. The second is widely used, but only being
accessible through the `GeometrySet` API makes it awkward to use, and even impossible
for types that don't correspond directly to a geometry component like `CurvesGeometry`.
This patch adds a new attribute API, designed to replace the `GeometryComponent`
attribute API now, and to eventually replace or be the basis of the other one.
The basic idea is that there is an `AttributeAccessor` class that allows code to
interact with a set of attributes owned by some geometry. The accessor itself has
no ownership. `AttributeAccessor` is a simple type that can be passed around by
value. That makes it easy to return it from functions and to store it in containers.
For const-correctness, there is also a `MutableAttributeAccessor` that allows
changing individual and can add or remove attributes.
Currently, `AttributeAccessor` is composed of two pointers. The first is a pointer
to the owner of the attribute data. The second is a pointer to a struct with
function pointers, that is similar to a virtual function table. The functions
know how to access attributes on the owner.
The actual attribute access for geometries is still implemented with the `AttributeProvider`
pattern, which makes it easy to support different sources of attributes on a
geometry and simplifies dealing with built-in attributes.
There are different ways to get an attribute accessor for a geometry:
* `GeometryComponent.attributes()`
* `CurvesGeometry.attributes()`
* `bke::mesh_attributes(const Mesh &)`
* `bke::pointcloud_attributes(const PointCloud &)`
All of these also have a `_for_write` variant that returns a `MutabelAttributeAccessor`.
Differential Revision: https://developer.blender.org/D15280
Removes the following macros for scene/render frame values:
- `CFRA`
- `SUBFRA`
- `SFRA`
- `EFRA`
These macros don't add much, other than saving a few characters when typing.
It's not immediately clear what they refer to, they just hide what they
actually access. Just be explicit and clear about that.
Plus these macros gave read and write access to the variables, so eyesores like
this would be done (eyesore because it looks like assigning to a constant):
```
CFRA = some_frame_nbr;
```
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D15311
Some I/O code paths (Collada, OBJ) were using mat3_from_axis_conversion
followed by transpose_m3, instead of swapping the axis arguments
which achieves exactly the same result.
Reviewed By: Aras Pranckevicius
Differential Revision: https://developer.blender.org/D15158
OBJ vertex color related tests were not producing identical results
across various platforms, primarily due to sRGB<->Linear color space
conversions.
While D15193 has just made the color space conversion accuracy match
much closer between platforms, it's still not 100% the same.
This change reduces the amount of decimal places used for exporting
vertex colors, to 4 digits (down from 6). Vertex normals were
already always printed with 4 digits, and colors are conceptually
similar (usually 0..1 range etc.).
This makes the vertex color tests pass again, so re-enable them
after adjusting to 4 decimals expectations.
Adds support for vertex colors to OBJ I/O.
Importer:
- Supports both "xyzrgb" and "MRGB" vertex color formats.
- Whenever vertex color is present in the file for a model, it is
imported and a Color attribute is created (per-vertex, full float
color data type). Color coming from the file is assumed to be sRGB,
and is converted to linear upon import.
Exporter:
- Option to export the vertex colors. Defaults to "off", since not
all 3rd party software supports vertex colors.
- When the option is "on", if a mesh has a color attribute layer,
the active one is exported in "xyzrgb" form. If the mesh has
per-face-corner colors, they are averaged on the vertices.
Colors are converted from linear to sRGB upon export.
Reviewed By: Howard Trickey
Differential Revision: https://developer.blender.org/D15159
A new experimentatl STL importer, written in C++. Roughly 7-9x faster than the
Python based one.
Reviewed By: Aras Pranckevicius, Hans Goudey.
Differential Revision: https://developer.blender.org/D14941
New OBJ exporter is missing "Path Mode" setting for exporting .mtl
files. The options that used to be available were: Auto, Absolute,
Relative, Match, Strip Path, Copy. All of them are important. The new
behavior (without any UI option to control it) curiously does not match
any of the previous setting. New behavior is like "Relative, but to the
source blender file, and not the destination export file".
Most of the previous logic was only present in Python based code
(bpy_extras.io_utils.path_reference and friends). The bulk of this
commit is porting that to C++.
Reviewed By: Howard Trickey
Differential Revision: https://developer.blender.org/D14906
- Was not exporting "Poly" curves at all,
- Had a crash when a single object contains multiple curves of different types -- it had a check for "is this nurbs compatible?" only for the first curve, and then proceeded to treat the other curves as nurbs as well, without checking for validity.
Fixed both issues by doing the same logic as in the old python exporter:
- Poly curves are supported,
- Treat object as "nurbs compatible" only if all the curves within it are nurbs compatible.
Added test coverage in the gtest suite. While at it, made "all_curves" test use the "golden obj file template" style test, instead of a manually coded test that checks intermediate objects but does not check the final exported result.
Reviewed By: Howard Trickey
Differential Revision: https://developer.blender.org/D14611