Commit Graph

7550 Commits

Author SHA1 Message Date
Jacques Lucke
d034b85f33 Geometry Nodes: new Scale Elements nodes
This node can scale individual edges and faces. When multiple selected
faces/edges share the same vertices, they are scaled together.
The center and scaling factor is averaged in this case.

For some examples see D13757.

Differential Revision: https://developer.blender.org/D13757
2022-01-21 17:34:47 +01:00
Charlie Jolly
cc1a48e395 Geometry Nodes: Curve Primitive Arc
This adds a new curve primitive to generate arcs.

Radius mode (default): Generates a fixed radius arc on XY plane
with controls for Angle, Sweep and Invert.

Points mode: Generates a three point curve arc from Start to End
via Middle with an Angle Offset and option to invert the arc.
There are also outputs for arc center, radius and normal direction
relative to the Z-axis.

This patch is based on previous patches
D11713 and D13100 from @guitargeek. Thank you.

Reviewed By: HooglyBoogly

Differential Revision: https://developer.blender.org/D13640
2022-01-20 19:04:09 +00:00
Hans Goudey
902a103f80 Cleanup: Move node editor files to proper namespace
This commit moves code in all node editor files to the
`blender::ed::space_node` namespace, except for C API
functions defined in `ED_node.h`, which can only be moved
once all areas calling them are moved to C++.

The change is fairly straightforward, I just moved a couple
of "ED_" code blocks around to make the namespace more
contiguous, and there's the method for adding a pointer to
a struct in a C++ namespace in DNA.

Differential Revision: https://developer.blender.org/D13871
2022-01-20 10:36:56 -06:00
Joseph Eagar
969a571e0f Revert "Sculpt: Multires Heal Brush"
This reverts commit ae349eb2d5.
2022-01-20 03:55:41 -08:00
Kévin Dietrich
4425e0cd64 Subdivision: add support for vertex creasing
This adds vertex creasing support for OpenSubDiv for modeling, rendering,
Alembic and USD I/O.

For modeling, vertex creasing follows the edge creasing implementation with an
operator accessible through the Vertex menu in Edit Mode, and some parameter in
the properties panel. The option in the Subsurf and Multires to use edge
creasing also affects vertex creasing.

The vertex crease data is stored as a CustomData layer, unlike edge creases
which for now are stored in `MEdge`, but will in the future also be moved to
a `CustomData` layer. See comments for details on the difference in behavior
for the `CD_CREASE` layer between egdes and vertices.

For Cycles this adds sockets on the Mesh node to hold data about which vertices
are creased (one socket for the indices, one for the weigths).

Viewport rendering of vertex creasing reuses the same color scheme as for edges
and creased vertices are drawn bigger than uncreased vertices.

For Alembic and USD, vertex crease support follows the edge crease
implementation, they are always read, but only exported if a `Subsurf` modifier
is present on the Mesh.

Reviewed By: brecht, fclem, sergey, sybren, campbellbarton

Differential Revision: https://developer.blender.org/D10145
2022-01-20 12:21:34 +01:00
Joseph Eagar
ae349eb2d5 Sculpt: Multires Heal Brush
This brush fixes the random spikes that
occasionally happen in multires models.
These spikes can be nearly impossible to
fix manually and can make working with
multires a nightmare.
2022-01-19 17:28:22 -08:00
Julian Eisel
293aab2253 Asset Browser: Add debug option to disable asset indexing
Adds an "Asset Indexing" option (enabled by default) to Preferences >
Experimental > Debugging. This is useful when working on the asset
library loading.
2022-01-19 20:12:53 +01:00
Jeroen Bakker
36068487d0 AssetsBrowser: Add ID Properties to Asset Indexer
Object/collection asset workflow would need the bounding box for snapping.
The bounding box is stored using ID properties in the scene. Currently ID properties
aren't stored in the asset index, what would break object snapping. For this reason
Asset Indexing is turned off in mater. This patch will introduce the indexing of ID
properties what will allow the indexing to be turned on again.

## Data Mapping ##

For data mapping we store the internal structure of IDProperty to the indexer (including meta-data) to be able to deserialize it back.
```
[
  {
    "name":  ..,
    "value": ..,
    "type": ..,
    /* `subtype` and `length` are only available for IDP_ARRAYs. */
    "subtype": ..,
  },
]
```

| **DNA** | **Serialize type** | **Note** |
| IDProperty.name | StringValue| |
| IDProperty.type | StringValue| "IDP_STRING", "IDP_INT", "IDP_FLOAT", "IDP_ARRAY", "IDP_GROUP", "IDP_DOUBLE"|
| IDProperty.subtype | StringValue| "IDP_INT", "IDP_FLOAT", "IDP_GROUP", "IDP_DOUBLE" |
| IDProperty.value | StringValue | When type is IDP_STRING |
| IDProperty.value | IntValue | When type is IDP_INT |
| IDProperty.value | DoubleValue | When type is IDP_FLOAT/IDP_DOUBLE |
| IDProperty.value | ArrayValue | When type is IDP_GROUP. Recursively uses the same structure as described in this section. |
| IDProperty.value | ArrayValue | When type is IDP_ARRAY. Each element holds a single element as described in this section. |

NOTE: IDP_ID and IDP_IDARRAY aren't supported. The entry will not be added.

Example
```
[
  {
    "name": "MyIntValue,
    "type": "IDP_INT",
    "value": 6,
  },
  {
    "name": "myComplexArray",
    "type": "IDP_ARRAY",
    "subtype": "IDP_GROUP",
    "value": [
        [
          {
            "name": ..
            ....
          }
        ]
    ]
  }
]
```

## Considered alternatives ##

- Add conversion functions inside `asset_indexer`; makes generic code part of a specific solution.
- Add conversion functions inside `BLI_serialize`; would add data transformation responsibilities inside a unit that is currently only responsible for formatting.
- Use direct mapping between IDP properties and Values; leads to missing information and edge cases (empty primitive arrays) that could not be de-serialized.

Reviewed By: Severin, mont29, HooglyBoogly

Maniphest Tasks: T92306

Differential Revision: https://developer.blender.org/D12990
2022-01-18 11:18:11 +01:00
Martijn Versteegh
449db0ab1e Baking: new method to generate margin, based on adjacent faces
This significantly reduces discontinuities on UV seams, by giving a better
match of the texture filtered colors on both sides of the seam. It works by
using pixels from adjacent faces across the UV seam.

This new option is called "Adjacent Faces" and is the default. The old option
is called "Extend", and extends border pixels outwards.

Differential Revision: https://developer.blender.org/D13303
2022-01-17 19:36:13 +01:00
Kévin Dietrich
0a08ac2528 Alembic: add support for reading override layers
Override layers are a standard feature of Alembic, where archives can override
data from other archives, provided that the hierarchies match.

This is useful for modifying a UV map, updating an animation, or even creating
some sort of LOD system where low resolution meshes are swapped by high resolution
versions.

It is possible to add UV maps and vertex colors using this system, however, they
will only appear in the spreadsheet editor when viewing evaluated data, as the UV
map and Vertex color UI only show data present on the original mesh.

Implementation wise, this adds a `CacheFileLayer` data structure to the `CacheFile`
DNA, as well as some operators and UI to present and manage the layers. For both
the Alembic importer and the Cycles procedural, the main change is creating an
archive from a list of filepaths, instead of a single one.

After importing the base file through the regular import operator, layers can be added
to or removed from the `CacheFile` via the UI list under the `Override Layers` panel
located in the Mesh Sequence Cache modifier. Layers can also be moved around or
hidden.

See differential page for tests files and demos.

Reviewed by: brecht, sybren

Differential Revision: https://developer.blender.org/D13603
2022-01-17 14:51:04 +01:00
YimingWu
40c8e23d48 LineArt: Invert collection option.
Allows conveniently selecting an inverse of a collection.

Reviewed By: Antonio Vazquez (antoniov)

Differential Revision: https://developer.blender.org/D13846
2022-01-17 17:22:09 +08:00
Campbell Barton
cea588b9ef Cleanup: spelling in comments, C++ style comments for disabled code
Also ensure space at end of comment.
2022-01-14 11:23:46 +11:00
Hans Goudey
cfa53e0fbe 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 14:38:25 -06:00
Julian Eisel
039cc32917 Outliner: Compile all Outliner files in C++
We want to refactor quite some of the Outliner code using C++, this is a
logical step to help the transition to a new architecture.

Includes plenty of fixes to make this compile without warnings, trying
not to change logic. The usual stuff (casts from `void *`, designated
initializers, compound literals, etc.).
2022-01-13 17:01:47 +01:00
Campbell Barton
227f0f3582 Cleanup: quiet missing braces warning 2022-01-13 12:33:34 +11:00
Julian Eisel
a0dcd0bf2c Fix warnings after bab47b60cb
It's not really clear how this part of the defaults code should be used,
I think this is fine now and solves the warnings.
2022-01-12 18:37:53 +01:00
Julian Eisel
a72a9e099c Cleanup: Correct indentation 2022-01-12 18:37:53 +01:00
Simon Lenz
bab47b60cb DNA: Add space clip editor defaults
This is my attempt of adding defaults for the space clip editor struct
(in line with https://developer.blender.org/T80164).

It adds the default allocation for `SpaceClip` and
`node_composite_movieclip.cc`. This also solves the error below (for
C++ files using the DNA_default_alloc), which was put forward by
Sergey Sharybin.

Differential Revision: https://developer.blender.org/D13367

Reviewed by: Julian Eisel
2022-01-12 18:04:48 +01:00
Clément Foucault
fb6bd88644 Revert "BLI: Refactor vector types & functions to use templates"
Includes unwanted changes

This reverts commit 46e049d0ce.
2022-01-12 12:50:02 +01:00
Clment Foucault
46e049d0ce BLI: Refactor vector types & functions to use templates
This patch implements the vector types (i.e:`float2`) by making heavy
usage of templating. All vector functions are now outside of the vector
classes (inside the `blender::math` namespace) and are not vector size
dependent for the most part.

In the ongoing effort to make shaders less GL centric, we are aiming
to share more code between GLSL and C++ to avoid code duplication.

####Motivations:
 - We are aiming to share UBO and SSBO structures between GLSL and C++.
 This means we will use many of the existing vector types and others
 we currently don't have (uintX, intX). All these variations were
 asking for many more code duplication.
 - Deduplicate existing code which is duplicated for each vector size.
 - We also want to share small functions. Which means that vector
 functions should be static and not in the class namespace.
 - Reduce friction to use these types in new projects due to their
 incompleteness.
 - The current state of the `BLI_(float|double|mpq)(2|3|4).hh` is a
 bit of a let down. Most clases are incomplete, out of sync with each
 others with different codestyles, and some functions that should be
 static are not (i.e: `float3::reflect()`).

####Upsides:
 - Still support `.x, .y, .z, .w` for readability.
 - Compact, readable and easilly extendable.
 - All of the vector functions are available for all the vectors types
 and can be restricted to certain types. Also template specialization
 let us define exception for special class (like mpq).
 - With optimization ON, the compiler unroll the loops and performance
 is the same.

####Downsides:
 - Might impact debugability. Though I would arge that the bugs are
 rarelly caused by the vector class itself (since the operations are
 quite trivial) but by the type conversions.
 - Might impact compile time. I did not saw a significant impact since
 the usage is not really widespread.
 - Functions needs to be rewritten to support arbitrary vector length.
 For instance, one can't call `len_squared_v3v3` in
 `math::length_squared()` and call it a day.
 - Type cast does not work with the template version of the `math::`
 vector functions. Meaning you need to manually cast `float *` and
 `(float *)[3]` to `float3` for the function calls.
 i.e: `math::distance_squared(float3(nearest.co), positions[i]);`
 - Some parts might loose in readability:
 `float3::dot(v1.normalized(), v2.normalized())`
 becoming
 `math::dot(math::normalize(v1), math::normalize(v2))`
 But I propose, when appropriate, to use
 `using namespace blender::math;` on function local or file scope to
 increase readability.
 `dot(normalize(v1), normalize(v2))`

####Consideration:
 - Include back `.length()` method. It is quite handy and is more C++
 oriented.
 - I considered the GLM library as a candidate for replacement. It felt
 like too much for what we need and would be difficult to extend / modify
 to our needs.
 - I used Macros to reduce code in operators declaration and potential
 copy paste bugs. This could reduce debugability and could be reverted.
 - This touches `delaunay_2d.cc` and the intersection code. I would like
 to know @howardt opinion on the matter.
 - The `noexcept` on the copy constructor of `mpq(2|3)` is being removed.
 But according to @JacquesLucke it is not a real problem for now.

I would like to give a huge thanks to @JacquesLucke who helped during this
and pushed me to reduce the duplication further.

Reviewed By: brecht, sergey, JacquesLucke

Differential Revision: https://developer.blender.org/D13791
2022-01-12 12:47:43 +01:00
Clément Foucault
e5766752d0 Revert "BLI: Refactor vector types & functions to use templates"
Reverted because the commit removes a lot of commits.

This reverts commit a2c1c368af.
2022-01-12 12:44:26 +01:00
Clément Foucault
a2c1c368af BLI: Refactor vector types & functions to use templates
This patch implements the vector types (i.e:float2) by making heavy
usage of templating. All vector functions are now outside of the vector
classes (inside the blender::math namespace) and are not vector size
dependent for the most part.

In the ongoing effort to make shaders less GL centric, we are aiming
to share more code between GLSL and C++ to avoid code duplication.

Motivations:
- We are aiming to share UBO and SSBO structures between GLSL and C++.
  This means we will use many of the existing vector types and others we
  currently don't have (uintX, intX). All these variations were asking
  for many more code duplication.
- Deduplicate existing code which is duplicated for each vector size.
- We also want to share small functions. Which means that vector functions
  should be static and not in the class namespace.
- Reduce friction to use these types in new projects due to their
  incompleteness.
- The current state of the BLI_(float|double|mpq)(2|3|4).hh is a bit of a
  let down. Most clases are incomplete, out of sync with each others with
  different codestyles, and some functions that should be static are not
  (i.e: float3::reflect()).

Upsides:
- Still support .x, .y, .z, .w for readability.
- Compact, readable and easilly extendable.
- All of the vector functions are available for all the vectors types and
  can be restricted to certain types. Also template specialization let us
  define exception for special class (like mpq).
- With optimization ON, the compiler unroll the loops and performance is
  the same.

Downsides:
- Might impact debugability. Though I would arge that the bugs are rarelly
  caused by the vector class itself (since the operations are quite trivial)
  but by the type conversions.
- Might impact compile time. I did not saw a significant impact since the
  usage is not really widespread.
- Functions needs to be rewritten to support arbitrary vector length. For
  instance, one can't call len_squared_v3v3 in math::length_squared() and
  call it a day.
- Type cast does not work with the template version of the math:: vector
  functions. Meaning you need to manually cast float * and (float *)[3] to
  float3 for the function calls.
  i.e: math::distance_squared(float3(nearest.co), positions[i]);
- Some parts might loose in readability:
  float3::dot(v1.normalized(), v2.normalized())
  becoming
  math::dot(math::normalize(v1), math::normalize(v2))
  But I propose, when appropriate, to use
  using namespace blender::math; on function local or file scope to
  increase readability. dot(normalize(v1), normalize(v2))

Consideration:
- Include back .length() method. It is quite handy and is more C++
  oriented.
- I considered the GLM library as a candidate for replacement.
  It felt like too much for what we need and would be difficult to
  extend / modify to our needs.
- I used Macros to reduce code in operators declaration and potential
  copy paste bugs. This could reduce debugability and could be reverted.
- This touches delaunay_2d.cc and the intersection code. I would like to
  know @Howard Trickey (howardt) opinion on the matter.
- The noexcept on the copy constructor of mpq(2|3) is being removed.
  But according to @Jacques Lucke (JacquesLucke) it is not a real problem
  for now.

I would like to give a huge thanks to @Jacques Lucke (JacquesLucke) who
helped during this and pushed me to reduce the duplication further.

Reviewed By: brecht, sergey, JacquesLucke

Differential Revision: http://developer.blender.org/D13791
2022-01-12 12:19:39 +01:00
Henrik Dick
631067e559 Add support for a longest diagonal quad triangulation mode
The new triangulation mode for quads is the opposite of the current default
shortest diagonal mode. It is optimal for cloth simulations using quad meshes.

Differential Revision: http://developer.blender.org/D13777
2022-01-11 18:51:25 +01:00
Hans Goudey
37b336a8af Cleanup: Remove unused "active ID" node flag
The value of this flag was only retrieved in `nodeGetActiveID`, which
wasn't used anywhere. Other than that, the `NODE_ACTIVE_ID` and
related functions seem to come from the Blender internal renderer.

Differential Revision: https://developer.blender.org/D13770
2022-01-10 16:42:50 -06:00
Hans Goudey
a4a95c8d36 Docs: Add comments to node socket struct header 2022-01-10 12:29:09 -06:00
Jeroen Bakker
6beaa29791 Compositing Convert color space node
Compositor node to convert between color spaces.

Conversion is skipped when converting between the same color spaces or to or from data spaces.
Implementation done for tiled and full frame compositor.

Reviewed By: Blendify, jbakker

Differential Revision: https://developer.blender.org/D12481
2022-01-10 08:59:00 +01:00
Bastien Montagne
ed52de948c LibOverride: Add tag to libraries that had to be recursively resynced.
Request from studio, to help identify quickly libs that need update.

NOTE: Currently only outputing INFO log in console, display of this info
in the outliner will come in a separate commit.
2022-01-07 12:09:50 +01:00
Campbell Barton
7c04bc9a01 Cleanup: exclude uiFont from DNA, rename filename -> filepath
This isn't saved to the preferences,
so there is no need to store in DNA.

Also remove unused `r_to_l` member.
2022-01-07 18:05:36 +11:00
Campbell Barton
3d3bc74884 Cleanup: remove redundant const qualifiers for POD types
MSVC used to warn about const mismatch for arguments passed by value.
Remove these as newer versions of MSVC no longer show this warning.
2022-01-07 14:16:26 +11:00
Alexander Gavrilov
1785286ecc Bone Overlay: support changing bone wireframe opacity.
When weight painting the bone overlay is extremely intrusive,
effectively requiring either extensive use of hiding individual
bones, or disabling the whole bone overlay between selections.

This addresses the issue by adding a bone opacity slider that
is used for the 'wireframe' armature drawing mode. It directly
controls the uniform opacity as a straightforward option.

Differential Revision: https://developer.blender.org/D11804
2022-01-06 16:43:18 +03:00
Campbell Barton
499fec6f79 Cleanup: spelling in comments 2022-01-06 13:54:52 +11:00
Bastien Montagne
bfb760e16a Fix T94650: LibOverride: Bad handling of (auto)resync in case of single override.
Overrides that are not created as part of an override hierarchy should
not be handled through (auto)resync at all. users are responsible to
hanlde those updates if they need it.

This is achieved by flagging overrides created outside of a hierarchical
process accordingly, and skipping them during resync process.
2022-01-05 17:30:22 +01:00
Jesse Yurkovich
180b66ae8a UDIM: Support virtual filenames
This implements the design detailed in T92696 to support virtual
filenames for UDIM textures. Currently, the following 2 substitution
tokens are supported:

| Token | Meaning |
| ----- | ---- |
| <UDIM>   | 1001 + u-tile + v-tile * 10 |
| <UVTILE> | Equivalent to u<u-tile + 1>_v<v-tile + 1> |

Example for u-tile of 3 and v-tile of 1:
filename.<UDIM>_ver0023.png   --> filename.1014_ver0023.png
filename.<UVTILE>_ver0023.png --> filename.u4_v2_ver0023.png

For image loading, the existing workflow is unchanged. A user can select
one or more image files, belonging to one or more UDIM tile sets, and
have Blender load them all as it does today. Now the <UVTILE> format is
"guessed" just as the <UDIM> format was guessed before.

If guessing fails, the user can simply go into the Image Editor and type
the proper substitution in the filename. Once typing is complete,
Blender will reload the files and correctly fill the tiles. This
workflow is new as attempting to fix the guessing in current versions
did not really work, and the user was often stuck with a confusing
situation.

For image saving, the existing workflow is changed slightly. Currently,
when saving, a user has to be sure to type the filename of the first
tile (e.g. filename.1001.png) to save the entire UDIM set. The number
could differ if they start at a different tile etc. This is confusing.
Now, the user should type a filename containing the appropriate
substitution token. By default Blender will fill in a default name using
the <UDIM> token but the user is free to save out images using <UVTILE>
if they wish.

Differential Revision: https://developer.blender.org/D13057
2022-01-02 20:48:59 -08:00
Johnny Matthews
a836ded990 Geometry Nodes: Accumulate Fields Node
This function node creates a running total of a given Vector, Float, or
Int field.

Inputs:
  - Value: The field to be accumulated
  - Group Index: The values of this input are used to aggregate the input
    into separate 'bins', creating multiple accumulations.
Outputs:
  - Leading and Trailing: Returns the running totals starting
   at either the first value of each accumulations or 0 respectively.
  - Total: Returns the total accumulation at all positions of the field.

There's currently plenty of duplicate work happening when multiple outputs
are used that could be optimized by a future refactor to field inputs.

Differential Revision: https://developer.blender.org/D12743
2021-12-29 10:25:39 -06:00
Kévin Dietrich
eed45d2a23 OpenSubDiv: add support for an OpenGL evaluator
This evaluator is used in order to evaluate subdivision at render time, allowing for
faster renders of meshes with a subdivision surface modifier placed at the last
position in the modifier list.

When evaluating the subsurf modifier, we detect whether we can delegate evaluation
to the draw code. If so, the subdivision is first evaluated on the GPU using our own
custom evaluator (only the coarse data needs to be initially sent to the GPU), then,
buffers for the final `MeshBufferCache` are filled on the GPU using a set of
compute shaders. However, some buffers are still filled on the CPU side, if doing so
on the GPU is impractical (e.g. the line adjacency buffer used for x-ray, whose
logic is hardly GPU compatible).

This is done at the mesh buffer extraction level so that the result can be readily used
in the various OpenGL engines, without having to write custom geometry or tesselation
shaders.

We use our own subdivision evaluation shaders, instead of OpenSubDiv's vanilla one, in
order to control the data layout, and interpolation. For example, we store vertex colors
as compressed 16-bit integers, while OpenSubDiv's default evaluator only work for float
types.

In order to still access the modified geometry on the CPU side, for use in modifiers
or transform operators, a dedicated wrapper type is added `MESH_WRAPPER_TYPE_SUBD`.
Subdivision will be lazily evaluated via `BKE_object_get_evaluated_mesh` which will
create such a wrapper if possible. If the final subdivision surface is not needed on
the CPU side, `BKE_object_get_evaluated_mesh_no_subsurf` should be used.

Enabling or disabling GPU subdivision can be done through the user preferences (under
Viewport -> Subdivision).

See patch description for benchmarks.

Reviewed By: campbellbarton, jbakker, fclem, brecht, #eevee_viewport

Differential Revision: https://developer.blender.org/D12406
2021-12-27 16:35:54 +01:00
Hans Goudey
291d2a2222 Cleanup: Remove misleading comments
Most of these custom data layers weren't BMesh only, and the
one that actually looks to be BMesh only has `BM` in its name.
2021-12-24 11:00:01 -06:00
Bastien Montagne
8d3e57f338 Fix T93799: Outliner: Remaping objects could result in duplicates in a collection.
Fix is similar to how CollectionObject with NULL object pointers are handled.

Using one of the 'free' pad bytes in Object_Runtime struct instead of a
gset (or other external way to detect object duplicates), as this is
several times faster.

NOTE: This makes remapping slightly slower again (adds 10 extra seconds
to file case in T94059).

General improvements of remapping time complexity, especially when
remapping a lot of IDs at once, is a separate topic currently
investigated in D13615.
2021-12-22 17:34:13 +01:00
Hans Goudey
fdc4a1a590 Nodes: Refactor to remove node and socket "new" pointers
These pointers point to the new nodes when duplicating,
and their even used to point to "original" nodes for
"localized" trees. They're just a bad design decision
that make code confusing and buggy.

Instead, node copy functions now optionally add to a map
of old to new socket pointers. The case where the compositor
abused these pointers as "original" pointers are handled
by looking up the string node names.

Differential Revision: https://developer.blender.org/D13518
2021-12-22 08:47:46 -06:00
Jacques Lucke
7e712b2d6a 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
Campbell Barton
5c63c0a58c Docs: use doxygen formatting for DNA
Differentiate doc-strings from title/section text.
Also use explicit doxygen references to struct members
so it's not ambiguous which member is being referenced.

Note that these changes aren't complete (some files weren't touched).
2021-12-20 19:07:10 +11:00
Hans Goudey
474adc6f88 Refactor: Simplify spreadsheet handling of cell values
Previously we used a `CellValue` class to hold the data for a cell,
and called a function to fill it whenever necessary. This is an
unnecessary complication when we have virtual generic arrays
and most data is already easily accessible that way anyway.
This patch removes `CellValue` and uses `fn::GVArray` to provide
access to data instead.

In the future, if rows have different types within a single column,
we can use a `GVArray` of `blender::Any` to interface with the drawing.

Along with that, the use of virtual arrays made it easy to do a
few other cleanups:
 - Use selection domain interpolations from rB5841f8656d95
   for the mesh selection filter.
 - Change the row filter to only calculate for necessary indices.

Differential Revision: https://developer.blender.org/D13478
2021-12-15 09:34:13 -06:00
Charlie Jolly
5b61737a8f Nodes: Add vector support to Map Range node
This replaces lost functionality from the old GN Attribute Map Range node.
This also adds vector support to the shader version of the node.

Notes:
This breaks forward compatibility as this node now uses data storage.

Reviewed By: HooglyBoogly, brecht

Differential Revision: https://developer.blender.org/D12760
2021-12-14 18:27:01 +00:00
Hans Goudey
d56bbfea7b Cleanup: Remove runtime uiBlock pointer from nodes
Code is simpler when the uiBlocks used during drawing are simply
stored in an array. Additionally, looping can be simpler when we use
an vector to hold a temporary copy of the tree's linked list of nodes.

This patch also slightly changes how uiBlocks are "named" in
`node_uiblocks_init`. Now it uses the node name instead of the
pointer, which is helpful so we rely less on the node's address.

Differential Revision: https://developer.blender.org/D13540
2021-12-14 11:19:47 -06:00
Jacques Lucke
f5ce243a56 Geometry Nodes: support instance attributes when realizing instances
This patch refactors the instance-realization code and adds new functionality.
* Named and anonymous attributes are propagated from instances to the
  realized geometry. If the same attribute exists on the geometry and on an
  instance, the attribute on the geometry has precedence.
* The id attribute has special handling to avoid creating the same id on many
  output points. This is necessary to make e.g. the Random Value node work
  as expected afterwards.

Realizing instance attributes has an effect on existing files, especially due to the
id attribute. To avoid breaking existing files, the Realize Instances node now has
a legacy option that is enabled for all already existing Realize Instances nodes.
Removing this legacy behavior does affect some existing files (although not many).
We can decide whether it's worth to remove the old behavior as a separate step.

This refactor also improves performance when realizing instances. That is mainly
due to multi-threading. See D13446 to get the file used for benchmarking. The
curve code is not as optimized as it could be yet. That's mainly because the storage
for these attributes might change soonish and it wasn't worth optimizing for the
current storage format right now.

```
1,000,000 x mesh vertex:       530 ms -> 130 ms
1,000,000 x simple cube:      1290 ms -> 190 ms
1,000,000 x point:            1000 ms -> 150 ms
1,000,000 x curve spiral:     1740 ms -> 330 ms
1,000,000 x curve line:       1110 ms -> 210 ms
10,000 x subdivided cylinder:  170 ms ->  40 ms
10 x subdivided spiral:        180 ms -> 180 ms
```

Differential Revision: https://developer.blender.org/D13446
2021-12-14 15:57:58 +01:00
Campbell Barton
c097c7b855 Cleanup: correct unbalanced doxygen groups
Also add groups in some files.
2021-12-14 16:17:10 +11:00
Campbell Barton
a603bb3459 Cleanup: clang-format 2021-12-14 09:42:44 +11:00
Piotr Makal
b8952ecec9 Cleanup: Remove unused curve types from enum
There were a few unused enum values: `CU_CARDINAL` and `CU_BSPLINE`
This commit cleans them up from code as they were not used for
anything meaningful.

Differential Revision: https://developer.blender.org/D13554
2021-12-13 15:13:47 -06:00
Cody Winchester
a90c356467 GPencil: Add randomize options to Length modifier
This patch adds a randomize factor for the start/end lengths in the Length modifier.

Reviewed By: #grease_pencil, antoniov, pepeland, HooglyBoogly

Differential Revision: https://developer.blender.org/D12928
2021-12-13 17:14:44 +01:00
Antonio Vazquez
459af75d1e GPencil: New Shrinkwrap modifier
his new modifier is equals to the existing mesh modifier but adapted to grease pencil.

The underlying functions used to calculate the shrink are the same used in meshes.

{F11794101}

Reviewed By: pepeland, HooglyBoogly

Differential Revision: https://developer.blender.org/D13192
2021-12-13 17:09:22 +01:00
Campbell Barton
8ad2642c47 Cleanup: use "filepath" term for Main, BlendFileData & FileGlobal
Use "filepath" which is the current convention for naming full paths.

- Main use "name" which isn't obviously a file path.
- BlendFileData & FileGlobal used "filename" which is often
  used for the name component of a path (without the directory).
2021-12-13 16:22:19 +11:00