Commit Graph

183 Commits

Author SHA1 Message Date
Campbell Barton
331f850056 Cleanup: redundant parenthesis 2022-10-07 22:55:03 +11:00
Aras Pranckevicius
7029f11439 Fix T101487: New OBJ importer handles UVs incorrectly when some faces of an object don't have UVs
The UV data filling logic was incorrectly just skipping over loop
entries that don't have a UV coordinate, instead of assigning
the default zero UV for them. This was a problem only for meshes
where some faces did have UVs, but some other faces did not (T101487).
2022-10-03 11:07:50 +03:00
Campbell Barton
333e41eac6 Cleanup: replace C-style casts with functional casts for numeric types
Use function style casts in C++ headers & source.
2022-09-26 17:58:36 +10:00
Campbell Barton
6275541df7 Cleanup: use ELEM/STR_ELEM/STREQ macros 2022-09-26 14:12:38 +10:00
Campbell Barton
f68cfd6bb0 Cleanup: replace C-style casts with functional casts for numeric types 2022-09-25 20:17:08 +10:00
Campbell Barton
c7b247a118 Cleanup: replace static_casts with functional casts for numeric types 2022-09-25 18:31:10 +10:00
Campbell Barton
891949cbb4 Cleanup: use 'u' prefixed integer types for brevity & cast style
To use function style cast '(unsigned char)x' can't be replaced by
'unsigned char(x)'.
2022-09-25 18:26:27 +10:00
Campbell Barton
c9e35c2ced Cleanup: remove redundant double parenthesis 2022-09-25 15:34:32 +10:00
Hans Goudey
12becbf0df Mesh: Move selection flags to generic attributes
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
2022-09-23 10:45:07 -05:00
Jacques Lucke
e5d4afd5ba Depsgraph: generalize passing parameters to depsgraph object iterator
This makes it easier to pass more parameters to the iterator in the future.

Differential Revision: https://developer.blender.org/D16047
2022-09-23 12:41:22 +02:00
Campbell Barton
fbd78a8d78 Cleanup: use ELEM macro 2022-09-23 15:29:21 +10:00
Monique Dewanchand
68589a31eb ViewLayer: Lazy sync of scene data.
When a change happens which invalidates view layers the syncing will be postponed until the first usage.
This will improve importing or adding many objects in a single operation/script.

`BKE_view_layer_need_resync_tag` is used to tag the view layer to be out of sync. Before accessing
`BKE_view_layer_active_base_get`, `BKE_view_layer_active_object_get`, `BKE_view_layer_active_collection`
or `BKE_view_layer_object_bases` the caller should call `BKE_view_layer_synced_ensure`.

Having two functions ensures that partial syncing could be added as smaller patches in the future. Tagging a
view layer out of sync could be replaced with a partial sync. Eventually the number of full resyncs could be
reduced. After all tagging has been replaced with partial syncs the ensure_sync could be phased out.

This patch has been added to discuss the details and consequences of the current approach. For clarity
the call to BKE_view_layer_ensure_sync is placed close to the getters.
In the future this could be placed in more strategical places to reduce the number of calls or improve
performance. Finding those strategical places isn't that clear. When multiple operations are grouped
in a single script you might want to always check for resync.

Some areas found that can be improved. This list isn't complete.
These areas aren't addressed by this patch as these changes would be hard to detect to the reviewer.
The idea is to add changes to these areas as a separate patch. It might be that the initial commit would reduce
performance compared to master, but will be fixed by the additional patches.

**Object duplication**
During object duplication the syncing is temporarily disabled. With this patch this isn't useful as when disabled
the view_layer is accessed to locate bases. This can be improved by first locating the source bases, then duplicate
and sync and locate the new bases. Will be solved in a separate patch for clarity reasons ({D15886}).

**Object add**
`BKE_object_add` not only adds a new object, but also selects and activates the new base. This requires the
view_layer to be resynced. Some callers reverse the selection and activation (See `get_new_constraint_target`).
We should make the selection and activation optional. This would make it possible to add multiple objects
without having to resync per object.

**Postpone Activate Base**
Setting the basact is done in many locations. They follow a rule as after an action find the base and set
the basact. Finding the base could require a resync. The idea is to store in the view_layer the object which
base will be set in the basact during the next sync, reducing the times resyncing needs to happen.

Reviewed By: mont29

Maniphest Tasks: T73411

Differential Revision: https://developer.blender.org/D15885
2022-09-14 21:34:38 +02:00
Monique Dewanchand
23276bcc37 Adding const Scene* parameter in many areas.
Related to {D15885} that requires scene parameter
to be added in many places. To speed up the review process
the adding of the scene parameter was added in a separate
patch.

Reviewed By: mont29

Maniphest Tasks: T73411

Differential Revision: https://developer.blender.org/D15930
2022-09-14 21:30:56 +02:00
Aras Pranckevicius
a99a62231e obj: implement support for PBR .mtl extensions
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.
2022-09-13 15:01:29 +03:00
Campbell Barton
1a08a26388 Cleanup: spelling in comments 2022-09-13 13:24:44 +10:00
Aras Pranckevicius
8af59cdb16 Cleanup: obj: rename MTLMaterial & MTLTexMapType members
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.
2022-09-12 21:05:57 +03:00
Hans Goudey
21f2bacad9 Cleanup: Simplify BKE_mesh_nomain_to_mesh
- Remove "take ownership" argument which was confusing and always true
  - The argument made ownership very confusing
  - Better to avoid boolean arguments that switch a function's purpose
- Remove "mask" argument which was basically wrong and not used properly
  - "EVERYTHING" was used because developers are wary of removing data
  - Instead use `CD_MASK_MESH` for its purpose of original mesh data
- Remove use of shallow copied temporary mesh, which is unnecessary now
- Split shape key processing into separate functions and use C++ types
- Copy fields explicitly rather than using memcpy for the whole struct
- Use higher level functions and avoid redundant code
  - The whole idea is pretty simple and can be built from standard logic
- Adjust `CustomData` logic to be consistent with "assign" expectations
  - Clear the layer data from the source, and moves the anonymous ID

Differential Revision: https://developer.blender.org/D15857
2022-09-09 08:29:46 -05:00
Aras Pranckevicius
268e1eff8a Fix T96297: obj: improve layout of UI fields and axis validation
Implement ideas from T96297:
- Fix "invalid axis settings" (both forward & up along the same
  direction) validation: now similar to the Python based code, when
  invalid axis is applied, the other axis is changed to not conflict.
- Make axis enums be expanded inside the row, similar to Collada UI.
- Move "selected only" near the top, similar to how it's in Collada,
  USD, FBX and glTF export UIs.
- Move animation export options to the bottom.
2022-09-08 11:43:47 +03:00
Hans Goudey
d593497421 Cleanup: Use C++ methods to retrieve attribute accessors
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
2022-09-07 21:41:39 -05:00
Campbell Barton
c2c369ebe6 Cleanup: prefer terms verts/polys over vertices/polygons
Follows existing naming for the most part, also use "num" as a suffix
in some instances (following our naming conventions).
2022-09-08 11:34:02 +10:00
Aras Pranckevicius
67dcdebb3a Fix T100669: OBJ exporter does not properly export image sequence texture names
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.
2022-09-07 17:56:21 +03:00
Hans Goudey
be038b844c Cleanup: Tweak naming for recently added mesh accessors
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.
2022-09-07 00:06:31 -05:00
Campbell Barton
6c6a53fad3 Cleanup: spelling in comments, formatting, move comments into headers 2022-09-06 16:25:20 +10:00
Hans Goudey
05952aa94d Mesh: Remove redundant custom data pointers
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
2022-09-05 11:56:34 -05:00
Bastien Montagne
cd49fee741 IDMAnagement: Add owner ID pointer to embedded ones.
Add a dedicated `owner_id` pointer to ID types that can be embedded
(Collections and NodeTrees), and modify slightly come code to make
handling those more safe and consistent.

This implements first part of T69169.

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D15838
2022-09-05 16:12:54 +02:00
Aras Pranckevicius
d3242b772b obj: improve placement of shader nodes in imported materials
Previously for most materials (especially the ones without any
textures), the nodes were "off screen" way to the right, requiring
a view framing to even see them.

Also, as soon as multiple images were used, many nodes overlapped
one another and the connections were all a mess.

Simplify all that, and now each node type (coordinate, mapping, image,
normal map, bsdf etc.) is in it's own column, with BSDF at zero
coordinate. Each used image (along with any possible coordinate,
mapping, normal map) is it's own row. The resulting connections
are much cleaner.
2022-09-02 21:03:44 +03:00
Aras Pranckevicius
9d59734ffd Fix build (missing include from fa40013009) 2022-09-01 21:57:42 +03:00
Aras Pranckevicius
fa40013009 Cleanup: obj: simplify material node tree creation
As pointed out in D15827 comment, the unique_ptr usage in
ShaderNodetreeWrap related code does not sound very useful. Looking at
it, whole ShaderNodetreeWrap does not make much sense - it's only
ever created, and then immediately just one thing is fetched from it.
This very much sounds like "a function", so make it just that -
header file contains just a `create_mtl_node_tree` function, and the
whole implementation is hidden from the users. Which I've also
simplified into just a handful of freestanding functions.

No functionality or performance changes, but the code does get ~80
lines shorter.
2022-09-01 21:26:28 +03:00
Aras Pranckevicius
08894ac929 Merge branch 'blender-v3.3-release' 2022-09-01 20:44:09 +03:00
Aras Pranckevicius
f366d197db Fix T100737: OBJ/USD import: imported object has no active material, material has 2 users
Fixes issues in importers written in C++ (T100737):

- Materials had one reference count too much. Affected Collada,
  Alembic, USD, OBJ importers, looks like "since forever".
- Active material index was not properly set on imported meshes.
  Regression since 3.3 (D15145). Affected Alembic, USD, OBJ. Note:
  now it sets the first material as the active one, whereas
  previously the last one was set as active. First one sounds more
  "intuitive" to me.

Reviewed By: Bastien Montagne
Differential Revision: https://developer.blender.org/D15831
2022-09-01 20:38:56 +03:00
Bastien Montagne
05fe7ca5af Merge branch 'blender-v3.3-release' 2022-09-01 12:43:13 +02:00
Bastien Montagne
414baf9780 Fix invalid memory handling in C++ OBJ MTL Importer.
An ID created with regualr ID management code should never ever be
directly freed directly.

For embedded nodetrees, there is a dedicated function.

Reviewed By: aras_p

Differential Revision: https://developer.blender.org/D15827
2022-09-01 09:17:02 +02:00
Hans Goudey
f1c0249f34 Mesh: Move material indices to a generic attribute
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
2022-08-31 09:09:01 -05:00
Jacques Lucke
25e307d725 Nodes: move NodeTreeRef functionality into node runtime data
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
2022-08-31 12:16:13 +02:00
Aras Pranckevicius
68f234b8ab Cleanup: obj: simplify import/export syntax handling code
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.
2022-08-31 11:18:34 +03:00
Hans Goudey
25237d2625 Attributes: Improve custom data initialization options
When allocating new `CustomData` layers, often we do redundant
initialization of arrays. For example, it's common that values are
allocated, set to their default value, and then set to some other
value. This is wasteful, and it negates the benefits of optimizations
to the allocator like D15082. There are two reasons for this. The
first is array-of-structs storage that makes it annoying to initialize
values manually, and the second is confusing options in the Custom Data
API. This patch addresses the latter.

The `CustomData` "alloc type" options are rearranged. Now, besides
the options that use existing layers, there are two remaining:
* `CD_SET_DEFAULT` sets the default value.
  * Usually zeroes, but for colors this is white (how it was before).
  * Should be used when you add the layer but don't set all values.
* `CD_CONSTRUCT` refers to the "default construct" C++ term.
  * Only necessary or defined for non-trivial types like vertex groups.
  * Doesn't do anything for trivial types like `int` or `float3`.
  * Should be used every other time, when all values will be set.

The attribute API's `AttributeInit` types are updated as well.
To update code, replace `CD_CALLOC` with `CD_SET_DEFAULT` and
`CD_DEFAULT` with `CD_CONSTRUCT`. This doesn't cause any functional
changes yet. Follow-up commits will change to avoid initializing
new layers where the correctness is clear.

Differential Revision: https://developer.blender.org/D15617
2022-08-30 14:56:05 -05:00
Hans Goudey
6577d2df8c Cleanup: Use const for custom data layers 2022-08-29 17:00:46 -05:00
Campbell Barton
28750bcf7e Cleanup: replace NULL with nullptr for C++ files 2022-08-28 20:52:28 +10:00
Campbell Barton
4fb64068a7 Cleanup: use determinant_m3(m) < 0 to implement is_negative_m3/m4
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.
2022-08-24 16:34:04 +10:00
Richard Antalik
a77a1bcae7 Merge branch 'blender-v3.3-release' 2022-08-23 15:09:50 +02:00
Campbell Barton
ffb6cc263f Cleanup: format 2022-08-23 22:55:48 +10:00
Philipp Oeser
13b2716e1c Merge branch 'blender-v3.3-release' 2022-08-23 14:25:18 +02:00
Philipp Oeser
65870821da Fix: OBJ import unused parameter warning
Since {rB2542fda14d85}, `r_node` is an unused parameter.
Changed `load_texture_image` to reflect that.

Differential Revision: https://developer.blender.org/D15759
2022-08-23 14:22:23 +02:00
Hans Goudey
27f2ff6b5b Cleanup: Remove redundant use of evaluated non-mesh objects
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.
2022-08-17 13:02:45 -04:00
Hans Goudey
eaa87101cd Metaball: Evaluate metaball objects as mesh components
With the ultimate goal of simplifying drawing and evaluation,
this patch makes the following changes and removes code:
- Use `Mesh` instead of `DispList` for evaluated basis metaballs.
- Remove all `DispList` drawing code, which is now unused.
- Simplify code that converts evaluated metaballs to meshes.
- Store the evaluated mesh in the evaluated geometry set.

This has the following indirect benefits:
- Evaluated meshes from metaball objects can be used in geometry nodes.
- Renderers can ignore evaluated metaball objects completely
- Cycles rendering no longer has to convert to mesh from `DispList`.
- We get closer to removing `DispList` completely.
- Optimizations to mesh rendering will also apply to metaball objects.

The vertex normals on the evaluated mesh are technically invalid;
the regular calculation wouldn't reproduce them. Metaball objects
don't support modifiers though, so it shouldn't be a problem.
Eventually we can support per-vertex custom normals (T93551).

Differential Revision: https://developer.blender.org/D14593
2022-08-17 10:20:25 -04:00
Aras Pranckevicius
1221a4049c Merge branch 'blender-v3.3-release' 2022-08-16 13:50:19 +03:00
Aras Pranckevicius
efdcef7855 Fix T100421: OBJ importer in 3.3 does not keep the vertex order
While fixing T100302 (rBd76583cb4a1) I did not realize that the
change in imported vertex order would actually matter. Turns out, it
does for morph targets / mesh shape keys. So redo the fix in a way
that does not change the vertex order. Fixes T100421.
2022-08-16 13:49:37 +03:00
Hans Goudey
2480b55f21 Mesh: Move hide flags to generic attributes
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
2022-08-11 12:59:06 -04:00
Aras Pranckevicius
4cbd799373 obj: support importing multiple files at once
Implemented the same way as STL or GPencil SVG importers: loop over
the input files, import one by one.

Has been requested by the community for quite a long time
(e.g. https://blender.community/c/rightclickselect/Jhbbbc/), as well
as 3rd party addons to implement just this
(https://github.com/p2or/blender-batch-import-wavefront-obj).
2022-08-11 17:05:54 +03:00
Aras Pranckevicius
c4a0438522 Merge branch 'blender-v3.3-release' 2022-08-11 15:54:04 +03:00