Commit Graph

206 Commits

Author SHA1 Message Date
Brecht Van Lommel
0f2064bc3b Revert changes from main commits that were merged into blender-v4.1-release
The last good commit was 4bf6a2e564.
2024-02-19 15:59:59 +01:00
Bastien Montagne
df0efda0d6 Refactor: IDTypeInfo: Add info about 'potentially used IDTypes'.
This data was 'hidden' away in a util in
`lib_query.cc`, which made it hard to discover and keep up-to-date.

However, as shown by e.g. #108407, critical low-level features in ID
management code, such as remapping, now rely on this information being
valid.

Also simplify `BKE_library_id_can_use_filter_id` and
`BKE_library_id_can_use_idtype` to make them more generic, relying on
IDTypeInfo to retrieve IDtype-specific info.

No behavioral changes expected here.
2024-02-15 19:45:10 +01:00
Hans Goudey
1c0f374ec3 Object: Move transform matrices to runtime struct
The `object_to_world` and `world_to_object` matrices are set during
depsgraph evaluation, calculated from the object's animated location,
rotation, scale, parenting, and constraints. It's confusing and
unnecessary to store them with the original data in DNA.

This commit moves them to `ObjectRuntime` and moves the matrices to
use the C++ `float4x4` type, giving the potential for simplified code
using the C++ abstractions. The matrices are accessible with functions
on `Object` directly since they are used so commonly. Though for write
access, directly using the runtime struct is necessary.

The inverse `world_to_object` matrix is often calculated before it's
used, even though it's calculated as part of depsgraph evaluation.
Long term we might not want to store this in `ObjectRuntime` at all,
and just calculate it on demand. Or at least we should remove the
redundant calculations. That should be done separately though.

Pull Request: https://projects.blender.org/blender/blender/pulls/118210
2024-02-14 16:14:49 +01:00
Bastien Montagne
5aaadebbe4 Cleanup: Make BKE_scene.h a full Cpp header. 2024-02-10 19:16:25 +01:00
Bastien Montagne
45e7827898 Clenup: Move BLT headers to Cpp.
Noisy but fairly straight forward.
2024-02-09 18:59:42 +01:00
Hans Goudey
19e2b13cec Cleanup: Move BKE_key.h to C++ 2024-01-30 14:42:13 -05:00
Sean Kim
a2b3fe5e01 Sculpt: Add per-brush input samples
This pull request adds the ability for users to specify input samples
on a per brush basis. The existing field in the main `Paint` struct
forces all brushes of a particular tool type to use the same value.
A new field was added to the `Brush` struct to allow for this value
to be specified there instead, and a corresponding unified value in
`UnifiedPaintSettings` has been created to allow users to use the
same value across all brushes.

Addresses #108109

Pull Request: https://projects.blender.org/blender/blender/pulls/117080
2024-01-30 05:08:23 +01:00
Hans Goudey
961783c444 Cleanup: Move BKE_deform.h to C++ 2024-01-29 19:04:13 -05:00
Hans Goudey
359bfbcd78 Cleanup: Use enum class and forward declaration for paint mode 2024-01-26 18:43:13 -05:00
Hans Goudey
02582213de Cleanup: Move BKE_layer.hh to C++ 2024-01-24 10:55:16 -05:00
Bastien Montagne
af5731ce03 Cleanup: Move BKE_idtype.h to Cpp header BKE_idtype.hh 2024-01-20 19:17:36 +01:00
Hans Goudey
3e76a1a6c2 Cleanup: Move BKE_lib_id.h to C++ 2024-01-15 12:44:14 -05:00
Marcelo Mutzbauer
d16543a155 Fix #116418: Stroke direction wrong on curved surfaces
Even though the brush rotation is computed as a 2D angle (based on the mouse
movement), it currently gets applied by rotating the projected X direction
around the the normal in 3D.

This patch ensures that rotation gets applied first, and only then does the
motion direction get projected into the tangent plane. A potential issue with
the current approach is that the random perturbations will also be applied in
2D, but this seems to be fine from discussions with @JulienKaspar and @Sergey.

Also, there was an error where the location should probably be converted *to*
world coordinates.

All these changes seem to fix the issue described in #116418.

I also noticed some minor "inconsistencies" with how the rotation is applied:
For curve strokes, the direction of the curve corresponded to the upward
direction of the brush. For view plane, area plane mapping and anchored strokes,
the mouse motion indicated the downward direction of the brush.
For compatibility, I tried my best to enforce the latter conventions throughout,
but I'm not so confident about oversights.

Pull Request: https://projects.blender.org/blender/blender/pulls/116539
2024-01-09 11:58:42 +01:00
Hans Goudey
517feec7ea Cleanup: Improve some mesh topology map variable naming
Avoid unnecessary abbreviations like `pmap` or `vemap`.
2024-01-05 10:35:39 -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
7ed172336f Cleanup: Return attribute unique name string by value
Simplifies the code in this area, makes it work better with other C++
code. The max length argument isn't used anymore. But at that point we
wouldn't necessarily have a unique name anyway, which opens up for other
failures.
2023-12-29 15:08:59 -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
19b46e0816 Cleanup: Make format 2023-12-20 14:54:50 -05:00
Hans Goudey
edf8a776ac Cleanup: Use forward declarations to replace includes of BKE_attribute.hh
Remove most includes of this header inside other headers, to remove unnecessary
indirect includes which can have a impact on compile times. In the future we may
want more dedicated "_fwd.hh" headers, but until then, this sticks with the
solution in existing code.

Unfortunately it isn't yet possible to remove the include from `BKE_geometry_set.hh`.
2023-12-20 13:25:28 -05:00
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
3d82c9c239 Cleanup: Move more PBVH code to C++ namespaces
Also remove redundant parts of function names.
2023-12-15 22:51:10 -05:00
Hans Goudey
b3aca5b28f Cleanup: Simplify PBVH build process slightly
Before this happened as two steps: first allocating the PBVH with a type,
then calculating the BVH and filling it with data. This just confused things,
so change to allocating the struct when building it. Also move the functions
to the C++ namespace, and fix some cases of requiring the PBVH to be set
when it wasn't yet.
2023-12-14 18:20:46 -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
f3dd1a3260 Sculpt: Refactor face sets storage and access
Similar to previous changes for masks and visibility, remove the mutable
pointer to face sets from the sculpt session. With implicit sharing,
this avoids a duplicate copy of face sets on the evaluated object when
face sets aren't edited.

Most retrieval of face sets now goes through the Mesh attribute API
instead of the pointer in sculpt session. This integrates sculpt code
with the rest of Blender, avoiding the need to reinvent things like
basic attribute access.

Similar to previous refactors to mask and visibility operators, refactor
the face set gesture and edit operators to be multithreaded and only
push undo steps and tag updates for actually changed nodes.

There is opportunity for more code deduplication in the future.
For now the aim is to reduce the number of confusing abstraction
levels though.
2023-12-06 23:50:30 -05:00
Hans Goudey
4e7e539b33 Sculpt: Make hide poly pointer in sculpt session const
This avoids having to make the original data layer mutable when we
aren't going to modify it, meaning the memory can still be shared with
the evaluated mesh-- saving 1 byte per face in some situations. This was
made possible by previous commits that moved to using the Mesh attribute
API instead of the SculptSession pointer to edit this data. Eventually the
`hide_poly` pointer should be completely removed.
2023-12-06 23:33:46 -05:00
Hans Goudey
f61b271458 Cleanup: Remove unused sculpt functions 2023-12-06 23:33:46 -05:00
Brecht Van Lommel
e06561a27a Build: replace Blender specific DEBUG by standard NDEBUG
NDEBUG is part of the C standard and disables asserts. Only this will
now be used to decide if asserts are enabled.

DEBUG was a Blender specific define, that has now been removed.

_DEBUG is a Visual Studio define for builds in Debug configuration.
Blender defines this for all platforms. This is still used in a few
places in the draw code, and in external libraries Bullet and Mantaflow.

Pull Request: https://projects.blender.org/blender/blender/pulls/115774
2023-12-06 16:05:14 +01:00
Hans Goudey
7a96c4672c Cleanup: Move BMesh headers to C++
Pull Request: https://projects.blender.org/blender/blender/pulls/115817
2023-12-05 23:01:12 +01:00
Hans Goudey
5cd6a05f5e Cleanup: Store SubdivCCG in unique_ptr
Automatic memory management and clearer ownership! Requires
removing `MEM_CXX_CLASS_ALLOC_FUNCS` from `MeshRuntime`,
but that's used very inconsistently anyway, and `MeshRuntime` isn't
that large.
2023-12-04 07:55:47 -05:00
Hans Goudey
881ec8b1ed Cleanup: Return multires grid key by value 2023-12-04 07:55:47 -05:00
Hans Goudey
a9f847f94c Fix: Various issues with multires visibility undo
Push the undo step before changing any grid hide data, fix a missing
allocation in the undo step, and workaround some issue with temporary
BitVector<> construction that I couldn't quite figure out. Also fix a
crash when there is vertex mask attribute but no multires hiding.
2023-12-04 07:55:47 -05:00
Hans Goudey
b74862127d Cleanup: Remove unused arguments to sculpt update function 2023-12-04 07:55:46 -05:00
Hans Goudey
ccab01f97f Subdiv: Store multires sculpt grid visibility in BitGroupVector
Instead of allocating a separate bitmap per grid for the hide status, store
all the bits in a recently added C++ data structure that stores all bits in one
contiguous memory chunk. When nothing is hidden, nothing is allocated
(that saves 32 MB for a 16 million vertex multires sculpt). Intuitively it
could have better performance because of the cache benefits of
contiguous memory, but this is hard to measure. It also has a nicer
API than `BLI_bitmap`.

I discussed this with Sergey in person recently. Most of the changes are
just straightforward refactors. The part that isn't is a change to the "show/hide"
operator to structure it similarly to the mesh handling in 4e66769ec0.

Pull Request: https://projects.blender.org/blender/blender/pulls/115687
2023-12-02 20:05:29 +01:00
Bastien Montagne
3acb64e7ac BKE_main: move header to be a fully CPP one.
Pull Request: https://projects.blender.org/blender/blender/pulls/115681
2023-12-01 20:38:54 +01:00
Hans Goudey
f2ed2b82ce Cleanup: Use const arguments for some paint functions 2023-12-01 12:41:09 -05:00
Hans Goudey
49f676e6c2 Cleanup: Reduce usage of mesh data pointers in PBVH
Pointers to hide status layers and custom data are removed,
since they can be accessed from the mesh as necessary.
Usage of other arrays has been reduced, so the pointers
can eventually be removed.

The reasoning is the same as some other commits in this area:
the goal is less duplication of state, and a more focused design
of the responsibilities of the PBVH class.

Some of the changes are fairly noisy, since we need to add
arguments to functions in a few places. On the nicer side of
things, some functions for syncing the state can be removed.

Not retrieving hide layers with write access also has performance
implications in some cases, since it means the original arrays can
be reused without a copy when they're shared.
2023-11-30 23:24:11 -05:00
Hans Goudey
8b28bb9882 Cleanup: Remove redundant subdiv pointers from PBVH
These are just duplicates of the pointers in `SubdivCCG`, which are
already quickly accessible. Keeping track of the state is too complex
and bloats the responsibilities of the PBVH too much.
2023-11-30 16:40:09 -05:00
Hans Goudey
8c59532106 Cleanup: Use C++ arrays to store subdiv ccg data
Decrease the amount of manual memory management
and pointer arithmetic.
2023-11-29 12:39:33 -05:00
Hans Goudey
1a36feb7e5 Cleanup: Use references instead of pointers in subdiv_ccg.cc 2023-11-29 11:40:10 -05:00
Hans Goudey
76dc180c3d Cleanup: Remove unused return argument from "ensure mask" function 2023-11-20 13:45:34 -05:00
Hans Goudey
301731692e Cleanup: Access sculpt attributes with C++ attribute API
Access masks and face sets through the `BKE_attribute.hh` API. This
us more flexibility long term, and makes code a bit simpler in the
meantime.
2023-11-20 13:14:34 -05:00
Hans Goudey
9781600d68 Cleanup: Remove sculpt session mask pointer
This was only used in one place. Adding the name lookup to
`SCULPT_vertex_mask_get` is not good long term, but the use
of that function can be removed too.
2023-11-20 13:14:34 -05:00
Hans Goudey
f2bcd73bd2 Mesh: Move sculpt mask to a generic attribute
Store paint masks as generic float attributes, with the name
`".sculpt_mask"`. This is similar to 060a534141, which made
the same change for face sets. The benefits are general
consistency, nicer code, and more support in newer areas
that deal with attributes like geometry nodes.

The RNA API is replaced with one created in Python. The new
API only presents a single layer as an attribute class, so it
should be simpler to use in general:
- Before: `object.data.vertex_paint_masks[0].data[0].value`
- After: `object.data.vertex_paint_mask.data[0].value`

Pull Request: https://projects.blender.org/blender/blender/pulls/115119
2023-11-20 17:42:01 +01:00
Hans Goudey
ee9265710a Cleanup: Use C++ BitVector for sculpt boundary info 2023-11-19 15:13:03 -05:00
Hans Goudey
865929d4b1 Cleanup: Retrieve sculpt mask without write access
This may reduce memory usage because the mask data wouldn't
have to be duplicated between the evaluated and original mesh.
2023-11-17 10:29:02 +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