2022-02-11 09:07:11 +11:00
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/* SPDX-License-Identifier: GPL-2.0-or-later
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* Copyright 2005 Blender Foundation. All rights reserved. */
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2010-04-11 22:12:30 +00:00
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2019-02-18 08:08:12 +11:00
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/** \file
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* \ingroup modifiers
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2011-02-25 13:57:17 +00:00
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*/
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2010-04-12 22:33:43 +00:00
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/* UV Project modifier: Generates UVs projected from an object */
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2010-04-11 22:12:30 +00:00
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2019-02-25 11:39:14 +01:00
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#include "BLI_utildefines.h"
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2010-04-11 22:12:30 +00:00
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2010-04-12 01:09:59 +00:00
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#include "BLI_math.h"
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#include "BLI_uvproject.h"
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2010-04-11 22:12:30 +00:00
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2020-06-05 10:41:03 -04:00
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#include "BLT_translation.h"
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2020-03-19 09:33:03 +01:00
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#include "DNA_camera_types.h"
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2020-10-01 09:38:00 -05:00
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#include "DNA_defaults.h"
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2019-02-25 11:39:14 +01:00
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#include "DNA_mesh_types.h"
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#include "DNA_meshdata_types.h"
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#include "DNA_object_types.h"
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2020-06-05 10:41:03 -04:00
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#include "DNA_screen_types.h"
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2010-04-11 22:12:30 +00:00
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2011-11-19 20:40:46 +00:00
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#include "BKE_camera.h"
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2020-06-05 10:41:03 -04:00
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#include "BKE_context.h"
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2020-02-10 12:58:59 +01:00
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#include "BKE_lib_query.h"
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2017-05-24 23:14:32 +10:00
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#include "BKE_material.h"
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2023-03-12 22:29:15 +01:00
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#include "BKE_mesh.hh"
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2020-06-05 10:41:03 -04:00
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#include "BKE_screen.h"
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#include "UI_interface.h"
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#include "UI_resources.h"
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#include "RNA_access.h"
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2022-03-14 16:54:46 +01:00
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#include "RNA_prototypes.h"
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2010-04-11 22:12:30 +00:00
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#include "MOD_modifiertypes.h"
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2020-06-05 10:41:03 -04:00
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#include "MOD_ui_common.h"
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2010-04-11 22:12:30 +00:00
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2010-04-12 01:09:59 +00:00
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#include "MEM_guardedalloc.h"
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Depsgraph: New dependency graph integration commit
This commit integrates the work done so far on the new dependency graph system,
where goal was to replace legacy depsgraph with the new one, supporting loads of
neat features like:
- More granular dependency relation nature, which solves issues with fake cycles
in the dependencies.
- Move towards all-animatable, by better integration of drivers into the system.
- Lay down some basis for upcoming copy-on-write, overrides and so on.
The new system is living side-by-side with the previous one and disabled by
default, so nothing will become suddenly broken. The way to enable new depsgraph
is to pass `--new-depsgraph` command line argument.
It's a bit early to consider the system production-ready, there are some TODOs
and issues were discovered during the merge period, they'll be addressed ASAP.
But it's important to merge, because it's the only way to attract artists to
really start testing this system.
There are number of assorted documents related on the design of the new system:
* http://wiki.blender.org/index.php/User:Aligorith/GSoC2013_Depsgraph#Design_Documents
* http://wiki.blender.org/index.php/User:Nazg-gul/DependencyGraph
There are also some user-related information online:
* http://code.blender.org/2015/02/blender-dependency-graph-branch-for-users/
* http://code.blender.org/2015/03/more-dependency-graph-tricks/
Kudos to everyone who was involved into the project:
- Joshua "Aligorith" Leung -- design specification, initial code
- Lukas "lukas_t" Toenne -- integrating code into blender, with further fixes
- Sergey "Sergey" "Sharybin" -- some mocking around, trying to wrap up the
project and so
- Bassam "slikdigit" Kurdali -- stressing the new system, reporting all the
issues and recording/writing documentation.
- Everyone else who i forgot to mention here :)
2015-05-12 15:05:57 +05:00
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2018-05-25 11:05:51 +02:00
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#include "DEG_depsgraph.h"
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Depsgraph: New dependency graph integration commit
This commit integrates the work done so far on the new dependency graph system,
where goal was to replace legacy depsgraph with the new one, supporting loads of
neat features like:
- More granular dependency relation nature, which solves issues with fake cycles
in the dependencies.
- Move towards all-animatable, by better integration of drivers into the system.
- Lay down some basis for upcoming copy-on-write, overrides and so on.
The new system is living side-by-side with the previous one and disabled by
default, so nothing will become suddenly broken. The way to enable new depsgraph
is to pass `--new-depsgraph` command line argument.
It's a bit early to consider the system production-ready, there are some TODOs
and issues were discovered during the merge period, they'll be addressed ASAP.
But it's important to merge, because it's the only way to attract artists to
really start testing this system.
There are number of assorted documents related on the design of the new system:
* http://wiki.blender.org/index.php/User:Aligorith/GSoC2013_Depsgraph#Design_Documents
* http://wiki.blender.org/index.php/User:Nazg-gul/DependencyGraph
There are also some user-related information online:
* http://code.blender.org/2015/02/blender-dependency-graph-branch-for-users/
* http://code.blender.org/2015/03/more-dependency-graph-tricks/
Kudos to everyone who was involved into the project:
- Joshua "Aligorith" Leung -- design specification, initial code
- Lukas "lukas_t" Toenne -- integrating code into blender, with further fixes
- Sergey "Sergey" "Sharybin" -- some mocking around, trying to wrap up the
project and so
- Bassam "slikdigit" Kurdali -- stressing the new system, reporting all the
issues and recording/writing documentation.
- Everyone else who i forgot to mention here :)
2015-05-12 15:05:57 +05:00
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#include "DEG_depsgraph_build.h"
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2018-05-25 11:05:51 +02:00
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#include "DEG_depsgraph_query.h"
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2010-04-11 22:12:30 +00:00
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static void initData(ModifierData *md)
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{
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2012-05-06 13:38:33 +00:00
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UVProjectModifierData *umd = (UVProjectModifierData *)md;
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2017-05-24 23:14:32 +10:00
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2020-10-01 09:38:00 -05:00
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BLI_assert(MEMCMP_STRUCT_AFTER_IS_ZERO(umd, modifier));
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MEMCPY_STRUCT_AFTER(umd, DNA_struct_default_get(UVProjectModifierData), modifier);
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2010-04-11 22:12:30 +00:00
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}
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2022-10-12 10:27:27 +11:00
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static void requiredDataMask(ModifierData * /*md*/, CustomData_MeshMasks *r_cddata_masks)
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2010-04-11 22:12:30 +00:00
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{
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/* ask for UV coordinates */
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Mesh: Move UV layers to generic attributes
Currently the `MLoopUV` struct stores UV coordinates and flags related
to editing UV maps in the UV editor. This patch changes the coordinates
to use the generic 2D vector type, and moves the flags into three
separate boolean attributes. This follows the design in T95965, with
the ultimate intention of simplifying code and improving performance.
Importantly, the change allows exporters and renderers to use UVs
"touched" by geometry nodes, which only creates generic attributes.
It also allows geometry nodes to create "proper" UV maps from scratch,
though only with the Store Named Attribute node for now.
The new design considers any 2D vector attribute on the corner domain
to be a UV map. In the future, they might be distinguished from regular
2D vectors with attribute metadata, which may be helpful because they
are often interpolated differently.
Most of the code changes deal with passing around UV BMesh custom data
offsets and tracking the boolean "sublayers". The boolean layers are
use the following prefixes for attribute names: vert selection: `.vs.`,
edge selection: `.es.`, pinning: `.pn.`. Currently these are short to
avoid using up the maximum length of attribute names. To accommodate
for these 4 extra characters, the name length limit is enlarged to 68
bytes, while the maximum user settable name length is still 64 bytes.
Unfortunately Python/RNA API access to the UV flag data becomes slower.
Accessing the boolean layers directly is be better for performance in
general.
Like the other mesh SoA refactors, backward and forward compatibility
aren't affected, and won't be changed until 4.0. We pay for that by
making mesh reading and writing more expensive with conversions.
Resolves T85962
Differential Revision: https://developer.blender.org/D14365
2023-01-10 00:47:04 -05:00
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r_cddata_masks->lmask |= CD_MASK_PROP_FLOAT2;
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2010-04-11 22:12:30 +00:00
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}
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2018-05-12 08:04:56 +02:00
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static void foreachIDLink(ModifierData *md, Object *ob, IDWalkFunc walk, void *userData)
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2010-04-11 22:12:30 +00:00
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{
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2019-04-17 08:24:14 +02:00
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UVProjectModifierData *umd = (UVProjectModifierData *)md;
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2020-10-01 18:05:23 +02:00
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for (int i = 0; i < MOD_UVPROJECT_MAXPROJECTORS; i++) {
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walk(userData, ob, (ID **)&umd->projectors[i], IDWALK_CB_NOP);
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}
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2010-04-11 22:12:30 +00:00
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}
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2018-02-22 12:54:06 +01:00
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static void updateDepsgraph(ModifierData *md, const ModifierUpdateDepsgraphContext *ctx)
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Depsgraph: New dependency graph integration commit
This commit integrates the work done so far on the new dependency graph system,
where goal was to replace legacy depsgraph with the new one, supporting loads of
neat features like:
- More granular dependency relation nature, which solves issues with fake cycles
in the dependencies.
- Move towards all-animatable, by better integration of drivers into the system.
- Lay down some basis for upcoming copy-on-write, overrides and so on.
The new system is living side-by-side with the previous one and disabled by
default, so nothing will become suddenly broken. The way to enable new depsgraph
is to pass `--new-depsgraph` command line argument.
It's a bit early to consider the system production-ready, there are some TODOs
and issues were discovered during the merge period, they'll be addressed ASAP.
But it's important to merge, because it's the only way to attract artists to
really start testing this system.
There are number of assorted documents related on the design of the new system:
* http://wiki.blender.org/index.php/User:Aligorith/GSoC2013_Depsgraph#Design_Documents
* http://wiki.blender.org/index.php/User:Nazg-gul/DependencyGraph
There are also some user-related information online:
* http://code.blender.org/2015/02/blender-dependency-graph-branch-for-users/
* http://code.blender.org/2015/03/more-dependency-graph-tricks/
Kudos to everyone who was involved into the project:
- Joshua "Aligorith" Leung -- design specification, initial code
- Lukas "lukas_t" Toenne -- integrating code into blender, with further fixes
- Sergey "Sergey" "Sharybin" -- some mocking around, trying to wrap up the
project and so
- Bassam "slikdigit" Kurdali -- stressing the new system, reporting all the
issues and recording/writing documentation.
- Everyone else who i forgot to mention here :)
2015-05-12 15:05:57 +05:00
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{
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UVProjectModifierData *umd = (UVProjectModifierData *)md;
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2018-11-27 21:14:35 +01:00
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bool do_add_own_transform = false;
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2022-03-28 12:29:47 +11:00
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for (int i = 0; i < umd->projectors_num; i++) {
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2022-10-06 16:05:56 -05:00
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if (umd->projectors[i] != nullptr) {
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2018-02-22 12:54:06 +01:00
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DEG_add_object_relation(
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ctx->node, umd->projectors[i], DEG_OB_COMP_TRANSFORM, "UV Project Modifier");
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2018-11-27 21:14:35 +01:00
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do_add_own_transform = true;
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Depsgraph: New dependency graph integration commit
This commit integrates the work done so far on the new dependency graph system,
where goal was to replace legacy depsgraph with the new one, supporting loads of
neat features like:
- More granular dependency relation nature, which solves issues with fake cycles
in the dependencies.
- Move towards all-animatable, by better integration of drivers into the system.
- Lay down some basis for upcoming copy-on-write, overrides and so on.
The new system is living side-by-side with the previous one and disabled by
default, so nothing will become suddenly broken. The way to enable new depsgraph
is to pass `--new-depsgraph` command line argument.
It's a bit early to consider the system production-ready, there are some TODOs
and issues were discovered during the merge period, they'll be addressed ASAP.
But it's important to merge, because it's the only way to attract artists to
really start testing this system.
There are number of assorted documents related on the design of the new system:
* http://wiki.blender.org/index.php/User:Aligorith/GSoC2013_Depsgraph#Design_Documents
* http://wiki.blender.org/index.php/User:Nazg-gul/DependencyGraph
There are also some user-related information online:
* http://code.blender.org/2015/02/blender-dependency-graph-branch-for-users/
* http://code.blender.org/2015/03/more-dependency-graph-tricks/
Kudos to everyone who was involved into the project:
- Joshua "Aligorith" Leung -- design specification, initial code
- Lukas "lukas_t" Toenne -- integrating code into blender, with further fixes
- Sergey "Sergey" "Sharybin" -- some mocking around, trying to wrap up the
project and so
- Bassam "slikdigit" Kurdali -- stressing the new system, reporting all the
issues and recording/writing documentation.
- Everyone else who i forgot to mention here :)
2015-05-12 15:05:57 +05:00
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}
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}
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2018-11-27 21:14:35 +01:00
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if (do_add_own_transform) {
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2022-08-04 12:11:31 +02:00
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DEG_add_depends_on_transform_relation(ctx->node, "UV Project Modifier");
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2018-11-27 21:14:35 +01:00
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}
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Depsgraph: New dependency graph integration commit
This commit integrates the work done so far on the new dependency graph system,
where goal was to replace legacy depsgraph with the new one, supporting loads of
neat features like:
- More granular dependency relation nature, which solves issues with fake cycles
in the dependencies.
- Move towards all-animatable, by better integration of drivers into the system.
- Lay down some basis for upcoming copy-on-write, overrides and so on.
The new system is living side-by-side with the previous one and disabled by
default, so nothing will become suddenly broken. The way to enable new depsgraph
is to pass `--new-depsgraph` command line argument.
It's a bit early to consider the system production-ready, there are some TODOs
and issues were discovered during the merge period, they'll be addressed ASAP.
But it's important to merge, because it's the only way to attract artists to
really start testing this system.
There are number of assorted documents related on the design of the new system:
* http://wiki.blender.org/index.php/User:Aligorith/GSoC2013_Depsgraph#Design_Documents
* http://wiki.blender.org/index.php/User:Nazg-gul/DependencyGraph
There are also some user-related information online:
* http://code.blender.org/2015/02/blender-dependency-graph-branch-for-users/
* http://code.blender.org/2015/03/more-dependency-graph-tricks/
Kudos to everyone who was involved into the project:
- Joshua "Aligorith" Leung -- design specification, initial code
- Lukas "lukas_t" Toenne -- integrating code into blender, with further fixes
- Sergey "Sergey" "Sharybin" -- some mocking around, trying to wrap up the
project and so
- Bassam "slikdigit" Kurdali -- stressing the new system, reporting all the
issues and recording/writing documentation.
- Everyone else who i forgot to mention here :)
2015-05-12 15:05:57 +05:00
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}
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2022-10-06 16:05:56 -05:00
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struct Projector {
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2018-06-01 11:49:24 +02:00
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Object *ob; /* object this projector is derived from */
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2012-05-06 13:38:33 +00:00
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float projmat[4][4]; /* projection matrix */
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float normal[3]; /* projector normal in world space */
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void *uci; /* optional uv-project info (panorama projection) */
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2022-10-06 16:05:56 -05:00
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};
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2010-04-11 22:12:30 +00:00
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2018-05-12 08:21:07 +02:00
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static Mesh *uvprojectModifier_do(UVProjectModifierData *umd,
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2022-10-12 10:27:27 +11:00
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const ModifierEvalContext * /*ctx*/,
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2018-05-12 08:21:07 +02:00
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Object *ob,
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Mesh *mesh)
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2010-04-11 22:12:30 +00:00
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{
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float(*coords)[3], (*co)[3];
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2023-02-23 10:39:51 -05:00
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int i, verts_num;
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2010-04-11 22:12:30 +00:00
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Projector projectors[MOD_UVPROJECT_MAXPROJECTORS];
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2022-03-28 12:29:47 +11:00
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int projectors_num = 0;
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2012-01-11 08:51:06 +00:00
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char uvname[MAX_CUSTOMDATA_LAYER_NAME];
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2012-05-06 13:38:33 +00:00
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float aspx = umd->aspectx ? umd->aspectx : 1.0f;
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float aspy = umd->aspecty ? umd->aspecty : 1.0f;
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float scax = umd->scalex ? umd->scalex : 1.0f;
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float scay = umd->scaley ? umd->scaley : 1.0f;
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int free_uci = 0;
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2019-04-17 06:17:24 +02:00
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2022-03-28 12:29:47 +11:00
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for (i = 0; i < umd->projectors_num; i++) {
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2022-10-06 16:05:56 -05:00
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if (umd->projectors[i] != nullptr) {
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2022-03-28 12:29:47 +11:00
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projectors[projectors_num++].ob = umd->projectors[i];
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2018-12-07 15:45:53 +01:00
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}
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}
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2019-04-17 06:17:24 +02:00
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2022-03-28 12:29:47 +11:00
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if (projectors_num == 0) {
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2018-12-07 15:45:53 +01:00
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return mesh;
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2019-04-22 09:15:10 +10:00
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}
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2019-04-17 06:17:24 +02:00
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2021-03-05 14:33:38 +11:00
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/* Create a new layer if no UV Maps are available
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* (e.g. if a preceding modifier could not preserve it). */
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Mesh: Move UV layers to generic attributes
Currently the `MLoopUV` struct stores UV coordinates and flags related
to editing UV maps in the UV editor. This patch changes the coordinates
to use the generic 2D vector type, and moves the flags into three
separate boolean attributes. This follows the design in T95965, with
the ultimate intention of simplifying code and improving performance.
Importantly, the change allows exporters and renderers to use UVs
"touched" by geometry nodes, which only creates generic attributes.
It also allows geometry nodes to create "proper" UV maps from scratch,
though only with the Store Named Attribute node for now.
The new design considers any 2D vector attribute on the corner domain
to be a UV map. In the future, they might be distinguished from regular
2D vectors with attribute metadata, which may be helpful because they
are often interpolated differently.
Most of the code changes deal with passing around UV BMesh custom data
offsets and tracking the boolean "sublayers". The boolean layers are
use the following prefixes for attribute names: vert selection: `.vs.`,
edge selection: `.es.`, pinning: `.pn.`. Currently these are short to
avoid using up the maximum length of attribute names. To accommodate
for these 4 extra characters, the name length limit is enlarged to 68
bytes, while the maximum user settable name length is still 64 bytes.
Unfortunately Python/RNA API access to the UV flag data becomes slower.
Accessing the boolean layers directly is be better for performance in
general.
Like the other mesh SoA refactors, backward and forward compatibility
aren't affected, and won't be changed until 4.0. We pay for that by
making mesh reading and writing more expensive with conversions.
Resolves T85962
Differential Revision: https://developer.blender.org/D14365
2023-01-10 00:47:04 -05:00
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if (!CustomData_has_layer(&mesh->ldata, CD_PROP_FLOAT2)) {
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2021-03-04 15:27:10 +01:00
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CustomData_add_layer_named(
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2023-03-14 15:30:26 +01:00
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&mesh->ldata, CD_PROP_FLOAT2, CD_SET_DEFAULT, mesh->totloop, umd->uvlayer_name);
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2019-04-22 09:15:10 +10:00
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}
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2019-04-17 06:17:24 +02:00
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2010-04-11 22:12:30 +00:00
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/* make sure we're using an existing layer */
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Mesh: Move UV layers to generic attributes
Currently the `MLoopUV` struct stores UV coordinates and flags related
to editing UV maps in the UV editor. This patch changes the coordinates
to use the generic 2D vector type, and moves the flags into three
separate boolean attributes. This follows the design in T95965, with
the ultimate intention of simplifying code and improving performance.
Importantly, the change allows exporters and renderers to use UVs
"touched" by geometry nodes, which only creates generic attributes.
It also allows geometry nodes to create "proper" UV maps from scratch,
though only with the Store Named Attribute node for now.
The new design considers any 2D vector attribute on the corner domain
to be a UV map. In the future, they might be distinguished from regular
2D vectors with attribute metadata, which may be helpful because they
are often interpolated differently.
Most of the code changes deal with passing around UV BMesh custom data
offsets and tracking the boolean "sublayers". The boolean layers are
use the following prefixes for attribute names: vert selection: `.vs.`,
edge selection: `.es.`, pinning: `.pn.`. Currently these are short to
avoid using up the maximum length of attribute names. To accommodate
for these 4 extra characters, the name length limit is enlarged to 68
bytes, while the maximum user settable name length is still 64 bytes.
Unfortunately Python/RNA API access to the UV flag data becomes slower.
Accessing the boolean layers directly is be better for performance in
general.
Like the other mesh SoA refactors, backward and forward compatibility
aren't affected, and won't be changed until 4.0. We pay for that by
making mesh reading and writing more expensive with conversions.
Resolves T85962
Differential Revision: https://developer.blender.org/D14365
2023-01-10 00:47:04 -05:00
|
|
|
CustomData_validate_layer_name(&mesh->ldata, CD_PROP_FLOAT2, umd->uvlayer_name, uvname);
|
2019-04-17 06:17:24 +02:00
|
|
|
|
2010-04-11 22:12:30 +00:00
|
|
|
/* calculate a projection matrix and normal for each projector */
|
2022-03-28 12:29:47 +11:00
|
|
|
for (i = 0; i < projectors_num; i++) {
|
2010-04-11 22:12:30 +00:00
|
|
|
float tmpmat[4][4];
|
|
|
|
|
float offsetmat[4][4];
|
2022-10-06 16:05:56 -05:00
|
|
|
Camera *cam = nullptr;
|
2010-04-11 22:12:30 +00:00
|
|
|
/* calculate projection matrix */
|
2022-10-24 14:16:37 +02:00
|
|
|
invert_m4_m4(projectors[i].projmat, projectors[i].ob->object_to_world);
|
2019-04-17 06:17:24 +02:00
|
|
|
|
2022-10-06 16:05:56 -05:00
|
|
|
projectors[i].uci = nullptr;
|
2019-04-17 06:17:24 +02:00
|
|
|
|
2018-06-01 11:49:24 +02:00
|
|
|
if (projectors[i].ob->type == OB_CAMERA) {
|
|
|
|
|
cam = (Camera *)projectors[i].ob->data;
|
2012-05-04 16:20:51 +00:00
|
|
|
if (cam->type == CAM_PANO) {
|
2022-10-06 16:05:56 -05:00
|
|
|
projectors[i].uci = BLI_uvproject_camera_info(projectors[i].ob, nullptr, aspx, aspy);
|
|
|
|
|
BLI_uvproject_camera_info_scale(
|
|
|
|
|
static_cast<ProjCameraInfo *>(projectors[i].uci), scax, scay);
|
2012-05-06 13:38:33 +00:00
|
|
|
free_uci = 1;
|
2010-04-11 22:12:30 +00:00
|
|
|
}
|
2010-06-15 21:46:02 +00:00
|
|
|
else {
|
2012-09-22 03:33:31 +00:00
|
|
|
CameraParams params;
|
2019-04-17 06:17:24 +02:00
|
|
|
|
2012-09-22 03:33:31 +00:00
|
|
|
/* setup parameters */
|
|
|
|
|
BKE_camera_params_init(¶ms);
|
2018-06-01 11:49:24 +02:00
|
|
|
BKE_camera_params_from_object(¶ms, projectors[i].ob);
|
2019-04-17 06:17:24 +02:00
|
|
|
|
2021-06-24 15:56:58 +10:00
|
|
|
/* Compute matrix, view-plane, etc. */
|
2012-09-22 03:33:31 +00:00
|
|
|
BKE_camera_params_compute_viewplane(¶ms, 1, 1, aspx, aspy);
|
2019-04-17 06:17:24 +02:00
|
|
|
|
2012-09-22 03:33:31 +00:00
|
|
|
/* scale the view-plane */
|
|
|
|
|
params.viewplane.xmin *= scax;
|
|
|
|
|
params.viewplane.xmax *= scax;
|
|
|
|
|
params.viewplane.ymin *= scay;
|
|
|
|
|
params.viewplane.ymax *= scay;
|
2019-04-17 06:17:24 +02:00
|
|
|
|
2012-09-22 03:33:31 +00:00
|
|
|
BKE_camera_params_compute_matrix(¶ms);
|
2013-05-26 18:36:25 +00:00
|
|
|
mul_m4_m4m4(tmpmat, params.winmat, projectors[i].projmat);
|
2010-04-11 22:12:30 +00:00
|
|
|
}
|
2012-03-24 06:24:53 +00:00
|
|
|
}
|
|
|
|
|
else {
|
2010-04-11 22:12:30 +00:00
|
|
|
copy_m4_m4(tmpmat, projectors[i].projmat);
|
|
|
|
|
}
|
2019-04-17 06:17:24 +02:00
|
|
|
|
2010-04-11 22:12:30 +00:00
|
|
|
unit_m4(offsetmat);
|
|
|
|
|
mul_mat3_m4_fl(offsetmat, 0.5);
|
|
|
|
|
offsetmat[3][0] = offsetmat[3][1] = offsetmat[3][2] = 0.5;
|
2019-04-17 06:17:24 +02:00
|
|
|
|
2013-05-26 18:36:25 +00:00
|
|
|
mul_m4_m4m4(projectors[i].projmat, offsetmat, tmpmat);
|
2019-04-17 06:17:24 +02:00
|
|
|
|
2021-11-13 13:07:13 +11:00
|
|
|
/* Calculate world-space projector normal (for best projector test). */
|
2010-04-11 22:12:30 +00:00
|
|
|
projectors[i].normal[0] = 0;
|
|
|
|
|
projectors[i].normal[1] = 0;
|
|
|
|
|
projectors[i].normal[2] = 1;
|
2022-10-24 14:16:37 +02:00
|
|
|
mul_mat3_m4_v3(projectors[i].ob->object_to_world, projectors[i].normal);
|
2010-04-11 22:12:30 +00:00
|
|
|
}
|
2019-04-17 06:17:24 +02:00
|
|
|
|
2023-03-12 22:29:15 +01:00
|
|
|
const blender::Span<blender::float3> positions = mesh->vert_positions();
|
2023-02-23 10:39:51 -05:00
|
|
|
const blender::Span<MPoly> polys = mesh->polys();
|
|
|
|
|
const blender::Span<MLoop> loops = mesh->loops();
|
2019-04-17 06:17:24 +02:00
|
|
|
|
2023-01-13 17:21:20 -06:00
|
|
|
float(*mloop_uv)[2] = static_cast<float(*)[2]>(
|
2023-02-23 10:39:51 -05:00
|
|
|
CustomData_get_layer_named_for_write(&mesh->ldata, CD_PROP_FLOAT2, uvname, loops.size()));
|
2019-04-17 06:17:24 +02:00
|
|
|
|
2022-03-28 12:29:47 +11:00
|
|
|
coords = BKE_mesh_vert_coords_alloc(mesh, &verts_num);
|
2019-04-17 06:17:24 +02:00
|
|
|
|
2021-11-13 13:07:13 +11:00
|
|
|
/* Convert coords to world-space. */
|
2022-03-28 12:29:47 +11:00
|
|
|
for (i = 0, co = coords; i < verts_num; i++, co++) {
|
2022-10-24 14:16:37 +02:00
|
|
|
mul_m4_v3(ob->object_to_world, *co);
|
2019-04-22 09:15:10 +10:00
|
|
|
}
|
2019-04-17 06:17:24 +02:00
|
|
|
|
2010-04-11 22:12:30 +00:00
|
|
|
/* if only one projector, project coords to UVs */
|
2022-10-06 16:05:56 -05:00
|
|
|
if (projectors_num == 1 && projectors[0].uci == nullptr) {
|
2022-03-28 12:29:47 +11:00
|
|
|
for (i = 0, co = coords; i < verts_num; i++, co++) {
|
2011-05-20 10:09:03 +00:00
|
|
|
mul_project_m4_v3(projectors[0].projmat, *co);
|
2019-04-22 09:15:10 +10:00
|
|
|
}
|
|
|
|
|
}
|
2019-04-17 06:17:24 +02:00
|
|
|
|
Remove Blender Internal and legacy viewport from Blender 2.8.
Brecht authored this commit, but he gave me the honours to actually
do it. Here it goes; Blender Internal. Bye bye, you did great!
* Point density, voxel data, ocean, environment map textures were removed,
as these only worked within BI rendering. Note that the ocean modifier
and the Cycles point density shader node continue to work.
* Dynamic paint using material shading was removed, as this only worked
with BI. If we ever wanted to support this again probably it should go
through the baking API.
* GPU shader export through the Python API was removed. This only worked
for the old BI GLSL shaders, which no longer exists. Doing something
similar for Eevee would be significantly more complicated because it
uses a lot of multiplass rendering and logic outside the shader, it's
probably impractical.
* Collada material import / export code is mostly gone, as it only worked
for BI materials. We need to add Cycles / Eevee material support at some
point.
* The mesh noise operator was removed since it only worked with BI
material texture slots. A displacement modifier can be used instead.
* The delete texture paint slot operator was removed since it only worked
for BI material texture slots. Could be added back with node support.
* Not all legacy viewport features are supported in the new viewport, but
their code was removed. If we need to bring anything back we can look at
older git revisions.
* There is some legacy viewport code that I could not remove yet, and some
that I probably missed.
* Shader node execution code was left mostly intact, even though it is not
used anywhere now. We may eventually use this to replace the texture
nodes with Cycles / Eevee shader nodes.
* The Cycles Bake panel now includes settings for baking multires normal
and displacement maps. The underlying code needs to be merged properly,
and we plan to add back support for multires AO baking and add support
to Cycles baking for features like vertex color, displacement, and other
missing baking features.
* This commit removes DNA and the Python API for BI material, lamp, world
and scene settings. This breaks a lot of addons.
* There is more DNA that can be removed or renamed, where Cycles or Eevee
are reusing some old BI properties but the names are not really correct
anymore.
* Texture slots for materials, lamps and world were removed. They remain
for brushes, particles and freestyle linestyles.
* 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and
other renderers use this to find all panels to show, minus a few panels
that they have their own replacement for.
2018-04-19 17:34:44 +02:00
|
|
|
/* apply coords as UVs */
|
2023-02-23 10:39:51 -05:00
|
|
|
for (const int i : polys.index_range()) {
|
|
|
|
|
const MPoly &poly = polys[i];
|
2022-03-28 12:29:47 +11:00
|
|
|
if (projectors_num == 1) {
|
Remove Blender Internal and legacy viewport from Blender 2.8.
Brecht authored this commit, but he gave me the honours to actually
do it. Here it goes; Blender Internal. Bye bye, you did great!
* Point density, voxel data, ocean, environment map textures were removed,
as these only worked within BI rendering. Note that the ocean modifier
and the Cycles point density shader node continue to work.
* Dynamic paint using material shading was removed, as this only worked
with BI. If we ever wanted to support this again probably it should go
through the baking API.
* GPU shader export through the Python API was removed. This only worked
for the old BI GLSL shaders, which no longer exists. Doing something
similar for Eevee would be significantly more complicated because it
uses a lot of multiplass rendering and logic outside the shader, it's
probably impractical.
* Collada material import / export code is mostly gone, as it only worked
for BI materials. We need to add Cycles / Eevee material support at some
point.
* The mesh noise operator was removed since it only worked with BI
material texture slots. A displacement modifier can be used instead.
* The delete texture paint slot operator was removed since it only worked
for BI material texture slots. Could be added back with node support.
* Not all legacy viewport features are supported in the new viewport, but
their code was removed. If we need to bring anything back we can look at
older git revisions.
* There is some legacy viewport code that I could not remove yet, and some
that I probably missed.
* Shader node execution code was left mostly intact, even though it is not
used anywhere now. We may eventually use this to replace the texture
nodes with Cycles / Eevee shader nodes.
* The Cycles Bake panel now includes settings for baking multires normal
and displacement maps. The underlying code needs to be merged properly,
and we plan to add back support for multires AO baking and add support
to Cycles baking for features like vertex color, displacement, and other
missing baking features.
* This commit removes DNA and the Python API for BI material, lamp, world
and scene settings. This breaks a lot of addons.
* There is more DNA that can be removed or renamed, where Cycles or Eevee
are reusing some old BI properties but the names are not really correct
anymore.
* Texture slots for materials, lamps and world were removed. They remain
for brushes, particles and freestyle linestyles.
* 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and
other renderers use this to find all panels to show, minus a few panels
that they have their own replacement for.
2018-04-19 17:34:44 +02:00
|
|
|
if (projectors[0].uci) {
|
2023-02-23 10:39:51 -05:00
|
|
|
uint fidx = poly.totloop - 1;
|
Remove Blender Internal and legacy viewport from Blender 2.8.
Brecht authored this commit, but he gave me the honours to actually
do it. Here it goes; Blender Internal. Bye bye, you did great!
* Point density, voxel data, ocean, environment map textures were removed,
as these only worked within BI rendering. Note that the ocean modifier
and the Cycles point density shader node continue to work.
* Dynamic paint using material shading was removed, as this only worked
with BI. If we ever wanted to support this again probably it should go
through the baking API.
* GPU shader export through the Python API was removed. This only worked
for the old BI GLSL shaders, which no longer exists. Doing something
similar for Eevee would be significantly more complicated because it
uses a lot of multiplass rendering and logic outside the shader, it's
probably impractical.
* Collada material import / export code is mostly gone, as it only worked
for BI materials. We need to add Cycles / Eevee material support at some
point.
* The mesh noise operator was removed since it only worked with BI
material texture slots. A displacement modifier can be used instead.
* The delete texture paint slot operator was removed since it only worked
for BI material texture slots. Could be added back with node support.
* Not all legacy viewport features are supported in the new viewport, but
their code was removed. If we need to bring anything back we can look at
older git revisions.
* There is some legacy viewport code that I could not remove yet, and some
that I probably missed.
* Shader node execution code was left mostly intact, even though it is not
used anywhere now. We may eventually use this to replace the texture
nodes with Cycles / Eevee shader nodes.
* The Cycles Bake panel now includes settings for baking multires normal
and displacement maps. The underlying code needs to be merged properly,
and we plan to add back support for multires AO baking and add support
to Cycles baking for features like vertex color, displacement, and other
missing baking features.
* This commit removes DNA and the Python API for BI material, lamp, world
and scene settings. This breaks a lot of addons.
* There is more DNA that can be removed or renamed, where Cycles or Eevee
are reusing some old BI properties but the names are not really correct
anymore.
* Texture slots for materials, lamps and world were removed. They remain
for brushes, particles and freestyle linestyles.
* 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and
other renderers use this to find all panels to show, minus a few panels
that they have their own replacement for.
2018-04-19 17:34:44 +02:00
|
|
|
do {
|
2023-02-23 10:39:51 -05:00
|
|
|
uint lidx = poly.loopstart + fidx;
|
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 (e9f82d3dc7ee, 410a6efb747f). 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
|
|
|
uint vidx = loops[lidx].v;
|
2022-10-06 16:05:56 -05:00
|
|
|
BLI_uvproject_from_camera(
|
Mesh: Move UV layers to generic attributes
Currently the `MLoopUV` struct stores UV coordinates and flags related
to editing UV maps in the UV editor. This patch changes the coordinates
to use the generic 2D vector type, and moves the flags into three
separate boolean attributes. This follows the design in T95965, with
the ultimate intention of simplifying code and improving performance.
Importantly, the change allows exporters and renderers to use UVs
"touched" by geometry nodes, which only creates generic attributes.
It also allows geometry nodes to create "proper" UV maps from scratch,
though only with the Store Named Attribute node for now.
The new design considers any 2D vector attribute on the corner domain
to be a UV map. In the future, they might be distinguished from regular
2D vectors with attribute metadata, which may be helpful because they
are often interpolated differently.
Most of the code changes deal with passing around UV BMesh custom data
offsets and tracking the boolean "sublayers". The boolean layers are
use the following prefixes for attribute names: vert selection: `.vs.`,
edge selection: `.es.`, pinning: `.pn.`. Currently these are short to
avoid using up the maximum length of attribute names. To accommodate
for these 4 extra characters, the name length limit is enlarged to 68
bytes, while the maximum user settable name length is still 64 bytes.
Unfortunately Python/RNA API access to the UV flag data becomes slower.
Accessing the boolean layers directly is be better for performance in
general.
Like the other mesh SoA refactors, backward and forward compatibility
aren't affected, and won't be changed until 4.0. We pay for that by
making mesh reading and writing more expensive with conversions.
Resolves T85962
Differential Revision: https://developer.blender.org/D14365
2023-01-10 00:47:04 -05:00
|
|
|
mloop_uv[lidx], coords[vidx], static_cast<ProjCameraInfo *>(projectors[0].uci));
|
Remove Blender Internal and legacy viewport from Blender 2.8.
Brecht authored this commit, but he gave me the honours to actually
do it. Here it goes; Blender Internal. Bye bye, you did great!
* Point density, voxel data, ocean, environment map textures were removed,
as these only worked within BI rendering. Note that the ocean modifier
and the Cycles point density shader node continue to work.
* Dynamic paint using material shading was removed, as this only worked
with BI. If we ever wanted to support this again probably it should go
through the baking API.
* GPU shader export through the Python API was removed. This only worked
for the old BI GLSL shaders, which no longer exists. Doing something
similar for Eevee would be significantly more complicated because it
uses a lot of multiplass rendering and logic outside the shader, it's
probably impractical.
* Collada material import / export code is mostly gone, as it only worked
for BI materials. We need to add Cycles / Eevee material support at some
point.
* The mesh noise operator was removed since it only worked with BI
material texture slots. A displacement modifier can be used instead.
* The delete texture paint slot operator was removed since it only worked
for BI material texture slots. Could be added back with node support.
* Not all legacy viewport features are supported in the new viewport, but
their code was removed. If we need to bring anything back we can look at
older git revisions.
* There is some legacy viewport code that I could not remove yet, and some
that I probably missed.
* Shader node execution code was left mostly intact, even though it is not
used anywhere now. We may eventually use this to replace the texture
nodes with Cycles / Eevee shader nodes.
* The Cycles Bake panel now includes settings for baking multires normal
and displacement maps. The underlying code needs to be merged properly,
and we plan to add back support for multires AO baking and add support
to Cycles baking for features like vertex color, displacement, and other
missing baking features.
* This commit removes DNA and the Python API for BI material, lamp, world
and scene settings. This breaks a lot of addons.
* There is more DNA that can be removed or renamed, where Cycles or Eevee
are reusing some old BI properties but the names are not really correct
anymore.
* Texture slots for materials, lamps and world were removed. They remain
for brushes, particles and freestyle linestyles.
* 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and
other renderers use this to find all panels to show, minus a few panels
that they have their own replacement for.
2018-04-19 17:34:44 +02:00
|
|
|
} while (fidx--);
|
2012-03-24 06:24:53 +00:00
|
|
|
}
|
|
|
|
|
else {
|
Remove Blender Internal and legacy viewport from Blender 2.8.
Brecht authored this commit, but he gave me the honours to actually
do it. Here it goes; Blender Internal. Bye bye, you did great!
* Point density, voxel data, ocean, environment map textures were removed,
as these only worked within BI rendering. Note that the ocean modifier
and the Cycles point density shader node continue to work.
* Dynamic paint using material shading was removed, as this only worked
with BI. If we ever wanted to support this again probably it should go
through the baking API.
* GPU shader export through the Python API was removed. This only worked
for the old BI GLSL shaders, which no longer exists. Doing something
similar for Eevee would be significantly more complicated because it
uses a lot of multiplass rendering and logic outside the shader, it's
probably impractical.
* Collada material import / export code is mostly gone, as it only worked
for BI materials. We need to add Cycles / Eevee material support at some
point.
* The mesh noise operator was removed since it only worked with BI
material texture slots. A displacement modifier can be used instead.
* The delete texture paint slot operator was removed since it only worked
for BI material texture slots. Could be added back with node support.
* Not all legacy viewport features are supported in the new viewport, but
their code was removed. If we need to bring anything back we can look at
older git revisions.
* There is some legacy viewport code that I could not remove yet, and some
that I probably missed.
* Shader node execution code was left mostly intact, even though it is not
used anywhere now. We may eventually use this to replace the texture
nodes with Cycles / Eevee shader nodes.
* The Cycles Bake panel now includes settings for baking multires normal
and displacement maps. The underlying code needs to be merged properly,
and we plan to add back support for multires AO baking and add support
to Cycles baking for features like vertex color, displacement, and other
missing baking features.
* This commit removes DNA and the Python API for BI material, lamp, world
and scene settings. This breaks a lot of addons.
* There is more DNA that can be removed or renamed, where Cycles or Eevee
are reusing some old BI properties but the names are not really correct
anymore.
* Texture slots for materials, lamps and world were removed. They remain
for brushes, particles and freestyle linestyles.
* 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and
other renderers use this to find all panels to show, minus a few panels
that they have their own replacement for.
2018-04-19 17:34:44 +02:00
|
|
|
/* apply transformed coords as UVs */
|
2023-02-23 10:39:51 -05:00
|
|
|
uint fidx = poly.totloop - 1;
|
Remove Blender Internal and legacy viewport from Blender 2.8.
Brecht authored this commit, but he gave me the honours to actually
do it. Here it goes; Blender Internal. Bye bye, you did great!
* Point density, voxel data, ocean, environment map textures were removed,
as these only worked within BI rendering. Note that the ocean modifier
and the Cycles point density shader node continue to work.
* Dynamic paint using material shading was removed, as this only worked
with BI. If we ever wanted to support this again probably it should go
through the baking API.
* GPU shader export through the Python API was removed. This only worked
for the old BI GLSL shaders, which no longer exists. Doing something
similar for Eevee would be significantly more complicated because it
uses a lot of multiplass rendering and logic outside the shader, it's
probably impractical.
* Collada material import / export code is mostly gone, as it only worked
for BI materials. We need to add Cycles / Eevee material support at some
point.
* The mesh noise operator was removed since it only worked with BI
material texture slots. A displacement modifier can be used instead.
* The delete texture paint slot operator was removed since it only worked
for BI material texture slots. Could be added back with node support.
* Not all legacy viewport features are supported in the new viewport, but
their code was removed. If we need to bring anything back we can look at
older git revisions.
* There is some legacy viewport code that I could not remove yet, and some
that I probably missed.
* Shader node execution code was left mostly intact, even though it is not
used anywhere now. We may eventually use this to replace the texture
nodes with Cycles / Eevee shader nodes.
* The Cycles Bake panel now includes settings for baking multires normal
and displacement maps. The underlying code needs to be merged properly,
and we plan to add back support for multires AO baking and add support
to Cycles baking for features like vertex color, displacement, and other
missing baking features.
* This commit removes DNA and the Python API for BI material, lamp, world
and scene settings. This breaks a lot of addons.
* There is more DNA that can be removed or renamed, where Cycles or Eevee
are reusing some old BI properties but the names are not really correct
anymore.
* Texture slots for materials, lamps and world were removed. They remain
for brushes, particles and freestyle linestyles.
* 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and
other renderers use this to find all panels to show, minus a few panels
that they have their own replacement for.
2018-04-19 17:34:44 +02:00
|
|
|
do {
|
2023-02-23 10:39:51 -05:00
|
|
|
uint lidx = poly.loopstart + fidx;
|
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 (e9f82d3dc7ee, 410a6efb747f). 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
|
|
|
uint vidx = loops[lidx].v;
|
Mesh: Move UV layers to generic attributes
Currently the `MLoopUV` struct stores UV coordinates and flags related
to editing UV maps in the UV editor. This patch changes the coordinates
to use the generic 2D vector type, and moves the flags into three
separate boolean attributes. This follows the design in T95965, with
the ultimate intention of simplifying code and improving performance.
Importantly, the change allows exporters and renderers to use UVs
"touched" by geometry nodes, which only creates generic attributes.
It also allows geometry nodes to create "proper" UV maps from scratch,
though only with the Store Named Attribute node for now.
The new design considers any 2D vector attribute on the corner domain
to be a UV map. In the future, they might be distinguished from regular
2D vectors with attribute metadata, which may be helpful because they
are often interpolated differently.
Most of the code changes deal with passing around UV BMesh custom data
offsets and tracking the boolean "sublayers". The boolean layers are
use the following prefixes for attribute names: vert selection: `.vs.`,
edge selection: `.es.`, pinning: `.pn.`. Currently these are short to
avoid using up the maximum length of attribute names. To accommodate
for these 4 extra characters, the name length limit is enlarged to 68
bytes, while the maximum user settable name length is still 64 bytes.
Unfortunately Python/RNA API access to the UV flag data becomes slower.
Accessing the boolean layers directly is be better for performance in
general.
Like the other mesh SoA refactors, backward and forward compatibility
aren't affected, and won't be changed until 4.0. We pay for that by
making mesh reading and writing more expensive with conversions.
Resolves T85962
Differential Revision: https://developer.blender.org/D14365
2023-01-10 00:47:04 -05:00
|
|
|
copy_v2_v2(mloop_uv[lidx], coords[vidx]);
|
Remove Blender Internal and legacy viewport from Blender 2.8.
Brecht authored this commit, but he gave me the honours to actually
do it. Here it goes; Blender Internal. Bye bye, you did great!
* Point density, voxel data, ocean, environment map textures were removed,
as these only worked within BI rendering. Note that the ocean modifier
and the Cycles point density shader node continue to work.
* Dynamic paint using material shading was removed, as this only worked
with BI. If we ever wanted to support this again probably it should go
through the baking API.
* GPU shader export through the Python API was removed. This only worked
for the old BI GLSL shaders, which no longer exists. Doing something
similar for Eevee would be significantly more complicated because it
uses a lot of multiplass rendering and logic outside the shader, it's
probably impractical.
* Collada material import / export code is mostly gone, as it only worked
for BI materials. We need to add Cycles / Eevee material support at some
point.
* The mesh noise operator was removed since it only worked with BI
material texture slots. A displacement modifier can be used instead.
* The delete texture paint slot operator was removed since it only worked
for BI material texture slots. Could be added back with node support.
* Not all legacy viewport features are supported in the new viewport, but
their code was removed. If we need to bring anything back we can look at
older git revisions.
* There is some legacy viewport code that I could not remove yet, and some
that I probably missed.
* Shader node execution code was left mostly intact, even though it is not
used anywhere now. We may eventually use this to replace the texture
nodes with Cycles / Eevee shader nodes.
* The Cycles Bake panel now includes settings for baking multires normal
and displacement maps. The underlying code needs to be merged properly,
and we plan to add back support for multires AO baking and add support
to Cycles baking for features like vertex color, displacement, and other
missing baking features.
* This commit removes DNA and the Python API for BI material, lamp, world
and scene settings. This breaks a lot of addons.
* There is more DNA that can be removed or renamed, where Cycles or Eevee
are reusing some old BI properties but the names are not really correct
anymore.
* Texture slots for materials, lamps and world were removed. They remain
for brushes, particles and freestyle linestyles.
* 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and
other renderers use this to find all panels to show, minus a few panels
that they have their own replacement for.
2018-04-19 17:34:44 +02:00
|
|
|
} while (fidx--);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
/* multiple projectors, select the closest to face normal direction */
|
|
|
|
|
int j;
|
|
|
|
|
Projector *best_projector;
|
|
|
|
|
float best_dot;
|
2019-04-17 06:17:24 +02:00
|
|
|
|
Remove Blender Internal and legacy viewport from Blender 2.8.
Brecht authored this commit, but he gave me the honours to actually
do it. Here it goes; Blender Internal. Bye bye, you did great!
* Point density, voxel data, ocean, environment map textures were removed,
as these only worked within BI rendering. Note that the ocean modifier
and the Cycles point density shader node continue to work.
* Dynamic paint using material shading was removed, as this only worked
with BI. If we ever wanted to support this again probably it should go
through the baking API.
* GPU shader export through the Python API was removed. This only worked
for the old BI GLSL shaders, which no longer exists. Doing something
similar for Eevee would be significantly more complicated because it
uses a lot of multiplass rendering and logic outside the shader, it's
probably impractical.
* Collada material import / export code is mostly gone, as it only worked
for BI materials. We need to add Cycles / Eevee material support at some
point.
* The mesh noise operator was removed since it only worked with BI
material texture slots. A displacement modifier can be used instead.
* The delete texture paint slot operator was removed since it only worked
for BI material texture slots. Could be added back with node support.
* Not all legacy viewport features are supported in the new viewport, but
their code was removed. If we need to bring anything back we can look at
older git revisions.
* There is some legacy viewport code that I could not remove yet, and some
that I probably missed.
* Shader node execution code was left mostly intact, even though it is not
used anywhere now. We may eventually use this to replace the texture
nodes with Cycles / Eevee shader nodes.
* The Cycles Bake panel now includes settings for baking multires normal
and displacement maps. The underlying code needs to be merged properly,
and we plan to add back support for multires AO baking and add support
to Cycles baking for features like vertex color, displacement, and other
missing baking features.
* This commit removes DNA and the Python API for BI material, lamp, world
and scene settings. This breaks a lot of addons.
* There is more DNA that can be removed or renamed, where Cycles or Eevee
are reusing some old BI properties but the names are not really correct
anymore.
* Texture slots for materials, lamps and world were removed. They remain
for brushes, particles and freestyle linestyles.
* 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and
other renderers use this to find all panels to show, minus a few panels
that they have their own replacement for.
2018-04-19 17:34:44 +02:00
|
|
|
/* get the untransformed face normal */
|
2023-03-12 22:29:15 +01:00
|
|
|
const blender::float3 face_no = blender::bke::mesh::poly_normal_calc(
|
|
|
|
|
positions, loops.slice(poly.loopstart, poly.totloop));
|
2019-04-17 06:17:24 +02:00
|
|
|
|
Remove Blender Internal and legacy viewport from Blender 2.8.
Brecht authored this commit, but he gave me the honours to actually
do it. Here it goes; Blender Internal. Bye bye, you did great!
* Point density, voxel data, ocean, environment map textures were removed,
as these only worked within BI rendering. Note that the ocean modifier
and the Cycles point density shader node continue to work.
* Dynamic paint using material shading was removed, as this only worked
with BI. If we ever wanted to support this again probably it should go
through the baking API.
* GPU shader export through the Python API was removed. This only worked
for the old BI GLSL shaders, which no longer exists. Doing something
similar for Eevee would be significantly more complicated because it
uses a lot of multiplass rendering and logic outside the shader, it's
probably impractical.
* Collada material import / export code is mostly gone, as it only worked
for BI materials. We need to add Cycles / Eevee material support at some
point.
* The mesh noise operator was removed since it only worked with BI
material texture slots. A displacement modifier can be used instead.
* The delete texture paint slot operator was removed since it only worked
for BI material texture slots. Could be added back with node support.
* Not all legacy viewport features are supported in the new viewport, but
their code was removed. If we need to bring anything back we can look at
older git revisions.
* There is some legacy viewport code that I could not remove yet, and some
that I probably missed.
* Shader node execution code was left mostly intact, even though it is not
used anywhere now. We may eventually use this to replace the texture
nodes with Cycles / Eevee shader nodes.
* The Cycles Bake panel now includes settings for baking multires normal
and displacement maps. The underlying code needs to be merged properly,
and we plan to add back support for multires AO baking and add support
to Cycles baking for features like vertex color, displacement, and other
missing baking features.
* This commit removes DNA and the Python API for BI material, lamp, world
and scene settings. This breaks a lot of addons.
* There is more DNA that can be removed or renamed, where Cycles or Eevee
are reusing some old BI properties but the names are not really correct
anymore.
* Texture slots for materials, lamps and world were removed. They remain
for brushes, particles and freestyle linestyles.
* 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and
other renderers use this to find all panels to show, minus a few panels
that they have their own replacement for.
2018-04-19 17:34:44 +02:00
|
|
|
/* find the projector which the face points at most directly
|
|
|
|
|
* (projector normal with largest dot product is best)
|
|
|
|
|
*/
|
|
|
|
|
best_dot = dot_v3v3(projectors[0].normal, face_no);
|
|
|
|
|
best_projector = &projectors[0];
|
2019-04-17 06:17:24 +02:00
|
|
|
|
2022-03-28 12:29:47 +11:00
|
|
|
for (j = 1; j < projectors_num; j++) {
|
2018-04-21 20:42:27 +02:00
|
|
|
float tmp_dot = dot_v3v3(projectors[j].normal, face_no);
|
Remove Blender Internal and legacy viewport from Blender 2.8.
Brecht authored this commit, but he gave me the honours to actually
do it. Here it goes; Blender Internal. Bye bye, you did great!
* Point density, voxel data, ocean, environment map textures were removed,
as these only worked within BI rendering. Note that the ocean modifier
and the Cycles point density shader node continue to work.
* Dynamic paint using material shading was removed, as this only worked
with BI. If we ever wanted to support this again probably it should go
through the baking API.
* GPU shader export through the Python API was removed. This only worked
for the old BI GLSL shaders, which no longer exists. Doing something
similar for Eevee would be significantly more complicated because it
uses a lot of multiplass rendering and logic outside the shader, it's
probably impractical.
* Collada material import / export code is mostly gone, as it only worked
for BI materials. We need to add Cycles / Eevee material support at some
point.
* The mesh noise operator was removed since it only worked with BI
material texture slots. A displacement modifier can be used instead.
* The delete texture paint slot operator was removed since it only worked
for BI material texture slots. Could be added back with node support.
* Not all legacy viewport features are supported in the new viewport, but
their code was removed. If we need to bring anything back we can look at
older git revisions.
* There is some legacy viewport code that I could not remove yet, and some
that I probably missed.
* Shader node execution code was left mostly intact, even though it is not
used anywhere now. We may eventually use this to replace the texture
nodes with Cycles / Eevee shader nodes.
* The Cycles Bake panel now includes settings for baking multires normal
and displacement maps. The underlying code needs to be merged properly,
and we plan to add back support for multires AO baking and add support
to Cycles baking for features like vertex color, displacement, and other
missing baking features.
* This commit removes DNA and the Python API for BI material, lamp, world
and scene settings. This breaks a lot of addons.
* There is more DNA that can be removed or renamed, where Cycles or Eevee
are reusing some old BI properties but the names are not really correct
anymore.
* Texture slots for materials, lamps and world were removed. They remain
for brushes, particles and freestyle linestyles.
* 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and
other renderers use this to find all panels to show, minus a few panels
that they have their own replacement for.
2018-04-19 17:34:44 +02:00
|
|
|
if (tmp_dot > best_dot) {
|
|
|
|
|
best_dot = tmp_dot;
|
|
|
|
|
best_projector = &projectors[j];
|
2010-04-11 22:12:30 +00:00
|
|
|
}
|
Remove Blender Internal and legacy viewport from Blender 2.8.
Brecht authored this commit, but he gave me the honours to actually
do it. Here it goes; Blender Internal. Bye bye, you did great!
* Point density, voxel data, ocean, environment map textures were removed,
as these only worked within BI rendering. Note that the ocean modifier
and the Cycles point density shader node continue to work.
* Dynamic paint using material shading was removed, as this only worked
with BI. If we ever wanted to support this again probably it should go
through the baking API.
* GPU shader export through the Python API was removed. This only worked
for the old BI GLSL shaders, which no longer exists. Doing something
similar for Eevee would be significantly more complicated because it
uses a lot of multiplass rendering and logic outside the shader, it's
probably impractical.
* Collada material import / export code is mostly gone, as it only worked
for BI materials. We need to add Cycles / Eevee material support at some
point.
* The mesh noise operator was removed since it only worked with BI
material texture slots. A displacement modifier can be used instead.
* The delete texture paint slot operator was removed since it only worked
for BI material texture slots. Could be added back with node support.
* Not all legacy viewport features are supported in the new viewport, but
their code was removed. If we need to bring anything back we can look at
older git revisions.
* There is some legacy viewport code that I could not remove yet, and some
that I probably missed.
* Shader node execution code was left mostly intact, even though it is not
used anywhere now. We may eventually use this to replace the texture
nodes with Cycles / Eevee shader nodes.
* The Cycles Bake panel now includes settings for baking multires normal
and displacement maps. The underlying code needs to be merged properly,
and we plan to add back support for multires AO baking and add support
to Cycles baking for features like vertex color, displacement, and other
missing baking features.
* This commit removes DNA and the Python API for BI material, lamp, world
and scene settings. This breaks a lot of addons.
* There is more DNA that can be removed or renamed, where Cycles or Eevee
are reusing some old BI properties but the names are not really correct
anymore.
* Texture slots for materials, lamps and world were removed. They remain
for brushes, particles and freestyle linestyles.
* 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and
other renderers use this to find all panels to show, minus a few panels
that they have their own replacement for.
2018-04-19 17:34:44 +02:00
|
|
|
}
|
2019-04-17 06:17:24 +02:00
|
|
|
|
Remove Blender Internal and legacy viewport from Blender 2.8.
Brecht authored this commit, but he gave me the honours to actually
do it. Here it goes; Blender Internal. Bye bye, you did great!
* Point density, voxel data, ocean, environment map textures were removed,
as these only worked within BI rendering. Note that the ocean modifier
and the Cycles point density shader node continue to work.
* Dynamic paint using material shading was removed, as this only worked
with BI. If we ever wanted to support this again probably it should go
through the baking API.
* GPU shader export through the Python API was removed. This only worked
for the old BI GLSL shaders, which no longer exists. Doing something
similar for Eevee would be significantly more complicated because it
uses a lot of multiplass rendering and logic outside the shader, it's
probably impractical.
* Collada material import / export code is mostly gone, as it only worked
for BI materials. We need to add Cycles / Eevee material support at some
point.
* The mesh noise operator was removed since it only worked with BI
material texture slots. A displacement modifier can be used instead.
* The delete texture paint slot operator was removed since it only worked
for BI material texture slots. Could be added back with node support.
* Not all legacy viewport features are supported in the new viewport, but
their code was removed. If we need to bring anything back we can look at
older git revisions.
* There is some legacy viewport code that I could not remove yet, and some
that I probably missed.
* Shader node execution code was left mostly intact, even though it is not
used anywhere now. We may eventually use this to replace the texture
nodes with Cycles / Eevee shader nodes.
* The Cycles Bake panel now includes settings for baking multires normal
and displacement maps. The underlying code needs to be merged properly,
and we plan to add back support for multires AO baking and add support
to Cycles baking for features like vertex color, displacement, and other
missing baking features.
* This commit removes DNA and the Python API for BI material, lamp, world
and scene settings. This breaks a lot of addons.
* There is more DNA that can be removed or renamed, where Cycles or Eevee
are reusing some old BI properties but the names are not really correct
anymore.
* Texture slots for materials, lamps and world were removed. They remain
for brushes, particles and freestyle linestyles.
* 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and
other renderers use this to find all panels to show, minus a few panels
that they have their own replacement for.
2018-04-19 17:34:44 +02:00
|
|
|
if (best_projector->uci) {
|
2023-02-23 10:39:51 -05:00
|
|
|
uint fidx = poly.totloop - 1;
|
Remove Blender Internal and legacy viewport from Blender 2.8.
Brecht authored this commit, but he gave me the honours to actually
do it. Here it goes; Blender Internal. Bye bye, you did great!
* Point density, voxel data, ocean, environment map textures were removed,
as these only worked within BI rendering. Note that the ocean modifier
and the Cycles point density shader node continue to work.
* Dynamic paint using material shading was removed, as this only worked
with BI. If we ever wanted to support this again probably it should go
through the baking API.
* GPU shader export through the Python API was removed. This only worked
for the old BI GLSL shaders, which no longer exists. Doing something
similar for Eevee would be significantly more complicated because it
uses a lot of multiplass rendering and logic outside the shader, it's
probably impractical.
* Collada material import / export code is mostly gone, as it only worked
for BI materials. We need to add Cycles / Eevee material support at some
point.
* The mesh noise operator was removed since it only worked with BI
material texture slots. A displacement modifier can be used instead.
* The delete texture paint slot operator was removed since it only worked
for BI material texture slots. Could be added back with node support.
* Not all legacy viewport features are supported in the new viewport, but
their code was removed. If we need to bring anything back we can look at
older git revisions.
* There is some legacy viewport code that I could not remove yet, and some
that I probably missed.
* Shader node execution code was left mostly intact, even though it is not
used anywhere now. We may eventually use this to replace the texture
nodes with Cycles / Eevee shader nodes.
* The Cycles Bake panel now includes settings for baking multires normal
and displacement maps. The underlying code needs to be merged properly,
and we plan to add back support for multires AO baking and add support
to Cycles baking for features like vertex color, displacement, and other
missing baking features.
* This commit removes DNA and the Python API for BI material, lamp, world
and scene settings. This breaks a lot of addons.
* There is more DNA that can be removed or renamed, where Cycles or Eevee
are reusing some old BI properties but the names are not really correct
anymore.
* Texture slots for materials, lamps and world were removed. They remain
for brushes, particles and freestyle linestyles.
* 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and
other renderers use this to find all panels to show, minus a few panels
that they have their own replacement for.
2018-04-19 17:34:44 +02:00
|
|
|
do {
|
2023-02-23 10:39:51 -05:00
|
|
|
uint lidx = poly.loopstart + fidx;
|
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 (e9f82d3dc7ee, 410a6efb747f). 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
|
|
|
uint vidx = loops[lidx].v;
|
2022-10-06 16:05:56 -05:00
|
|
|
BLI_uvproject_from_camera(
|
Mesh: Move UV layers to generic attributes
Currently the `MLoopUV` struct stores UV coordinates and flags related
to editing UV maps in the UV editor. This patch changes the coordinates
to use the generic 2D vector type, and moves the flags into three
separate boolean attributes. This follows the design in T95965, with
the ultimate intention of simplifying code and improving performance.
Importantly, the change allows exporters and renderers to use UVs
"touched" by geometry nodes, which only creates generic attributes.
It also allows geometry nodes to create "proper" UV maps from scratch,
though only with the Store Named Attribute node for now.
The new design considers any 2D vector attribute on the corner domain
to be a UV map. In the future, they might be distinguished from regular
2D vectors with attribute metadata, which may be helpful because they
are often interpolated differently.
Most of the code changes deal with passing around UV BMesh custom data
offsets and tracking the boolean "sublayers". The boolean layers are
use the following prefixes for attribute names: vert selection: `.vs.`,
edge selection: `.es.`, pinning: `.pn.`. Currently these are short to
avoid using up the maximum length of attribute names. To accommodate
for these 4 extra characters, the name length limit is enlarged to 68
bytes, while the maximum user settable name length is still 64 bytes.
Unfortunately Python/RNA API access to the UV flag data becomes slower.
Accessing the boolean layers directly is be better for performance in
general.
Like the other mesh SoA refactors, backward and forward compatibility
aren't affected, and won't be changed until 4.0. We pay for that by
making mesh reading and writing more expensive with conversions.
Resolves T85962
Differential Revision: https://developer.blender.org/D14365
2023-01-10 00:47:04 -05:00
|
|
|
mloop_uv[lidx], coords[vidx], static_cast<ProjCameraInfo *>(best_projector->uci));
|
Remove Blender Internal and legacy viewport from Blender 2.8.
Brecht authored this commit, but he gave me the honours to actually
do it. Here it goes; Blender Internal. Bye bye, you did great!
* Point density, voxel data, ocean, environment map textures were removed,
as these only worked within BI rendering. Note that the ocean modifier
and the Cycles point density shader node continue to work.
* Dynamic paint using material shading was removed, as this only worked
with BI. If we ever wanted to support this again probably it should go
through the baking API.
* GPU shader export through the Python API was removed. This only worked
for the old BI GLSL shaders, which no longer exists. Doing something
similar for Eevee would be significantly more complicated because it
uses a lot of multiplass rendering and logic outside the shader, it's
probably impractical.
* Collada material import / export code is mostly gone, as it only worked
for BI materials. We need to add Cycles / Eevee material support at some
point.
* The mesh noise operator was removed since it only worked with BI
material texture slots. A displacement modifier can be used instead.
* The delete texture paint slot operator was removed since it only worked
for BI material texture slots. Could be added back with node support.
* Not all legacy viewport features are supported in the new viewport, but
their code was removed. If we need to bring anything back we can look at
older git revisions.
* There is some legacy viewport code that I could not remove yet, and some
that I probably missed.
* Shader node execution code was left mostly intact, even though it is not
used anywhere now. We may eventually use this to replace the texture
nodes with Cycles / Eevee shader nodes.
* The Cycles Bake panel now includes settings for baking multires normal
and displacement maps. The underlying code needs to be merged properly,
and we plan to add back support for multires AO baking and add support
to Cycles baking for features like vertex color, displacement, and other
missing baking features.
* This commit removes DNA and the Python API for BI material, lamp, world
and scene settings. This breaks a lot of addons.
* There is more DNA that can be removed or renamed, where Cycles or Eevee
are reusing some old BI properties but the names are not really correct
anymore.
* Texture slots for materials, lamps and world were removed. They remain
for brushes, particles and freestyle linestyles.
* 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and
other renderers use this to find all panels to show, minus a few panels
that they have their own replacement for.
2018-04-19 17:34:44 +02:00
|
|
|
} while (fidx--);
|
|
|
|
|
}
|
|
|
|
|
else {
|
2023-02-23 10:39:51 -05:00
|
|
|
uint fidx = poly.totloop - 1;
|
Remove Blender Internal and legacy viewport from Blender 2.8.
Brecht authored this commit, but he gave me the honours to actually
do it. Here it goes; Blender Internal. Bye bye, you did great!
* Point density, voxel data, ocean, environment map textures were removed,
as these only worked within BI rendering. Note that the ocean modifier
and the Cycles point density shader node continue to work.
* Dynamic paint using material shading was removed, as this only worked
with BI. If we ever wanted to support this again probably it should go
through the baking API.
* GPU shader export through the Python API was removed. This only worked
for the old BI GLSL shaders, which no longer exists. Doing something
similar for Eevee would be significantly more complicated because it
uses a lot of multiplass rendering and logic outside the shader, it's
probably impractical.
* Collada material import / export code is mostly gone, as it only worked
for BI materials. We need to add Cycles / Eevee material support at some
point.
* The mesh noise operator was removed since it only worked with BI
material texture slots. A displacement modifier can be used instead.
* The delete texture paint slot operator was removed since it only worked
for BI material texture slots. Could be added back with node support.
* Not all legacy viewport features are supported in the new viewport, but
their code was removed. If we need to bring anything back we can look at
older git revisions.
* There is some legacy viewport code that I could not remove yet, and some
that I probably missed.
* Shader node execution code was left mostly intact, even though it is not
used anywhere now. We may eventually use this to replace the texture
nodes with Cycles / Eevee shader nodes.
* The Cycles Bake panel now includes settings for baking multires normal
and displacement maps. The underlying code needs to be merged properly,
and we plan to add back support for multires AO baking and add support
to Cycles baking for features like vertex color, displacement, and other
missing baking features.
* This commit removes DNA and the Python API for BI material, lamp, world
and scene settings. This breaks a lot of addons.
* There is more DNA that can be removed or renamed, where Cycles or Eevee
are reusing some old BI properties but the names are not really correct
anymore.
* Texture slots for materials, lamps and world were removed. They remain
for brushes, particles and freestyle linestyles.
* 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and
other renderers use this to find all panels to show, minus a few panels
that they have their own replacement for.
2018-04-19 17:34:44 +02:00
|
|
|
do {
|
2023-02-23 10:39:51 -05:00
|
|
|
uint lidx = poly.loopstart + fidx;
|
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 (e9f82d3dc7ee, 410a6efb747f). 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
|
|
|
uint vidx = loops[lidx].v;
|
Mesh: Move UV layers to generic attributes
Currently the `MLoopUV` struct stores UV coordinates and flags related
to editing UV maps in the UV editor. This patch changes the coordinates
to use the generic 2D vector type, and moves the flags into three
separate boolean attributes. This follows the design in T95965, with
the ultimate intention of simplifying code and improving performance.
Importantly, the change allows exporters and renderers to use UVs
"touched" by geometry nodes, which only creates generic attributes.
It also allows geometry nodes to create "proper" UV maps from scratch,
though only with the Store Named Attribute node for now.
The new design considers any 2D vector attribute on the corner domain
to be a UV map. In the future, they might be distinguished from regular
2D vectors with attribute metadata, which may be helpful because they
are often interpolated differently.
Most of the code changes deal with passing around UV BMesh custom data
offsets and tracking the boolean "sublayers". The boolean layers are
use the following prefixes for attribute names: vert selection: `.vs.`,
edge selection: `.es.`, pinning: `.pn.`. Currently these are short to
avoid using up the maximum length of attribute names. To accommodate
for these 4 extra characters, the name length limit is enlarged to 68
bytes, while the maximum user settable name length is still 64 bytes.
Unfortunately Python/RNA API access to the UV flag data becomes slower.
Accessing the boolean layers directly is be better for performance in
general.
Like the other mesh SoA refactors, backward and forward compatibility
aren't affected, and won't be changed until 4.0. We pay for that by
making mesh reading and writing more expensive with conversions.
Resolves T85962
Differential Revision: https://developer.blender.org/D14365
2023-01-10 00:47:04 -05:00
|
|
|
mul_v2_project_m4_v3(mloop_uv[lidx], best_projector->projmat, coords[vidx]);
|
Remove Blender Internal and legacy viewport from Blender 2.8.
Brecht authored this commit, but he gave me the honours to actually
do it. Here it goes; Blender Internal. Bye bye, you did great!
* Point density, voxel data, ocean, environment map textures were removed,
as these only worked within BI rendering. Note that the ocean modifier
and the Cycles point density shader node continue to work.
* Dynamic paint using material shading was removed, as this only worked
with BI. If we ever wanted to support this again probably it should go
through the baking API.
* GPU shader export through the Python API was removed. This only worked
for the old BI GLSL shaders, which no longer exists. Doing something
similar for Eevee would be significantly more complicated because it
uses a lot of multiplass rendering and logic outside the shader, it's
probably impractical.
* Collada material import / export code is mostly gone, as it only worked
for BI materials. We need to add Cycles / Eevee material support at some
point.
* The mesh noise operator was removed since it only worked with BI
material texture slots. A displacement modifier can be used instead.
* The delete texture paint slot operator was removed since it only worked
for BI material texture slots. Could be added back with node support.
* Not all legacy viewport features are supported in the new viewport, but
their code was removed. If we need to bring anything back we can look at
older git revisions.
* There is some legacy viewport code that I could not remove yet, and some
that I probably missed.
* Shader node execution code was left mostly intact, even though it is not
used anywhere now. We may eventually use this to replace the texture
nodes with Cycles / Eevee shader nodes.
* The Cycles Bake panel now includes settings for baking multires normal
and displacement maps. The underlying code needs to be merged properly,
and we plan to add back support for multires AO baking and add support
to Cycles baking for features like vertex color, displacement, and other
missing baking features.
* This commit removes DNA and the Python API for BI material, lamp, world
and scene settings. This breaks a lot of addons.
* There is more DNA that can be removed or renamed, where Cycles or Eevee
are reusing some old BI properties but the names are not really correct
anymore.
* Texture slots for materials, lamps and world were removed. They remain
for brushes, particles and freestyle linestyles.
* 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and
other renderers use this to find all panels to show, minus a few panels
that they have their own replacement for.
2018-04-19 17:34:44 +02:00
|
|
|
} while (fidx--);
|
2010-04-11 22:12:30 +00:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
2019-04-17 06:17:24 +02:00
|
|
|
|
2010-04-11 22:12:30 +00:00
|
|
|
MEM_freeN(coords);
|
2019-04-17 06:17:24 +02:00
|
|
|
|
2012-03-24 06:24:53 +00:00
|
|
|
if (free_uci) {
|
2010-04-11 22:12:30 +00:00
|
|
|
int j;
|
2022-03-28 12:29:47 +11:00
|
|
|
for (j = 0; j < projectors_num; j++) {
|
2012-03-24 06:24:53 +00:00
|
|
|
if (projectors[j].uci) {
|
2010-04-11 22:12:30 +00:00
|
|
|
MEM_freeN(projectors[j].uci);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
2019-04-17 06:17:24 +02:00
|
|
|
|
2022-10-12 20:55:26 -05:00
|
|
|
mesh->runtime->is_original_bmesh = false;
|
2020-08-11 21:46:06 +10:00
|
|
|
|
2018-05-11 15:28:08 +02:00
|
|
|
return mesh;
|
2010-04-11 22:12:30 +00:00
|
|
|
}
|
|
|
|
|
|
2020-04-21 13:09:41 +02:00
|
|
|
static Mesh *modifyMesh(ModifierData *md, const ModifierEvalContext *ctx, Mesh *mesh)
|
2010-04-11 22:12:30 +00:00
|
|
|
{
|
2018-05-11 15:28:08 +02:00
|
|
|
Mesh *result;
|
2012-05-06 13:38:33 +00:00
|
|
|
UVProjectModifierData *umd = (UVProjectModifierData *)md;
|
2010-04-11 22:12:30 +00:00
|
|
|
|
2018-12-07 15:45:53 +01:00
|
|
|
result = uvprojectModifier_do(umd, ctx, ctx->object, mesh);
|
2010-04-11 22:12:30 +00:00
|
|
|
|
|
|
|
|
return result;
|
|
|
|
|
}
|
|
|
|
|
|
2022-10-12 10:27:27 +11:00
|
|
|
static void panel_draw(const bContext * /*C*/, Panel *panel)
|
2020-06-05 10:41:03 -04:00
|
|
|
{
|
|
|
|
|
uiLayout *sub;
|
|
|
|
|
uiLayout *layout = panel->layout;
|
|
|
|
|
|
|
|
|
|
PointerRNA ob_ptr;
|
2020-09-02 14:13:26 -05:00
|
|
|
PointerRNA *ptr = modifier_panel_get_property_pointers(panel, &ob_ptr);
|
2020-06-05 10:41:03 -04:00
|
|
|
|
|
|
|
|
PointerRNA obj_data_ptr = RNA_pointer_get(&ob_ptr, "data");
|
|
|
|
|
|
|
|
|
|
uiLayoutSetPropSep(layout, true);
|
|
|
|
|
|
2022-10-06 16:05:56 -05:00
|
|
|
uiItemPointerR(layout, ptr, "uv_layer", &obj_data_ptr, "uv_layers", nullptr, ICON_NONE);
|
2020-06-05 10:41:03 -04:00
|
|
|
|
2021-03-07 15:12:49 +01:00
|
|
|
/* Aspect and Scale are only used for camera projectors. */
|
|
|
|
|
bool has_camera = false;
|
|
|
|
|
RNA_BEGIN (ptr, projector_ptr, "projectors") {
|
|
|
|
|
PointerRNA ob_projector = RNA_pointer_get(&projector_ptr, "object");
|
|
|
|
|
if (!RNA_pointer_is_null(&ob_projector) && RNA_enum_get(&ob_projector, "type") == OB_CAMERA) {
|
|
|
|
|
has_camera = true;
|
2021-03-12 12:51:38 +11:00
|
|
|
break;
|
2021-03-07 15:12:49 +01:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
RNA_END;
|
|
|
|
|
|
2020-06-05 10:41:03 -04:00
|
|
|
sub = uiLayoutColumn(layout, true);
|
2021-03-07 15:12:49 +01:00
|
|
|
uiLayoutSetActive(sub, has_camera);
|
2022-10-06 16:05:56 -05:00
|
|
|
uiItemR(sub, ptr, "aspect_x", 0, nullptr, ICON_NONE);
|
2020-09-02 14:13:26 -05:00
|
|
|
uiItemR(sub, ptr, "aspect_y", 0, IFACE_("Y"), ICON_NONE);
|
2020-06-05 10:41:03 -04:00
|
|
|
|
|
|
|
|
sub = uiLayoutColumn(layout, true);
|
2021-03-07 15:12:49 +01:00
|
|
|
uiLayoutSetActive(sub, has_camera);
|
2022-10-06 16:05:56 -05:00
|
|
|
uiItemR(sub, ptr, "scale_x", 0, nullptr, ICON_NONE);
|
2020-09-02 14:13:26 -05:00
|
|
|
uiItemR(sub, ptr, "scale_y", 0, IFACE_("Y"), ICON_NONE);
|
2020-06-05 10:41:03 -04:00
|
|
|
|
2020-09-02 14:13:26 -05:00
|
|
|
uiItemR(layout, ptr, "projector_count", 0, IFACE_("Projectors"), ICON_NONE);
|
|
|
|
|
RNA_BEGIN (ptr, projector_ptr, "projectors") {
|
2022-10-06 16:05:56 -05:00
|
|
|
uiItemR(layout, &projector_ptr, "object", 0, nullptr, ICON_NONE);
|
2020-06-05 10:41:03 -04:00
|
|
|
}
|
|
|
|
|
RNA_END;
|
|
|
|
|
|
2020-09-02 14:13:26 -05:00
|
|
|
modifier_panel_end(layout, ptr);
|
2020-06-05 10:41:03 -04:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
static void panelRegister(ARegionType *region_type)
|
|
|
|
|
{
|
|
|
|
|
modifier_panel_register(region_type, eModifierType_UVProject, panel_draw);
|
|
|
|
|
}
|
|
|
|
|
|
2010-04-11 22:12:30 +00:00
|
|
|
ModifierTypeInfo modifierType_UVProject = {
|
2023-01-16 12:41:11 +11:00
|
|
|
/*name*/ N_("UVProject"),
|
|
|
|
|
/*structName*/ "UVProjectModifierData",
|
|
|
|
|
/*structSize*/ sizeof(UVProjectModifierData),
|
|
|
|
|
/*srna*/ &RNA_UVProjectModifier,
|
|
|
|
|
/*type*/ eModifierTypeType_NonGeometrical,
|
|
|
|
|
/*flags*/ eModifierTypeFlag_AcceptsMesh | eModifierTypeFlag_SupportsMapping |
|
2012-05-06 13:38:33 +00:00
|
|
|
eModifierTypeFlag_SupportsEditmode | eModifierTypeFlag_EnableInEditmode,
|
2023-01-16 12:41:11 +11:00
|
|
|
/*icon*/ ICON_MOD_UVPROJECT,
|
|
|
|
|
|
|
|
|
|
/*copyData*/ BKE_modifier_copydata_generic,
|
|
|
|
|
|
|
|
|
|
/*deformVerts*/ nullptr,
|
|
|
|
|
/*deformMatrices*/ nullptr,
|
|
|
|
|
/*deformVertsEM*/ nullptr,
|
|
|
|
|
/*deformMatricesEM*/ nullptr,
|
|
|
|
|
/*modifyMesh*/ modifyMesh,
|
|
|
|
|
/*modifyGeometrySet*/ nullptr,
|
|
|
|
|
|
|
|
|
|
/*initData*/ initData,
|
|
|
|
|
/*requiredDataMask*/ requiredDataMask,
|
|
|
|
|
/*freeData*/ nullptr,
|
|
|
|
|
/*isDisabled*/ nullptr,
|
|
|
|
|
/*updateDepsgraph*/ updateDepsgraph,
|
|
|
|
|
/*dependsOnTime*/ nullptr,
|
|
|
|
|
/*dependsOnNormals*/ nullptr,
|
|
|
|
|
/*foreachIDLink*/ foreachIDLink,
|
|
|
|
|
/*foreachTexLink*/ nullptr,
|
|
|
|
|
/*freeRuntimeData*/ nullptr,
|
|
|
|
|
/*panelRegister*/ panelRegister,
|
|
|
|
|
/*blendWrite*/ nullptr,
|
|
|
|
|
/*blendRead*/ nullptr,
|
2010-04-11 22:12:30 +00:00
|
|
|
};
|