The result of detecting if a quad should flip the default 0-2 split
when tessellated only used a pre-calculated normal when available,
since the method of detecting the flip was different, the check for a
concave face could change depending on the existence of polygon-normals.
In practice this meant cycles render preview could use a different
tessellation than the GPU display.
While [0] exposed the bug, it's an inherent problem with having 2
methods of detecting concave quads.
Remove is_quad_flip_v3_first_third_fast_with_normal(..) and always
use is_quad_flip_v3_first_third_fast(..), because having to calculate
the normal inline has significant overhead.
Note that "bow-tie" quads may now render with a subdivision in a
different direction although they must be very distorted with both
triangles along the 0-2 split pointing away from each other.
Thanks to @HooglyBoogly for investigating the issue.
[0]: 16fbadde36.
Generally, one does not know if the sharing info is currently shared
and should therefore be const. Better keep it const almost all the
time and only remove the constness when absolutely necessary
and the code has checked that it is valid.
Some callers that access the extension operated on the end of the path
even when there was no extension. Using this avoids having to assign
the end of the string using a separate check.
The file extension was copied into a buffer without checking it's size.
While large extensions aren't typical, some callers used small fixed
size buffers so an unusually named file could crash.
While replacing the extension with an empty string works,
it required a redundant string-size argument which took a dummy
value in some cases. Avoid having to pass in a redundant string size by
adding a function that strips the extension.
Finding the extension included hidden files (starting with a '.'),
now finding the extension matches Python's `os.path.splitext` behavior
which has the advantate a hidden file is not considered one long
extension - with an empty name part.
Also update code to use BLI_path_extension in cases which previously
in-lined this logic.
BLI_path_frame_get path argument is now const,
it was being manipulated unnecessarily.
Adds a submenu to the File Browser selected item context menu that
allows opening the item or viewing the location in an OS browsing
window. On Win32 also allows other actions like editing, searching,
opening command prompt, etc.
Pull Request: https://projects.blender.org/blender/blender/pulls/104531
Implements #95966, as the final step of #95965.
This commit changes the storage of mesh edge vertex indices from the
`MEdge` type to the generic `int2` attribute type. This follows the
general design for geometry and the attribute system, where the data
storage type and the usage semantics are separated.
The main benefit of the change is reduced memory usage-- the
requirements of storing mesh edges is reduced by 1/3. For example,
this saves 8MB on a 1 million vertex grid. This also gives performance
benefits to any memory-bound mesh processing algorithm that uses edges.
Another benefit is that all of the edge's vertex indices are
contiguous. In a few cases, it's helpful to process all of them as
`Span<int>` rather than `Span<int2>`. Similarly, the type is more
likely to match a generic format used by a library, or code that
shouldn't know about specific Blender `Mesh` types.
Various Notes:
- The `.edge_verts` name is used to reflect a mapping between domains,
similar to `.corner_verts`, etc. The period means that it the data
shouldn't change arbitrarily by the user or procedural operations.
- `edge[0]` is now used instead of `edge.v1`
- Signed integers are used instead of unsigned to reduce the mixing
of signed-ness, which can be error prone.
- All of the previously used core mesh data types (`MVert`, `MEdge`,
`MLoop`, `MPoly` are now deprecated. Only generic types are used).
- The `vec2i` DNA type is used in the few C files where necessary.
Pull Request: https://projects.blender.org/blender/blender/pulls/106638
Similar to 7eee378ecc, this change decreases memory usage and
improves performance when copying curves and meshes without changing
their topology. The same change used for custom data layers is applied
to face and curve offset indices, which aren't stored as a custom data
layer.
The implicit sharing info for the offsets is stored in the mesh and
curve runtime structs, since it doesn't need to be written to files
directly. When changing the offsets pointer directly, the sharing info
must be updated accordingly. To make that easier, a few utility
functions take care of common operations like making an array mutable,
resizing an array, and creating sharing info for allocated data.
This commit also clarifies the intention to not allocate the offsets
at all when there are no curves/faces. That slightly complicates some
of the logic, but there's no reason for the single `0` integer to be
allocated.
Pull Request: https://projects.blender.org/blender/blender/pulls/106907
This type will be used to store mesh edges in #106638, but it could
be used for anything else too. This commit adds support for:
- The new type in the Python API
- Editing the type in the edit mode "Attribute Set" operator
- Rendering the type in EEVEE and Cycles for all geometry types
- Geometry nodes attribute interpolation and mixing
- Viewing the type in the spreadsheet and using row filters
The attribute uses the `blender::int2` type in most code, and
the `vec2i` DNA type in C code when necessary. The enum names
are based on `INT32_2D` for consistency with `INT8` and `INT32`.
Pull Request: https://projects.blender.org/blender/blender/pulls/106677
The position attribute has special meaning for point clouds, and
meshes and curves have access methods for the attribute as well.
This saves boilerplate and gives more consistency between types.
This integrates the new implicit-sharing system (from fbcddfcd68)
with `CustomData`. Now the potentially long arrays referenced by custom
data layers can be shared between different systems but most importantly
between different geometries. This makes e.g. copying a mesh much cheaper
because none of the attributes has to be copied. Only when an attribute
is modified does it have to be copied.
Also see the original design task: #95845.
This reduces memory and improves performance by avoiding unnecessary
data copies. For example, the used memory after loading a highly
subdivided mesh is reduced from 2.4GB to 1.79GB. This is about 25%
less which is the expected amount because in `main` there are 4 copies
of the data:
1. The original data which is allocated when the file is loaded.
2. The copy for the depsgraph allocated during depsgraph evaluation.
3. The copy for the undo system allocated when the first undo step is
created right after loading the file.
4. GPU buffers allocated for drawing.
This patch only gets rid of copy number 2 for the depsgraph. In theory
the other copies can be removed as part of follow up PRs as well though.
-----
The patch has three main components:
* Slightly modified `CustomData` API to make it work better with implicit
sharing:
* `CD_REFERENCE` and `CD_DUPLICATE` have been removed because they are
meaningless when implicit-sharing is used.
* `CD_ASSIGN` has been removed as well because it's not an allocation
type anyway. The functionality of using existing arrays as custom
data layers has not been removed though.
* This can still be done with `CustomData_add_layer_with_data` which
also has a new argument that allows passing in information about
whether the array is shared.
* `CD_FLAG_NOFREE` has been removed because it's no longer necessary. It
only existed because of `CD_REFERENCE`.
* `CustomData_copy` and `CustomData_merge` have been split up into a
functions that do copy the actual attribute values and those that do
not. The latter functions now have the `_layout` suffix
(e.g. `CustomData_copy_layout`).
* Changes in `customdata.cc` to make it actually use implicit-sharing.
* Changes in various other files to adapt to the changes in `BKE_customdata.h`.
Pull Request: https://projects.blender.org/blender/blender/pulls/106228
Nodes with names separated by a slash / can
not be searched by their initials.
This commit adds the slash character to
the list of separators for this type of
fuzzy search.
Pull Request: https://projects.blender.org/blender/blender/pulls/106838
The "reverse map" of corners to faces and points to curves is the same
for meshes and curves now. Move it to the offset indices header to
reflect this.
This unification can go further in the future, but I'd rather wait
until the design is clearer for now.
Pull Request: https://projects.blender.org/blender/blender/pulls/106570
Implements #95967.
Currently the `MPoly` struct is 12 bytes, and stores the index of a
face's first corner and the number of corners/verts/edges. Polygons
and corners are always created in order by Blender, meaning each
face's corners will be after the previous face's corners. We can take
advantage of this fact and eliminate the redundancy in mesh face
storage by only storing a single integer corner offset for each face.
The size of the face is then encoded by the offset of the next face.
The size of a single integer is 4 bytes, so this reduces memory
usage by 3 times.
The same method is used for `CurvesGeometry`, so Blender already has
an abstraction to simplify using these offsets called `OffsetIndices`.
This class is used to easily retrieve a range of corner indices for
each face. This also gives the opportunity for sharing some logic with
curves.
Another benefit of the change is that the offsets and sizes stored in
`MPoly` can no longer disagree with each other. Storing faces in the
order of their corners can simplify some code too.
Face/polygon variables now use the `IndexRange` type, which comes with
quite a few utilities that can simplify code.
Some:
- The offset integer array has to be one longer than the face count to
avoid a branch for every face, which means the data is no longer part
of the mesh's `CustomData`.
- We lose the ability to "reference" an original mesh's offset array
until more reusable CoW from #104478 is committed. That will be added
in a separate commit.
- Since they aren't part of `CustomData`, poly offsets often have to be
copied manually.
- To simplify using `OffsetIndices` in many places, some functions and
structs in headers were moved to only compile in C++.
- All meshes created by Blender use the same order for faces and face
corners, but just in case, meshes with mismatched order are fixed by
versioning code.
- `MeshPolygon.totloop` is no longer editable in RNA. This API break is
necessary here unfortunately. It should be worth it in 3.6, since
that's the best way to allow loading meshes from 4.0, which is
important for an LTS version.
Pull Request: https://projects.blender.org/blender/blender/pulls/105938
The goal is to solve confusion of the "All rights reserved" for licensing
code under an open-source license.
The phrase "All rights reserved" comes from a historical convention that
required this phrase for the copyright protection to apply. This convention
is no longer relevant.
However, even though the phrase has no meaning in establishing the copyright
it has not lost meaning in terms of licensing.
This change makes it so code under the Blender Foundation copyright does
not use "all rights reserved". This is also how the GPL license itself
states how to apply it to the source code:
<one line to give the program's name and a brief idea of what it does.>
Copyright (C) <year> <name of author>
This program is free software ...
This change does not change copyright notice in cases when the copyright
is dual (BF and an author), or just an author of the code. It also does
mot change copyright which is inherited from NaN Holding BV as it needs
some further investigation about what is the proper way to handle it.
For example
```
OIIOOutputDriver::~OIIOOutputDriver()
{
}
```
becomes
```
OIIOOutputDriver::~OIIOOutputDriver() {}
```
Saves quite some vertical space, which is especially handy for
constructors.
Pull Request: https://projects.blender.org/blender/blender/pulls/105594