Remove the indirection previously used for the topology refiner
to separate C and C++ code. Instead retrieve the base level in
calling code and call opensubdiv API functions directly. This
avoids copying arrays of mesh indices and should reduce
function call overhead since index retrieval can now be inlined.
It also lets us remove a lot of boilerplate shim code.
The downside is increased need for WITH_OPENSUBDIV defines
in various parts of blenkernel, but I think that is required to avoid
the previous indirection and have the kernel deal with OpenSubdiv
more directly.
Pull Request: https://projects.blender.org/blender/blender/pulls/120825
Because the previous fix stopped creating these VBOs when they
would be empty we need more null checks. Alternatively still
creating them but not binding them might be a better solution
but just adding null checks seems like the simpler approach
right now.
Pull Request: https://projects.blender.org/blender/blender/pulls/126073
There were two issues. One was that the normals VBO wasn't created
with the correct size. The other was that there were empty VBOs created
which can apparently also cause crashes.
Pull Request: https://projects.blender.org/blender/blender/pulls/126041
Add a `.data<T>()` method that retrieves a mutable span. This is useful
more and more as we change to filling in vertex buffer data arrays
directly, and compared to raw pointers it's safer too because of asserts
in debug builds.
Pull Request: https://projects.blender.org/blender/blender/pulls/123338
The main change is avoid storage of redundant data in the subdivision
draw cache, mainly by replacing reverse lookup from subdivided edge to
coarse edge. This way loops are structured as iteration over coarse
edges instead of iteration over subdivided edges with optional behavior
for vertices with matching base mesh faces. With that inversion the
information in the draw cache is trivial (or duplicated from an array
in `MeshRenderData`), so it's all removed, except for the subdivided
loose edge positions. That array is also shrunk though, by not
duplicating positions in between each subdivided edge. Its calculation
is more efficient for the same reason too.
Overall, besides code simplification, the effect should be lower
overhead with loose edges with GPU subdivision. Admittedly this isn't
a very important use case, but it's part of a general refactor trying
to use better data oriented design in this area (#116901).
Pull Request: https://projects.blender.org/blender/blender/pulls/122071
Implements another phase of #116901, this time for the `lines` and
`lines_loose` index buffers that store indices for wireframe drawing.
The key improvement is removing loose edge's dependency on the main
edge index buffer. That means for the majority of meshes with no loose
edges, edge index extraction can be completely skipped. Even when there
are loose edges, only the loose edges need to be extracted with
wireframe turned off.
Besides that improvement, there are more changes to use data-oriented
code with visible hot loops instead of the virtual function call design
used for the existing mesh extractor system. For this step I completely
replaced the `extract_lines` object, which is in line with the general
plan for this area.
Additionally, hidden edge filtering is done ahead of time using several
`IndexMask` operations. This means only indices for visible edges need
to be uploaded to the GPU, and no restart index stripping needs to be
performed on macOS.
On my usual test file with 1.9 million vertices, I observed an
improvement from 26 to 33 FPS with wireframe off, and from 9.15 to 9.5
FPS with wireframe on.
Pull Request: https://projects.blender.org/blender/blender/pulls/120720
Move most code to `blender::bke::subdiv`. That helps organization
and makes using C++ in subdiv code easier, which will be useful for
removing the unnecessary opensubdiv C-API wrapper.
Also access the evaluated deform mesh with a function rather than
directly from object runtime data. The goal is to make it easier to use
implicit sharing for these meshes and to improve overall const
correctness.
Now that all relevant code is C++, the indirection from the C struct
`GPUVertBuf` to the C++ `blender::gpu::VertBuf` class just adds
complexity and necessitates a wrapper API, making more cleanups like
use of RAII or other C++ types more difficult.
This commit replaces the C wrapper structs with direct use of the
vertex and index buffer base classes. In C++ we can choose which parts
of a class are private, so we don't risk exposing too many
implementation details here.
Pull Request: https://projects.blender.org/blender/blender/pulls/119825
Previously I misunderstood the subsurf modifier's handling of custom
normals. The "use custom normals" check in 4.0 checked if there were
custom normals and whether the auto smooth flag was checked. I wrongly
changed that to check the mesh normals domain instead of whether there
was custom normals. In 4.1, auto smooth isn't required to use custom
normals, but that should be the only change here.
In this PR, that change is done for CPU and GPU subdivision, and for
the versioning which adds a modifier. The versioning now only puts the
new modifier before the subsurf modifier if it would have used the
custom normals interpolation in 4.0.
The last change causes two test failures which I also misunderstood
before. The previous results were arguably incorrect, because the
Cycles experimental adaptive subdivision ignored the auto smooth
angle, which was 5 degrees. It should have been 180 degrees.
I will modify those test files to remove auto smooth from the meshes.
Pull Request: https://projects.blender.org/blender/blender/pulls/119485
The term `PIL` stands for "platform independent library." It exists since the `Initial Revision`
commit from 2002. Nowadays, we generally just use the `BLI` (blenlib) prefix for such code
and the `PIL` prefix feels more confusing then useful. Therefore, this patch renames the
`PIL` to `BLI`.
Pull Request: https://projects.blender.org/blender/blender/pulls/117325
Overall the transition to C++ in the draw module is awkwardly half
complete, but moving more code to a C++ namespace makes cleaning up
this code in other ways much easier, and the next C++ cleanup steps
are clear anyway.
Each value is now out of the global namespace, so they can be shorter
and easier to read. Most of this commit just adds the necessary casting
and namespace specification. `enum class` can be forward declared since
it has a specified size. We will make use of that in the next commit.
Use the standard "elements_num" naming, and use the "corner" name rather
than the old "loop" name: `verts_num`, `edges_num`, and `corners_num`.
This matches the existing `faces_num` field which was already renamed.
Pull Request: https://projects.blender.org/blender/blender/pulls/116350
This gives better asserts in debug builds through use of Span, more
safety when name convention attributes happen to have different types
or domains, and simpler code in some cases. But the main reasoning is to
avoid relying on the specifics of CustomData more to allow us to replace
it in the future.
See c4446d7924
When the "fully flat" state comes from "sharp_edge" and "sharp_face"
doesn't exist, we need to check for that for every face when extracting
normals. Eventually these loops should be unrolled so we don't have a
function call per face. That would remove the cost of this check.
All the relevant code is C++ now, so we don't need to complicate things
with the trip through C anymore. We will still need some wrappers, since
opensubdiv is an optional dependency though. The goal is to make it
simpler to remove the unnecessary/costly abstraction levels between
Blender mesh data and the opensubdiv code.
Design task: #93551
This PR replaces the auto smooth option with a geometry nodes modifier
that sets the sharp edge attribute. This solves a fair number of long-
standing problems related to auto smooth, simplifies the process of
normal computation, and allows Blender to automatically choose between
face, vertex, and face corner normals based on the sharp edge and face
attributes.
Versioning adds a geometry node group to objects with meshes that had
auto-smooth enabled. The modifier can be applied, which also improves
performance.
Auto smooth is now unnecessary to get a combination of sharp and smooth
edges. In general workflows are changed a bit. Separate procedural and
destructive workflows are available. Custom normals can be used
immediately without turning on the removed auto smooth option.
**Procedural**
The node group asset "Smooth by Angle" is the main way to set sharp
normals based on the edge angle. It can be accessed directly in the add
modifier menu. Of course the modifier can be reordered, muted, or
applied like any other, or changed internally like any geometry nodes
modifier.
**Destructive**
Often the sharp edges don't need to be dynamic. This can give better
performance since edge angles don't need to be recalculated. In edit
mode the two operators "Select Sharp Edges" and "Mark Sharp" can be
used. In other modes, the "Shade Smooth by Angle" controls the edge
sharpness directly.
### Breaking API Changes
- `use_auto_smooth` is removed. Face corner normals are now used
automatically if there are mixed smooth vs. not smooth tags. Meshes
now always use custom normals if they exist.
- In Cycles, the lack of the separate auto smooth state makes normals look
triangulated when all faces are shaded smooth.
- `auto_smooth_angle` is removed. Replaced by a modifier (or operator)
controlling the sharp edge attribute. This means the mesh itself
(without an object) doesn't know anything about automatically smoothing
by angle anymore.
- `create_normals_split`, `calc_normals_split`, and `free_normals_split`
are removed, and are replaced by the simpler `Mesh.corner_normals`
collection property. Since it gives access to the normals cache, it
is automatically updated when relevant data changes.
Addons are updated here: https://projects.blender.org/blender/blender-addons/pulls/104609
### Tests
- `geo_node_curves_test_deform_curves_on_surface` has slightly different
results because face corner normals are used instead of interpolated
vertex normals.
- `bf_wavefront_obj_tests` has different export results for one file
which mixed sharp and smooth faces without turning on auto smooth.
- `cycles_mesh_cpu` has one object which is completely flat shaded.
Previously every edge was split before rendering, now it looks triangulated.
Pull Request: https://projects.blender.org/blender/blender/pulls/108014
Listing the "Blender Foundation" as copyright holder implied the Blender
Foundation holds copyright to files which may include work from many
developers.
While keeping copyright on headers makes sense for isolated libraries,
Blender's own code may be refactored or moved between files in a way
that makes the per file copyright holders less meaningful.
Copyright references to the "Blender Foundation" have been replaced with
"Blender Authors", with the exception of `./extern/` since these this
contains libraries which are more isolated, any changed to license
headers there can be handled on a case-by-case basis.
Some directories in `./intern/` have also been excluded:
- `./intern/cycles/` it's own `AUTHORS` file is planned.
- `./intern/opensubdiv/`.
An "AUTHORS" file has been added, using the chromium projects authors
file as a template.
Design task: #110784
Ref !110783.
Implements the rest of #101689, after 5e9ea9243b.
- `vdata` -> `vert_data`
- `edata` -> `edge_data`
- `pdata` -> `face_data`
- `ldata` -> `loop_data`
A deeper rename of `loop` to `corner` will be proposed as a next
step, and renaming `totvert` and `totedge` can be done separately.
Pull Request: https://projects.blender.org/blender/blender/pulls/110432
Implements part of #101689.
The "poly" name was chosen to distinguish the `MLoop` + `MPoly`
combination from the `MFace` struct it replaced. Those two structures
persisted together for a long time, but nowadays `MPoly` is gone, and
`MFace` is only used in some legacy code like the particle system.
To avoid unnecessarily using a different term, increase consistency
with the UI and with BMesh, and generally make code a bit easier to
read, this commit replaces the `poly` term with `poly`. Most variables
that use the term are renamed too. `Mesh.totface` and `Mesh.fdata` now
have a `_legacy` suffix to reduce confusion. In a next step, `pdata`
can be renamed to `face_data` as well.
Pull Request: https://projects.blender.org/blender/blender/pulls/109819
This utility counts the number of occurrences of each index in an array.
This is used for building mesh topology maps offsets, or for counting
the number of connected elements. Some users are geometry nodes,
the subdivision draw cache, and mesh to curve conversion.
See #109628
A lot of files were missing copyright field in the header and
the Blender Foundation contributed to them in a sense of bug
fixing and general maintenance.
This change makes it explicit that those files are at least
partially copyrighted by the Blender Foundation.
Note that this does not make it so the Blender Foundation is
the only holder of the copyright in those files, and developers
who do not have a signed contract with the foundation still
hold the copyright as well.
Another aspect of this change is using SPDX format for the
header. We already used it for the license specification,
and now we state it for the copyright as well, following the
FAQ:
https://reuse.software/faq/