Commit Graph

23955 Commits

Author SHA1 Message Date
Hans Goudey
473bb8a8b0 Cleanup: Remove else after return in subdiv modifier code 2023-04-23 15:27:20 -04:00
Hans Goudey
5bed959e81 Cleanup: Avoid magic number for bits per integer 2023-04-23 15:27:20 -04:00
Hans Goudey
aa327e4ea5 Cleanup: Simplify subdiv check for crease usage
Now that crease arrays are separate arrays, we can just
not set the array pointers when crease usage is turned off.
2023-04-23 15:27:20 -04:00
Hans Goudey
2f581a779c Cleanup: Use utility constructor to create field operations 2023-04-23 15:27:20 -04:00
Hans Goudey
18291930ce Cleanup: Avoid redundant custom data lookups
We pass false for the "selected" argument, so the boolean layer values
aren't used anyway.
2023-04-23 15:27:20 -04:00
Hans Goudey
c5702ee87d Fix: Wrong conversion for crease type in multires reshape
a8a454287a missed a few places when
moving edge creases out of the MEdge struct.
2023-04-23 15:27:20 -04:00
Hans Goudey
3389cc8083 Fix: Incorrect mesh cache tagging causing excess calculation
8e967cfeaf only meant to tag the "verts no face" cache
calculated eagerly if both loose edges and loose verts were already
calculated. Instead it caused the calculation of one of the caches.
2023-04-23 15:27:20 -04:00
Hans Goudey
8e967cfeaf Mesh: Cache loose vertices
Similar to the cache of loose edges added in 1ea169d90e,
cache the number of loose vertices and which are loose in a bit map.
This can save significant time when drawing large meshes in the
viewport, because recalculations can be avoided when the data doesn't
change, and because many geometry nodes set the loose geometry
caches eagerly when the meshes contain no loose elements.

There are two types of loose vertices:
1. Vertices not used by any edges or faces
   `Mesh.loose_verts()`
2. Vertices not used by any faces (may be used by loose edges)
   `Mesh.verts_no_face()`

Because both are used by Blender in various places, because the cost
is only a bit per vertex (or constant at best) and for design consistency,
we cache both types of loose elements. The bit maps will only be
allocated when they're actually used, but they are already accessed
in a few important places:
- Attribute domain interpolation
- Subdivision surface modifier
- Viewport drawing

Just skipping viewport drawing calculation after certain geometry
nodes setups can have a large impact. Here is the time taken by
viewport loose geometry extraction before and after the change:
- 4 million vertex grid node: 28 ms to 0 ms
- Large molecular nodes setup (curve to mesh node): 104 ms to 0 ms
- Realize instances with 1 million cubes: 131 ms to 0 ms

Pull Request: https://projects.blender.org/blender/blender/pulls/105567
2023-04-22 13:46:11 +02:00
illua1
15f9e42c4f Geometry Nodes: new Index of Nearest node
The node outputs the index of the closest element to itself. See #102387
for the original design.

This is different from the Sample Nearest node in two important ways:
* It does not have a geometry input, instead the geometry is taken from the
  field evaluation context.
* The node can exclude the "current" element from the search.
* The group id input can be used to build subsets of elements that only
  consider each other as neighbors and ignore elements with other ids.

Pull Request: https://projects.blender.org/blender/blender/pulls/104619
2023-04-22 13:11:51 +02:00
Joseph Eagar
0e82510ea2 Sculpt: Fix #107068: Crash in multires unsubdivide
A BMesh customdata offset was being pulled from
the base mesh's customdata.
2023-04-21 18:08:42 -07:00
Richard Antalik
7bf56e5c75 Fix failing lite build
Caused by b21695a507.
2023-04-21 19:29:16 +02:00
Harley Acheson
68f8253c71 VFONT: Text Selection Operator
An operator to allow interactive text selection for 3D Text Objects.
This is from the code of Yash Dabhade (yashdabhade) for GSoC 2022
with corrections and simplifications. Also includes double-click for
word selection.

Pull Request: https://projects.blender.org/blender/blender/pulls/106915
2023-04-21 19:08:44 +02:00
Richard Antalik
b21695a507 VSE: Add sound strip retiming support
This patch contains changes needed for retiming sound strips.

`BKE_sound_set_scene_sound_pitch()` is replaced by
`BKE_sound_set_scene_sound_pitch_constant_range()` which uses new
Audaspace interface to set pitch in bulk.
This is done in `SEQ_retiming_sound_animation_data_set()` where retimed
sections are created for each strip. When strip is inside of meta
strip(s), the retimed sections of meta and actual strip are split where
they intersect and pitch is multiplied where they overlap. Each section
will have pitch value that is provided to audaspace.

Waveform overlay now represents retimed audio accurately.

Ref: #100337

Pull Request: https://projects.blender.org/blender/blender/pulls/105072
2023-04-21 16:53:27 +02:00
Hans Goudey
bc338aac74 Cleanup: Avoid switch fallthrough, avoid copying bit span
Duplicating a few function calls makes this section easier to follow.
2023-04-21 08:43:18 -04:00
Bastien Montagne
0dd16758f0 Core: libquery: change Collection's parent pointer to master collection to 'not owned'. 2023-04-21 14:24:54 +02:00
Jacques Lucke
3ee21d1098 Cleanup: rename anonymous attribute id pointer type 2023-04-21 14:14:27 +02:00
Campbell Barton
19dbe049db Fix #106469: unstable tessellation with quad-flipping detection
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.
2023-04-21 15:02:47 +10:00
Jacques Lucke
8e69b41bdf Cleanup: use const for implicit sharing info
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.
2023-04-20 23:32:33 +02:00
Hans Goudey
491f098edf Cleanup: Fix custom data memcpy call null argument
The data was only null if the size was also zero, but it's simple
to avoid the ASAN warning anyway.
2023-04-20 17:31:29 -04:00
Hans Goudey
82ca3d3604 Fix #107185: Edit mode or existing attribute break rest position
After e45ed69349 we need to remove the existing attribute
when adding the rest position before evaluating modifiers. Also, adding
the rest position attribute was completely skipped in edit mode.

Pull Request: https://projects.blender.org/blender/blender/pulls/107190
2023-04-20 20:18:02 +02:00
Sietse Brouwer
397a14deff GPencil: Several Weight Paint additions
This patch adds several tools and options to the weight paint mode of Grease Pencil.

* Blur tool: smooths out vertex weights, by calculating a gaussian blur of adjacent vertices.
* Average tool: painting the average weight from all weights under the brush.
* Smear tool: smudges weights by grabbing the weights under the brush and 'dragging' them.

* With the + and - icons in the toolbar, the user can easily switch between adding and subtracting weight while drawing weights.
* With shortcut `D` you can toggle between these two.

* The auto-normalize options ensures that all bone-deforming vertex groups add up to 1.0 while weight painting.
* With `Ctrl-F` a radial control for weight is invoked (in addition to the radial controls for brush size and strength).
* With `Ctrl-RMB` the user can sample the weight. This sets the brush Weight from the weight under the cursor.

* When painting weights in vertex groups for bones, the user can quickly switch to another vertex group by clicking on a bone with `Ctrl-LMB`.
For this to work, follow these steps:
* Select the armature and switch to Pose Mode.
* Select your Grease Pencil object and switch immediately to Weight Paint Mode.
* Select a bone in the armature with `Ctrl-LMB`. The corresponding vertex group is automatically activated.

Pull Request: https://projects.blender.org/blender/blender/pulls/106663
2023-04-20 07:55:24 +02:00
Hans Goudey
5ca7e1301f Cleanup: Remove redundant custom data initialization
The comment didn't really make sense, since the removed code did the
same thing as the CustomData function anyway, and that's already done
in `mesh_init_data`.
2023-04-19 22:45:48 -04:00
Hans Goudey
a32fb96311 Cleanup: Use more specific arguments to calc edges function 2023-04-19 22:45:48 -04:00
Hans Goudey
3e41b98295 Cleanup: Use utility to create mesh in metaball tessellation
Avoid the need to add each data array manually.
2023-04-19 22:45:48 -04:00
Campbell Barton
7cc7cd0e80 Cleanup: use a define for all style flags
This ensures new styles only need to be added in one place.
2023-04-20 11:58:20 +10:00
Campbell Barton
5294758830 Fix buffer overflow in BLI_path_frame_strip with long extensions
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.
2023-04-20 11:47:22 +10:00
Martijn Versteegh
911f9bea84 Fix #107067: Properly clear CD_FLAG_ACTIVE/DEFAULT_COLOR flags
Runtime this information is stored in the active_color_attribute and
default_color_attribute strings on the mesh, however when saving it
is still saved in the old format with flags on the CustomData layers.
When converting from the strings to the layers not all flags were
properly cleared from the CustomData layers, leading to multiple
layers having the CD_FLAG_COLOR_ACTIVE/RENDER flag.
2023-04-19 22:26:31 +02:00
Hans Goudey
2ab500c234 Cleanup: Remove unnecessary point cloud function argument
The "nomain to main" function for point clouds now always takes
ownership of the source data-block, just like the mesh version.
2023-04-19 15:52:56 -04:00
Hans Goudey
7535ab412a Cleanup: Remove redundant "reference" argument to geometry copy
Implicit sharing means attribute ownership is shared between geometry
data-blocks, and the sharing happens automatically. So it's unnecessary
to choose whether to enable it when copying a mesh.
2023-04-19 15:52:56 -04:00
Hans Goudey
10d175e223 Cleanup: Use consistent argument order for mesh creation functions
The typical order is vertex, edge, face(polygon), corner(loop), but in
these three functions polys and loops were reversed. Also use more
typical "num" variable names rather than "len"
2023-04-19 15:52:56 -04:00
Hans Goudey
d6abd2ce72 Fix #106138: Node add searches missing context-based poll
Before the add node search refactor and link-drag-search, nodes were
filtered out based on whether they worked with the active render
engine. For example, the Principled Hair BSDF node doesn't work with
EEVEE, so it isn't displayed in the UI. While we might want to relax
this in the future, we have no better way to show that they don't work
right now, so it's best to keep that behavior.

The filtering is implemented with a new node type callback, mainly
to reduce the boilerplate of implementing many node search callbacks
otherwise. It's also relatively clear this way I think. The only
downside is that now there are three poll functions.

I didn't port the "eevee_cycles_shader_nodes_poll" to the new
searches, since I don't understand the purpose of it.

Pull Request: https://projects.blender.org/blender/blender/pulls/106829
2023-04-19 15:48:18 +02:00
Hans Goudey
5ab48a53e4 Cleanup: Use generic edge calculation for legacy curve to mesh
Change the "displist to mesh" conversion to use the edge calculation
function used everywhere else, to allow removing the old code. This
changes edge vertex and corner edge indices, requiring a test update,
but the visual result should be the same.
2023-04-19 09:29:08 -04:00
Hans Goudey
e45ed69349 Attributes: Integrate implicit sharing with the attribute API
Add the ability to retrieve implicit sharing info directly from the
C++ attribute API, which simplifies memory usage and performance
optimizations making use of it. This commit uses the additions to
the API to avoid copies in a few places:
- The "rest_position" attribute in the mesh modifier stack
- Instance on Points node
- Instances to points node
- Mesh to points node
- Points to vertices node

Many files are affected because in order to include the new information
in the API's returned data, I had to switch a bunch of types from
`VArray` to `AttributeReader`. This generally makes sense anyway, since
it allows retrieving the domain, which wasn't possible before in some
cases. I overloaded the `*` deference operator for some syntactic sugar
to avoid the (very ugly) `.varray` that would be necessary otherwise.

Pull Request: https://projects.blender.org/blender/blender/pulls/107059
2023-04-19 11:21:06 +02:00
Sergey Sharybin
9e63c3cee8 Fix strict prototypes in Audio 2023-04-19 10:02:09 +02:00
Campbell Barton
643f8bcedd Cleanup: avoid redundant string copy
This may have been done because BLI_path_frame_get used to take a
non-const string.
2023-04-19 12:32:42 +10:00
Campbell Barton
846d78b09a Cleanup: improve doc-strings for EditFont 2023-04-19 09:06:24 +10:00
Campbell Barton
b132118f89 Cleanup: balance doxygen grouping, minor grouping adjustment 2023-04-19 09:02:21 +10:00
Campbell Barton
88f5dd3c72 Cleanup: format 2023-04-19 08:02:42 +10:00
Campbell Barton
eb2867de90 Cleanup: spelling in comments 2023-04-19 08:02:41 +10:00
Harley Acheson
f7ba61d3a6 Fix #107009: Setting Text Object Styles
This allows toggling of text styles of selected text and at the current
mouse cursor position if nothing is selected.

Pull Request: https://projects.blender.org/blender/blender/pulls/107048
2023-04-18 21:24:38 +02:00
Hans Goudey
4edcae75aa Cleanup: Remove unused using keyword 2023-04-18 13:38:11 -04:00
Hans Goudey
d818d05415 Cleanup: Remove unnecessary attribute provider callbacks
We don't use the callbacks that create virtual arrays from the custom data
anymore, they just add extra indirection. The only non-obvious case was
the crease attribute which had a setter function. Replace that with an
attribute validator like the other similar attributes.

Pull Request: https://projects.blender.org/blender/blender/pulls/107088
2023-04-18 17:13:38 +02:00
Campbell Barton
77268dbe3b WM: add versioning for 3.5 sculpt brushes (part of fix for #106057)
Add a versioning function for tool ID's which can be used if these
need to be changed in future.
2023-04-18 20:30:00 +10:00
Bastien Montagne
6e75581e65 BKE: Rework ID swap code to properly handle embedded ID pointers.
While embedded IDs are usually considered as private local data of their
owner ID, some areas of code, like the depsgraph, can consider them as
regular IDs in some aspects.

So when swapping IDs, also properly 'counter-swap' their potential
embedded IDs, such that the pointers to the embedded IDs remain as before
swapping, even though the data of the embedded IDs is swapped.

The main target of this change is memfile undo code. There, newly read
IDs are swapped with their oldder version, so that the old address
contains the new data. This allows to avoid rebuilding some of the
depsgraph. Doing the same thing for embedded IDs should reduce even
further the needs for depsgrah rebuilds on undo steps.

This commit also gives more control over the remapping of 'self' ID
pointers inside themselves.

Pull Request: https://projects.blender.org/blender/blender/pulls/107044
2023-04-18 11:09:36 +02:00
Hans Goudey
7bb8c8a5cf Cleanup: Improve comments about curves and mesh offset spans 2023-04-17 23:38:10 -04:00
illua1
2f743b0a92 Cleanup: Replace manual flag checking with methods in node.cc
Not all flags have methods, and not all node primitive types have this.
Replacement of rather simple cases.

Pull Request: https://projects.blender.org/blender/blender/pulls/107055
2023-04-18 00:29:10 +02:00
Joseph Eagar
29f137e138 Sculpt: fix brush.falloff_shape not being reset in "reset brush" op 2023-04-17 15:16:35 -07:00
Joseph Eagar
96fa5fc2b3 Sculpt: Fix #106996: Mising null check in BKE_sculpt_update_object_before_eval 2023-04-17 14:05:29 -07:00
Clément Foucault
a8feb20e1c DNA: Move irradiance grid light cache data to Object level
This is the first step for refactoring the lightcache system.
Each probe instance (as in `Object`) will now store its own baked data.
The data is currently stored in uncompressed readable format.

This introduces two new operators for baking to avoid confusion with
the previous light baking pipeline. These do nothing other than
creating empty caches that will be populated by EEVEE later on.

The DNA storage is made to be able to include multiple caches
in case of baked simulation over time but it isn't yet supported.

I prefer to keep the implementation simple for now as the long term
goals for this feature are uncertain.
There is still a type flag (`LightProbeObjectCache.cache_type`) that
will be used for versioning.

The naming convention of structs is a bit weird but that's all I
found in order to avoid interfering with the old scene light cache
that is still used by (old) EEVEE.

Related task #106449.

Pull Request: https://projects.blender.org/blender/blender/pulls/106808
2023-04-17 17:12:19 +02:00
Bastien Montagne
a16bcb6576 Core: ID remapping: Do remap 'not owning embedded' ID pointers.
This should not have much effective consequences with current code, but
fixes potential missed remappings for e.g. some nodetree pointers in the
node editor, or the `parent` pointer of collections to a scene's master
collection.
2023-04-17 15:46:21 +02:00