Commit Graph

4366 Commits

Author SHA1 Message Date
Campbell Barton
44d6995b4c Cleanup: make hash sizes static, remove references to smallhash
Remove BLI_ghash_hash_sizes declaration it's only user (smallhash)
has been removed.
2023-11-29 15:13:05 +11:00
Hans Goudey
7e3ba529ea Cleanup: Move four blenkernel headers to C++ 2023-11-28 16:05:12 -05:00
Hans Goudey
991486c37f Cleanup: Remove/replace SmallHash data structure
Use blender::Set which is similar but offsers better type safety
and likely better performance as well. The only remaining user
was the mesh edit mode knife tool, and replacing that usage
with `Set` and `Map` was straightforward.
2023-11-28 14:03:53 -05:00
Ray molenkamp
dbb2844ed9 Cleanup: CMake: Modernize bf_functions dependencies
Pretty straightforward

- Remove any bf_functions paths from INC
- Add a dependency though LIB when missing

context: https://devtalk.blender.org/t/cmake-cleanup/30260

Pull Request: https://projects.blender.org/blender/blender/pulls/115427
2023-11-28 01:14:15 +01:00
Ray Molenkamp
1b6cd937ff Cleanup: CMake: Modernize bf_imbuf dependencies
Pretty straightforward

- Remove any bf_imbuf paths from INC
- Add a dependency though LIB when missing

context: https://devtalk.blender.org/t/cmake-cleanup/30260

Pull Request: https://projects.blender.org/blender/blender/pulls/115425
2023-11-25 23:37:24 +01:00
Ray Molenkamp
6b70c04724 Cleanup: CMake: Modernize bf_depsgraph dependencies
Pretty straightforward

- Remove any bf_depsgraph paths from INC
- Add a dependency though LIB when missing

context: https://devtalk.blender.org/t/cmake-cleanup/30260

Pull Request: https://projects.blender.org/blender/blender/pulls/115422
2023-11-25 22:51:59 +01:00
Ray Molenkamp
ae25298774 Cleanup: CMake: Modernize bf_blenfont dependencies
Pretty straightforward

- Remove any bf_blenfont paths from INC
- Add a dependency though LIB when missing

context: https://devtalk.blender.org/t/cmake-cleanup/30260

Pull Request: https://projects.blender.org/blender/blender/pulls/115365
2023-11-24 18:29:09 +01:00
Ray Molenkamp
b683bcc46c Cleanup: CMake: Modernize bf_intern_clog dependencies
Pretty straightforward

- Remove any bf_intern_clog paths from INC
- Add a dependency though LIB when missing

context: https://devtalk.blender.org/t/cmake-cleanup/30260

Pull Request: https://projects.blender.org/blender/blender/pulls/115323
2023-11-24 17:12:24 +01:00
Hans Goudey
301731692e Cleanup: Access sculpt attributes with C++ attribute API
Access masks and face sets through the `BKE_attribute.hh` API. This
us more flexibility long term, and makes code a bit simpler in the
meantime.
2023-11-20 13:14:34 -05:00
Hans Goudey
f2bcd73bd2 Mesh: Move sculpt mask to a generic attribute
Store paint masks as generic float attributes, with the name
`".sculpt_mask"`. This is similar to 060a534141, which made
the same change for face sets. The benefits are general
consistency, nicer code, and more support in newer areas
that deal with attributes like geometry nodes.

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

Pull Request: https://projects.blender.org/blender/blender/pulls/115119
2023-11-20 17:42:01 +01:00
Hans Goudey
3d57bc4397 Cleanup: Move several blenkernel headers to C++
Mostly focus on areas where we're already using C++ features,
where combining C and C++ APIs is getting in the way.

Pull Request: https://projects.blender.org/blender/blender/pulls/114972
2023-11-16 11:41:55 +01:00
Hans Goudey
4bcdc57fc8 Refactor: Move object runtime data to separate allocation
Move object runtime data to a separate header and allocate it separately
as `blender::bke::ObjectRuntime`. This is how node, mesh, curves, and
point cloud runtime data is stored.

Benefits:
- Allow using C++ types in object runtime data
- Reduce space required for Object struct in files
- Increase conceptual separation between DNA and runtime data
- Remove the need to add manual padding in runtime data
- Include runtime struct definition only in files that require it

Pull Request: https://projects.blender.org/blender/blender/pulls/113957
2023-11-15 18:46:07 +01:00
Hans Goudey
7b51d32dd9 Cleanup: Move BKE_modifier.h to C++ 2023-11-14 09:30:40 +01:00
Aras Pranckevicius
6e4adbe694 Cleanup: use_holes arg to isect_point_poly_v2 has been ignored since 2013
07851dd8df made the use_holes argument be no longer used.
2023-11-06 20:51:21 +02:00
Lukas Stockner
d15013b583 Merge branch 'blender-v4.0-release' 2023-10-31 05:48:58 +01:00
Campbell Barton
4bec9d0d71 Fix #114282: Extrude to Cursor tool no longer tweaks on drag
Regression in [0] which only ran drag events if the press event passed
through.

Resolve using the same logic as select picking
(see: WM_operator_flag_only_pass_through_on_press).

[0]: 4d0f846b93
2023-10-31 14:55:12 +11:00
Brecht Van Lommel
39107b3133 Revert changes from main commits that were merged into blender-v4.0-release
The last good commit was 8474716abb.

After this commits from main were pushed to blender-v4.0-release. These are
being reverted.

Commits a4880576dc from to b26f176d1a that happend afterwards were meant for
4.0, and their contents is preserved.
2023-10-30 21:40:35 +01:00
Campbell Barton
ce027579e0 Merge branch 'blender-v4.0-release' 2023-10-27 11:53:46 +11:00
Campbell Barton
585f43064a Fix edit-mode undo leaving edit-mode with multiple windows
With two or more windows, edit-mode undo assumed it was
possible to load the undo state into the current scene.

When multiple windows are used this is not always the case.
Edit-mode undo steps now store the scene used to create them
which is used to read undo data back into this scene
(when it's shown in a window). Otherwise the current context is used.
2023-10-27 11:50:07 +11:00
Hans Goudey
89e3ba4e25 Mesh: Replace auto smooth with node group
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
2023-10-20 16:54:08 +02:00
Germano Cavalcante
0343e0bd65 Merge branch 'blender-v4.0-release' into main 2023-10-20 09:56:13 -03:00
Germano Cavalcante
b657a35e8f Fix #113936: Extrude to cursor operations not snapping with Face Project
These are not `transform` operations, and use their own method to
detect snapping.

It is important to keep in sync when an enum varies.

In this case, `SCE_SNAP_INDIVIDUAL_PROJECT` was missing to check snap.
2023-10-20 09:55:37 -03:00
Campbell Barton
e7e4e63313 Cleanup: spelling in comments, white-space in comments 2023-10-19 18:53:16 +11:00
Hans Goudey
31ec00895f Curves: Add edit mode operator to set attribute values
Similar to #104426, this adds a simple operator to set attribute values
for curves edit mode. The operator is very basic and is only meant to
be a first step for more attribute editing features. Some of the
functionality could be achieved with node tools, but without dynamic
socket types or access to the active attribute, it would be incomplete.

Some of the RNA property registration, retrieval, and setting is reused
from the mesh edit mode operator. The rest of the logic is similar but
harder to de-duplicate.

Pull Request: https://projects.blender.org/blender/blender/pulls/105076
2023-10-17 12:35:40 +02:00
Falk David
b164ce0cbf Refactor: Return ViewContext by value
This makes `ED_view3d_viewcontext_init` return the `ViewContext` by value instead of writing to a pointer.
No functional changes expected.

Pull Request: https://projects.blender.org/blender/blender/pulls/113761
2023-10-17 10:34:59 +02:00
Hans Goudey
4ae4e25dc2 Merge branch 'blender-v4.0-release' 2023-10-17 09:25:51 +02:00
Hans Goudey
3d236bc858 Mesh: Add operator to select elements based on boolean attribute
Adds a "Select by Attribute" operator as mentioned in the discussion in
#105317. This is done in 4.0 to limit the breaking aspect of the removal
of face maps. The selection storage functionality is replaced by boolean
attributes. We already have a way to control the data in the boolean
attribute with the "Set Attribute" operator, but we didn't have a way to
convert the attribute into a selection.

This operator works on the active attribute if is a boolean attribute
and isn't on the face corner domain. It adds to the existing selection
similar to other existing operators.

While this behavior can be recreated as a node tool, we add it as a
builtin operator here to avoid limitations of the new node-based
tool system and to make the late-in-the-release-cycle change safer.

Pull Request: https://projects.blender.org/blender/blender/pulls/113772
2023-10-17 09:24:51 +02:00
Jacques Lucke
c393d2a4d9 Merge branch 'blender-v4.0-release' 2023-10-11 11:36:55 +02:00
Jacques Lucke
535d211c94 Fix #113386: separating by loose parts removes attribute data
The issue was that custom data layers were modified without checking
that the data was not shared. Now the data is unshared first.

I also added an assert to catches this kind of issue more directly.
2023-10-11 11:35:11 +02:00
Hans Goudey
8f27baf388 Merge branch 'blender-v4.0-release' 2023-10-09 23:54:43 +02:00
Hans Goudey
976eaae02f Cleanup: Move BKE_object.hh to C++
Simplifies the fix to #111120, where the object bounds functions
may return a C++ type instead of `BoundBox`.

Pull Request: https://projects.blender.org/blender/blender/pulls/113462
2023-10-09 23:41:53 +02:00
Germano Cavalcante
ffaf3e30ef DRW: Simplify Selection Engine
The selection engine has some complex tricks that improve performance.
These are:
- Only draws objects whose bounding box intersects the selection
threshold;
- If the viewport or objects are not "dirty", it does not clean the
texture IDs and only adds objects that have not yet been drawn;
- Only updates the depth buffer if a new object is drawn;
- Skip drawing if no object is found;

These tricks were initially implemented so that this engine could be
used for snapping.

But this initial idea has changed and now the engine is only used to
select Vertices, Edges or Faces.

Due to this limited use, these tricks bring no real benefit.
In fact, it's even worse with the Retopology Overlay, as it forces the
Depth buffer to be redrawn.

This commit removes these tricks and only keeps those that indicate
whether the drawing needs to be updated.

Pull Request: https://projects.blender.org/blender/blender/pulls/113308
2023-10-09 11:06:53 -03:00
Jesse Yurkovich
186189c1a6 Merge branch 'blender-v4.0-release' 2023-10-07 15:22:49 -07:00
Jesse Yurkovich
4a57a56f87 Fix #113387: Memory leak with Separate by Loose Parts
Mistake in 118ec54ec7

Free the `groups` array before returning.

Pull Request: https://projects.blender.org/blender/blender/pulls/113402
2023-10-08 00:21:31 +02:00
Jesse Yurkovich
d47ceb53f8 Cleanup: Replace usage of old BLI_array macros with C++ types
This replaces the older dynamic c arrays with blender::Vector as
appropriate. Many files required minimal changes and the before/after
are quite similar.

There's 3 remaining usages of the old machinery but those will require
more involved changes and design.

See #103343

Pull Request: https://projects.blender.org/blender/blender/pulls/110981
2023-10-06 03:02:17 +02:00
Campbell Barton
36056ba37a Merge branch 'blender-v4.0-release' 2023-10-05 13:58:46 +11:00
Campbell Barton
3859a08704 Cleanup: use the name 'ot' for wmOperatorType for unused arguments 2023-10-05 13:55:35 +11:00
Germano Cavalcante
99a3a4a330 Cleanup: Move select engine headers to C++
See #103343

tmp
2023-10-04 14:34:12 -03:00
Hans Goudey
916d4c9d9b Cleanup: Move BKE_screen.h to C++
See #103343
2023-09-25 17:53:11 -04:00
Campbell Barton
e38ff7c06d Cleanup: use C++ comments for disabled code 2023-09-25 17:06:04 +10:00
Hans Goudey
867f99c2af Cleanup: Move depsgraph headers to C++
Pull Request: https://projects.blender.org/blender/blender/pulls/110816
2023-09-22 03:18:17 +02:00
Campbell Barton
5815a00acf Fix duplicate items in edit-mesh select similar enum
The enum contained two instances of NORMAL & FACE,
prefix with VERT/EDGE/FACE for clarity.
2023-09-19 21:26:57 +10:00
ChengduLittleA
34877ec38b Fix #112083: Loop cut requires GL only in interactive mode
Loop cut operator should only require OpenGL in interactive mode, this
makes it possible to run background python script calling the operator.

Thanks for the help from Campbell Barton (@ideasman42)

Pull Request: https://projects.blender.org/blender/blender/pulls/112121
2023-09-18 15:45:16 +02:00
Campbell Barton
c7cd1c8d0b Cleanup: use enum literals for space_type & region_type arguments
Also remove unique names for grease pencil keymaps.
There was not advantage in having separate names for each grease pencil
key-map.
2023-09-14 13:36:34 +10:00
Jacques Lucke
b5c89822ac RNA: return PointerRNA from rna create functions
There are a couple of functions that create rna pointers. For example
`RNA_main_pointer_create` and `RNA_pointer_create`. Currently, those
take an output parameter `r_ptr` as last argument. This patch changes
it so that the functions actually return a` PointerRNA` instead of using
the output parameters.

This has a few benefits:
* Output parameters should only be used when there is an actual benefit.
  Otherwise, one should default to returning the value.
* It's simpler to use the API in the large majority of cases (note that this
  patch reduces the number of lines of code).
* It allows the `PointerRNA` to be const on the call-site, if that is desired.

No performance regression has been measured in production files.
If one of these functions happened to be called in a hot loop where
there is a regression, the solution should be to use an inline function
there which allows the compiler to optimize it even better.

Pull Request: https://projects.blender.org/blender/blender/pulls/111976
2023-09-06 00:48:50 +02:00
Hans Goudey
fa34992def Cleanup: Remove unnecessary includes from C++ data structure headers
The hash tables and vector blenlib headers were pulling many more
headers than they actually need, including the C base math header,
our C string API header, and the StringRef header. All of this
potentially slows down compilation and polutes autocomplete
with unrelated information.

Also remove the `ListBase` constructor for `Vector`. It wasn't used
much, and making it easy to use `ListBase` isn't worth it for the
same reasons mentioned above.

It turns out a lot of files depended on indirect includes of
`BLI_string.h` and `BLI_listbase.h`, so those are fixed here.

Pull Request: https://projects.blender.org/blender/blender/pulls/111801
2023-09-01 21:37:11 +02:00
Hans Goudey
bb181fb8f1 Cleanup: Remove redundant asserts about dirty normals
These asserts basically just reiterated the way things work-- there's no
no way for them to trigger with the current code. And even if they did,
that sort of change wouldn't happen by mistake, so it's not worth
an assert.
2023-08-31 14:22:22 -04:00
Hans Goudey
4e94db97e2 Mesh: Add three cached topology maps
Add three cached topology maps to `Mesh`, to avoid computations when
mesh data isn't changed. Choosing the right maps to cache is a bit
arbitrary, but generally we have to start somewhere. The limiting
factor is memory usage (all the new caches combined have a
comparable footprint to a UV map).

For now, the caches added are:
- Vertex to face corner
- Vertex to face
- Face corner to face

These caches are used in quite a few places already;
- Face corner normal calculation
- UV value merging
- Setting sharp edges from face angles
- Data transfer modifier
- Voxel remesh attribute remapping
- Sculpt mode painting
- Sculpt mode normal calculation
- Vertex paint mode
- Split edges geometry node
- Mesh topology geometry nodes

Caching topology maps means they don't have to be rebuilt every time
they're used. Meshes copied but without topology changes can share
the cache, further reducing re-computations. For example, FPS with a
large mesh using the "Corners of Vertex" node went from 1.8 to 2.3.
Entering sculpt mode is slightly faster too.

There is some obvious work for future commits:
- Use caches in attribute domain interpolation
- More multithreading of second phase of map building
- Update/build caches eagerly in some geometry nodes

Pull Request: https://projects.blender.org/blender/blender/pulls/107816
2023-08-30 23:41:59 +02:00
Campbell Barton
09f61f6881 Cleanup: enforce documented convention for RNA enum naming
This was noted in code comments and checked in Python documentation
generation but not at build time.

Since these enums are identifiers that end up included in various places
enforce the `rna_enum_*_items` convention which was noted as
the convention but not followed strictly.

Partially reverts [0], avoids having to deal with multiple prefix types.

[0]: 3ea7117ed1
2023-08-25 13:35:58 +10:00
Campbell Barton
c713c70781 CMake: quiet uninitialized warnings 2023-08-17 11:53:56 +10:00