Use enum types for event modifier and types,
`wmEventModifierFlag` & `wmEventType` respectively.
This helps with readability and avoids unintended mixing with other
types. To quiet GCC's `-Wswitch` warnings many `default` cases needed
to be added to switch statements on event types.
Ref !136759
Callbacks: exec invoke & modal now use a typed enum wmOperatorStatus.
This helps avoid mistakes returning incompatible booleans or other
values which don't make sense for operators to return.
It also makes it more obvious functions in the WM API are intended
to be used to calculate return values for operator callbacks.
Operator enums have been moved into DNA_windowmanager_enums.h
so this can be used in other headers without loading other includes
indirectly.
No functional changes expected.
Ref !136227
The general idea is to keep the 'old', C-style MEM_callocN signature, and slowly
replace most of its usages with the new, C++-style type-safer template version.
* `MEM_cnew<T>` allocation version is renamed to `MEM_callocN<T>`.
* `MEM_cnew_array<T>` allocation version is renamed to `MEM_calloc_arrayN<T>`.
* `MEM_cnew<T>` duplicate version is renamed to `MEM_dupallocN<T>`.
Similar templates type-safe version of `MEM_mallocN` will be added soon
as well.
Following discussions in !134452.
NOTE: For now static type checking in `MEM_callocN` and related are slightly
different for Windows MSVC. This compiler seems to consider structs using the
`DNA_DEFINE_CXX_METHODS` macro as non-trivial (likely because their default
copy constructors are deleted). So using checks on trivially
constructible/destructible instead on this compiler/system.
Pull Request: https://projects.blender.org/blender/blender/pulls/134771
The report was storing a non-2D-Vector attribute with geometry nodes
over a valid UVMap, resulting in the evaluated mesh not having a valid
`CD_PROP_FLOAT2` layer anymore. There is already a check to early out
for the original mesh in case it has no UVs, but as mentioned, not for
the **evaluated** (cage/multi-no-res) mesh which is actually/rightfully
used to get the UVs.
To resolve, check again if we have UVs right after getting he mesh that
is actually used.
(we might even want to remove the first check, seems redundant now -
even though it would early out a bit sooner...)
Pull Request: https://projects.blender.org/blender/blender/pulls/135388
There's no point in having non-threaded image color space conversion functions.
So merge the threaded and non-threaded functions and clarify names while at it:
- IMB_colormanagement_transform & IMB_colormanagement_transform_threaded
-> IMB_colormanagement_transform_float
- IMB_colormanagement_transform_byte & IMB_colormanagement_transform_byte_threaded
-> IMB_colormanagement_transform_byte
- IMB_colormanagement_transform_from_byte & IMB_colormanagement_transform_from_byte_threaded
-> IMB_colormanagement_transform_byte_to_float
These places were doing single-threaded colorspace conversion previously, and
thus now are potentially faster:
- IMB_rect_from_float (used in many places)
- EXR image "save as render" saving (image_exr_from_scene_linear_to_output)
- Object baking (write_internal_bake_pixels, write_external_bake_pixels)
- General image saving, clipboard copy, movie preparation
(IMB_colormanagement_imbuf_for_write)
- Linear conversion when reading HDR images/movies
(colormanage_imbuf_make_linear)
- EXR multi-layer conversion (render_result_new_from_exr)
For one case I benchmarked, which is to render out a 2D stabilized 10 bit input
movie clip out of VSE, the total render time went from 49sec down to 44sec
(Ryzen 5950X), one of the single-threaded parts was the colorspace conversion
in the movieclip code.
Pull Request: https://projects.blender.org/blender/blender/pulls/135155
Restriction of the nodes api to clearly define never-null function arguments.
Side effects: some assertions and null-check (with early return) were removed.
On the caller side is ensured to never derefer null to pass argument (mainly in RNA).
In addition, one pointer argument now actually a return type.
By-reference return types instead of pointers going to be separate kind of
change since also imply of cleaning up variables created from reference.
Also good future improvement would be to mark a copy-constructor as
explicit for DNA node types.
Pull Request: https://projects.blender.org/blender/blender/pulls/134627
The recent addition of DEG_disable_visibility_optimization in #133358
almost fixed this, but it was not fully working. By ensuring objects
are evaluated we avoid modifying original objects.
If for some reason (like a Python handler) the object is still missing,
report an error in the bake operator.
Pull Request: https://projects.blender.org/blender/blender/pulls/133439
Avoid breaking with a partially initialized `highpoly` as this
could cause complications when freeing members in the future.
Also use variables for brevity.
Changes in [0] broke baking to objects with animated render visibility,
causing render visibility override not to work.
Resolve by disabling visibility optimizations.
Ref !133358
[0]: 0dcee6a386
Baking could fail to access an objects evaluated mesh data (see #107426),
while the error remains, prefer an error instead of crashing.
Since the depsgraph runs Python callbacks I don't think we can
provide a guarantee the mesh data will available, so even if #107426
is fixed, it's reasonable to have a check here.
Consistently pass evaluated bake target objects to Cycles, instead
of using the original for this case. This way it can be matched with
evaluated objects being rendered.
Pull Request: https://projects.blender.org/blender/blender/pulls/132722
NOTE: This also required some changes to Cycles code itself, who is now
directly including `BKE_image.hh` instead of declaring a few prototypes
of these functions in its `blender/utils.h` header (due to C++ functions
names mangling, this was not working anymore).
Pull Request: https://projects.blender.org/blender/blender/pulls/130174
Previously, values for `ID.flag` and `ID.tag` used the prefixes `LIB_` and
`LIB_TAG` respectively. This was somewhat confusing because it's not really
related to libraries in general. This patch changes the prefix to `ID_FLAG_` and
`ID_TAG_`. This makes it more obvious what they correspond to, simplifying code.
Pull Request: https://projects.blender.org/blender/blender/pulls/125811
The attribute API defined in `attribute.cc` was dependent on
the assumption that `ID`s are always the "direct" owners of attributes.
For Grease Pencil drawings, this is not the case. The Grease Pencil ID
stores the attributes for layers, and the attributes for drawings are stored
in `CurvesGeometry` on the drawings themselves.
In order to make use of `rna_attribute.cc`, we need that API to handle
other types of attribute owners.
This adds an `AttributeOwner` which is basically just a type and a
pointer. We replace the `ID` pointers and pass `AttributeOwner`s instead.
For cases where we have to do a switch based on the type, all the
types are handled and the `default` statment is left out. This ensures
that we get a compiler warning when a new `AttributeOwnerType`
is added.
No functional changes expected.
Pull Request: https://projects.blender.org/blender/blender/pulls/122765
The main motivation for this is that it's part of a fix for #113377,
where I want to propagate the edit mesh pointers through copied
meshes in modifiers and geometry nodes, instead of just setting the
edit mesh pointer at the end of the modifier stack. That would have
two main benefits:
1. We avoid the need to write to the evaluated mesh, after evaluation
which means it can be shared directly among evaluated objects.
2. When an object's mesh is completely replaced by the mesh from another
object during evaluation (with the object info node), the final edit
mesh pointer will not be "wrong", allowing us to skip index-mapped
GPU data extraction.
Beyond that, using a shared pointer just makes things more automatic.
Handling of edit mesh data is already complicated enough, this way some
of the worry and complexity can be handled by RAII.
One thing to keep in mind is that the edit mesh's BMesh is still freed
manually with `EDBM_mesh_free_data` when leaving edit mode. I figured
that was a more conservative approach for now. Maybe eventually that
could be handled automatically with RAII too.
Pull Request: https://projects.blender.org/blender/blender/pulls/120276
Extract
- Statuses for the external text editor
- Newly created enum node item
- Newly created plane track data
- Newly created custom orientation data
- Operator names in drag and drop menu (need to use operator's
translation context)
- GN attribute statistic node inputs
Disambiguate
- Single-letter colors: A and B can mean Alpha and Blue, or simply A
and B as in two operands in an operation
- Dissolve: issue reported by Tamar Mebonia in #43295
- Translate in the User Preferences. This introduces a new
BLT_I18NCONTEXT_EDITOR_PREFERENCES ("Preferences") translation
context
- Planar (reported by deathblood)
This one is incomplete, because there is currently no way to
disambiguate presets or GN fields. I don't see how either could be
achieved cleanly.
The former would need to define the context inside the preset and
evaluate the file prior to showing it in the presets menu, which
sound bad.
The latter would need to introduce an additional string inside
`FieldInput`s, which would be controversial given how little it
would be used.
Remove
- Unused translation `iface_("%s")` in toolbar
- Remove obsolete N_() tags in a few node descriptions.
Pull Request: https://projects.blender.org/blender/blender/pulls/119065
Move the public functions from the editors/object (`ED_object.hh`)
header to the `blender::ed::object` namespace, and move all of the
implementation files to the namespace too. This provides better code
completion, makes it easier to use other C++ code, removes unnecessary
redundancy and verbosity from local uses of public functions, and more
cleanly separates different modules.
See the diff in `ED_object.hh` for the main renaming changes.
Pull Request: https://projects.blender.org/blender/blender/pulls/119947
Previously retrieving a collection from the context like "selected_ids"
would give a linked list of allocated items. Now it returns a vector of
RNA pointers. Though the number of items is typically fairly small,
using contiguous memory and avoiding many small allocations are
typical performance improvements that could still be beneficial
when there are many items. Iteration also becomes much simpler.
Pull Request: https://projects.blender.org/blender/blender/pulls/119939
The `object_to_world` and `world_to_object` matrices are set during
depsgraph evaluation, calculated from the object's animated location,
rotation, scale, parenting, and constraints. It's confusing and
unnecessary to store them with the original data in DNA.
This commit moves them to `ObjectRuntime` and moves the matrices to
use the C++ `float4x4` type, giving the potential for simplified code
using the C++ abstractions. The matrices are accessible with functions
on `Object` directly since they are used so commonly. Though for write
access, directly using the runtime struct is necessary.
The inverse `world_to_object` matrix is often calculated before it's
used, even though it's calculated as part of depsgraph evaluation.
Long term we might not want to store this in `ObjectRuntime` at all,
and just calculate it on demand. Or at least we should remove the
redundant calculations. That should be done separately though.
Pull Request: https://projects.blender.org/blender/blender/pulls/118210
Along with the 4.1 libraries upgrade, we are bumping the clang-format
version from 8-12 to 17. This affects quite a few files.
If not already the case, you may consider pointing your IDE to the
clang-format binary bundled with the Blender precompiled libraries.
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
Make the naming consistent with the recent change from "loop" to
"corner". Avoid the need for a special type for these triangles by
conveying the semantics in the naming instead.
- `looptris` -> `corner_tris`
- `lt` -> `tri` (or `corner_tri` when there is less context)
- `looptri_index` -> `tri_index` (or `corner_tri_index`)
- `lt->tri[0]` -> `tri[0]`
- `Span<MLoopTri>` -> `Span<int3>`
- `looptri_faces` -> `tri_faces` (or `corner_tri_faces`)
If we followed the naming pattern of "corner_verts" and "edge_verts"
exactly, we'd probably use "tri_corners" instead. But that sounds much
worse and less intuitive to me.
I've found that by using standard vector types for this sort of data,
the commonalities with other areas become much clearer, and code ends
up being naturally more data oriented. Besides that, the consistency
is nice, and we get to mostly remove use of `DNA_meshdata_types.h`.
Pull Request: https://projects.blender.org/blender/blender/pulls/116238
The term `looptri` was used ambiguously for both single & arrays.
The term `tri` was also used, causing `tri->tri`.
Use terms:
- `looptris` for an array or when dealing with multiple items.
- `looptri` is used when dealing with a single item.
- `lt` for a single MLoopTri variables & arguments.
This was already a convention but not followed closely.
"mesh" reads much better than "me" since "me" is a different word.
There's no reason to avoid using two more characters here. Replacing
all of these at once is better than encountering it repeatedly and
doing the same change bit by bit.
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