Commit Graph

138 Commits

Author SHA1 Message Date
Hans Goudey
ef22826a3c Cleanup: Remove non-creatable option for builtin attributes
This was necessary when attributes were stored embedded in legacy
structs like `MPoly`. Nowadays that isn't the case anymore, and there
doesn't seem to be a reason to restrict the creation of attributes.
2024-03-25 17:05:39 -04:00
Hans Goudey
04bcd17dc8 Cleanup: Remove unnecessary builtin attribute provider logic
All builtin attributes are now stored as named attributes, so the old
code path from where they were stored with non-generic types can be
removed. The stored type and attribute type don't have to be tracked
separately anymore either.
2024-03-25 16:01:36 -04:00
Hans Goudey
961783c444 Cleanup: Move BKE_deform.h to C++ 2024-01-29 19:04:13 -05:00
Hans Goudey
3e76a1a6c2 Cleanup: Move BKE_lib_id.h to C++ 2024-01-15 12:44:14 -05:00
Iliya Katushenock
37b2c12cfa Geometry Nodes: Sort Elements node
Implements the design in #109983

Pull Request: https://projects.blender.org/blender/blender/pulls/114194
2024-01-12 14:30:34 +01:00
Hans Goudey
9daa6d8115 Cleanup: Remove unnecessary namespace specification 2023-12-28 16:49:31 -05:00
Hans Goudey
b9b47088bc Cleanup: Remove unnecessary DNA_meshdata_types.h includes
Except for vertex groups and a few older color types, these
are generally replaced by newer generic attribute types.
Also remove some includes of DNA_mesh_types.h, since it's
included indirectly by BKE_mesh.hh currently.
2023-12-20 20:58:38 -05:00
Hans Goudey
19001c9e6c Cleanup: Move attribute domain enum to C++ header, use enum class
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.
2023-12-20 13:25:28 -05:00
Hans Goudey
8dd8f932e2 Cleanup: Rename Mesh loop_data to corner_data
Related to #110434, efbee2d606, 7c69c8827b
2023-12-19 20:39:05 -05:00
Hans Goudey
efbee2d606 Mesh: Rename totvert, totedge, and totloop fields
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
2023-12-20 02:21:48 +01:00
Hans Goudey
d093c9075d Cleanup: Check for null before copying datablocks
Avoid relying on the null check inside of `BKE_id_copy_ex`,
which shouldn't really be there.
2023-12-19 13:31:43 -05:00
Hans Goudey
1d0179adbb Cleanup: Move mesh update tags to DNA struct
This is similar to other update tags and update tags for other geometry types.
2023-12-12 18:23:59 -05:00
Hans Goudey
d8497e48e1 Cleanup: Use is_empty() instead of size() == 0 2023-12-11 15:47:11 -05:00
Jacques Lucke
cefdb67db7 Cleanup: return managed pointer when copying geometry component 2023-12-01 11:23:00 +01:00
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
Falk David
bc7034d9fd CurvesGeometry: Add initial vertex group support
This PR adds vertex groups to `CurvesGeometry` as well as an attribute read/write accessor.

This is also in preparation for GPv3. Since the goal is to have full compatibility with the current grease pencil features, vertex groups need to be supported.

Grease Pencil allows filtering by vertex group for modifiers.To support this, it also makes sense to have read/write access for vertex groups in the attributes API.

In the future, vertex groups should be just another custom attribute on meshes/curves/grease pencil. There are some more issues to be solved before that can happen. This step gets us a bit closer since the vertex weight data is stored in `CustomData`.

Pull Request: https://projects.blender.org/blender/blender/pulls/106944
2023-09-27 10:26:06 +02:00
Campbell Barton
e955c94ed3 License Headers: Set copyright to "Blender Authors", add AUTHORS
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.
2023-08-16 00:20:26 +10:00
Hans Goudey
dc7979a056 Cleanup: Make geometry set naming more consistent
Remove the "_for_read" suffix from methods to get geometry and geometry
components. That should be considered the default, so the suffix just
adds unnecessary text. This is consistent with the attribute API and
various implicit sharing data access methods.

Use "from_mesh" instead of "create_with_mesh". This is consistent with
the recently used naming for the `IndexMask` API.

Pull Request: https://projects.blender.org/blender/blender/pulls/110738
2023-08-03 17:09:18 +02:00
Hans Goudey
731d296f35 Cleanup: Move mesh related blenkernel headers to C++
See #103343

Pull Request: https://projects.blender.org/blender/blender/pulls/110730
2023-08-02 22:14:18 +02:00
Hans Goudey
95edff7495 Cleanup: Rename mesh custom data fields
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
2023-07-25 21:15:52 +02:00
Hans Goudey
5e9ea9243b Mesh: Rename "polys" to "faces"
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
2023-07-24 22:06:55 +02:00
Hans Goudey
ec30217755 Cleanup: Simplify access to next face corner in domain interpolation 2023-07-06 13:40:42 -04:00
Hans Goudey
f4124ee02d Cleanup: Move GeometrySet and components to proper namespace
Move `GeometrySet` and `GeometryComponent` and subclasses
to the `blender::bke` namespace. This wasn't done earlier since
these were one of the first C++ classes used throughout Blender,
but now it is common.

Also remove the now-unnecessary C-header, since all users of
the geometry set header are now in C++.

Pull Request: https://projects.blender.org/blender/blender/pulls/109020
2023-06-15 22:18:28 +02:00
Hans Goudey
e5ec04d73c Mesh: Move vertex/edge crease to generic attributes
Store subdivision surface creases in two new named float attributes:
- `crease_vert`
- `crease_edge`
This is similar to 2a56403cb0.

The attributes are naming conventions, so their data type and domain
aren't enforced, and may be interpolated when necessary. Editing tools
and the subdivision surface modifier use the hard-coded name. It might
be best if these were edited as generic attributes in the future, but
in the meantime using generic attributes helps.

The attributes are visible in the list, which is how they're now meant
to be removed. They are now interchangeable with any tool that works
with the generic attribute system-- even tools like vertex paint can
affect creases now.

This is a breaking change. Forward compatibility isn't preserved for
versions before 3.6, and the `crease` property in RNA is removed in
favor of making a smaller API surface area with just the attribute API.
`Mesh.vertex_creases` and `Mesh.edge_creases` now just return the
matching attribute if possible, and are now implemented in Python.
New functions `*ensure` and `*remove` also replace the operators to
add and remove the layers for Python.

A few extrude node test files have to be updated because of different
(now generic) attribute interpolation behavior.

Pull Request: https://projects.blender.org/blender/blender/pulls/108089
2023-06-13 20:23:39 +02:00
Hans Goudey
319b68763f Cleanup: Simplify namespaces in geometry component files 2023-06-08 08:29:15 -04:00
Hans Goudey
3503f7675c Cleanup: Remove unused forward declaration 2023-06-08 08:28:57 -04:00
Sergey Sharybin
c1bc70b711 Cleanup: Add a copyright notice to files and use SPDX format
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/
2023-05-31 16:19:06 +02:00
Jacques Lucke
2cfcb8b0b8 BLI: refactor IndexMask for better performance and memory usage
Goals of this refactor:
* Reduce memory consumption of `IndexMask`. The old `IndexMask` uses an
  `int64_t` for each index which is more than necessary in pretty much all
  practical cases currently. Using `int32_t` might still become limiting
  in the future in case we use this to index e.g. byte buffers larger than
  a few gigabytes. We also don't want to template `IndexMask`, because
  that would cause a split in the "ecosystem", or everything would have to
  be implemented twice or templated.
* Allow for more multi-threading. The old `IndexMask` contains a single
  array. This is generally good but has the problem that it is hard to fill
  from multiple-threads when the final size is not known from the beginning.
  This is commonly the case when e.g. converting an array of bool to an
  index mask. Currently, this kind of code only runs on a single thread.
* Allow for efficient set operations like join, intersect and difference.
  It should be possible to multi-thread those operations.
* It should be possible to iterate over an `IndexMask` very efficiently.
  The most important part of that is to avoid all memory access when iterating
  over continuous ranges. For some core nodes (e.g. math nodes), we generate
  optimized code for the cases of irregular index masks and simple index ranges.

To achieve these goals, a few compromises had to made:
* Slicing of the mask (at specific indices) and random element access is
  `O(log #indices)` now, but with a low constant factor. It should be possible
  to split a mask into n approximately equally sized parts in `O(n)` though,
  making the time per split `O(1)`.
* Using range-based for loops does not work well when iterating over a nested
  data structure like the new `IndexMask`. Therefor, `foreach_*` functions with
  callbacks have to be used. To avoid extra code complexity at the call site,
  the `foreach_*` methods support multi-threading out of the box.

The new data structure splits an `IndexMask` into an arbitrary number of ordered
`IndexMaskSegment`. Each segment can contain at most `2^14 = 16384` indices. The
indices within a segment are stored as `int16_t`. Each segment has an additional
`int64_t` offset which allows storing arbitrary `int64_t` indices. This approach
has the main benefits that segments can be processed/constructed individually on
multiple threads without a serial bottleneck. Also it reduces the memory
requirements significantly.

For more details see comments in `BLI_index_mask.hh`.

I did a few tests to verify that the data structure generally improves
performance and does not cause regressions:
* Our field evaluation benchmarks take about as much as before. This is to be
  expected because we already made sure that e.g. add node evaluation is
  vectorized. The important thing here is to check that changes to the way we
  iterate over the indices still allows for auto-vectorization.
* Memory usage by a mask is about 1/4 of what it was before in the average case.
  That's mainly caused by the switch from `int64_t` to `int16_t` for indices.
  In the worst case, the memory requirements can be larger when there are many
  indices that are very far away. However, when they are far away from each other,
  that indicates that there aren't many indices in total. In common cases, memory
  usage can be way lower than 1/4 of before, because sub-ranges use static memory.
* For some more specific numbers I benchmarked `IndexMask::from_bools` in
  `index_mask_from_selection` on 10.000.000 elements at various probabilities for
  `true` at every index:
  ```
  Probability      Old        New
  0              4.6 ms     0.8 ms
  0.001          5.1 ms     1.3 ms
  0.2            8.4 ms     1.8 ms
  0.5           15.3 ms     3.0 ms
  0.8           20.1 ms     3.0 ms
  0.999         25.1 ms     1.7 ms
  1             13.5 ms     1.1 ms
  ```

Pull Request: https://projects.blender.org/blender/blender/pulls/104629
2023-05-24 18:11:41 +02:00
Hans Goudey
098e58ea24 Attributes: Allow attribute API to create non-deleteable attributes
This can be useful to allow creating these core attributes with shared
arrays. Otherwise CustomData has to be used directly, which is nice
to avoid. This was done in e45ed69349, but not everywhere.
2023-04-28 10:24:32 -04:00
Jacques Lucke
b4d914b676 BLI: support weak users and version in implicit sharing info
The main goal of these changes is to support checking if some data has
been changed over time. This is used by the WIP simulation nodes during
baking to detect which attributes have to be stored in every frame because
they have changed.

By using a combination of a weak user count and a version counter, it is
possible to detect that an attribute (or any data controlled by implicit
sharing) has not been changed with O(1) memory and time. It's still
possible that the data has been changed multiple times and is the same
in the end and beginning of course. That wouldn't be detected using this
mechanism.

The `ImplicitSharingInfo` struct has a new weak user count. A weak
reference is one that does not keep the referenced data alive, but makes sure
that the `ImplicitSharingInfo` itself is not deleted. If some piece of
data has one strong and multiple weak users, it is still mutable. If the
strong user count goes down to zero, the referenced data is freed.
Remaining weak users can check for this condition using `is_expired`.

This is a bit similar to `std::weak_ptr` but there is an important difference:
a weak user can not become a strong user while one can create a `shared_ptr`
from a `weak_ptr`. This restriction is necessary, because some code might
be changing the referenced data assuming that it is the only owner. If
another thread suddenly adds a new owner, the data would be shared again
and the first thread would not have been allowed to modify the data in
the first place.

There is also a new integer version counter in `ImplicitSharingInfo`.
It is incremented whenever some code wants to modify the referenced data.
Obviously, this can only be done when the data is not shared because then
it would be immutable. By comparing an old and new version number of the
same sharing info, one can check if the data has been modified. One has
to keep a weak reference to the sharing info together with the old version
number to ensure that the new sharing info is still the same as the old one.
Without this, it can happen that the sharing info was freed and a new
one was allocated at the same pointer address. Using a strong reference
for this purpose does not work, because then the data would never be
modified because it's shared.
2023-04-28 12:05:00 +02:00
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
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
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
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
Hans Goudey
2a4323c2f5 Mesh: Move edges to a generic attribute
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
2023-04-17 13:47:41 +02:00
Hans Goudey
7966cd16d6 Mesh: Replace MPoly struct with offset indices
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
2023-04-04 20:39:28 +02:00
Sergey Sharybin
d32d787f5f Clang-Format: Allow empty functions to be single-line
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
2023-03-29 16:50:54 +02:00
Hans Goudey
5c3f4195b6 Cleanup: Move poly topology lookup functions to C++ header
Standardize naming, use spans and references for input parameters,
and improve documentation. Now the functions expect the lookups to
succeed as well, they will fail and assert otherwise.

The functions are also simple enough that it likely makes sense to keep
them all inlined
2023-03-22 17:11:41 -04:00
Hans Goudey
16fbadde36 Mesh: Replace MLoop struct with generic attributes
Implements #102359.

Split the `MLoop` struct into two separate integer arrays called
`corner_verts` and `corner_edges`, referring to the vertex each corner
is attached to and the next edge around the face at each corner. These
arrays can be sliced to give access to the edges or vertices in a face.
Then they are often referred to as "poly_verts" or "poly_edges".

The main benefits are halving the necessary memory bandwidth when only
one array is used and simplifications from using regular integer indices
instead of a special-purpose struct.

The commit also starts a renaming from "loop" to "corner" in mesh code.

Like the other mesh struct of array refactors, forward compatibility is
kept by writing files with the older format. This will be done until 4.0
to ease the transition process.

Looking at a small portion of the patch should give a good impression
for the rest of the changes. I tried to make the changes as small as
possible so it's easy to tell the correctness from the diff. Though I
found Blender developers have been very inventive over the last decade
when finding different ways to loop over the corners in a face.

For performance, nearly every piece of code that deals with `Mesh` is
slightly impacted. Any algorithm that is memory bottle-necked should
see an improvement. For example, here is a comparison of interpolating
a vertex float attribute to face corners (Ryzen 3700x):

**Before** (Average: 3.7 ms, Min: 3.4 ms)
```
threading::parallel_for(loops.index_range(), 4096, [&](IndexRange range) {
  for (const int64_t i : range) {
    dst[i] = src[loops[i].v];
  }
});
```

**After** (Average: 2.9 ms, Min: 2.6 ms)
```
array_utils::gather(src, corner_verts, dst);
```

That's an improvement of 28% to the average timings, and it's also a
simplification, since an index-based routine can be used instead.
For more examples using the new arrays, see the design task.

Pull Request: https://projects.blender.org/blender/blender/pulls/104424
2023-03-20 15:55:13 +01:00
Hans Goudey
1dc57a89e9 Mesh: Move functions to C++ header
Refactoring mesh code, it has become clear that local cleanups and
simplifications are limited by the need to keep a C public API for
mesh functions. This change makes code more obvious and makes further
refactoring much easier.

- Add a new `BKE_mesh.hh` header for a C++ only mesh API
- Introduce a new `blender::bke::mesh` namespace, documented here:
  https://wiki.blender.org/wiki/Source/Objects/Mesh#Namespaces
- Move some functions to the new namespace, cleaning up their arguments
- Move code to `Array` and `float3` where necessary to use the new API
- Define existing inline mesh data access functions to the new header
- Keep some C API functions where necessary because of RNA
- Move all C++ files to use the new header, which includes the old one

In the future it may make sense to split up `BKE_mesh.hh` more, but for
now keeping the same name as the existing header keeps things simple.

Pull Request: https://projects.blender.org/blender/blender/pulls/105416
2023-03-12 22:29:15 +01:00
Hans Goudey
5876573e14 Mesh: Move face shade smooth flag to a generic attribute
Currently the shade smooth status for mesh faces is stored as part of
`MPoly::flag`. As described in #95967, this moves that information
to a separate boolean attribute. It also flips its status, so the
attribute is now called `sharp_face`, which mirrors the existing
`sharp_edge` attribute. The attribute doesn't need to be allocated
when all faces are smooth. Forward compatibility is kept until
4.0 like the other mesh refactors.

This will reduce memory bandwidth requirements for some operations,
since the array of booleans uses 12 times less memory than `MPoly`.
It also allows faces to be stored more efficiently in the future, since
the flag is now unused. It's also possible to use generic functions to
process the values. For example, finding whether there is a sharp face
is just `sharp_faces.contains(true)`.

The `shade_smooth` attribute is no longer accessible with geometry nodes.
Since there were dedicated accessor nodes for that data, that shouldn't
be a problem. That's difficult to version automatically since the named
attribute nodes could be used in arbitrary combinations.

**Implementation notes:**
- The attribute and array variables in the code use the `sharp_faces`
  term, to be consistent with the user-facing "sharp faces" wording,
  and to avoid requiring many renames when #101689 is implemented.
- Cycles now accesses smooth face status with the generic attribute,
  to avoid overhead.
- Changing the zero-value from "smooth" to "flat" takes some care to
  make sure defaults are the same.
  - Versioning for the edge mode extrude node is particularly complex.
    New nodes are added by versioning to propagate the attribute in its
    old inverted state.
- A lot of access is still done through the `CustomData` API rather
  than the attribute API because of a few functions. That can be
  cleaned up easily in the future.
- In the future we would benefit from a way to store attributes as a
  single value for when all faces are sharp.

Pull Request: https://projects.blender.org/blender/blender/pulls/104422
2023-03-08 15:36:18 +01:00
Hans Goudey
3022a805ca Cleanup: Standardize mesh edge and poly naming
With the goal of clearly differentiating between arrays and single
elements, improving consistency across Blender, and using wording
that's easier to read and say, change variable names for Mesh edges
and polygons/faces.

Common renames are the following, with some extra prefixes, etc.
 - `mpoly` -> `polys`
 - `mpoly`/`mp`/`p` -> `poly`
 - `medge` -> `edges`
 - `med`/`ed`/`e` -> `edge`

`MLoop` variables aren't affected because they will be replaced
when they're split up into to arrays in #104424.
2023-03-01 15:58:01 -05:00
Hans Goudey
c3d803c2ef Cleanup: Use consistent "positions" term for mesh update tag functions
Consistent with naming from 1af62cb3bf. Keep the "coord"
naming in the "vert_coords_alloc" set of functions since they should be
removed (see #103789).
2023-02-27 16:08:48 -05:00
Hans Goudey
b37111c574 Cleanup: Use consistent "vert" term for mesh normals
Use "vert" instead of "vertex" when referring to mesh normals. This was
discussed as part of 1af62cb3bf but never completely
implemented.
2023-02-27 15:52:29 -05:00
Campbell Barton
efb86b75ee Cleanup: comment block formatting 2023-02-27 21:51:57 +11:00
Julian Eisel
c437a8aea8 Revert release branch only commit after merge
This is a revert of a revert, because the initial revert is only
supposed to be in the release branch.

This reverts commit 3eed00dc54.
2023-02-20 11:51:16 +01:00
Julian Eisel
3eed00dc54 Revert "GPencil: Include UV information in simplify->sample modifier."
This reverts commit 19222627c6.

Something went wrong here, seems like this commit merged the main branch
into the release branch, which should never be done.
2023-02-20 11:20:07 +01:00
YimingWu
19222627c6 GPencil: Include UV information in simplify->sample modifier.
Simplify modifier sample mode didn't transfer UV parameters, now fixed.

Pull Request #104942
2023-02-19 11:45:22 +01:00
Dalai Felinto
4ec9aff2af Revert "Fix #104850: Create Geometry Nodes operators fails if not in English"
This reverts commit 68181c2560.

I merged 3.6 into 3.5 by mistake. Basically I had a PR against main,
 then changed it in the last minute to be against 3.5 via the
 web-interface unaware that I shouldn't do it without updating the
 patch.

 Original Pull Request: #104889
2023-02-17 18:45:42 +01:00
Dalai Felinto
68181c2560 Fix #104850: Create Geometry Nodes operators fails if not in English
Note that the node group has its sockets names
translated, while the built-in nodes don't.

So we need to use data_ for the built-in nodes names,
and the sockets of the created node groups.

Pull Request #104889
2023-02-17 18:39:17 +01:00