Commit Graph

22 Commits

Author SHA1 Message Date
Howard Trickey
54d69a2fd1 Fix new OBJ exporter to handle instancing.
The new OBJ exporter did not handle object instances.
The fix is to use a dependency graph iterator, asking for instances.
Unfortunately that iterator makes a temporary copy of instance objects
that does not persist past the iteration, but we need to save all the
objects and meshes to write later, so the Object has to be copied now.

This changed some unit tests. Even though the tests don't have instancing,
the iterator also picks up some Text objects as Mesh ones (which is a good
thing), resulting in two more objects in the all_objects.obj file output.
2022-01-21 14:37:33 -05:00
Ankit Meel
36c40760a5 .obj: simplify templates in FileHandler, add comments
- Remove redundant template from `FormattingSyntax`.
- Replace one enable_if with static assert for readability
- Add comments

No functional change expected.

Reviewed by: jacqueslucke
Differential Revision: https://developer.blender.org/D13882
2022-01-21 15:28:04 +05:30
Campbell Barton
eb3ff1d6f9 Cleanup: spelling in comments 2022-01-20 11:59:20 +11:00
Campbell Barton
1d536c21dd Cleanup: clang-format 2022-01-20 11:59:20 +11:00
Howard Trickey
6dd89afa96 Fix obj exporter tests by deduping normals and printing with less precision.
Some new obj exporter tests were disabled because the normals were different
in the last decimal place on different platforms.
The old python exporter deduped normals with their coordinates rounded to
four decimal places. This change does the same in the new exporter.
On one test, this produced a file 25% smaller and even ran 10% faster.
2022-01-17 23:22:40 -05:00
Howard Trickey
9109ea0b96 Disable some failing new obj exporter tests.
The switch to how normals are kept has led to tiny differences in
the normal output values on different platforms. Disabling the failing
tests while working on a solution to this problem.
2022-01-14 12:34:07 -05:00
Hans Goudey
cfa53e0fbe Refactor: Move normals out of MVert, lazy calculation
As described in T91186, this commit moves mesh vertex normals into a
contiguous array of float vectors in a custom data layer, how face
normals are currently stored.

The main interface is documented in `BKE_mesh.h`. Vertex and face
normals are now calculated on-demand and cached, retrieved with an
"ensure" function. Since the logical state of a mesh is now "has
normals when necessary", they can be retrieved from a `const` mesh.

The goal is to use on-demand calculation for all derived data, but
leave room for eager calculation for performance purposes (modifier
evaluation is threaded, but viewport data generation is not).

**Benefits**
This moves us closer to a SoA approach rather than the current AoS
paradigm. Accessing a contiguous `float3` is much more efficient than
retrieving data from a larger struct. The memory requirements for
accessing only normals or vertex locations are smaller, and at the
cost of more memory usage for just normals, they now don't have to
be converted between float and short, which also simplifies code

In the future, the remaining items can be removed from `MVert`,
leaving only `float3`, which has similar benefits (see T93602).

Removing the combination of derived and original data makes it
conceptually simpler to only calculate normals when necessary.
This is especially important now that we have more opportunities
for temporary meshes in geometry nodes.

**Performance**
In addition to the theoretical future performance improvements by
making `MVert == float3`, I've done some basic performance testing
on this patch directly. The data is fairly rough, but it gives an idea
about where things stand generally.
 - Mesh line primitive 4m Verts: 1.16x faster (36 -> 31 ms),
   showing that accessing just `MVert` is now more efficient.
 - Spring Splash Screen: 1.03-1.06 -> 1.06-1.11 FPS, a very slight
   change that at least shows there is no regression.
 - Sprite Fright Snail Smoosh: 3.30-3.40 -> 3.42-3.50 FPS, a small
   but observable speedup.
 - Set Position Node with Scaled Normal: 1.36x faster (53 -> 39 ms),
   shows that using normals in geometry nodes is faster.
 - Normal Calculation 1.6m Vert Cube: 1.19x faster (25 -> 21 ms),
   shows that calculating normals is slightly faster now.
 - File Size of 1.6m Vert Cube: 1.03x smaller (214.7 -> 208.4 MB),
   Normals are not saved in files, which can help with large meshes.

As for memory usage, it may be slightly more in some cases, but
I didn't observe any difference in the production files I tested.

**Tests**
Some modifiers and cycles test results need to be updated with this
commit, for two reasons:
 - The subdivision surface modifier is not responsible for calculating
   normals anymore. In master, the modifier creates different normals
   than the result of the `Mesh` normal calculation, so this is a bug
   fix.
 - There are small differences in the results of some modifiers that
   use normals because they are not converted to and from `short`
   anymore.

**Future improvements**
 - Remove `ModifierTypeInfo::dependsOnNormals`. Code in each modifier
   already retrieves normals if they are needed anyway.
 - Copy normals as part of a better CoW system for attributes.
 - Make more areas use lazy instead of eager normal calculation.
 - Remove `BKE_mesh_normals_tag_dirty` in more places since that is
   now the default state of a new mesh.
 - Possibly apply a similar change to derived face corner normals.

Differential Revision: https://developer.blender.org/D12770
2022-01-13 14:38:25 -06:00
Jeroen Bakker
0882069095 Cleanup: codestyle obj_exporter_tests.cc. 2022-01-12 13:02:28 +01:00
Jeroen Bakker
1552b86b55 Cleanup: Not needed if statement around delete. 2022-01-12 13:02:28 +01:00
Clément Foucault
d43b5791e0 BLI: Refactor vector types & functions to use templates
This patch implements the vector types (i.e:`float2`) by making heavy
usage of templating. All vector functions are now outside of the vector
classes (inside the `blender::math` namespace) and are not vector size
dependent for the most part.

In the ongoing effort to make shaders less GL centric, we are aiming
to share more code between GLSL and C++ to avoid code duplication.

####Motivations:
- We are aiming to share UBO and SSBO structures between GLSL and C++.
This means we will use many of the existing vector types and others
we currently don't have (uintX, intX). All these variations were
asking for many more code duplication.
- Deduplicate existing code which is duplicated for each vector size.
- We also want to share small functions. Which means that vector
functions should be static and not in the class namespace.
- Reduce friction to use these types in new projects due to their
incompleteness.
- The current state of the `BLI_(float|double|mpq)(2|3|4).hh` is a
bit of a let down. Most clases are incomplete, out of sync with each
others with different codestyles, and some functions that should be
static are not (i.e: `float3::reflect()`).

####Upsides:
- Still support `.x, .y, .z, .w` for readability.
- Compact, readable and easilly extendable.
- All of the vector functions are available for all the vectors types
and can be restricted to certain types. Also template specialization
let us define exception for special class (like mpq).
- With optimization ON, the compiler unroll the loops and performance
is the same.

####Downsides:
- Might impact debugability. Though I would arge that the bugs are
rarelly caused by the vector class itself (since the operations are
quite trivial) but by the type conversions.
- Might impact compile time. I did not saw a significant impact since
the usage is not really widespread.
- Functions needs to be rewritten to support arbitrary vector length.
For instance, one can't call `len_squared_v3v3` in
`math::length_squared()` and call it a day.
- Type cast does not work with the template version of the `math::`
vector functions. Meaning you need to manually cast `float *` and
`(float *)[3]` to `float3` for the function calls.
i.e: `math::distance_squared(float3(nearest.co), positions[i]);`
- Some parts might loose in readability:
`float3::dot(v1.normalized(), v2.normalized())`
becoming
`math::dot(math::normalize(v1), math::normalize(v2))`
But I propose, when appropriate, to use
`using namespace blender::math;` on function local or file scope to
increase readability.
`dot(normalize(v1), normalize(v2))`

####Consideration:
- Include back `.length()` method. It is quite handy and is more C++
oriented.
- I considered the GLM library as a candidate for replacement. It felt
like too much for what we need and would be difficult to extend / modify
to our needs.
- I used Macros to reduce code in operators declaration and potential
copy paste bugs. This could reduce debugability and could be reverted.
- This touches `delaunay_2d.cc` and the intersection code. I would like
to know @howardt opinion on the matter.
- The `noexcept` on the copy constructor of `mpq(2|3)` is being removed.
But according to @JacquesLucke it is not a real problem for now.

I would like to give a huge thanks to @JacquesLucke who helped during this
and pushed me to reduce the duplication further.

Reviewed By: brecht, sergey, JacquesLucke

Differential Revision: https://developer.blender.org/D13791
2022-01-12 12:57:07 +01:00
Clément Foucault
fb6bd88644 Revert "BLI: Refactor vector types & functions to use templates"
Includes unwanted changes

This reverts commit 46e049d0ce.
2022-01-12 12:50:02 +01:00
Clment Foucault
46e049d0ce BLI: Refactor vector types & functions to use templates
This patch implements the vector types (i.e:`float2`) by making heavy
usage of templating. All vector functions are now outside of the vector
classes (inside the `blender::math` namespace) and are not vector size
dependent for the most part.

In the ongoing effort to make shaders less GL centric, we are aiming
to share more code between GLSL and C++ to avoid code duplication.

####Motivations:
 - We are aiming to share UBO and SSBO structures between GLSL and C++.
 This means we will use many of the existing vector types and others
 we currently don't have (uintX, intX). All these variations were
 asking for many more code duplication.
 - Deduplicate existing code which is duplicated for each vector size.
 - We also want to share small functions. Which means that vector
 functions should be static and not in the class namespace.
 - Reduce friction to use these types in new projects due to their
 incompleteness.
 - The current state of the `BLI_(float|double|mpq)(2|3|4).hh` is a
 bit of a let down. Most clases are incomplete, out of sync with each
 others with different codestyles, and some functions that should be
 static are not (i.e: `float3::reflect()`).

####Upsides:
 - Still support `.x, .y, .z, .w` for readability.
 - Compact, readable and easilly extendable.
 - All of the vector functions are available for all the vectors types
 and can be restricted to certain types. Also template specialization
 let us define exception for special class (like mpq).
 - With optimization ON, the compiler unroll the loops and performance
 is the same.

####Downsides:
 - Might impact debugability. Though I would arge that the bugs are
 rarelly caused by the vector class itself (since the operations are
 quite trivial) but by the type conversions.
 - Might impact compile time. I did not saw a significant impact since
 the usage is not really widespread.
 - Functions needs to be rewritten to support arbitrary vector length.
 For instance, one can't call `len_squared_v3v3` in
 `math::length_squared()` and call it a day.
 - Type cast does not work with the template version of the `math::`
 vector functions. Meaning you need to manually cast `float *` and
 `(float *)[3]` to `float3` for the function calls.
 i.e: `math::distance_squared(float3(nearest.co), positions[i]);`
 - Some parts might loose in readability:
 `float3::dot(v1.normalized(), v2.normalized())`
 becoming
 `math::dot(math::normalize(v1), math::normalize(v2))`
 But I propose, when appropriate, to use
 `using namespace blender::math;` on function local or file scope to
 increase readability.
 `dot(normalize(v1), normalize(v2))`

####Consideration:
 - Include back `.length()` method. It is quite handy and is more C++
 oriented.
 - I considered the GLM library as a candidate for replacement. It felt
 like too much for what we need and would be difficult to extend / modify
 to our needs.
 - I used Macros to reduce code in operators declaration and potential
 copy paste bugs. This could reduce debugability and could be reverted.
 - This touches `delaunay_2d.cc` and the intersection code. I would like
 to know @howardt opinion on the matter.
 - The `noexcept` on the copy constructor of `mpq(2|3)` is being removed.
 But according to @JacquesLucke it is not a real problem for now.

I would like to give a huge thanks to @JacquesLucke who helped during this
and pushed me to reduce the duplication further.

Reviewed By: brecht, sergey, JacquesLucke

Differential Revision: https://developer.blender.org/D13791
2022-01-12 12:47:43 +01:00
Clément Foucault
e5766752d0 Revert "BLI: Refactor vector types & functions to use templates"
Reverted because the commit removes a lot of commits.

This reverts commit a2c1c368af.
2022-01-12 12:44:26 +01:00
Clément Foucault
a2c1c368af BLI: Refactor vector types & functions to use templates
This patch implements the vector types (i.e:float2) by making heavy
usage of templating. All vector functions are now outside of the vector
classes (inside the blender::math namespace) and are not vector size
dependent for the most part.

In the ongoing effort to make shaders less GL centric, we are aiming
to share more code between GLSL and C++ to avoid code duplication.

Motivations:
- We are aiming to share UBO and SSBO structures between GLSL and C++.
  This means we will use many of the existing vector types and others we
  currently don't have (uintX, intX). All these variations were asking
  for many more code duplication.
- Deduplicate existing code which is duplicated for each vector size.
- We also want to share small functions. Which means that vector functions
  should be static and not in the class namespace.
- Reduce friction to use these types in new projects due to their
  incompleteness.
- The current state of the BLI_(float|double|mpq)(2|3|4).hh is a bit of a
  let down. Most clases are incomplete, out of sync with each others with
  different codestyles, and some functions that should be static are not
  (i.e: float3::reflect()).

Upsides:
- Still support .x, .y, .z, .w for readability.
- Compact, readable and easilly extendable.
- All of the vector functions are available for all the vectors types and
  can be restricted to certain types. Also template specialization let us
  define exception for special class (like mpq).
- With optimization ON, the compiler unroll the loops and performance is
  the same.

Downsides:
- Might impact debugability. Though I would arge that the bugs are rarelly
  caused by the vector class itself (since the operations are quite trivial)
  but by the type conversions.
- Might impact compile time. I did not saw a significant impact since the
  usage is not really widespread.
- Functions needs to be rewritten to support arbitrary vector length. For
  instance, one can't call len_squared_v3v3 in math::length_squared() and
  call it a day.
- Type cast does not work with the template version of the math:: vector
  functions. Meaning you need to manually cast float * and (float *)[3] to
  float3 for the function calls.
  i.e: math::distance_squared(float3(nearest.co), positions[i]);
- Some parts might loose in readability:
  float3::dot(v1.normalized(), v2.normalized())
  becoming
  math::dot(math::normalize(v1), math::normalize(v2))
  But I propose, when appropriate, to use
  using namespace blender::math; on function local or file scope to
  increase readability. dot(normalize(v1), normalize(v2))

Consideration:
- Include back .length() method. It is quite handy and is more C++
  oriented.
- I considered the GLM library as a candidate for replacement.
  It felt like too much for what we need and would be difficult to
  extend / modify to our needs.
- I used Macros to reduce code in operators declaration and potential
  copy paste bugs. This could reduce debugability and could be reverted.
- This touches delaunay_2d.cc and the intersection code. I would like to
  know @Howard Trickey (howardt) opinion on the matter.
- The noexcept on the copy constructor of mpq(2|3) is being removed.
  But according to @Jacques Lucke (JacquesLucke) it is not a real problem
  for now.

I would like to give a huge thanks to @Jacques Lucke (JacquesLucke) who
helped during this and pushed me to reduce the duplication further.

Reviewed By: brecht, sergey, JacquesLucke

Differential Revision: http://developer.blender.org/D13791
2022-01-12 12:19:39 +01:00
Ray Molenkamp
947dc21979 Cleanup: Fix build warning with MSVC
comparing a bool > 0 make MSVC emit
warning C4804: '>': unsafe use of type 'bool' in operation.

int does the job nicely.
2022-01-11 14:57:54 -07:00
Campbell Barton
d608b98145 Cleanup: quite missing-variable-declarations warnings 2022-01-11 18:16:00 +11:00
Campbell Barton
3d3bc74884 Cleanup: remove redundant const qualifiers for POD types
MSVC used to warn about const mismatch for arguments passed by value.
Remove these as newer versions of MSVC no longer show this warning.
2022-01-07 14:16:26 +11:00
Campbell Barton
6f389f1bb8 Cleanup: move public doc-strings into headers
Some recent changes re-introduced public-style doc-strings
in the source file.
2022-01-06 19:25:24 +11:00
Campbell Barton
66a4da87f4 Cleanup: sort cmake file lists 2022-01-06 13:54:55 +11:00
Campbell Barton
499fec6f79 Cleanup: spelling in comments 2022-01-06 13:54:52 +11:00
Howard Trickey
0e1da8dd12 In obj exporter test, fix a strncpy length and a stray test file left behind. 2022-01-05 17:05:53 -05:00
Howard Trickey
4e44cfa3d9 Add a new C++ version of an exporter for the Wavefront .obj format.
This was originally written by Ankit Meel as a GSoC 2020 project.
Howard Trickey added some tests and made some corrections/modifications.
See D13046 for more details.

This commit inserts a new menu item into the export menu called
"Wavefront OBJ (.obj) - New".
For now the old Python exporter remains in the menu, along with
the Python importer, but we plan to remove it soon (leaving the
old addon bundled with Blender but not enabled by default).
2022-01-03 14:49:31 -05:00