Commit Graph

77 Commits

Author SHA1 Message Date
Hans Goudey
6a11cd036c Cleanup: Clang tidy 2022-06-10 10:29:35 +02:00
Campbell Barton
4cab98f8be Cleanup: spelling in comments, use doxy sections 2022-06-01 15:38:48 +10:00
Brecht Van Lommel
342e12d6d9 Subdiv: support interpolating orco coordinates in subdivision surfaces
This makes changes to the opensubdiv module to support additional vertex data
besides the vertex position, that is smootly interpolated the same way. This is
different than varying data which is interpolated linearly.

Fixes T96596: wrong generated texture coordinates with GPU subdivision. In that
bug lazy subdivision would not interpolate orcos.

Later on, this implementation can also be used to remove the modifier stack
mechanism where modifiers are evaluated a second time for orcos, which is messy
and inefficient. But that's a more risky change, this is just the part to fix
the bug in 3.2.

Differential Revision: https://developer.blender.org/D14973
2022-05-18 16:45:38 +02:00
Hans Goudey
6a3c3c77b3 Mesh: Avoid unnecessary normal calculation and dirty tags
This is mostly a cleanup to avoid hardcoding the eager calculation of
normals it isn't necessary, by reducing calls to `BKE_mesh_calc_normals`
and by removing calls to `BKE_mesh_normals_tag_dirty` when the mesh
is newly created and already has dirty normals anyway. This reduces
boilerplate code and makes the "dirty by default" state more clear.
Any regressions from this commit should be easy to fix, though the
lazy calculation is solid enough that none are expected.
2022-04-19 17:08:02 -05:00
Hans Goudey
8c25889bb6 Refactor: Move mesh face dot tag out of MVert
Continuing the refactors described in T93602, this commit moves
the face dot tag set by the subdivision surface modifier out of
`MVert` to `MeshRuntime`. This clarifies its status as runtime data
and allows further refactoring of mesh positions in the future.

Before, `BKE_modifiers_uses_subsurf_facedots` was used to check
whether subsurf face dots should be drawn, but now we can just check
if the tags exist on the mesh. Modifiers that create new new geometry
or modify topology will already remove the array by clearing mesh
runtime data.

Differential Revision: https://developer.blender.org/D14680
2022-04-18 23:48:43 -05:00
Campbell Barton
a0a572ce8b Cleanup: correct unbalanced doxy sections 2022-03-15 17:29:54 +11:00
Kévin Dietrich
3a0df7d37b Merge remote-tracking branch 'origin/blender-v3.1-release' 2022-03-02 15:22:19 +01:00
Kévin Dietrich
6883c47bb5 Fix T94729: GPU subdivision does not support meshes without polygons
There are two issues revealed in the bug report:
- the GPU subdivision does not support meshes with only loose geometry
- the loose geometry is not subdivided

For the first case, checks are added to ensure we still fill the
buffers with loose geometry even if no polygons are present.

For the second case, this adds
`BKE_subdiv_mesh_interpolate_position_on_edge` which encapsulates the
loose vertex interpolation mechanism previously found in
`subdiv_mesh_vertex_of_loose_edge`.

The subdivided loose geometry is stored in a new specific data structure
`DRWSubdivLooseGeom` so as to not pollute `MeshExtractLooseGeom`. These
structures store the corresponding coarse element data, which will be
used for filling GPU buffers appropriately.

Differential Revision: https://developer.blender.org/D14171
2022-03-02 15:19:55 +01:00
Jacques Lucke
472ddc6e27 Merge branch 'blender-v3.1-release' 2022-02-22 15:13:27 +01:00
Brecht Van Lommel
85b39b6be0 Fix subdivision surface modifier doing unnnecessary work
There was accidentally some displacement related code running even when not
using displacement.

Differential Revision: https://developer.blender.org/D14169
2022-02-22 14:03:11 +01:00
Campbell Barton
c434782e3a File headers: SPDX License migration
Use a shorter/simpler license convention, stops the header taking so
much space.

Follow the SPDX license specification: https://spdx.org/licenses

- C/C++/objc/objc++
- Python
- Shell Scripts
- CMake, GNUmakefile

While most of the source tree has been included

- `./extern/` was left out.
- `./intern/cycles` & `./intern/atomic` are also excluded because they
  use different header conventions.

doc/license/SPDX-license-identifiers.txt has been added to list SPDX all
used identifiers.

See P2788 for the script that automated these edits.

Reviewed By: brecht, mont29, sergey

Ref D14069
2022-02-11 09:14:36 +11:00
Sergey Sharybin
94f0230230 Fix T95666: Crash when attempting multires linear subdivide
The crash was happening when the mesh had loose edges.

Loose edges are not part of OpenSubdiv topology and hence should not be
communicated to the refiner. Pass ta boolean flag indicating whether an
edge is loose or not in the mesh foreach routines, which seems to be
the easiest way.
2022-02-10 15:51:19 +01:00
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
Campbell Barton
1642028310 Cleanup: use the ELEM macro 2022-01-07 17:48:25 +11:00
Campbell Barton
499fec6f79 Cleanup: spelling in comments 2022-01-06 13:54:52 +11:00
Kévin Dietrich
eed45d2a23 OpenSubDiv: add support for an OpenGL evaluator
This evaluator is used in order to evaluate subdivision at render time, allowing for
faster renders of meshes with a subdivision surface modifier placed at the last
position in the modifier list.

When evaluating the subsurf modifier, we detect whether we can delegate evaluation
to the draw code. If so, the subdivision is first evaluated on the GPU using our own
custom evaluator (only the coarse data needs to be initially sent to the GPU), then,
buffers for the final `MeshBufferCache` are filled on the GPU using a set of
compute shaders. However, some buffers are still filled on the CPU side, if doing so
on the GPU is impractical (e.g. the line adjacency buffer used for x-ray, whose
logic is hardly GPU compatible).

This is done at the mesh buffer extraction level so that the result can be readily used
in the various OpenGL engines, without having to write custom geometry or tesselation
shaders.

We use our own subdivision evaluation shaders, instead of OpenSubDiv's vanilla one, in
order to control the data layout, and interpolation. For example, we store vertex colors
as compressed 16-bit integers, while OpenSubDiv's default evaluator only work for float
types.

In order to still access the modified geometry on the CPU side, for use in modifiers
or transform operators, a dedicated wrapper type is added `MESH_WRAPPER_TYPE_SUBD`.
Subdivision will be lazily evaluated via `BKE_object_get_evaluated_mesh` which will
create such a wrapper if possible. If the final subdivision surface is not needed on
the CPU side, `BKE_object_get_evaluated_mesh_no_subsurf` should be used.

Enabling or disabling GPU subdivision can be done through the user preferences (under
Viewport -> Subdivision).

See patch description for benchmarks.

Reviewed By: campbellbarton, jbakker, fclem, brecht, #eevee_viewport

Differential Revision: https://developer.blender.org/D12406
2021-12-27 16:35:54 +01:00
Campbell Barton
393ef4d871 Fix T92481: Memory leak with subdivision surface modifier
Interpolation vertex data on loose edges was writing into already
allocated data.

Resolve this by skipping vertex end-points for custom-data interpolation
which has already been copied from the source mesh.

Reviewed By: sergey

Ref D13082
2021-11-09 00:24:03 +11:00
Campbell Barton
576142dc85 Cleanup: pass the sizeof(..) as the second arg for array allocation
By argument naming and convention this is the intended argument order.
2021-10-14 13:00:24 +11:00
Kévin Dietrich
ab09844be8 Cleanup: typos in code and comments.
No functional changes.
2021-09-25 09:31:00 +02:00
Hans Goudey
28bd74c186 Cleanup: Use function to mark mesh normals dirty 2021-09-15 14:44:56 -05:00
Aaron Carlisle
a0886d1b6e Cleanup: make format 2020-10-11 13:00:49 -04:00
Piotr Ostrowski
eedd7b27f9 Fix T81392: subdivision surface poor shading without limit surface
When the limit surface is disabled OpenSubdiv generates a set of linear
patches which are only C0 continuous, not C1. This makes it impossible to
evaluate derivatives at vertices which, in this mode, are by definition put
at boundaries of patches. Normals are calculated from those derivatives.

Solution is to disable normal calculation and let it be done downstream, as
for other modifiers. This limitation is also the reason that non feature
adaptive subdivision is badly suited for GPU evaluation.

Differential Revision: https://developer.blender.org/D9103
2020-10-05 16:41:43 +02:00
Pablo Vazquez
1813a99447 UI: Fix typo "subdivion" -> subdivision
In the Multires panel, use singular Subdivision instead of Subdivisions.
2020-08-12 17:23:56 +02:00
Campbell Barton
af835ee6f8 Cleanup: use doxy sections for multires & subdiv sources 2020-04-29 12:21:12 +10:00
Sergey Sharybin
60d3a801db Subdiv: Split evaluation begin+refine into separate steps
Actually, begin will do the entire initialization.

Refine will only refine if there is a topology refiner associated
with the Subdiv descriptor.

Allows to refine Subdiv to new coarse positions without touching
displacement evaluation. Will be needed to update SubdivCCG during
sculpt undo.
2020-04-01 09:32:46 +02:00
Jeroen Bakker
2e8fb95e7c SubDiv: Incorrect normals loose edges
The normals of loose edges can be non uniform as they aren't normalized.
Checked with what happens with edit loose edges and synchronized the
implementation.

Reviewed By: Brecht van Lommel

Differential Revision: https://developer.blender.org/D7127
2020-03-26 14:35:27 +01:00
Dalai Felinto
2d1cce8331 Cleanup: make format after SortedIncludes change 2020-03-19 09:33:58 +01:00
Campbell Barton
ace5677ef0 Cleanup: spelling, repeated words 2019-11-25 00:55:11 +11:00
Sergey Sharybin
8a7085b9d4 Fix T70163: Error painting with Subdivision at end of stack
Deformation of subdivision surface modifier was using wrong coordinates
for the coarse mesh: as the modifier flow goes the coordinates are to be
taken from the input array of coordinates.
2019-09-26 12:01:52 +02:00
Sergey Sharybin
b2333a3534 Subdiv: Cleanup, comments 2019-09-19 11:51:25 +02:00
Campbell Barton
0b2d1badec Cleanup: use post increment/decrement
When the result isn't used, prefer post increment/decrement
(already used nearly everywhere in Blender).
2019-09-08 00:23:25 +10:00
Brecht Van Lommel
490f966af5 Fix multires modifier using too much memory outside of sculpt mode
This reduce memory usage by about 25% in object mode for multires meshes.
2019-08-27 18:22:29 +02:00
Sergey Sharybin
7ac0c87473 Fix T67800: Incorrect behavior of simple Subdivision Surface
Stupid typo in an original fix, need to operate in 3D, not in 2D.
2019-07-29 11:26:16 +02:00
Sergey Sharybin
cb10bd379b Fix T67599: Issue with Simple subdivision of loose edges
They were always acting as a B-Spline subdivision.
2019-07-25 16:34:01 +02:00
Clément Foucault
226c6f086a Fix T62941 Subdivision Modifier Showing all face dots
Previously in 2.79 we were using a specialized drawing using derivedMesh.

Now the subsurf modifier tag each center vertex as facedot and let the
DRWManager pick it up.

Some modifiers (deforming ones) do not clear the tag so we can use this
technique even if there is deforming modifiers after subsurf modifiers.
2019-07-08 18:09:52 +02:00
Campbell Barton
a1ef2e4b16 Cleanup: comment, RNA spelling 2019-06-17 12:52:20 +10:00
Campbell Barton
4439e5d0ba Cleanup: add trailing commas to avoid right shift 2019-04-18 17:19:44 +02:00
Campbell Barton
e12c08e8d1 ClangFormat: apply to source, most of intern
Apply clang format as proposed in T53211.

For details on usage and instructions for migrating branches
without conflicts, see:

https://wiki.blender.org/wiki/Tools/ClangFormat
2019-04-17 06:21:24 +02:00
Bastien Montagne
ab0bc65c24 Refactor CDData masks, to have one mask per mesh elem type.
We already have different storages for cddata of verts, edges etc.,
'simply' do the same for the mask flags we use all around Blender code
to request some data, or limit some operation to some layers, etc.

Reason we need this is that some cddata types (like Normals) are
actually shared between verts/polys/loops, and we don’t want to generate
clnors everytime we request vnors!

As a side note, this also does final fix to T59338, which was the
trigger for this patch (need to request computed loop normals for
another mesh than evaluated one).

Reviewers: brecht, campbellbarton, sergey

Differential Revision: https://developer.blender.org/D4407
2019-03-07 11:29:50 +01:00
Campbell Barton
de13d0a80c doxygen: add newline after \file
While \file doesn't need an argument, it can't have another doxy
command after it.
2019-02-18 08:22:12 +11:00
Campbell Barton
eef4077f18 Cleanup: remove redundant doxygen \file argument
Move \ingroup onto same line to be more compact and
make it clear the file is in the group.
2019-02-06 15:45:22 +11:00
Pablo Vazquez
3be845ce20 Cleanup: Typos in comments (to to) 2019-02-04 01:23:48 +01:00
Campbell Barton
65ec7ec524 Cleanup: remove redundant, invalid info from headers
BF-admins agree to remove header information that isn't useful,
to reduce noise.

- BEGIN/END license blocks

  Developers should add non license comments as separate comment blocks.
  No need for separator text.

- Contributors

  This is often invalid, outdated or misleading
  especially when splitting files.

  It's more useful to git-blame to find out who has developed the code.

See P901 for script to perform these edits.
2019-02-02 01:36:28 +11:00
Campbell Barton
1e4aab36c2 Cleanup: remove redundant BKE/BLI/BIF headers 2019-01-26 21:20:25 +11:00
Sergey Sharybin
fa818170e3 Subdiv: Fix wrong orig_index for vertices of a loose edge 2019-01-24 12:13:36 +01:00
Sergey Sharybin
c4be1f861b Fix T60408: Loose edge distort vertex on a surface
Treat those vertices as infinitely sharp. This matches the way
how OpenSubdiv's topology is being created.
2019-01-24 12:13:36 +01:00
Sergey Sharybin
e6ad4ec3fc Fix T58994: Subdivision modifier generates artifacts with crease=1
The issue was caused by the lack of averaging of normals for
vertices which are on the ptex face boundaries.
2019-01-23 12:17:30 +01:00
Sergey Sharybin
e551ddf712 Fix T60393: Subdiv gives wrong vertex colors 2019-01-10 17:09:48 +01:00
Sergey Sharybin
b60aedc14c Fix T58450: Skin modifier not working if applied after subsurf 2018-12-12 15:07:03 +01:00
Sergey Sharybin
17a4323ef5 Subdiv: Set edge render flags according to Optimal Display
This is a part of T58609, but work is still needed to properly
support this flag in the draw manager.
2018-12-03 17:05:28 +01:00