corresponding data layers and using their values for computations. Avoiding that should increase performance in many operations that would otherwise have to read, write, or propagate these values. It also means decreased memory usage-- not just for sculpt mode but for any mesh that was in sculpt mode. Previously the mask, face set, and hide status layers were *always* allocated by sculpt mode. Here are a few basic tests when masking and face sets are not used: | Test | Before | After | | Subsurf Modifier | 148 ms | 126 ms | | Sculpt Overlay Extraction | 24 ms every redraw | 0 ms | | Memory usage | 252 MB | 236 MB | I wouldn't expect any difference when they are used though. The code changes are mostly just making sculpt features safe for when the layers aren't stored, and some changes to the conversion to and from the hide layers. Use of the ".hide_poly" attribute replaces testing whether face sets are negative in many places. Differential Revision: https://developer.blender.org/D15937
296 lines
8.2 KiB
C
296 lines
8.2 KiB
C
/* SPDX-License-Identifier: GPL-2.0-or-later */
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#pragma once
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struct PBVHGPUFormat;
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/** \file
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* \ingroup bke
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*/
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#ifdef __cplusplus
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extern "C" {
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#endif
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struct MLoop;
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struct MLoopTri;
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struct MPoly;
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struct MVert;
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/* Axis-aligned bounding box */
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typedef struct {
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float bmin[3], bmax[3];
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} BB;
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/* Axis-aligned bounding box with centroid */
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typedef struct {
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float bmin[3], bmax[3], bcentroid[3];
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} BBC;
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struct MeshElemMap;
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/* NOTE: this structure is getting large, might want to split it into
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* union'd structs */
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struct PBVHNode {
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/* Opaque handle for drawing code */
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struct GPU_PBVH_Buffers *draw_buffers;
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/* Voxel bounds */
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BB vb;
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BB orig_vb;
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/* For internal nodes, the offset of the children in the PBVH
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* 'nodes' array. */
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int children_offset;
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/* List of primitives for this node. Semantics depends on
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* PBVH type:
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*
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* - PBVH_FACES: Indices into the PBVH.looptri array.
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* - PBVH_GRIDS: Multires grid indices.
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* - PBVH_BMESH: Unused. See PBVHNode.bm_faces.
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*
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* NOTE: This is a pointer inside of PBVH.prim_indices; it
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* is not allocated separately per node.
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*/
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int *prim_indices;
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unsigned int totprim; /* Number of primitives inside prim_indices. */
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/* Array of indices into the mesh's MVert array. Contains the
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* indices of all vertices used by faces that are within this
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* node's bounding box.
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*
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* Note that a vertex might be used by a multiple faces, and
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* these faces might be in different leaf nodes. Such a vertex
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* will appear in the vert_indices array of each of those leaf
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* nodes.
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*
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* In order to support cases where you want access to multiple
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* nodes' vertices without duplication, the vert_indices array
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* is ordered such that the first part of the array, up to
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* index 'uniq_verts', contains "unique" vertex indices. These
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* vertices might not be truly unique to this node, but if
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* they appear in another node's vert_indices array, they will
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* be above that node's 'uniq_verts' value.
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*
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* Used for leaf nodes in a mesh-based PBVH (not multires.)
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*/
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const int *vert_indices;
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unsigned int uniq_verts, face_verts;
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/* Array of indices into the Mesh's MLoop array.
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* PBVH_FACES only.
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*/
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int *loop_indices;
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unsigned int loop_indices_num;
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/* An array mapping face corners into the vert_indices
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* array. The array is sized to match 'totprim', and each of
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* the face's corners gets an index into the vert_indices
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* array, in the same order as the corners in the original
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* MLoopTri.
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*
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* Used for leaf nodes in a mesh-based PBVH (not multires.)
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*/
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const int (*face_vert_indices)[3];
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/* Indicates whether this node is a leaf or not; also used for
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* marking various updates that need to be applied. */
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PBVHNodeFlags flag : 16;
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/* Used for raycasting: how close bb is to the ray point. */
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float tmin;
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/* Scalar displacements for sculpt mode's layer brush. */
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float *layer_disp;
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int proxy_count;
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PBVHProxyNode *proxies;
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/* Dyntopo */
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/* GSet of pointers to the BMFaces used by this node.
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* NOTE: PBVH_BMESH only. Faces are always triangles
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* (dynamic topology forcibly triangulates the mesh).
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*/
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GSet *bm_faces;
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GSet *bm_unique_verts;
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GSet *bm_other_verts;
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float (*bm_orco)[3];
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int (*bm_ortri)[3];
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int bm_tot_ortri;
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/* Used to store the brush color during a stroke and composite it over the original color */
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PBVHColorBufferNode color_buffer;
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PBVHPixelsNode pixels;
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/* Used to flash colors of updated node bounding boxes in
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* debug draw mode (when G.debug_value / bpy.app.debug_value is 889).
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*/
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int debug_draw_gen;
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};
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typedef enum { PBVH_DYNTOPO_SMOOTH_SHADING = 1 } PBVHFlags;
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typedef struct PBVHBMeshLog PBVHBMeshLog;
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struct PBVH {
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struct PBVHPublic header;
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PBVHFlags flags;
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PBVHNode *nodes;
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int node_mem_count, totnode;
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/* Memory backing for PBVHNode.prim_indices. */
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int *prim_indices;
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int totprim;
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int totvert;
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int leaf_limit;
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/* Mesh data */
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struct Mesh *mesh;
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/* NOTE: Normals are not `const` because they can be updated for drawing by sculpt code. */
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float (*vert_normals)[3];
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bool *hide_vert;
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struct MVert *verts;
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const struct MPoly *mpoly;
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bool *hide_poly;
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/** Material indices. Only valid for polygon meshes. */
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const int *material_indices;
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const struct MLoop *mloop;
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const struct MLoopTri *looptri;
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CustomData *vdata;
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CustomData *ldata;
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CustomData *pdata;
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int face_sets_color_seed;
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int face_sets_color_default;
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int *face_sets;
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/* Grid Data */
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CCGKey gridkey;
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CCGElem **grids;
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void **gridfaces;
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const DMFlagMat *grid_flag_mats;
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int totgrid;
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BLI_bitmap **grid_hidden;
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/* Used during BVH build and later to mark that a vertex needs to update
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* (its normal must be recalculated). */
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bool *vert_bitmap;
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#ifdef PERFCNTRS
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int perf_modified;
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#endif
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/* flag are verts/faces deformed */
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bool deformed;
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bool show_mask;
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bool show_face_sets;
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bool respect_hide;
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/* Dynamic topology */
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float bm_max_edge_len;
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float bm_min_edge_len;
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int cd_vert_node_offset;
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int cd_face_node_offset;
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float planes[6][4];
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int num_planes;
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struct BMLog *bm_log;
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struct SubdivCCG *subdiv_ccg;
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const struct MeshElemMap *pmap;
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CustomDataLayer *color_layer;
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eAttrDomain color_domain;
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bool is_drawing;
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/* Used by DynTopo to invalidate the draw cache. */
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bool draw_cache_invalid;
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struct PBVHGPUFormat *vbo_id;
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};
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/* pbvh.c */
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void BB_reset(BB *bb);
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/**
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* Expand the bounding box to include a new coordinate.
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*/
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void BB_expand(BB *bb, const float co[3]);
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/**
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* Expand the bounding box to include another bounding box.
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*/
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void BB_expand_with_bb(BB *bb, BB *bb2);
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void BBC_update_centroid(BBC *bbc);
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/**
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* Return 0, 1, or 2 to indicate the widest axis of the bounding box.
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*/
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int BB_widest_axis(const BB *bb);
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void pbvh_grow_nodes(PBVH *bvh, int totnode);
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bool ray_face_intersection_quad(const float ray_start[3],
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struct IsectRayPrecalc *isect_precalc,
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const float t0[3],
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const float t1[3],
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const float t2[3],
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const float t3[3],
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float *depth);
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bool ray_face_intersection_tri(const float ray_start[3],
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struct IsectRayPrecalc *isect_precalc,
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const float t0[3],
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const float t1[3],
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const float t2[3],
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float *depth);
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bool ray_face_nearest_quad(const float ray_start[3],
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const float ray_normal[3],
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const float t0[3],
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const float t1[3],
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const float t2[3],
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const float t3[3],
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float *r_depth,
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float *r_dist_sq);
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bool ray_face_nearest_tri(const float ray_start[3],
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const float ray_normal[3],
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const float t0[3],
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const float t1[3],
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const float t2[3],
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float *r_depth,
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float *r_dist_sq);
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void pbvh_update_BB_redraw(PBVH *bvh, PBVHNode **nodes, int totnode, int flag);
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/* pbvh_bmesh.c */
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bool pbvh_bmesh_node_raycast(PBVHNode *node,
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const float ray_start[3],
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const float ray_normal[3],
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struct IsectRayPrecalc *isect_precalc,
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float *dist,
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bool use_original,
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PBVHVertRef *r_active_vertex,
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float *r_face_normal);
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bool pbvh_bmesh_node_nearest_to_ray(PBVHNode *node,
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const float ray_start[3],
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const float ray_normal[3],
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float *depth,
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float *dist_sq,
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bool use_original);
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void pbvh_bmesh_normals_update(PBVHNode **nodes, int totnode);
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/* pbvh_pixels.hh */
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void pbvh_pixels_free(PBVHNode *node);
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void pbvh_pixels_free_brush_test(PBVHNode *node);
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void pbvh_free_draw_buffers(PBVH *pbvh, PBVHNode *node);
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#ifdef __cplusplus
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}
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#endif
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