Files
test/source/blender/blenkernel/BKE_mesh.hh
Hans Goudey 59f9e93413 Mesh: Avoid computing vertex normals for corner normals
The algorithm to calculate face corner normals had a vertex normal
input, with the intention to pre-populate corner normals for vertices
with no sharp connected edges. However corner normals are calculated
separately for these fully sharp vertices later anyway, so this whole
step was completely redundant. Removing the vertex normals calculation
reduces memory usage and improves performance. In a test file with a
character with custom normals, this changed improved the playback FPS
by 15%, from 41 to 47 FPS. The impact will usually be lower than that
but it should be noticeable in other scenes too.

Pull Request: https://projects.blender.org/blender/blender/pulls/133884
2025-01-31 19:59:28 +01:00

416 lines
16 KiB
C++

/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma once
/** \file
* \ingroup bke
*/
#include "BLI_index_mask_fwd.hh"
#include "BLI_offset_indices.hh"
#include "BLI_string_ref.hh"
#include "BKE_mesh.h" // IWYU pragma: export
#include "BKE_mesh_types.hh" // IWYU pragma: export
namespace blender::bke {
enum class AttrDomain : int8_t;
struct AttributeAccessorFunctions;
namespace mesh {
/* -------------------------------------------------------------------- */
/** \name Polygon Data Evaluation
* \{ */
/** Calculate the up direction for the face, depending on its winding direction. */
float3 face_normal_calc(Span<float3> vert_positions, Span<int> face_verts);
void corner_tris_calc(Span<float3> vert_positions,
OffsetIndices<int> faces,
Span<int> corner_verts,
MutableSpan<int3> corner_tris);
/**
* A version of #corner_tris_calc which takes pre-calculated face normals
* (used to avoid having to calculate the face normal for NGON tessellation).
*
* \note Only use this function if normals have already been calculated, there is no need
* to calculate normals just to use this function.
*/
void corner_tris_calc_with_normals(Span<float3> vert_positions,
OffsetIndices<int> faces,
Span<int> corner_verts,
Span<float3> face_normals,
MutableSpan<int3> corner_tris);
void corner_tris_calc_face_indices(OffsetIndices<int> faces, MutableSpan<int> tri_faces);
/**
* Convert triangles encoded as face corner indices to triangles encoded as vertex indices.
*/
void vert_tris_from_corner_tris(Span<int> corner_verts,
Span<int3> corner_tris,
MutableSpan<int3> vert_tris);
/** Return the triangle's three edge indices they are real edges, otherwise -1. */
int3 corner_tri_get_real_edges(Span<int2> edges,
Span<int> corner_verts,
Span<int> corner_edges,
const int3 &corner_tri);
/** Calculate the average position of the vertices in the face. */
float3 face_center_calc(Span<float3> vert_positions, Span<int> face_verts);
/** Calculate the surface area of the face described by the indexed vertices. */
float face_area_calc(Span<float3> vert_positions, Span<int> face_verts);
/** Calculate the angles at each of the faces corners. */
void face_angles_calc(Span<float3> vert_positions,
Span<int> face_verts,
MutableSpan<float> angles);
/** \} */
/* -------------------------------------------------------------------- */
/** \name Medium-Level Normals Calculation
* \{ */
/**
* Calculate face normals directly into a result array.
*
* \note Usually #Mesh::face_normals() is the preferred way to access face normals,
* since they may already be calculated and cached on the mesh.
*/
void normals_calc_faces(Span<float3> vert_positions,
OffsetIndices<int> faces,
Span<int> corner_verts,
MutableSpan<float3> face_normals);
/**
* Calculate vertex normals directly into the result array.
*
* \note Vertex and face normals can be calculated at the same time with
* #normals_calc_faces_and_verts, which can have performance benefits in some cases.
*
* \note Usually #Mesh::vert_normals() is the preferred way to access vertex normals,
* since they may already be calculated and cached on the mesh.
*/
void normals_calc_verts(Span<float3> vert_positions,
OffsetIndices<int> faces,
Span<int> corner_verts,
GroupedSpan<int> vert_to_face_map,
Span<float3> face_normals,
MutableSpan<float3> vert_normals);
/** \} */
/* -------------------------------------------------------------------- */
/** \name Face Corner Normal Calculation
* \{ */
/**
* Combined with the automatically calculated face corner normal, this gives a dimensional
* coordinate space used to convert normals between the "custom normal" #short2 representation and
* a regular #float3 format.
*/
struct CornerNormalSpace {
/** The automatically computed face corner normal, not including influence of custom normals. */
float3 vec_lnor;
/**
* Reference vector, orthogonal to #vec_lnor, aligned with one of the edges (borders) of the
* smooth fan, called 'reference edge'.
*/
float3 vec_ref;
/** Third vector, orthogonal to #vec_lnor and #vec_ref. */
float3 vec_ortho;
/**
* Reference angle around #vec_ortho, in ]0, pi] range, between #vec_lnor and the reference edge.
*
* A 0.0 value marks that space as invalid, as it can only happen in extremely degenerate
* geometry cases (it would mean that the default normal is perfectly aligned with the reference
* edge).
*/
float ref_alpha;
/**
* Reference angle around #vec_lnor, in ]0, 2pi] range, between the reference edge and the other
* border edge of the fan.
*
* A 0.0 value marks that space as invalid, as it can only happen in degenerate geometry cases
* (it would mean that all the edges connected to that corner of the smooth fan are perfectly
* aligned).
*/
float ref_beta;
};
/**
* Storage for corner fan coordinate spaces for an entire mesh.
*/
struct CornerNormalSpaceArray {
/**
* The normal coordinate spaces, potentially shared between multiple face corners in a smooth fan
* connected to a vertex (and not per face corner). Depending on the mesh (the amount of sharing
* / number of sharp edges / size of each fan), there may be many fewer spaces than face corners,
* so they are stored in a separate array.
*/
Array<CornerNormalSpace> spaces;
/**
* The index of the data in the #spaces array for each face corner (the array size is the
* same as #Mesh::corners_num). Rare -1 values define face corners without a coordinate space.
*/
Array<int> corner_space_indices;
/**
* A map containing the face corners that make up each space,
* in the order that they were processed (winding around a vertex).
*/
Array<Array<int>> corners_by_space;
/** Whether to create the above map when calculating normals. */
bool create_corners_by_space = false;
};
short2 corner_space_custom_normal_to_data(const CornerNormalSpace &lnor_space,
const float3 &custom_lnor);
/**
* Compute split normals, i.e. vertex normals associated with each face. Used to visualize sharp
* edges (or non-smooth faces) without actually modifying the geometry (splitting edges).
*
* \param sharp_edges: Optional array of sharp edge tags, used to split the evaluated normals on
* each side of the edge.
* \param sharp_faces: Optional array of sharp face tags, used to split the evaluated normals on
* the face's edges.
* \param r_lnors_spacearr: Optional return data filled with information about the custom
* normals spaces for each grouped fan of face corners.
*/
void normals_calc_corners(Span<float3> vert_positions,
Span<int2> edges,
OffsetIndices<int> faces,
Span<int> corner_verts,
Span<int> corner_edges,
Span<int> corner_to_face_map,
Span<float3> face_normals,
Span<bool> sharp_edges,
Span<bool> sharp_faces,
Span<short2> custom_normals,
CornerNormalSpaceArray *r_lnors_spacearr,
MutableSpan<float3> r_corner_normals);
/**
* \param sharp_faces: Optional array used to mark specific faces for sharp shading.
*/
void normals_corner_custom_set(Span<float3> vert_positions,
Span<int2> edges,
OffsetIndices<int> faces,
Span<int> corner_verts,
Span<int> corner_edges,
Span<float3> vert_normals,
Span<float3> face_normals,
Span<bool> sharp_faces,
MutableSpan<bool> sharp_edges,
MutableSpan<float3> r_custom_corner_normals,
MutableSpan<short2> r_clnors_data);
/**
* \param sharp_faces: Optional array used to mark specific faces for sharp shading.
*/
void normals_corner_custom_set_from_verts(Span<float3> vert_positions,
Span<int2> edges,
OffsetIndices<int> faces,
Span<int> corner_verts,
Span<int> corner_edges,
Span<float3> vert_normals,
Span<float3> face_normals,
Span<bool> sharp_faces,
MutableSpan<bool> sharp_edges,
MutableSpan<float3> r_custom_vert_normals,
MutableSpan<short2> r_clnors_data);
/**
* Define sharp edges as needed to mimic 'autosmooth' from angle threshold.
*
* Used when defining an empty custom corner normals data layer,
* to keep same shading as with auto-smooth!
*
* \param sharp_faces: Optional array used to mark specific faces for sharp shading.
*/
void edges_sharp_from_angle_set(OffsetIndices<int> faces,
Span<int> corner_verts,
Span<int> corner_edges,
Span<float3> face_normals,
Span<int> corner_to_face,
Span<bool> sharp_faces,
const float split_angle,
MutableSpan<bool> sharp_edges);
} // namespace mesh
/**
* Higher level functions hiding most of the code needed around call to
* #normals_corner_custom_set().
*
* \param corner_normals: Is mutable because zero vectors are replaced with automatically
* computed normals.
*/
void mesh_set_custom_normals(Mesh &mesh, MutableSpan<float3> corner_normals);
void mesh_set_custom_normals_normalized(Mesh &mesh, MutableSpan<float3> corner_normals);
/**
* Higher level functions hiding most of the code needed around call to
* #normals_corner_custom_set_from_verts().
*
* \param vert_normals: Is mutable because zero vectors are replaced with automatically
* computed normals.
*/
void mesh_set_custom_normals_from_verts(Mesh &mesh, MutableSpan<float3> vert_normals);
void mesh_set_custom_normals_from_verts_normalized(Mesh &mesh, MutableSpan<float3> vert_normals);
/** \} */
/* -------------------------------------------------------------------- */
/** \name Topology Queries
* \{ */
namespace mesh {
/**
* Find the index of the previous corner in the face, looping to the end if necessary.
* The indices are into the entire corners array, not just the face's corners.
*/
inline int face_corner_prev(const IndexRange face, const int corner)
{
return corner - 1 + (corner == face.start()) * face.size();
}
/**
* Find the index of the next corner in the face, looping to the start if necessary.
* The indices are into the entire corners array, not just the face's corners.
*/
inline int face_corner_next(const IndexRange face, const int corner)
{
if (corner == face.last()) {
return face.start();
}
return corner + 1;
}
/**
* Find the index of the corner in the face that uses the given vertex.
* The index is into the entire corners array, not just the face's corners.
*/
inline int face_find_corner_from_vert(const IndexRange face,
const Span<int> corner_verts,
const int vert)
{
return face[corner_verts.slice(face).first_index(vert)];
}
/**
* Return the vertex indices on either side of the given vertex, ordered based on the winding
* direction of the face. The vertex must be in the face.
*/
inline int2 face_find_adjacent_verts(const IndexRange face,
const Span<int> corner_verts,
const int vert)
{
const int corner = face_find_corner_from_vert(face, corner_verts, vert);
return {corner_verts[face_corner_prev(face, corner)],
corner_verts[face_corner_next(face, corner)]};
}
/**
* Return the number of triangles needed to tessellate a face with \a face_size corners.
*/
inline int face_triangles_num(const int face_size)
{
BLI_assert(face_size > 2);
return face_size - 2;
}
/**
* Return the range of triangles that belong to the given face.
*/
inline IndexRange face_triangles_range(OffsetIndices<int> faces, int face_i)
{
const IndexRange face = faces[face_i];
/* This is the same as #poly_to_tri_count which is not included here. */
const int start_triangle = face.start() - face_i * 2;
return IndexRange(start_triangle, face_triangles_num(face.size()));
}
/**
* Return the index of the edge's vertex that is not the \a vert.
*/
inline int edge_other_vert(const int2 edge, const int vert)
{
BLI_assert(ELEM(vert, edge[0], edge[1]));
BLI_assert(edge[0] >= 0);
BLI_assert(edge[1] >= 0);
/* Order is important to avoid overflow. */
return (edge[0] - vert) + edge[1];
}
/** \} */
} // namespace mesh
/** Create a mesh with no built-in attributes. */
Mesh *mesh_new_no_attributes(int verts_num, int edges_num, int faces_num, int corners_num);
/** Calculate edges from faces. */
void mesh_calc_edges(Mesh &mesh, bool keep_existing_edges, bool select_new_edges);
void mesh_flip_faces(Mesh &mesh, const IndexMask &selection);
void mesh_ensure_required_data_layers(Mesh &mesh);
/** Set mesh vertex normals to known-correct values, avoiding future lazy computation. */
void mesh_vert_normals_assign(Mesh &mesh, Span<float3> vert_normals);
/** Set mesh vertex normals to known-correct values, avoiding future lazy computation. */
void mesh_vert_normals_assign(Mesh &mesh, Vector<float3> vert_normals);
void mesh_smooth_set(Mesh &mesh, bool use_smooth, bool keep_sharp_edges = false);
void mesh_sharp_edges_set_from_angle(Mesh &mesh, float angle, bool keep_sharp_edges = false);
/**
* Calculate edge visibility based on vertex visibility, hides an edge when either of its
* vertices are hidden. */
void mesh_edge_hide_from_vert(Span<int2> edges, Span<bool> hide_vert, MutableSpan<bool> hide_edge);
/* Hide faces when any of their vertices are hidden. */
void mesh_face_hide_from_vert(OffsetIndices<int> faces,
Span<int> corner_verts,
Span<bool> hide_vert,
MutableSpan<bool> hide_poly);
/** Make edge and face visibility consistent with vertices. */
void mesh_hide_vert_flush(Mesh &mesh);
/** Make vertex and edge visibility consistent with faces. */
void mesh_hide_face_flush(Mesh &mesh);
/** Make edge and face selection consistent with vertices. */
void mesh_select_vert_flush(Mesh &mesh);
/** Make vertex and face selection consistent with edges. */
void mesh_select_edge_flush(Mesh &mesh);
/** Make vertex and edge selection consistent with faces. */
void mesh_select_face_flush(Mesh &mesh);
/** Set the default name when adding a color attribute if there is no default yet. */
void mesh_ensure_default_color_attribute_on_add(Mesh &mesh,
StringRef id,
AttrDomain domain,
eCustomDataType data_type);
void mesh_data_update(Depsgraph &depsgraph,
const Scene &scene,
Object &ob,
const CustomData_MeshMasks &dataMask);
const AttributeAccessorFunctions &mesh_attribute_accessor_functions();
} // namespace blender::bke