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
352 lines
11 KiB
C
352 lines
11 KiB
C
/*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2005 Blender Foundation.
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* All rights reserved.
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*/
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/** \file
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* \ingroup bke
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*/
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#include "MEM_guardedalloc.h"
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#include "DNA_listBase.h"
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#include "DNA_mesh_types.h"
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#include "DNA_object_types.h"
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#include "BLI_bitmap.h"
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#include "BLI_math.h"
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#include "BKE_DerivedMesh.h"
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#include "BKE_editmesh.h"
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#include "BKE_editmesh_cache.h"
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#include "BKE_lib_id.h"
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#include "BKE_mesh.h"
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#include "BKE_mesh_iterators.h"
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#include "BKE_mesh_wrapper.h"
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#include "BKE_object.h"
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BMEditMesh *BKE_editmesh_create(BMesh *bm)
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{
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BMEditMesh *em = MEM_callocN(sizeof(BMEditMesh), __func__);
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em->bm = bm;
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return em;
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}
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BMEditMesh *BKE_editmesh_copy(BMEditMesh *em)
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{
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BMEditMesh *em_copy = MEM_callocN(sizeof(BMEditMesh), __func__);
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*em_copy = *em;
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em_copy->mesh_eval_cage = em_copy->mesh_eval_final = NULL;
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em_copy->bb_cage = NULL;
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em_copy->bm = BM_mesh_copy(em->bm);
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/* The tessellation is NOT calculated on the copy here,
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* because currently all the callers of this function use
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* it to make a backup copy of the #BMEditMesh to restore
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* it in the case of errors in an operation. For performance reasons,
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* in that case it makes more sense to do the
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* tessellation only when/if that copy ends up getting used. */
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em_copy->looptris = NULL;
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/* Copy various settings. */
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em_copy->selectmode = em->selectmode;
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em_copy->mat_nr = em->mat_nr;
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return em_copy;
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}
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BMEditMesh *BKE_editmesh_from_object(Object *ob)
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{
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BLI_assert(ob->type == OB_MESH);
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/* sanity check */
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#if 0 /* disable in mutlti-object edit. */
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# ifndef NDEBUG
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if (((Mesh *)ob->data)->edit_mesh) {
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BLI_assert(((Mesh *)ob->data)->edit_mesh->ob == ob);
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}
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# endif
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#endif
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return ((Mesh *)ob->data)->edit_mesh;
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}
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static void editmesh_tessface_calc_intern(BMEditMesh *em,
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const struct BMeshCalcTessellation_Params *params)
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{
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/* allocating space before calculating the tessellation */
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BMesh *bm = em->bm;
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/* This assumes all faces can be scan-filled, which isn't always true,
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* worst case we over allocate a little which is acceptable. */
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const int looptris_tot = poly_to_tri_count(bm->totface, bm->totloop);
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const int looptris_tot_prev_alloc = em->looptris ?
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(MEM_allocN_len(em->looptris) / sizeof(*em->looptris)) :
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0;
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BMLoop *(*looptris)[3];
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/* this means no reallocs for quad dominant models, for */
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if ((em->looptris != NULL) &&
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/* (*em->tottri >= looptris_tot)) */
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/* Check against allocated size in case we over allocated a little. */
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((looptris_tot_prev_alloc >= looptris_tot) &&
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(looptris_tot_prev_alloc <= looptris_tot * 2))) {
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looptris = em->looptris;
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}
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else {
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if (em->looptris) {
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MEM_freeN(em->looptris);
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}
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looptris = MEM_mallocN(sizeof(*looptris) * looptris_tot, __func__);
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}
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em->looptris = looptris;
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em->tottri = looptris_tot;
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/* after allocating the em->looptris, we're ready to tessellate */
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BM_mesh_calc_tessellation_ex(em->bm, em->looptris, params);
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}
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void BKE_editmesh_looptri_calc_ex(BMEditMesh *em,
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const struct BMeshCalcTessellation_Params *params)
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{
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editmesh_tessface_calc_intern(em, params);
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/* commented because editbmesh_build_data() ensures we get tessfaces */
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#if 0
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if (em->mesh_eval_final && em->mesh_eval_final == em->mesh_eval_cage) {
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BKE_mesh_runtime_looptri_ensure(em->mesh_eval_final);
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}
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else if (em->mesh_eval_final) {
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BKE_mesh_runtime_looptri_ensure(em->mesh_eval_final);
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BKE_mesh_runtime_looptri_ensure(em->mesh_eval_cage);
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}
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#endif
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}
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void BKE_editmesh_looptri_calc(BMEditMesh *em)
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{
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BKE_editmesh_looptri_calc_ex(em,
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&(const struct BMeshCalcTessellation_Params){
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.face_normals = false,
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});
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}
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void BKE_editmesh_looptri_and_normals_calc(BMEditMesh *em)
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{
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BKE_editmesh_looptri_calc_ex(em,
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&(const struct BMeshCalcTessellation_Params){
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.face_normals = true,
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});
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BM_mesh_normals_update_ex(em->bm,
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&(const struct BMeshNormalsUpdate_Params){
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.face_normals = false,
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});
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}
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void BKE_editmesh_looptri_calc_with_partial_ex(BMEditMesh *em,
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struct BMPartialUpdate *bmpinfo,
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const struct BMeshCalcTessellation_Params *params)
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{
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BLI_assert(em->tottri == poly_to_tri_count(em->bm->totface, em->bm->totloop));
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BLI_assert(em->looptris != NULL);
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BM_mesh_calc_tessellation_with_partial_ex(em->bm, em->looptris, bmpinfo, params);
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}
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void BKE_editmesh_looptri_calc_with_partial(BMEditMesh *em, struct BMPartialUpdate *bmpinfo)
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{
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BKE_editmesh_looptri_calc_with_partial_ex(em,
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bmpinfo,
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&(const struct BMeshCalcTessellation_Params){
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.face_normals = false,
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});
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}
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void BKE_editmesh_looptri_and_normals_calc_with_partial(BMEditMesh *em,
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struct BMPartialUpdate *bmpinfo)
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{
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BKE_editmesh_looptri_calc_with_partial_ex(em,
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bmpinfo,
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&(const struct BMeshCalcTessellation_Params){
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.face_normals = true,
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});
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BM_mesh_normals_update_with_partial_ex(em->bm,
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bmpinfo,
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&(const struct BMeshNormalsUpdate_Params){
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.face_normals = false,
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});
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}
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void BKE_editmesh_free_derived_caches(BMEditMesh *em)
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{
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if (em->mesh_eval_cage) {
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BKE_id_free(NULL, em->mesh_eval_cage);
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}
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if (em->mesh_eval_final && em->mesh_eval_final != em->mesh_eval_cage) {
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BKE_id_free(NULL, em->mesh_eval_final);
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}
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em->mesh_eval_cage = em->mesh_eval_final = NULL;
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MEM_SAFE_FREE(em->bb_cage);
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}
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void BKE_editmesh_free_data(BMEditMesh *em)
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{
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BKE_editmesh_free_derived_caches(em);
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if (em->looptris) {
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MEM_freeN(em->looptris);
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}
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if (em->bm) {
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BM_mesh_free(em->bm);
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}
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}
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struct CageUserData {
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int totvert;
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float (*cos_cage)[3];
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BLI_bitmap *visit_bitmap;
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};
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static void cage_mapped_verts_callback(void *userData,
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int index,
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const float co[3],
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const float UNUSED(no[3]))
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{
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struct CageUserData *data = userData;
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if ((index >= 0 && index < data->totvert) && (!BLI_BITMAP_TEST(data->visit_bitmap, index))) {
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BLI_BITMAP_ENABLE(data->visit_bitmap, index);
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copy_v3_v3(data->cos_cage[index], co);
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}
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}
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float (*BKE_editmesh_vert_coords_alloc(struct Depsgraph *depsgraph,
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BMEditMesh *em,
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struct Scene *scene,
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Object *ob,
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int *r_vert_len))[3]
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{
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Mesh *cage;
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BLI_bitmap *visit_bitmap;
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struct CageUserData data;
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float(*cos_cage)[3];
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cage = editbmesh_get_eval_cage(depsgraph, scene, ob, em, &CD_MASK_BAREMESH);
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cos_cage = MEM_callocN(sizeof(*cos_cage) * em->bm->totvert, "bmbvh cos_cage");
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/* when initializing cage verts, we only want the first cage coordinate for each vertex,
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* so that e.g. mirror or array use original vertex coordinates and not mirrored or duplicate */
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visit_bitmap = BLI_BITMAP_NEW(em->bm->totvert, __func__);
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data.totvert = em->bm->totvert;
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data.cos_cage = cos_cage;
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data.visit_bitmap = visit_bitmap;
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BKE_mesh_foreach_mapped_vert(cage, cage_mapped_verts_callback, &data, MESH_FOREACH_NOP);
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MEM_freeN(visit_bitmap);
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if (r_vert_len) {
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*r_vert_len = em->bm->totvert;
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}
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return cos_cage;
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}
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const float (*BKE_editmesh_vert_coords_when_deformed(struct Depsgraph *depsgraph,
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BMEditMesh *em,
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struct Scene *scene,
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Object *ob,
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int *r_vert_len,
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bool *r_is_alloc))[3]
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{
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const float(*coords)[3] = NULL;
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*r_is_alloc = false;
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Mesh *me = ob->data;
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if ((me->runtime.edit_data != NULL) && (me->runtime.edit_data->vertexCos != NULL)) {
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/* Deformed, and we have deformed coords already. */
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coords = me->runtime.edit_data->vertexCos;
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}
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else if ((em->mesh_eval_final != NULL) &&
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(em->mesh_eval_final->runtime.wrapper_type == ME_WRAPPER_TYPE_BMESH)) {
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/* If this is an edit-mesh type, leave NULL as we can use the vertex coords. */
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}
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else {
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/* Constructive modifiers have been used, we need to allocate coordinates. */
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*r_is_alloc = true;
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coords = BKE_editmesh_vert_coords_alloc(depsgraph, em, scene, ob, r_vert_len);
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}
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return coords;
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}
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float (*BKE_editmesh_vert_coords_alloc_orco(BMEditMesh *em, int *r_vert_len))[3]
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{
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return BM_mesh_vert_coords_alloc(em->bm, r_vert_len);
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}
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void BKE_editmesh_lnorspace_update(BMEditMesh *em, Mesh *me)
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{
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BMesh *bm = em->bm;
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/* We need to create custom-loop-normals (CLNORS) data if none exist yet,
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* otherwise there is no way to edit them.
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* Similar code to #MESH_OT_customdata_custom_splitnormals_add operator,
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* we want to keep same shading in case we were using auto-smooth so far.
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* NOTE: there is a problem here, which is that if someone starts a normal editing operation on
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* previously auto-smooth-ed mesh, and cancel that operation, generated CLNORS data remain,
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* with related sharp edges (and hence auto-smooth is 'lost').
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* Not sure how critical this is, and how to fix that issue? */
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if (!CustomData_has_layer(&bm->ldata, CD_CUSTOMLOOPNORMAL)) {
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if (me->flag & ME_AUTOSMOOTH) {
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BM_edges_sharp_from_angle_set(bm, me->smoothresh);
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}
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}
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BM_lnorspace_update(bm);
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}
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void BKE_editmesh_ensure_autosmooth(BMEditMesh *em, Mesh *me)
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{
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if (!(me->flag & ME_AUTOSMOOTH)) {
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me->flag |= ME_AUTOSMOOTH;
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BKE_editmesh_lnorspace_update(em, me);
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}
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}
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BoundBox *BKE_editmesh_cage_boundbox_get(BMEditMesh *em)
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{
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if (em->bb_cage == NULL) {
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float min[3], max[3];
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INIT_MINMAX(min, max);
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if (em->mesh_eval_cage) {
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BKE_mesh_wrapper_minmax(em->mesh_eval_cage, min, max);
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}
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em->bb_cage = MEM_callocN(sizeof(BoundBox), "BMEditMesh.bb_cage");
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BKE_boundbox_init_from_minmax(em->bb_cage, min, max);
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}
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return em->bb_cage;
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}
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