2022-02-11 09:07:11 +11:00
|
|
|
/* SPDX-License-Identifier: GPL-2.0-or-later
|
|
|
|
|
* Copyright 2001-2002 NaN Holding BV. All rights reserved. */
|
2022-01-17 18:00:35 +01:00
|
|
|
|
|
|
|
|
/** \file
|
|
|
|
|
* \ingroup render
|
|
|
|
|
*/
|
|
|
|
|
|
|
|
|
|
#include "BLI_assert.h"
|
|
|
|
|
#include "BLI_math_geom.h"
|
|
|
|
|
#include "BLI_math_vector.hh"
|
2023-01-04 00:14:55 +01:00
|
|
|
#include "BLI_math_vector_types.hh"
|
2022-01-17 18:00:35 +01:00
|
|
|
#include "BLI_vector.hh"
|
|
|
|
|
|
|
|
|
|
#include "BKE_DerivedMesh.h"
|
2022-05-15 20:27:28 +02:00
|
|
|
#include "BKE_customdata.h"
|
2022-01-17 18:00:35 +01:00
|
|
|
#include "BKE_mesh.h"
|
2022-09-28 14:31:32 -05:00
|
|
|
#include "BKE_mesh_mapping.h"
|
2022-01-17 18:00:35 +01:00
|
|
|
|
|
|
|
|
#include "DNA_mesh_types.h"
|
|
|
|
|
#include "DNA_meshdata_types.h"
|
|
|
|
|
|
|
|
|
|
#include "IMB_imbuf.h"
|
|
|
|
|
#include "IMB_imbuf_types.h"
|
|
|
|
|
|
|
|
|
|
#include "MEM_guardedalloc.h"
|
|
|
|
|
|
|
|
|
|
#include "zbuf.h" // for rasterizer
|
|
|
|
|
|
|
|
|
|
#include "RE_texture_margin.h"
|
|
|
|
|
|
|
|
|
|
#include <algorithm>
|
2022-01-27 10:53:34 -06:00
|
|
|
#include <cmath>
|
2022-01-17 18:00:35 +01:00
|
|
|
#include <valarray>
|
|
|
|
|
|
|
|
|
|
namespace blender::render::texturemargin {
|
|
|
|
|
|
2022-02-02 13:15:43 +11:00
|
|
|
/**
|
|
|
|
|
* The map class contains both a pixel map which maps out polygon indices for all UV-polygons and
|
2022-01-17 18:00:35 +01:00
|
|
|
* adjacency tables.
|
|
|
|
|
*/
|
|
|
|
|
class TextureMarginMap {
|
2022-01-31 13:56:26 +01:00
|
|
|
static const int directions[8][2];
|
|
|
|
|
static const int distances[8];
|
2022-01-17 18:00:35 +01:00
|
|
|
|
2022-02-02 13:15:43 +11:00
|
|
|
/** Maps UV-edges to their corresponding UV-edge. */
|
2022-01-17 18:00:35 +01:00
|
|
|
Vector<int> loop_adjacency_map_;
|
2022-02-02 13:15:43 +11:00
|
|
|
/** Maps UV-edges to their corresponding polygon. */
|
2022-09-28 14:31:32 -05:00
|
|
|
Array<int> loop_to_poly_map_;
|
2022-01-17 18:00:35 +01:00
|
|
|
|
|
|
|
|
int w_, h_;
|
2022-04-22 20:44:49 +02:00
|
|
|
float uv_offset_[2];
|
2022-01-17 18:00:35 +01:00
|
|
|
Vector<uint32_t> pixel_data_;
|
|
|
|
|
ZSpan zspan_;
|
|
|
|
|
uint32_t value_to_store_;
|
|
|
|
|
char *mask_;
|
|
|
|
|
|
|
|
|
|
MPoly const *mpoly_;
|
|
|
|
|
MLoop const *mloop_;
|
Mesh: Move UV layers to generic attributes
Currently the `MLoopUV` struct stores UV coordinates and flags related
to editing UV maps in the UV editor. This patch changes the coordinates
to use the generic 2D vector type, and moves the flags into three
separate boolean attributes. This follows the design in T95965, with
the ultimate intention of simplifying code and improving performance.
Importantly, the change allows exporters and renderers to use UVs
"touched" by geometry nodes, which only creates generic attributes.
It also allows geometry nodes to create "proper" UV maps from scratch,
though only with the Store Named Attribute node for now.
The new design considers any 2D vector attribute on the corner domain
to be a UV map. In the future, they might be distinguished from regular
2D vectors with attribute metadata, which may be helpful because they
are often interpolated differently.
Most of the code changes deal with passing around UV BMesh custom data
offsets and tracking the boolean "sublayers". The boolean layers are
use the following prefixes for attribute names: vert selection: `.vs.`,
edge selection: `.es.`, pinning: `.pn.`. Currently these are short to
avoid using up the maximum length of attribute names. To accommodate
for these 4 extra characters, the name length limit is enlarged to 68
bytes, while the maximum user settable name length is still 64 bytes.
Unfortunately Python/RNA API access to the UV flag data becomes slower.
Accessing the boolean layers directly is be better for performance in
general.
Like the other mesh SoA refactors, backward and forward compatibility
aren't affected, and won't be changed until 4.0. We pay for that by
making mesh reading and writing more expensive with conversions.
Resolves T85962
Differential Revision: https://developer.blender.org/D14365
2023-01-10 00:47:04 -05:00
|
|
|
float2 const *mloopuv_;
|
2022-01-17 18:00:35 +01:00
|
|
|
int totpoly_;
|
|
|
|
|
int totloop_;
|
|
|
|
|
int totedge_;
|
|
|
|
|
|
|
|
|
|
public:
|
|
|
|
|
TextureMarginMap(size_t w,
|
|
|
|
|
size_t h,
|
2022-04-22 20:44:49 +02:00
|
|
|
const float uv_offset[2],
|
2022-01-17 18:00:35 +01:00
|
|
|
MPoly const *mpoly,
|
|
|
|
|
MLoop const *mloop,
|
Mesh: Move UV layers to generic attributes
Currently the `MLoopUV` struct stores UV coordinates and flags related
to editing UV maps in the UV editor. This patch changes the coordinates
to use the generic 2D vector type, and moves the flags into three
separate boolean attributes. This follows the design in T95965, with
the ultimate intention of simplifying code and improving performance.
Importantly, the change allows exporters and renderers to use UVs
"touched" by geometry nodes, which only creates generic attributes.
It also allows geometry nodes to create "proper" UV maps from scratch,
though only with the Store Named Attribute node for now.
The new design considers any 2D vector attribute on the corner domain
to be a UV map. In the future, they might be distinguished from regular
2D vectors with attribute metadata, which may be helpful because they
are often interpolated differently.
Most of the code changes deal with passing around UV BMesh custom data
offsets and tracking the boolean "sublayers". The boolean layers are
use the following prefixes for attribute names: vert selection: `.vs.`,
edge selection: `.es.`, pinning: `.pn.`. Currently these are short to
avoid using up the maximum length of attribute names. To accommodate
for these 4 extra characters, the name length limit is enlarged to 68
bytes, while the maximum user settable name length is still 64 bytes.
Unfortunately Python/RNA API access to the UV flag data becomes slower.
Accessing the boolean layers directly is be better for performance in
general.
Like the other mesh SoA refactors, backward and forward compatibility
aren't affected, and won't be changed until 4.0. We pay for that by
making mesh reading and writing more expensive with conversions.
Resolves T85962
Differential Revision: https://developer.blender.org/D14365
2023-01-10 00:47:04 -05:00
|
|
|
float2 const *mloopuv,
|
2022-01-17 18:00:35 +01:00
|
|
|
int totpoly,
|
|
|
|
|
int totloop,
|
|
|
|
|
int totedge)
|
|
|
|
|
: w_(w),
|
|
|
|
|
h_(h),
|
|
|
|
|
mpoly_(mpoly),
|
|
|
|
|
mloop_(mloop),
|
|
|
|
|
mloopuv_(mloopuv),
|
|
|
|
|
totpoly_(totpoly),
|
|
|
|
|
totloop_(totloop),
|
|
|
|
|
totedge_(totedge)
|
|
|
|
|
{
|
2022-04-22 20:44:49 +02:00
|
|
|
copy_v2_v2(uv_offset_, uv_offset);
|
|
|
|
|
|
2022-01-17 18:00:35 +01:00
|
|
|
pixel_data_.resize(w_ * h_, 0xFFFFFFFF);
|
|
|
|
|
|
|
|
|
|
zbuf_alloc_span(&zspan_, w_, h_);
|
|
|
|
|
|
|
|
|
|
build_tables();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
~TextureMarginMap()
|
|
|
|
|
{
|
|
|
|
|
zbuf_free_span(&zspan_);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
inline void set_pixel(int x, int y, uint32_t value)
|
|
|
|
|
{
|
|
|
|
|
BLI_assert(x < w_);
|
|
|
|
|
BLI_assert(x >= 0);
|
|
|
|
|
pixel_data_[y * w_ + x] = value;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
inline uint32_t get_pixel(int x, int y) const
|
|
|
|
|
{
|
|
|
|
|
if (x < 0 || y < 0 || x >= w_ || y >= h_) {
|
|
|
|
|
return 0xFFFFFFFF;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return pixel_data_[y * w_ + x];
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void rasterize_tri(float *v1, float *v2, float *v3, uint32_t value, char *mask)
|
|
|
|
|
{
|
|
|
|
|
/* NOTE: This is not thread safe, because the value to be written by the rasterizer is
|
2022-02-04 14:52:52 -06:00
|
|
|
* a class member. If this is ever made multi-threaded each thread needs to get its own. */
|
2022-01-17 18:00:35 +01:00
|
|
|
value_to_store_ = value;
|
|
|
|
|
mask_ = mask;
|
|
|
|
|
zspan_scanconvert(
|
|
|
|
|
&zspan_, this, &(v1[0]), &(v2[0]), &(v3[0]), TextureMarginMap::zscan_store_pixel);
|
|
|
|
|
}
|
|
|
|
|
|
2022-01-27 10:53:34 -06:00
|
|
|
static void zscan_store_pixel(
|
|
|
|
|
void *map, int x, int y, [[maybe_unused]] float u, [[maybe_unused]] float v)
|
2022-01-17 18:00:35 +01:00
|
|
|
{
|
2022-02-02 13:15:43 +11:00
|
|
|
/* NOTE: Not thread safe, see comment above. */
|
2022-01-17 18:00:35 +01:00
|
|
|
TextureMarginMap *m = static_cast<TextureMarginMap *>(map);
|
|
|
|
|
m->set_pixel(x, y, m->value_to_store_);
|
|
|
|
|
if (m->mask_) {
|
|
|
|
|
m->mask_[y * m->w_ + x] = 1;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* The map contains 2 kinds of pixels: DijkstraPixels and polygon indices. The top bit determines
|
2022-01-31 13:56:26 +01:00
|
|
|
* what kind it is. With the top bit set, it is a 'dijkstra' pixel. The bottom 4 bits encode the
|
|
|
|
|
* direction of the shortest path and the remaining 27 bits are used to store the distance. If
|
2022-01-17 18:00:35 +01:00
|
|
|
* the top bit is not set, the rest of the bits is used to store the polygon index.
|
|
|
|
|
*/
|
2022-01-31 13:56:26 +01:00
|
|
|
#define PackDijkstraPixel(dist, dir) (0x80000000 + ((dist) << 4) + (dir))
|
|
|
|
|
#define DijkstraPixelGetDistance(dp) (((dp) ^ 0x80000000) >> 4)
|
|
|
|
|
#define DijkstraPixelGetDirection(dp) ((dp)&0xF)
|
2022-01-17 18:00:35 +01:00
|
|
|
#define IsDijkstraPixel(dp) ((dp)&0x80000000)
|
|
|
|
|
#define DijkstraPixelIsUnset(dp) ((dp) == 0xFFFFFFFF)
|
|
|
|
|
|
2022-02-02 13:15:43 +11:00
|
|
|
/**
|
|
|
|
|
* Use dijkstra's algorithm to 'grow' a border around the polygons marked in the map.
|
2022-01-17 18:00:35 +01:00
|
|
|
* For each pixel mark which direction is the shortest way to a polygon.
|
|
|
|
|
*/
|
|
|
|
|
void grow_dijkstra(int margin)
|
|
|
|
|
{
|
|
|
|
|
class DijkstraActivePixel {
|
|
|
|
|
public:
|
|
|
|
|
DijkstraActivePixel(int dist, int _x, int _y) : distance(dist), x(_x), y(_y)
|
|
|
|
|
{
|
|
|
|
|
}
|
|
|
|
|
int distance;
|
|
|
|
|
int x, y;
|
|
|
|
|
};
|
|
|
|
|
auto cmp_dijkstrapixel_fun = [](DijkstraActivePixel const &a1, DijkstraActivePixel const &a2) {
|
|
|
|
|
return a1.distance > a2.distance;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Vector<DijkstraActivePixel> active_pixels;
|
|
|
|
|
for (int y = 0; y < h_; y++) {
|
|
|
|
|
for (int x = 0; x < w_; x++) {
|
|
|
|
|
if (DijkstraPixelIsUnset(get_pixel(x, y))) {
|
2022-01-31 13:56:26 +01:00
|
|
|
for (int i = 0; i < 8; i++) {
|
2022-01-17 18:00:35 +01:00
|
|
|
int xx = x - directions[i][0];
|
|
|
|
|
int yy = y - directions[i][1];
|
|
|
|
|
|
|
|
|
|
if (xx >= 0 && xx < w_ && yy >= 0 && yy < w_ && !IsDijkstraPixel(get_pixel(xx, yy))) {
|
2022-01-31 13:56:26 +01:00
|
|
|
set_pixel(x, y, PackDijkstraPixel(distances[i], i));
|
|
|
|
|
active_pixels.append(DijkstraActivePixel(distances[i], x, y));
|
2022-01-17 18:00:35 +01:00
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2022-02-02 13:15:43 +11:00
|
|
|
/* Not strictly needed because at this point it already is a heap. */
|
|
|
|
|
#if 0
|
|
|
|
|
std::make_heap(active_pixels.begin(), active_pixels.end(), cmp_dijkstrapixel_fun);
|
|
|
|
|
#endif
|
2022-01-17 18:00:35 +01:00
|
|
|
|
|
|
|
|
while (active_pixels.size()) {
|
|
|
|
|
std::pop_heap(active_pixels.begin(), active_pixels.end(), cmp_dijkstrapixel_fun);
|
|
|
|
|
DijkstraActivePixel p = active_pixels.pop_last();
|
|
|
|
|
|
|
|
|
|
int dist = p.distance;
|
|
|
|
|
|
2022-01-31 13:56:26 +01:00
|
|
|
if (dist < 2 * (margin + 1)) {
|
|
|
|
|
for (int i = 0; i < 8; i++) {
|
2022-01-17 18:00:35 +01:00
|
|
|
int x = p.x + directions[i][0];
|
|
|
|
|
int y = p.y + directions[i][1];
|
|
|
|
|
if (x >= 0 && x < w_ && y >= 0 && y < h_) {
|
|
|
|
|
uint32_t dp = get_pixel(x, y);
|
2022-01-31 13:56:26 +01:00
|
|
|
if (IsDijkstraPixel(dp) && (DijkstraPixelGetDistance(dp) > dist + distances[i])) {
|
|
|
|
|
BLI_assert(DijkstraPixelGetDirection(dp) != i);
|
|
|
|
|
set_pixel(x, y, PackDijkstraPixel(dist + distances[i], i));
|
|
|
|
|
active_pixels.append(DijkstraActivePixel(dist + distances[i], x, y));
|
2022-01-17 18:00:35 +01:00
|
|
|
std::push_heap(active_pixels.begin(), active_pixels.end(), cmp_dijkstrapixel_fun);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2022-02-02 13:15:43 +11:00
|
|
|
/**
|
|
|
|
|
* Walk over the map and for margin pixels follow the direction stored in the bottom 3
|
2022-01-17 18:00:35 +01:00
|
|
|
* bits back to the polygon.
|
|
|
|
|
* Then look up the pixel from the next polygon.
|
|
|
|
|
*/
|
|
|
|
|
void lookup_pixels(ImBuf *ibuf, char *mask, int maxPolygonSteps)
|
|
|
|
|
{
|
|
|
|
|
for (int y = 0; y < h_; y++) {
|
|
|
|
|
for (int x = 0; x < w_; x++) {
|
|
|
|
|
uint32_t dp = get_pixel(x, y);
|
|
|
|
|
if (IsDijkstraPixel(dp) && !DijkstraPixelIsUnset(dp)) {
|
|
|
|
|
int dist = DijkstraPixelGetDistance(dp);
|
|
|
|
|
int direction = DijkstraPixelGetDirection(dp);
|
|
|
|
|
|
|
|
|
|
int xx = x;
|
|
|
|
|
int yy = y;
|
|
|
|
|
|
|
|
|
|
/* Follow the dijkstra directions to find the polygon this margin pixels belongs to. */
|
|
|
|
|
while (dist > 0) {
|
|
|
|
|
xx -= directions[direction][0];
|
|
|
|
|
yy -= directions[direction][1];
|
|
|
|
|
dp = get_pixel(xx, yy);
|
2022-01-31 13:56:26 +01:00
|
|
|
dist -= distances[direction];
|
2022-01-17 18:00:35 +01:00
|
|
|
BLI_assert(!dist || (dist == DijkstraPixelGetDistance(dp)));
|
|
|
|
|
direction = DijkstraPixelGetDirection(dp);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
uint32_t poly = get_pixel(xx, yy);
|
|
|
|
|
|
|
|
|
|
BLI_assert(!IsDijkstraPixel(poly));
|
|
|
|
|
|
|
|
|
|
float destX, destY;
|
|
|
|
|
|
|
|
|
|
int other_poly;
|
|
|
|
|
bool found_pixel_in_polygon = false;
|
2022-01-31 13:56:26 +01:00
|
|
|
if (lookup_pixel_polygon_neighbourhood(x, y, &poly, &destX, &destY, &other_poly)) {
|
2022-01-17 18:00:35 +01:00
|
|
|
|
|
|
|
|
for (int i = 0; i < maxPolygonSteps; i++) {
|
|
|
|
|
/* Force to pixel grid. */
|
2022-09-25 18:33:28 +10:00
|
|
|
int nx = int(round(destX));
|
|
|
|
|
int ny = int(round(destY));
|
2022-01-17 18:00:35 +01:00
|
|
|
uint32_t polygon_from_map = get_pixel(nx, ny);
|
|
|
|
|
if (other_poly == polygon_from_map) {
|
|
|
|
|
found_pixel_in_polygon = true;
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
|
2022-01-31 13:56:26 +01:00
|
|
|
float dist_to_edge;
|
2022-01-17 18:00:35 +01:00
|
|
|
/* Look up again, but starting from the polygon we were expected to land in. */
|
2022-01-31 13:56:26 +01:00
|
|
|
if (!lookup_pixel(nx, ny, other_poly, &destX, &destY, &other_poly, &dist_to_edge)) {
|
|
|
|
|
found_pixel_in_polygon = false;
|
|
|
|
|
break;
|
|
|
|
|
}
|
2022-01-17 18:00:35 +01:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (found_pixel_in_polygon) {
|
|
|
|
|
bilinear_interpolation(ibuf, ibuf, destX, destY, x, y);
|
|
|
|
|
/* Add our new pixels to the assigned pixel map. */
|
|
|
|
|
mask[y * w_ + x] = 1;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
else if (DijkstraPixelIsUnset(dp) || !IsDijkstraPixel(dp)) {
|
|
|
|
|
/* These are not margin pixels, make sure the extend filter which is run after this step
|
|
|
|
|
* leaves them alone.
|
|
|
|
|
*/
|
|
|
|
|
mask[y * w_ + x] = 1;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private:
|
Mesh: Move UV layers to generic attributes
Currently the `MLoopUV` struct stores UV coordinates and flags related
to editing UV maps in the UV editor. This patch changes the coordinates
to use the generic 2D vector type, and moves the flags into three
separate boolean attributes. This follows the design in T95965, with
the ultimate intention of simplifying code and improving performance.
Importantly, the change allows exporters and renderers to use UVs
"touched" by geometry nodes, which only creates generic attributes.
It also allows geometry nodes to create "proper" UV maps from scratch,
though only with the Store Named Attribute node for now.
The new design considers any 2D vector attribute on the corner domain
to be a UV map. In the future, they might be distinguished from regular
2D vectors with attribute metadata, which may be helpful because they
are often interpolated differently.
Most of the code changes deal with passing around UV BMesh custom data
offsets and tracking the boolean "sublayers". The boolean layers are
use the following prefixes for attribute names: vert selection: `.vs.`,
edge selection: `.es.`, pinning: `.pn.`. Currently these are short to
avoid using up the maximum length of attribute names. To accommodate
for these 4 extra characters, the name length limit is enlarged to 68
bytes, while the maximum user settable name length is still 64 bytes.
Unfortunately Python/RNA API access to the UV flag data becomes slower.
Accessing the boolean layers directly is be better for performance in
general.
Like the other mesh SoA refactors, backward and forward compatibility
aren't affected, and won't be changed until 4.0. We pay for that by
making mesh reading and writing more expensive with conversions.
Resolves T85962
Differential Revision: https://developer.blender.org/D14365
2023-01-10 00:47:04 -05:00
|
|
|
float2 uv_to_xy(const float2 &mloopuv) const
|
2022-01-17 18:00:35 +01:00
|
|
|
{
|
|
|
|
|
float2 ret;
|
Mesh: Move UV layers to generic attributes
Currently the `MLoopUV` struct stores UV coordinates and flags related
to editing UV maps in the UV editor. This patch changes the coordinates
to use the generic 2D vector type, and moves the flags into three
separate boolean attributes. This follows the design in T95965, with
the ultimate intention of simplifying code and improving performance.
Importantly, the change allows exporters and renderers to use UVs
"touched" by geometry nodes, which only creates generic attributes.
It also allows geometry nodes to create "proper" UV maps from scratch,
though only with the Store Named Attribute node for now.
The new design considers any 2D vector attribute on the corner domain
to be a UV map. In the future, they might be distinguished from regular
2D vectors with attribute metadata, which may be helpful because they
are often interpolated differently.
Most of the code changes deal with passing around UV BMesh custom data
offsets and tracking the boolean "sublayers". The boolean layers are
use the following prefixes for attribute names: vert selection: `.vs.`,
edge selection: `.es.`, pinning: `.pn.`. Currently these are short to
avoid using up the maximum length of attribute names. To accommodate
for these 4 extra characters, the name length limit is enlarged to 68
bytes, while the maximum user settable name length is still 64 bytes.
Unfortunately Python/RNA API access to the UV flag data becomes slower.
Accessing the boolean layers directly is be better for performance in
general.
Like the other mesh SoA refactors, backward and forward compatibility
aren't affected, and won't be changed until 4.0. We pay for that by
making mesh reading and writing more expensive with conversions.
Resolves T85962
Differential Revision: https://developer.blender.org/D14365
2023-01-10 00:47:04 -05:00
|
|
|
ret.x = (((mloopuv[0] - uv_offset_[0]) * w_) - (0.5f + 0.001f));
|
|
|
|
|
ret.y = (((mloopuv[1] - uv_offset_[1]) * h_) - (0.5f + 0.001f));
|
2022-01-17 18:00:35 +01:00
|
|
|
return ret;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void build_tables()
|
|
|
|
|
{
|
2022-10-12 17:41:35 -05:00
|
|
|
loop_to_poly_map_ = blender::bke::mesh_topology::build_loop_to_poly_map({mpoly_, totpoly_},
|
|
|
|
|
totloop_);
|
2022-01-17 18:00:35 +01:00
|
|
|
|
|
|
|
|
loop_adjacency_map_.resize(totloop_, -1);
|
|
|
|
|
|
|
|
|
|
Vector<int> tmpmap;
|
|
|
|
|
tmpmap.resize(totedge_, -1);
|
|
|
|
|
|
|
|
|
|
for (size_t i = 0; i < totloop_; i++) {
|
|
|
|
|
int edge = mloop_[i].e;
|
|
|
|
|
if (tmpmap[edge] == -1) {
|
|
|
|
|
loop_adjacency_map_[i] = -1;
|
|
|
|
|
tmpmap[edge] = i;
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
BLI_assert(tmpmap[edge] >= 0);
|
|
|
|
|
loop_adjacency_map_[i] = tmpmap[edge];
|
|
|
|
|
loop_adjacency_map_[tmpmap[edge]] = i;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2022-02-02 13:15:43 +11:00
|
|
|
/**
|
|
|
|
|
* Call lookup_pixel for the start_poly. If that fails, try the adjacent polygons as well.
|
|
|
|
|
* Because the Dijkstra is not very exact in determining which polygon is the closest, the
|
2022-01-31 13:56:26 +01:00
|
|
|
* polygon we need can be the one next to the one the Dijkstra map provides. To prevent missing
|
2022-02-02 13:15:43 +11:00
|
|
|
* pixels also check the neighboring polygons.
|
|
|
|
|
*/
|
2022-01-31 13:56:26 +01:00
|
|
|
bool lookup_pixel_polygon_neighbourhood(
|
|
|
|
|
float x, float y, uint32_t *r_start_poly, float *r_destx, float *r_desty, int *r_other_poly)
|
|
|
|
|
{
|
|
|
|
|
float found_dist;
|
|
|
|
|
if (lookup_pixel(x, y, *r_start_poly, r_destx, r_desty, r_other_poly, &found_dist)) {
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
int loopstart = mpoly_[*r_start_poly].loopstart;
|
|
|
|
|
int totloop = mpoly_[*r_start_poly].totloop;
|
|
|
|
|
|
|
|
|
|
float destx, desty;
|
|
|
|
|
int foundpoly;
|
|
|
|
|
|
2022-03-25 12:04:19 +11:00
|
|
|
float mindist = -1.0f;
|
2022-01-31 13:56:26 +01:00
|
|
|
|
2022-02-02 13:15:43 +11:00
|
|
|
/* Loop over all adjacent polygons and determine which edge is closest.
|
|
|
|
|
* This could be optimized by only inspecting neighbors which are on the edge of an island.
|
2022-01-31 13:56:26 +01:00
|
|
|
* But it seems fast enough for now and that would add a lot of complexity. */
|
|
|
|
|
for (int i = 0; i < totloop; i++) {
|
|
|
|
|
int otherloop = loop_adjacency_map_[i + loopstart];
|
2022-01-31 20:56:54 +01:00
|
|
|
|
|
|
|
|
if (otherloop < 0) {
|
|
|
|
|
continue;
|
|
|
|
|
}
|
|
|
|
|
|
2022-01-31 13:56:26 +01:00
|
|
|
uint32_t poly = loop_to_poly_map_[otherloop];
|
|
|
|
|
|
|
|
|
|
if (lookup_pixel(x, y, poly, &destx, &desty, &foundpoly, &found_dist)) {
|
2022-09-23 15:20:24 +10:00
|
|
|
if (mindist < 0.0f || found_dist < mindist) {
|
2022-01-31 13:56:26 +01:00
|
|
|
mindist = found_dist;
|
|
|
|
|
*r_other_poly = foundpoly;
|
|
|
|
|
*r_destx = destx;
|
|
|
|
|
*r_desty = desty;
|
|
|
|
|
*r_start_poly = poly;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2022-03-25 12:04:19 +11:00
|
|
|
return mindist >= 0.0f;
|
2022-01-31 13:56:26 +01:00
|
|
|
}
|
|
|
|
|
|
2022-02-02 13:15:43 +11:00
|
|
|
/**
|
2022-02-04 14:52:52 -06:00
|
|
|
* Find which edge of the src_poly is closest to x,y. Look up its adjacent UV-edge and polygon.
|
2022-01-17 18:00:35 +01:00
|
|
|
* Then return the location of the equivalent pixel in the other polygon.
|
|
|
|
|
* Returns true if a new pixel location was found, false if it wasn't, which can happen if the
|
2022-02-02 13:15:43 +11:00
|
|
|
* margin pixel is on a corner, or the UV-edge doesn't have an adjacent polygon.
|
|
|
|
|
*/
|
2022-01-31 13:56:26 +01:00
|
|
|
bool lookup_pixel(float x,
|
|
|
|
|
float y,
|
|
|
|
|
int src_poly,
|
|
|
|
|
float *r_destx,
|
|
|
|
|
float *r_desty,
|
|
|
|
|
int *r_other_poly,
|
|
|
|
|
float *r_dist_to_edge)
|
2022-01-17 18:00:35 +01:00
|
|
|
{
|
|
|
|
|
float2 point(x, y);
|
|
|
|
|
|
|
|
|
|
*r_destx = *r_desty = 0;
|
|
|
|
|
|
|
|
|
|
int found_edge = -1;
|
|
|
|
|
float found_dist = -1;
|
|
|
|
|
float found_t = 0;
|
|
|
|
|
|
|
|
|
|
/* Find the closest edge on which the point x,y can be projected.
|
|
|
|
|
*/
|
|
|
|
|
for (size_t i = 0; i < mpoly_[src_poly].totloop; i++) {
|
|
|
|
|
int l1 = mpoly_[src_poly].loopstart + i;
|
|
|
|
|
int l2 = l1 + 1;
|
|
|
|
|
if (l2 >= mpoly_[src_poly].loopstart + mpoly_[src_poly].totloop) {
|
|
|
|
|
l2 = mpoly_[src_poly].loopstart;
|
|
|
|
|
}
|
|
|
|
|
/* edge points */
|
|
|
|
|
float2 edgepoint1 = uv_to_xy(mloopuv_[l1]);
|
|
|
|
|
float2 edgepoint2 = uv_to_xy(mloopuv_[l2]);
|
|
|
|
|
/* Vector AB is the vector from the first edge point to the second edge point.
|
|
|
|
|
* Vector AP is the vector from the first edge point to our point under investigation. */
|
|
|
|
|
float2 ab = edgepoint2 - edgepoint1;
|
|
|
|
|
float2 ap = point - edgepoint1;
|
|
|
|
|
|
|
|
|
|
/* Project ap onto ab. */
|
|
|
|
|
float dotv = math::dot(ab, ap);
|
|
|
|
|
|
|
|
|
|
float ablensq = math::length_squared(ab);
|
|
|
|
|
|
|
|
|
|
float t = dotv / ablensq;
|
|
|
|
|
|
|
|
|
|
if (t >= 0.0 && t <= 1.0) {
|
|
|
|
|
|
|
|
|
|
/* Find the point on the edge closest to P */
|
|
|
|
|
float2 reflect_point = edgepoint1 + (t * ab);
|
|
|
|
|
/* This is the vector to P, so 90 degrees out from the edge. */
|
|
|
|
|
float2 reflect_vec = reflect_point - point;
|
|
|
|
|
|
|
|
|
|
float reflectLen = sqrt(reflect_vec[0] * reflect_vec[0] + reflect_vec[1] * reflect_vec[1]);
|
|
|
|
|
float cross = ab[0] * reflect_vec[1] - ab[1] * reflect_vec[0];
|
|
|
|
|
/* Only if P is on the outside of the edge, which means the cross product is positive,
|
|
|
|
|
* we consider this edge.
|
|
|
|
|
*/
|
|
|
|
|
bool valid = (cross > 0.0);
|
|
|
|
|
|
|
|
|
|
if (valid && (found_dist < 0 || reflectLen < found_dist)) {
|
|
|
|
|
/* Stother_ab the info of the closest edge so far. */
|
|
|
|
|
found_dist = reflectLen;
|
|
|
|
|
found_t = t;
|
|
|
|
|
found_edge = i + mpoly_[src_poly].loopstart;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (found_edge < 0) {
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
2022-01-31 13:56:26 +01:00
|
|
|
*r_dist_to_edge = found_dist;
|
|
|
|
|
|
2022-01-18 14:27:29 +11:00
|
|
|
/* Get the 'other' edge. I.E. the UV edge from the neighbor polygon. */
|
2022-01-17 18:00:35 +01:00
|
|
|
int other_edge = loop_adjacency_map_[found_edge];
|
|
|
|
|
|
|
|
|
|
if (other_edge < 0) {
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
int dst_poly = loop_to_poly_map_[other_edge];
|
|
|
|
|
|
|
|
|
|
if (r_other_poly) {
|
|
|
|
|
*r_other_poly = dst_poly;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
int other_edge2 = other_edge + 1;
|
|
|
|
|
if (other_edge2 >= mpoly_[dst_poly].loopstart + mpoly_[dst_poly].totloop) {
|
|
|
|
|
other_edge2 = mpoly_[dst_poly].loopstart;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
float2 other_edgepoint1 = uv_to_xy(mloopuv_[other_edge]);
|
|
|
|
|
float2 other_edgepoint2 = uv_to_xy(mloopuv_[other_edge2]);
|
|
|
|
|
|
2022-02-04 14:52:52 -06:00
|
|
|
/* Calculate the vector from the order edges last point to its first point. */
|
2022-01-17 18:00:35 +01:00
|
|
|
float2 other_ab = other_edgepoint1 - other_edgepoint2;
|
|
|
|
|
float2 other_reflect_point = other_edgepoint2 + (found_t * other_ab);
|
|
|
|
|
float2 perpendicular_other_ab;
|
|
|
|
|
perpendicular_other_ab.x = other_ab.y;
|
|
|
|
|
perpendicular_other_ab.y = -other_ab.x;
|
|
|
|
|
|
|
|
|
|
/* The new point is dound_dist distance from other_reflect_point at a 90 degree angle to
|
|
|
|
|
* other_ab */
|
|
|
|
|
float2 new_point = other_reflect_point + (found_dist / math::length(perpendicular_other_ab)) *
|
|
|
|
|
perpendicular_other_ab;
|
|
|
|
|
|
|
|
|
|
*r_destx = new_point.x;
|
|
|
|
|
*r_desty = new_point.y;
|
|
|
|
|
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
}; // class TextureMarginMap
|
|
|
|
|
|
2022-01-31 13:56:26 +01:00
|
|
|
const int TextureMarginMap::directions[8][2] = {
|
|
|
|
|
{-1, 0}, {-1, -1}, {0, -1}, {1, -1}, {1, 0}, {1, 1}, {0, 1}, {-1, 1}};
|
|
|
|
|
const int TextureMarginMap::distances[8] = {2, 3, 2, 3, 2, 3, 2, 3};
|
2022-01-17 18:00:35 +01:00
|
|
|
|
|
|
|
|
static void generate_margin(ImBuf *ibuf,
|
|
|
|
|
char *mask,
|
|
|
|
|
const int margin,
|
|
|
|
|
const Mesh *me,
|
|
|
|
|
DerivedMesh *dm,
|
2022-04-22 20:44:49 +02:00
|
|
|
char const *uv_layer,
|
|
|
|
|
const float uv_offset[2])
|
2022-01-17 18:00:35 +01:00
|
|
|
{
|
|
|
|
|
|
Mesh: Remove redundant custom data pointers
For copy-on-write, we want to share attribute arrays between meshes
where possible. Mutable pointers like `Mesh.mvert` make that difficult
by making ownership vague. They also make code more complex by adding
redundancy.
The simplest solution is just removing them and retrieving layers from
`CustomData` as needed. Similar changes have already been applied to
curves and point clouds (e9f82d3dc7ee, 410a6efb747f). Removing use of
the pointers generally makes code more obvious and more reusable.
Mesh data is now accessed with a C++ API (`Mesh::edges()` or
`Mesh::edges_for_write()`), and a C API (`BKE_mesh_edges(mesh)`).
The CoW changes this commit makes possible are described in T95845
and T95842, and started in D14139 and D14140. The change also simplifies
the ongoing mesh struct-of-array refactors from T95965.
**RNA/Python Access Performance**
Theoretically, accessing mesh elements with the RNA API may become
slower, since the layer needs to be found on every random access.
However, overhead is already high enough that this doesn't make a
noticible differenc, and performance is actually improved in some
cases. Random access can be up to 10% faster, but other situations
might be a bit slower. Generally using `foreach_get/set` are the best
way to improve performance. See the differential revision for more
discussion about Python performance.
Cycles has been updated to use raw pointers and the internal Blender
mesh types, mostly because there is no sense in having this overhead
when it's already compiled with Blender. In my tests this roughly
halves the Cycles mesh creation time (0.19s to 0.10s for a 1 million
face grid).
Differential Revision: https://developer.blender.org/D15488
2022-09-05 11:56:34 -05:00
|
|
|
const MPoly *mpoly;
|
|
|
|
|
const MLoop *mloop;
|
Mesh: Move UV layers to generic attributes
Currently the `MLoopUV` struct stores UV coordinates and flags related
to editing UV maps in the UV editor. This patch changes the coordinates
to use the generic 2D vector type, and moves the flags into three
separate boolean attributes. This follows the design in T95965, with
the ultimate intention of simplifying code and improving performance.
Importantly, the change allows exporters and renderers to use UVs
"touched" by geometry nodes, which only creates generic attributes.
It also allows geometry nodes to create "proper" UV maps from scratch,
though only with the Store Named Attribute node for now.
The new design considers any 2D vector attribute on the corner domain
to be a UV map. In the future, they might be distinguished from regular
2D vectors with attribute metadata, which may be helpful because they
are often interpolated differently.
Most of the code changes deal with passing around UV BMesh custom data
offsets and tracking the boolean "sublayers". The boolean layers are
use the following prefixes for attribute names: vert selection: `.vs.`,
edge selection: `.es.`, pinning: `.pn.`. Currently these are short to
avoid using up the maximum length of attribute names. To accommodate
for these 4 extra characters, the name length limit is enlarged to 68
bytes, while the maximum user settable name length is still 64 bytes.
Unfortunately Python/RNA API access to the UV flag data becomes slower.
Accessing the boolean layers directly is be better for performance in
general.
Like the other mesh SoA refactors, backward and forward compatibility
aren't affected, and won't be changed until 4.0. We pay for that by
making mesh reading and writing more expensive with conversions.
Resolves T85962
Differential Revision: https://developer.blender.org/D14365
2023-01-10 00:47:04 -05:00
|
|
|
const float2 *mloopuv;
|
2022-01-17 18:00:35 +01:00
|
|
|
int totpoly, totloop, totedge;
|
|
|
|
|
|
|
|
|
|
int tottri;
|
2022-05-13 18:31:29 +02:00
|
|
|
const MLoopTri *looptri;
|
2022-01-27 10:53:34 -06:00
|
|
|
MLoopTri *looptri_mem = nullptr;
|
2022-01-17 18:00:35 +01:00
|
|
|
|
|
|
|
|
if (me) {
|
2022-01-27 10:53:34 -06:00
|
|
|
BLI_assert(dm == nullptr);
|
2022-01-17 18:00:35 +01:00
|
|
|
totpoly = me->totpoly;
|
|
|
|
|
totloop = me->totloop;
|
|
|
|
|
totedge = me->totedge;
|
2022-09-07 00:06:31 -05:00
|
|
|
mpoly = me->polys().data();
|
Mesh: Remove redundant custom data pointers
For copy-on-write, we want to share attribute arrays between meshes
where possible. Mutable pointers like `Mesh.mvert` make that difficult
by making ownership vague. They also make code more complex by adding
redundancy.
The simplest solution is just removing them and retrieving layers from
`CustomData` as needed. Similar changes have already been applied to
curves and point clouds (e9f82d3dc7ee, 410a6efb747f). Removing use of
the pointers generally makes code more obvious and more reusable.
Mesh data is now accessed with a C++ API (`Mesh::edges()` or
`Mesh::edges_for_write()`), and a C API (`BKE_mesh_edges(mesh)`).
The CoW changes this commit makes possible are described in T95845
and T95842, and started in D14139 and D14140. The change also simplifies
the ongoing mesh struct-of-array refactors from T95965.
**RNA/Python Access Performance**
Theoretically, accessing mesh elements with the RNA API may become
slower, since the layer needs to be found on every random access.
However, overhead is already high enough that this doesn't make a
noticible differenc, and performance is actually improved in some
cases. Random access can be up to 10% faster, but other situations
might be a bit slower. Generally using `foreach_get/set` are the best
way to improve performance. See the differential revision for more
discussion about Python performance.
Cycles has been updated to use raw pointers and the internal Blender
mesh types, mostly because there is no sense in having this overhead
when it's already compiled with Blender. In my tests this roughly
halves the Cycles mesh creation time (0.19s to 0.10s for a 1 million
face grid).
Differential Revision: https://developer.blender.org/D15488
2022-09-05 11:56:34 -05:00
|
|
|
mloop = me->loops().data();
|
2022-01-17 18:00:35 +01:00
|
|
|
|
2022-01-27 10:53:34 -06:00
|
|
|
if ((uv_layer == nullptr) || (uv_layer[0] == '\0')) {
|
Mesh: Move UV layers to generic attributes
Currently the `MLoopUV` struct stores UV coordinates and flags related
to editing UV maps in the UV editor. This patch changes the coordinates
to use the generic 2D vector type, and moves the flags into three
separate boolean attributes. This follows the design in T95965, with
the ultimate intention of simplifying code and improving performance.
Importantly, the change allows exporters and renderers to use UVs
"touched" by geometry nodes, which only creates generic attributes.
It also allows geometry nodes to create "proper" UV maps from scratch,
though only with the Store Named Attribute node for now.
The new design considers any 2D vector attribute on the corner domain
to be a UV map. In the future, they might be distinguished from regular
2D vectors with attribute metadata, which may be helpful because they
are often interpolated differently.
Most of the code changes deal with passing around UV BMesh custom data
offsets and tracking the boolean "sublayers". The boolean layers are
use the following prefixes for attribute names: vert selection: `.vs.`,
edge selection: `.es.`, pinning: `.pn.`. Currently these are short to
avoid using up the maximum length of attribute names. To accommodate
for these 4 extra characters, the name length limit is enlarged to 68
bytes, while the maximum user settable name length is still 64 bytes.
Unfortunately Python/RNA API access to the UV flag data becomes slower.
Accessing the boolean layers directly is be better for performance in
general.
Like the other mesh SoA refactors, backward and forward compatibility
aren't affected, and won't be changed until 4.0. We pay for that by
making mesh reading and writing more expensive with conversions.
Resolves T85962
Differential Revision: https://developer.blender.org/D14365
2023-01-10 00:47:04 -05:00
|
|
|
mloopuv = static_cast<const float2 *>(CustomData_get_layer(&me->ldata, CD_PROP_FLOAT2));
|
2022-01-17 18:00:35 +01:00
|
|
|
}
|
|
|
|
|
else {
|
Mesh: Move UV layers to generic attributes
Currently the `MLoopUV` struct stores UV coordinates and flags related
to editing UV maps in the UV editor. This patch changes the coordinates
to use the generic 2D vector type, and moves the flags into three
separate boolean attributes. This follows the design in T95965, with
the ultimate intention of simplifying code and improving performance.
Importantly, the change allows exporters and renderers to use UVs
"touched" by geometry nodes, which only creates generic attributes.
It also allows geometry nodes to create "proper" UV maps from scratch,
though only with the Store Named Attribute node for now.
The new design considers any 2D vector attribute on the corner domain
to be a UV map. In the future, they might be distinguished from regular
2D vectors with attribute metadata, which may be helpful because they
are often interpolated differently.
Most of the code changes deal with passing around UV BMesh custom data
offsets and tracking the boolean "sublayers". The boolean layers are
use the following prefixes for attribute names: vert selection: `.vs.`,
edge selection: `.es.`, pinning: `.pn.`. Currently these are short to
avoid using up the maximum length of attribute names. To accommodate
for these 4 extra characters, the name length limit is enlarged to 68
bytes, while the maximum user settable name length is still 64 bytes.
Unfortunately Python/RNA API access to the UV flag data becomes slower.
Accessing the boolean layers directly is be better for performance in
general.
Like the other mesh SoA refactors, backward and forward compatibility
aren't affected, and won't be changed until 4.0. We pay for that by
making mesh reading and writing more expensive with conversions.
Resolves T85962
Differential Revision: https://developer.blender.org/D14365
2023-01-10 00:47:04 -05:00
|
|
|
int uv_id = CustomData_get_named_layer(&me->ldata, CD_PROP_FLOAT2, uv_layer);
|
|
|
|
|
mloopuv = static_cast<const float2 *>(
|
|
|
|
|
CustomData_get_layer_n(&me->ldata, CD_PROP_FLOAT2, uv_id));
|
2022-01-17 18:00:35 +01:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
tottri = poly_to_tri_count(me->totpoly, me->totloop);
|
|
|
|
|
looptri_mem = static_cast<MLoopTri *>(MEM_mallocN(sizeof(*looptri) * tottri, __func__));
|
Mesh: Move positions to a generic attribute
**Changes**
As described in T93602, this patch removes all use of the `MVert`
struct, replacing it with a generic named attribute with the name
`"position"`, consistent with other geometry types.
Variable names have been changed from `verts` to `positions`, to align
with the attribute name and the more generic design (positions are not
vertices, they are just an attribute stored on the point domain).
This change is made possible by previous commits that moved all other
data out of `MVert` to runtime data or other generic attributes. What
remains is mostly a simple type change. Though, the type still shows up
859 times, so the patch is quite large.
One compromise is that now `CD_MASK_BAREMESH` now contains
`CD_PROP_FLOAT3`. With the general move towards generic attributes
over custom data types, we are removing use of these type masks anyway.
**Benefits**
The most obvious benefit is reduced memory usage and the benefits
that brings in memory-bound situations. `float3` is only 3 bytes, in
comparison to `MVert` which was 4. When there are millions of vertices
this starts to matter more.
The other benefits come from using a more generic type. Instead of
writing algorithms specifically for `MVert`, code can just use arrays
of vectors. This will allow eliminating many temporary arrays or
wrappers used to extract positions.
Many possible improvements aren't implemented in this patch, though
I did switch simplify or remove the process of creating temporary
position arrays in a few places.
The design clarity that "positions are just another attribute" brings
allows removing explicit copying of vertices in some procedural
operations-- they are just processed like most other attributes.
**Performance**
This touches so many areas that it's hard to benchmark exhaustively,
but I observed some areas as examples.
* The mesh line node with 4 million count was 1.5x (8ms to 12ms) faster.
* The Spring splash screen went from ~4.3 to ~4.5 fps.
* The subdivision surface modifier/node was slightly faster
RNA access through Python may be slightly slower, since now we need
a name lookup instead of just a custom data type lookup for each index.
**Future Improvements**
* Remove uses of "vert_coords" functions:
* `BKE_mesh_vert_coords_alloc`
* `BKE_mesh_vert_coords_get`
* `BKE_mesh_vert_coords_apply{_with_mat4}`
* Remove more hidden copying of positions
* General simplification now possible in many areas
* Convert more code to C++ to use `float3` instead of `float[3]`
* Currently `reinterpret_cast` is used for those C-API functions
Differential Revision: https://developer.blender.org/D15982
2023-01-10 00:10:43 -05:00
|
|
|
BKE_mesh_recalc_looptri(mloop,
|
|
|
|
|
mpoly,
|
|
|
|
|
reinterpret_cast<const float(*)[3]>(me->vert_positions().data()),
|
|
|
|
|
me->totloop,
|
|
|
|
|
me->totpoly,
|
|
|
|
|
looptri_mem);
|
2022-01-17 18:00:35 +01:00
|
|
|
looptri = looptri_mem;
|
|
|
|
|
}
|
|
|
|
|
else {
|
2022-01-27 10:53:34 -06:00
|
|
|
BLI_assert(dm != nullptr);
|
|
|
|
|
BLI_assert(me == nullptr);
|
2022-01-17 18:00:35 +01:00
|
|
|
totpoly = dm->getNumPolys(dm);
|
|
|
|
|
totedge = dm->getNumEdges(dm);
|
|
|
|
|
totloop = dm->getNumLoops(dm);
|
|
|
|
|
mpoly = dm->getPolyArray(dm);
|
|
|
|
|
mloop = dm->getLoopArray(dm);
|
Mesh: Move UV layers to generic attributes
Currently the `MLoopUV` struct stores UV coordinates and flags related
to editing UV maps in the UV editor. This patch changes the coordinates
to use the generic 2D vector type, and moves the flags into three
separate boolean attributes. This follows the design in T95965, with
the ultimate intention of simplifying code and improving performance.
Importantly, the change allows exporters and renderers to use UVs
"touched" by geometry nodes, which only creates generic attributes.
It also allows geometry nodes to create "proper" UV maps from scratch,
though only with the Store Named Attribute node for now.
The new design considers any 2D vector attribute on the corner domain
to be a UV map. In the future, they might be distinguished from regular
2D vectors with attribute metadata, which may be helpful because they
are often interpolated differently.
Most of the code changes deal with passing around UV BMesh custom data
offsets and tracking the boolean "sublayers". The boolean layers are
use the following prefixes for attribute names: vert selection: `.vs.`,
edge selection: `.es.`, pinning: `.pn.`. Currently these are short to
avoid using up the maximum length of attribute names. To accommodate
for these 4 extra characters, the name length limit is enlarged to 68
bytes, while the maximum user settable name length is still 64 bytes.
Unfortunately Python/RNA API access to the UV flag data becomes slower.
Accessing the boolean layers directly is be better for performance in
general.
Like the other mesh SoA refactors, backward and forward compatibility
aren't affected, and won't be changed until 4.0. We pay for that by
making mesh reading and writing more expensive with conversions.
Resolves T85962
Differential Revision: https://developer.blender.org/D14365
2023-01-10 00:47:04 -05:00
|
|
|
mloopuv = static_cast<const float2 *>(dm->getLoopDataArray(dm, CD_PROP_FLOAT2));
|
2022-01-17 18:00:35 +01:00
|
|
|
|
|
|
|
|
looptri = dm->getLoopTriArray(dm);
|
|
|
|
|
tottri = dm->getNumLoopTri(dm);
|
|
|
|
|
}
|
|
|
|
|
|
2022-04-22 20:44:49 +02:00
|
|
|
TextureMarginMap map(
|
|
|
|
|
ibuf->x, ibuf->y, uv_offset, mpoly, mloop, mloopuv, totpoly, totloop, totedge);
|
2022-01-17 18:00:35 +01:00
|
|
|
|
|
|
|
|
bool draw_new_mask = false;
|
2022-01-18 14:27:29 +11:00
|
|
|
/* Now the map contains 3 sorts of values: 0xFFFFFFFF for empty pixels, `0x80000000 + polyindex`
|
|
|
|
|
* for margin pixels, just `polyindex` for poly pixels. */
|
2022-01-17 18:00:35 +01:00
|
|
|
if (mask) {
|
|
|
|
|
mask = (char *)MEM_dupallocN(mask);
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
mask = (char *)MEM_callocN(sizeof(char) * ibuf->x * ibuf->y, __func__);
|
|
|
|
|
draw_new_mask = true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
for (int i = 0; i < tottri; i++) {
|
|
|
|
|
const MLoopTri *lt = &looptri[i];
|
|
|
|
|
float vec[3][2];
|
|
|
|
|
|
|
|
|
|
for (int a = 0; a < 3; a++) {
|
Mesh: Move UV layers to generic attributes
Currently the `MLoopUV` struct stores UV coordinates and flags related
to editing UV maps in the UV editor. This patch changes the coordinates
to use the generic 2D vector type, and moves the flags into three
separate boolean attributes. This follows the design in T95965, with
the ultimate intention of simplifying code and improving performance.
Importantly, the change allows exporters and renderers to use UVs
"touched" by geometry nodes, which only creates generic attributes.
It also allows geometry nodes to create "proper" UV maps from scratch,
though only with the Store Named Attribute node for now.
The new design considers any 2D vector attribute on the corner domain
to be a UV map. In the future, they might be distinguished from regular
2D vectors with attribute metadata, which may be helpful because they
are often interpolated differently.
Most of the code changes deal with passing around UV BMesh custom data
offsets and tracking the boolean "sublayers". The boolean layers are
use the following prefixes for attribute names: vert selection: `.vs.`,
edge selection: `.es.`, pinning: `.pn.`. Currently these are short to
avoid using up the maximum length of attribute names. To accommodate
for these 4 extra characters, the name length limit is enlarged to 68
bytes, while the maximum user settable name length is still 64 bytes.
Unfortunately Python/RNA API access to the UV flag data becomes slower.
Accessing the boolean layers directly is be better for performance in
general.
Like the other mesh SoA refactors, backward and forward compatibility
aren't affected, and won't be changed until 4.0. We pay for that by
making mesh reading and writing more expensive with conversions.
Resolves T85962
Differential Revision: https://developer.blender.org/D14365
2023-01-10 00:47:04 -05:00
|
|
|
const float *uv = mloopuv[lt->tri[a]];
|
2022-01-17 18:00:35 +01:00
|
|
|
|
2023-02-09 11:30:25 +11:00
|
|
|
/* NOTE(@ideasman42): workaround for pixel aligned UVs which are common and can screw up
|
2022-08-09 14:18:18 +10:00
|
|
|
* our intersection tests where a pixel gets in between 2 faces or the middle of a quad,
|
2022-01-17 18:00:35 +01:00
|
|
|
* camera aligned quads also have this problem but they are less common.
|
2023-02-12 14:37:16 +11:00
|
|
|
* Add a small offset to the UVs, fixes bug #18685. */
|
2022-09-25 18:33:28 +10:00
|
|
|
vec[a][0] = (uv[0] - uv_offset[0]) * float(ibuf->x) - (0.5f + 0.001f);
|
|
|
|
|
vec[a][1] = (uv[1] - uv_offset[1]) * float(ibuf->y) - (0.5f + 0.002f);
|
2022-01-17 18:00:35 +01:00
|
|
|
}
|
|
|
|
|
|
2022-02-02 13:15:43 +11:00
|
|
|
/* NOTE: we need the top bit for the dijkstra distance map. */
|
|
|
|
|
BLI_assert(lt->poly < 0x80000000);
|
|
|
|
|
|
2022-01-27 10:53:34 -06:00
|
|
|
map.rasterize_tri(vec[0], vec[1], vec[2], lt->poly, draw_new_mask ? mask : nullptr);
|
2022-01-17 18:00:35 +01:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
char *tmpmask = (char *)MEM_dupallocN(mask);
|
|
|
|
|
/* Extend (with averaging) by 2 pixels. Those will be overwritten, but it
|
|
|
|
|
* helps linear interpolations on the edges of polygons. */
|
|
|
|
|
IMB_filter_extend(ibuf, tmpmask, 2);
|
|
|
|
|
MEM_freeN(tmpmask);
|
|
|
|
|
|
|
|
|
|
map.grow_dijkstra(margin);
|
|
|
|
|
|
|
|
|
|
/* Looking further than 3 polygons away leads to so much cumulative rounding
|
2022-01-18 14:27:29 +11:00
|
|
|
* that it isn't worth it. So hard-code it to 3. */
|
2022-01-17 18:00:35 +01:00
|
|
|
map.lookup_pixels(ibuf, mask, 3);
|
|
|
|
|
|
|
|
|
|
/* Use the extend filter to fill in the missing pixels at the corners, not strictly correct, but
|
|
|
|
|
* the visual difference seems very minimal. This also catches pixels we missed because of very
|
|
|
|
|
* narrow polygons.
|
|
|
|
|
*/
|
|
|
|
|
IMB_filter_extend(ibuf, mask, margin);
|
|
|
|
|
|
|
|
|
|
MEM_freeN(mask);
|
|
|
|
|
|
|
|
|
|
if (looptri_mem) {
|
|
|
|
|
MEM_freeN(looptri_mem);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
} // namespace blender::render::texturemargin
|
|
|
|
|
|
2022-04-22 20:44:49 +02:00
|
|
|
void RE_generate_texturemargin_adjacentfaces(ImBuf *ibuf,
|
|
|
|
|
char *mask,
|
|
|
|
|
const int margin,
|
|
|
|
|
const Mesh *me,
|
|
|
|
|
char const *uv_layer,
|
|
|
|
|
const float uv_offset[2])
|
2022-01-17 18:00:35 +01:00
|
|
|
{
|
2022-04-22 20:44:49 +02:00
|
|
|
blender::render::texturemargin::generate_margin(
|
|
|
|
|
ibuf, mask, margin, me, nullptr, uv_layer, uv_offset);
|
2022-01-17 18:00:35 +01:00
|
|
|
}
|
|
|
|
|
|
2022-04-22 20:44:49 +02:00
|
|
|
void RE_generate_texturemargin_adjacentfaces_dm(
|
|
|
|
|
ImBuf *ibuf, char *mask, const int margin, DerivedMesh *dm, const float uv_offset[2])
|
2022-01-17 18:00:35 +01:00
|
|
|
{
|
2022-04-22 20:44:49 +02:00
|
|
|
blender::render::texturemargin::generate_margin(
|
|
|
|
|
ibuf, mask, margin, nullptr, dm, nullptr, uv_offset);
|
2022-01-17 18:00:35 +01:00
|
|
|
}
|