Commit Graph

377 Commits

Author SHA1 Message Date
Chris Blackbourn
f96e108b63 UV: Complete options for rotation during uv packing
The rotation options are now:
* None
* Axis-Aligned (Blender 3.3 default)
   - Rotate to a minimal rectangle, either vertical or horizontal.
* Cardinal (new)
   - Only 90 degree rotations are allowed.
* Any
   - Blender 3.6 default.
2023-05-24 11:27:59 +12:00
Chris Blackbourn
96101a66fc UV: Use correct uv packing method when all/none islands are pinned.
During packing, some combinations of `Fraction` margin method, and
various locking options, interact with situations where all or none
of the islands are pinned.

Previously, the settings were queried to choose the best packing method.

Now, the islands themselves are queried if they can translate or scale,
and the packing method is chosen based on the input, rather than the
parameters.

Fixes unreported crash with "Locked Position" when all islands are pinned.

Reported as #108037 "3. In some case locked position is not respected"
2023-05-22 15:54:38 +12:00
Chris Blackbourn
47cbeabb11 UV: Fix uv packing problem with rotate and scale line-search
When rotation is enabled and doing a scale line-search (locked islands
or "fraction" margin method), if the `rotate_inside_square` would
result in a a tighter packing, the wrong scale value was being used,
resulting in UVs outside of the unit square.

Reported as #108037 "1. Use locked scale on after scaling UV..."
2023-05-22 15:44:01 +12:00
Chris Blackbourn
de4f456ea2 UV: Fix overlap problem during uv packing with scale locked islands
If an island overlaps a pinned island, and that pinned island has
locked scale, then the pinning information must be copied to the
first island so it can be scaled correctly.

Reported in #108037 as "2. Use with Merge Overlapped"
2023-05-22 15:36:03 +12:00
Campbell Barton
bf36a61e62 Cleanup: spelling in comments & some corrections 2023-05-20 21:17:09 +10:00
Chris Blackbourn
6daa3f6b8a UV: Fix packing problem with locked-position and large island count 2023-05-16 17:19:31 +12:00
Chris Blackbourn
4b4babae8b UV: Improve correctness of uv packer
Minor corrections including:
* Fast packer wasn't treating locked islands correctly.
* Pointer aliasing.
* Fix and some assumptions that might not be always true.
* Improve variable names.
* Improved comments.
2023-05-16 11:00:35 +12:00
Chris Blackbourn
f44795ce17 Fix #107898: UV packer regression
Layouts with >1024 rectangle islands would leave empty UV space.

Regression from ccb2dbddac.
2023-05-14 11:07:24 +12:00
Hans Goudey
4f2ac09886 Cleanup: Reduce binary size by deduplicating attribute processing
This makes the Blender binary 350 KB smaller. The largest change comes
from using `FunctionRef` instead of a template when gathering indices to
mix in the extrude node (which has no performance cost). The rest of the
change comes from consolidating uses of code generation for all
attribute types. This brings us a bit further in the direction of
unifying attribute propagation.

Pull Request: https://projects.blender.org/blender/blender/pulls/107823
2023-05-12 14:44:39 +02:00
Chris Blackbourn
edc12436c6 UV: During packing, add progress bar and ability to cancel
Uses job system.

Co-authored-by: Campbell Barton <campbell@blender.org>
Pull Request: https://projects.blender.org/blender/blender/pulls/107859
2023-05-12 14:50:40 +12:00
Hans Goudey
85ddc1b0de Cleanup: Use OffsetIndices class in extrude node and merge by distance node 2023-05-11 22:15:41 -04:00
Chris Blackbourn
225d111357 UV: Rename ED_UVPACK_PIN_NORMAL to ED_UVPACK_PIN_DEFAULT 2023-05-12 11:09:27 +12:00
Campbell Barton
d9293ca478 Fix missing include, unused argument warning 2023-05-11 17:46:23 +10:00
Chris Blackbourn
ccb2dbddac UV: Simplify packer, improving performance, efficiency and fixing bugs
Adds a generic `is_larger` and `get_aspect_scaled_extent` function to
simplify packing logic.

Migrate several packing functions so that they only improve a layout,
and early-exit packing if a better layout already exists.

Fix a `rotate_inside_square` logic error during xatlas packing.
2023-05-11 17:13:05 +12:00
Hans Goudey
143ca272bd Geometry Nodes: Slightly optimize mesh to curve node
Use the offset indices pattern to avoid keeping separate arrays for the
offset of a vertex's neighbors and the number of neighbors. This gave
a 9% speedup for the conversion, from 42.9 ms to 39.3 ms.
2023-05-10 15:24:12 -04:00
Jacques Lucke
c3365666e5 Fix #107637: crash when using density brush on empty hair 2023-05-08 09:26:15 +02:00
Chris Blackbourn
5abb3c96cf UV: Add pinned island support to uv packer
New pinned modes:
 * Ignore pinned islands
 * Normal (default)
 * Lock scale
 * Lock rotation
 * Lock position of pinned UV islands.
2023-05-07 17:54:51 +12:00
Chris Blackbourn
0eba9e41bf Cleanup: Convert float to double during uv unwrap
`sinf(float_angle)` is sometimes producing different results on
x86_64 cpus and apple silicon cpus. Convert to double precision
to increase accuracy and consistency.

Partial fix for #104513. More to come.
2023-05-07 12:07:40 +12:00
Chris Blackbourn
a684e61cbf Cleanup: fix warnings 2023-05-07 11:47:54 +12:00
Chris Blackbourn
b01f5444a3 UV: Improve packing efficiency
Introduces "Optimal" packing, where the layout is a theoretical
best possible for a given input.

e.g. https://erich-friedman.github.io/packing/squinsqu

Also calls multiple packing algorithms, and chooses the best one.
2023-05-06 10:39:00 +12:00
Hans Goudey
367145209c Cleanup: Move attribute_math to proper blenkernel namespace
The fact that blenlib doesn't know about the set of attribute types is
actually an important detail right now that can influence how things
are designed. Longer term it would be good to consolidate many of
these attribute propagation algorithms anyway.
2023-05-03 12:10:54 -04:00
Campbell Barton
bcedbdcf6f Cleanup: improve code-comments, naming, use defines, correct spelling 2023-05-03 17:34:27 +10:00
Campbell Barton
90361278d7 Cleanup: use function style casts, remove redundant parenthesis 2023-05-02 20:26:17 +10:00
Campbell Barton
6859bb6e67 Cleanup: format (with BraceWrapping::AfterControlStatement "MultiLine") 2023-05-02 09:37:49 +10:00
illua1
0652945dbd Fix #107306: Merge by distance node is not deterministic
In some cases the node didn't reproduce the same results given the
same input. Based on the test results (just 2 very detailed cubes
and a transformation), it doesn't seem to affect performance that
much. Credit to @MMMM who pointed out this option.

Pull Request: https://projects.blender.org/blender/blender/pulls/107312
2023-05-01 22:15:19 +02:00
Hans Goudey
f59fdc40ec Fix: Missing normalization for sampled normals when adding curves
Mistake when splitting up commits for 0a5f0890cc.
2023-05-01 08:41:20 -04:00
Chris Blackbourn
3ea060860a UV: Tuning rotating to minimum square during packing
* Perform rotate_inside_square earler in the pipeline. (improved layout)
* #rotate_inside_square with AABB margin if there is only one island.
* Conservative bounds when using xatlas on non-D4 transforms.
2023-05-01 23:18:15 +12:00
Chris Blackbourn
5c1c45cd59 UV: Improve packing efficiency by rotating to minimum square
After primary packing is completed, perform a deep earch for any
rotation of the entire layout which improves efficiency even further.

This can sometime provides *optimal* packing results. e.g. When packing
a single island, the layout will now touch all 4 sides of the unit square.
2023-04-30 16:55:39 +12:00
Chris Blackbourn
ca00cb5470 Cleanup: format 2023-04-29 13:50:23 +12:00
Chris Blackbourn
69d52c5f1c UV: Fix uv packing overflow with fraction margin method
When UV Packing with the `fraction` margin method, if the UVs
overflowed the unit square, the UVs could sometimes overlap.

(island_index was incorrect.)
2023-04-29 10:25:40 +12:00
Chris Blackbourn
bf56df3236 UV: Add new packing option, scale_to_fit
When `scale_to_fit` is enabled, the existing behavior is used,
UVs will be scaled to fill the unit square.

If disabled, UVs will not be rescaled. They will be packed to the
bottom-left corner, possibly overflowing the unit square, or not
filling space.
2023-04-29 09:50:33 +12:00
Hans Goudey
96fd14a65f Cleanup: Fix typo in mesh sample function name 2023-04-28 14:45:22 -04:00
Hans Goudey
bec033e057 Cleanup: Simplify and deduplicate mesh sampling code
It arguably reads easier if simple operations like reading from indices
of an array don't each get their own line. Also the same corner
attribute sampling was repeated in a few places. And add a new
function to sample normals from the corner domain, and use
lower level arguments to the lower level functions (i.e. not just
a mesh pointer, but the necessary data arrays).
2023-04-28 14:45:22 -04:00
Hans Goudey
0a5f0890cc Cleanup: Use helper function to sample normals when adding curves 2023-04-28 14:45:22 -04:00
Hans Goudey
a6baf7beae BLI: Allow different integer types when filling span indices 2023-04-27 08:50:41 -04:00
Chris Blackbourn
5c6f254a66 UV: Simplify storage and logic for UV Packing 2023-04-27 11:52:40 +12:00
Chris Blackbourn
91020ccde1 Cleanup: Simplify UV Packing storage of temporary layout 2023-04-26 11:13:38 +12:00
Erik Abrahamsson
700d168a5c Volumes: Generate proper fog volume in Mesh to Volume node
Currently `Mesh to Volume` creates a volume using
`openvdb::tools::meshToVolume` which is then filled with the specified
density and the class set to Fog Volume. This is wrong because
`meshToVolume` creates a signed distance field by default that needs
to be converted to a Fog Volume with `openvdb::tools::sdfToFogVolume`
to get a proper Fog volume.

Here is the description of what that function does (from OpenVDB):

"The active and negative-valued interior half of the narrow band
becomes a linear ramp from 0 to 1; the inactive interior becomes
active with a constant value of 1; and the exterior, including the
background and the active exterior half of the narrow band, becomes
inactive with a constant value of 0. The interior, though active,
remains sparse."

This means with this commit old files will not look the same.
There is no way to version this as the options for external band width
and not filling the volume is removed (they don't make any sense for a
proper fog volume).

Pull Request: https://projects.blender.org/blender/blender/pulls/107279
2023-04-25 21:56:14 +02:00
Hans Goudey
2f581a779c Cleanup: Use utility constructor to create field operations 2023-04-23 15:27:20 -04:00
Hans Goudey
8e967cfeaf Mesh: Cache loose vertices
Similar to the cache of loose edges added in 1ea169d90e,
cache the number of loose vertices and which are loose in a bit map.
This can save significant time when drawing large meshes in the
viewport, because recalculations can be avoided when the data doesn't
change, and because many geometry nodes set the loose geometry
caches eagerly when the meshes contain no loose elements.

There are two types of loose vertices:
1. Vertices not used by any edges or faces
   `Mesh.loose_verts()`
2. Vertices not used by any faces (may be used by loose edges)
   `Mesh.verts_no_face()`

Because both are used by Blender in various places, because the cost
is only a bit per vertex (or constant at best) and for design consistency,
we cache both types of loose elements. The bit maps will only be
allocated when they're actually used, but they are already accessed
in a few important places:
- Attribute domain interpolation
- Subdivision surface modifier
- Viewport drawing

Just skipping viewport drawing calculation after certain geometry
nodes setups can have a large impact. Here is the time taken by
viewport loose geometry extraction before and after the change:
- 4 million vertex grid node: 28 ms to 0 ms
- Large molecular nodes setup (curve to mesh node): 104 ms to 0 ms
- Realize instances with 1 million cubes: 131 ms to 0 ms

Pull Request: https://projects.blender.org/blender/blender/pulls/105567
2023-04-22 13:46:11 +02:00
Jacques Lucke
3ee21d1098 Cleanup: rename anonymous attribute id pointer type 2023-04-21 14:14:27 +02:00
Campbell Barton
770b193253 Cleanup: use function style casts & nullptr, spelling in comments 2023-04-20 18:28:50 +10:00
Campbell Barton
92f79e002e Cleanup: format 2023-04-20 13:35:35 +10:00
Hans Goudey
10d175e223 Cleanup: Use consistent argument order for mesh creation functions
The typical order is vertex, edge, face(polygon), corner(loop), but in
these three functions polys and loops were reversed. Also use more
typical "num" variable names rather than "len"
2023-04-19 15:52:56 -04:00
Hans Goudey
097b9c5a36 Fix: Build error after last commit
Also fix fallthrough warnings
2023-04-19 13:05:08 -04:00
Hans Goudey
98ccee78fe Geometry Nodes: Slightly optimize mesh to curve node
Avoid copying the selected edges if all edges are selected, and
parallelize gathering the selection otherwise. Also use `int2` instead
of `std::pair`.

In simple test file I observed an approximate 10% FPS improvement,
though in real world cases the impact is probably much smaller.
2023-04-19 12:35:09 -04:00
Hans Goudey
e45ed69349 Attributes: Integrate implicit sharing with the attribute API
Add the ability to retrieve implicit sharing info directly from the
C++ attribute API, which simplifies memory usage and performance
optimizations making use of it. This commit uses the additions to
the API to avoid copies in a few places:
- The "rest_position" attribute in the mesh modifier stack
- Instance on Points node
- Instances to points node
- Mesh to points node
- Points to vertices node

Many files are affected because in order to include the new information
in the API's returned data, I had to switch a bunch of types from
`VArray` to `AttributeReader`. This generally makes sense anyway, since
it allows retrieving the domain, which wasn't possible before in some
cases. I overloaded the `*` deference operator for some syntactic sugar
to avoid the (very ugly) `.varray` that would be necessary otherwise.

Pull Request: https://projects.blender.org/blender/blender/pulls/107059
2023-04-19 11:21:06 +02:00
Hans Goudey
2a4323c2f5 Mesh: Move edges to a generic attribute
Implements #95966, as the final step of #95965.

This commit changes the storage of mesh edge vertex indices from the
`MEdge` type to the generic `int2` attribute type. This follows the
general design for geometry and the attribute system, where the data
storage type and the usage semantics are separated.

The main benefit of the change is reduced memory usage-- the
requirements of storing mesh edges is reduced by 1/3. For example,
this saves 8MB on a 1 million vertex grid. This also gives performance
benefits to any memory-bound mesh processing algorithm that uses edges.

Another benefit is that all of the edge's vertex indices are
contiguous. In a few cases, it's helpful to process all of them as
`Span<int>` rather than `Span<int2>`. Similarly, the type is more
likely to match a generic format used by a library, or code that
shouldn't know about specific Blender `Mesh` types.

Various Notes:
- The `.edge_verts` name is used to reflect a mapping between domains,
  similar to `.corner_verts`, etc. The period means that it the data
  shouldn't change arbitrarily by the user or procedural operations.
- `edge[0]` is now used instead of `edge.v1`
- Signed integers are used instead of unsigned to reduce the mixing
  of signed-ness, which can be error prone.
- All of the previously used core mesh data types (`MVert`, `MEdge`,
  `MLoop`, `MPoly` are now deprecated. Only generic types are used).
- The `vec2i` DNA type is used in the few C files where necessary.

Pull Request: https://projects.blender.org/blender/blender/pulls/106638
2023-04-17 13:47:41 +02:00
Campbell Barton
cffc9bdb93 Cleanup: quiet unused argument warning 2023-04-16 16:24:36 +10:00
Chris Blackbourn
b601ae87d0 UV: add overlapping island support for uv packing
From the UV Packing options, choose:

 "Merge Overlapped" / "Overlapping islands stick together"
2023-04-15 13:59:12 +12:00