Implements #95967. Currently the `MPoly` struct is 12 bytes, and stores the index of a face's first corner and the number of corners/verts/edges. Polygons and corners are always created in order by Blender, meaning each face's corners will be after the previous face's corners. We can take advantage of this fact and eliminate the redundancy in mesh face storage by only storing a single integer corner offset for each face. The size of the face is then encoded by the offset of the next face. The size of a single integer is 4 bytes, so this reduces memory usage by 3 times. The same method is used for `CurvesGeometry`, so Blender already has an abstraction to simplify using these offsets called `OffsetIndices`. This class is used to easily retrieve a range of corner indices for each face. This also gives the opportunity for sharing some logic with curves. Another benefit of the change is that the offsets and sizes stored in `MPoly` can no longer disagree with each other. Storing faces in the order of their corners can simplify some code too. Face/polygon variables now use the `IndexRange` type, which comes with quite a few utilities that can simplify code. Some: - The offset integer array has to be one longer than the face count to avoid a branch for every face, which means the data is no longer part of the mesh's `CustomData`. - We lose the ability to "reference" an original mesh's offset array until more reusable CoW from #104478 is committed. That will be added in a separate commit. - Since they aren't part of `CustomData`, poly offsets often have to be copied manually. - To simplify using `OffsetIndices` in many places, some functions and structs in headers were moved to only compile in C++. - All meshes created by Blender use the same order for faces and face corners, but just in case, meshes with mismatched order are fixed by versioning code. - `MeshPolygon.totloop` is no longer editable in RNA. This API break is necessary here unfortunately. It should be worth it in 3.6, since that's the best way to allow loading meshes from 4.0, which is important for an LTS version. Pull Request: https://projects.blender.org/blender/blender/pulls/105938
96 lines
3.1 KiB
C++
96 lines
3.1 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later
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* Copyright 2020 Blender Foundation */
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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_mesh_types.h"
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#include "DNA_meshdata_types.h"
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#include "DNA_modifier_types.h"
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#include "DNA_scene_types.h"
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#include "BKE_customdata.h"
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#include "BKE_lib_id.h"
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#include "BKE_mesh.hh"
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#include "BKE_mesh_runtime.h"
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#include "BKE_modifier.h"
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#include "BKE_multires.h"
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#include "BKE_subdiv.h"
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#include "BKE_subsurf.h"
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#include "BLI_math_vector.h"
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#include "DEG_depsgraph_query.h"
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#include "multires_reshape.hh"
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static void multires_subdivide_create_object_space_linear_grids(Mesh *mesh)
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{
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using namespace blender;
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using namespace blender::bke;
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const Span<float3> positions = mesh->vert_positions();
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const blender::OffsetIndices polys = mesh->polys();
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const blender::Span<int> corner_verts = mesh->corner_verts();
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MDisps *mdisps = static_cast<MDisps *>(
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CustomData_get_layer_for_write(&mesh->ldata, CD_MDISPS, mesh->totloop));
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for (const int p : polys.index_range()) {
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const blender::IndexRange poly = polys[p];
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const float3 poly_center = mesh::poly_center_calc(positions, corner_verts.slice(poly));
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for (int l = 0; l < poly.size(); l++) {
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const int loop_index = poly[l];
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float(*disps)[3] = mdisps[loop_index].disps;
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mdisps[loop_index].totdisp = 4;
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mdisps[loop_index].level = 1;
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int prev_loop_index = l - 1 >= 0 ? loop_index - 1 : loop_index + poly.size() - 1;
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int next_loop_index = l + 1 < poly.size() ? loop_index + 1 : poly.start();
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const int vert = corner_verts[loop_index];
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const int vert_next = corner_verts[next_loop_index];
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const int vert_prev = corner_verts[prev_loop_index];
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copy_v3_v3(disps[0], poly_center);
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mid_v3_v3v3(disps[1], positions[vert], positions[vert_next]);
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mid_v3_v3v3(disps[2], positions[vert], positions[vert_prev]);
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copy_v3_v3(disps[3], positions[vert]);
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}
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}
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}
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void multires_subdivide_create_tangent_displacement_linear_grids(Object *object,
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MultiresModifierData *mmd)
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{
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Mesh *coarse_mesh = static_cast<Mesh *>(object->data);
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multires_force_sculpt_rebuild(object);
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MultiresReshapeContext reshape_context;
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const int new_top_level = mmd->totlvl + 1;
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const bool has_mdisps = CustomData_has_layer(&coarse_mesh->ldata, CD_MDISPS);
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if (!has_mdisps) {
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CustomData_add_layer(&coarse_mesh->ldata, CD_MDISPS, CD_SET_DEFAULT, coarse_mesh->totloop);
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}
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if (new_top_level == 1) {
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/* No MDISPS. Create new grids for level 1 using the edges mid point and poly centers. */
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multires_reshape_ensure_grids(coarse_mesh, 1);
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multires_subdivide_create_object_space_linear_grids(coarse_mesh);
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}
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/* Convert the new grids to tangent displacement. */
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multires_set_tot_level(object, mmd, new_top_level);
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if (!multires_reshape_context_create_from_modifier(
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&reshape_context, object, mmd, new_top_level)) {
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return;
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}
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multires_reshape_object_grids_to_tangent_displacement(&reshape_context);
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multires_reshape_context_free(&reshape_context);
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}
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