Commit Graph

15 Commits

Author SHA1 Message Date
ea5bfedb49 Cleanup: Further use of const for retrieved custom data layers
Similar to cf69652618.
2022-05-14 18:57:52 +02:00
cf69652618 Cleanup: Use const when retrieving custom data layers
Knowing when layers are retrieved for write access will be essential
when adding proper copy-on-write support. This commit makes that
clearer by adding `const` where the retrieved data is not modified.

Ref T95842
2022-05-13 18:35:22 +02:00
03ec505fa5 Cleanup: Rename CD_MLOOPCOL to CD_PROP_BYTE_COLOR
The "PROP" in the name reflects its generic status, and removing
"LOOP" makes sense because it is no longer associated with just
mesh face corners. In general the goal is to remove extra semantic
meaning from the custom data types.
2022-04-20 09:10:10 -05:00
f688e3cc31 Cleanup: Use const for bounding boxes where possible 2022-04-01 13:45:02 -05:00
c434782e3a File headers: SPDX License migration
Use a shorter/simpler license convention, stops the header taking so
much space.

Follow the SPDX license specification: https://spdx.org/licenses

- C/C++/objc/objc++
- Python
- Shell Scripts
- CMake, GNUmakefile

While most of the source tree has been included

- `./extern/` was left out.
- `./intern/cycles` & `./intern/atomic` are also excluded because they
  use different header conventions.

doc/license/SPDX-license-identifiers.txt has been added to list SPDX all
used identifiers.

See P2788 for the script that automated these edits.

Reviewed By: brecht, mont29, sergey

Ref D14069
2022-02-11 09:14:36 +11:00
cdcbdf8ce4 Remove compilation warnings TexResult. 2022-01-28 13:28:31 +01:00
cfa53e0fbe Refactor: Move normals out of MVert, lazy calculation
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
2022-01-13 14:38:25 -06:00
93ba5e2375 Cleanup: move public doc-strings into headers for 'render'
Ref T92709
2021-12-08 17:12:43 +11:00
bc97d78329 Cleanup: use MEM_SAFE_FREE macro 2021-08-06 14:24:16 +10:00
3b6ee8cee7 Refactor: Move vertex group names to object data
This commit moves the storage of `bDeformGroup` and the active index
to `Mesh`, `Lattice`, and `bGPdata` instead of `Object`. Utility
functions are added to allow easy access to the vertex groups given
an object or an ID.

As explained in T88951, the list of vertex group names is currently
stored separately per object, even though vertex group data is stored
on the geometry. This tends to complicate code and cause bugs,
especially as geometry is created procedurally and tied less closely
to an object.

The "Copy Vertex Groups to Linked" operator is removed, since they
are stored on the geometry anyway.

This patch leaves the object-level python API for vertex groups in
place. Creating a geometry-level RNA API can be a separate step;
the changes in this commit are invasive enough as it is.

Note that opening a file saved in 3.0 in an earlier version means
the vertex groups will not be available.

Differential Revision: https://developer.blender.org/D11689
2021-07-13 12:10:34 -04:00
2ea565b0ec Cleanup: improve naming and comments of scene frame/ctime functions
Confusingly, BKE_scene_frame_get did not match the frame number as expected by
BKE_scene_frame_set. Instead it return the value after time remapping, which
is commonly named "ctime".

* Rename BKE_scene_frame_get to BKE_scene_ctime_get
* Add a new BKE_scene_frame_get that matches BKE_scene_frame_set
* Use int/float depending if fractional frame is expected
2021-07-12 17:41:15 +02:00
f1e4903854 Cleanup: full sentences in comments, improve comment formatting 2021-06-26 21:50:48 +10:00
525364be31 Cleanup: reduce indirect DNA header inclusion
Remove DNA headers, using forward declarations where possible.

Also removed duplicate header, header including it's self
and unnecessary inclusion of libc system headers from BKE header.
2020-12-15 12:34:14 +11:00
880b0f981d Cleanup: more renaming in the render/ module for consistency 2020-11-09 16:19:49 +01:00
d2c102060d Cleanup: Rename render texture files to texture_* 2020-11-06 14:20:44 -05:00