Commit Graph

114 Commits

Author SHA1 Message Date
9d090c4717 Split ray_face_intersection into quad/tri versions
Since many callers only need a single triangle
2015-07-17 04:15:24 +10:00
595a491e63 Add tessellation data to DerivedMesh (LoopTri)
This stores loop indices into the loop array giving easier acess
to data such as vertex-colors and UV's,
removing the need to store an MFace duplicate of custom-data.

This doesn't yet move all internal code from MFace to LoopTri just yet.

Only applies to:
- opengl drawing
- sculpting (pbvh)
- vertex/weight paint

Thanks to @psy-fi for review, fixes and improvements to drawing!
2015-07-17 03:55:14 +10:00
3e3e7ee41c Sculpt draw code:
Remove legacy code completely, now dyntopo, multires et al even work on
GL 1.1 for really hardcore users :p

Real purpose here though is to be able to have fast multires drawing
even with VBO off, since it requires using indices for vertex buffers.

Also made own code elf puke an eaten normal update function which
made multires not update normals in solid mode...sorry.
2015-07-16 17:12:03 +02:00
107e34407d Display optimizations part 1.
This patch changes the way we draw meshes by introducing
indexed drawing. This makes it possible to easily
upload and rearrange faces ad lib according to any criteria.

Currently we use material sorting but textured sorting and
hiding will be added to optimize textured drawing and skip
per face testing.

It also adds support for vertex buffers for subsurf
modifiers (Except from GLSL drawing), making drawing of
subsurf much faster without need for bogus modifiers.

Tests show that we gain approximately 20-25% performance
by that for solid mode drawing with up to 50% gains for
material drawing. Textured drawing should also have a
small performance gain, but more substantial optimizations
are possible there.

Reviewers: campbellbarton

Differential Revision: https://developer.blender.org/D1406
2015-07-14 16:48:23 +02:00
17ebbc06e2 Use const for sculpt vars
resolves building with gcc4.9
2015-07-12 03:50:39 +10:00
f3d5af4172 Cleanup: use const for mesh functions 2015-07-11 04:39:27 +10:00
07def553d2 Fix T44745 non manifold edges of mesh do not work when smoothing in
multires.

Code had special guards for such edges to stop this from happening. I
don't see why this is needed though since code above assigns smoothed
positions for all vertices in the grid.

After removing the guards I saw that this in fact was the only place
where grd adjacency was used, so I completely removed it.
2015-05-27 19:52:12 +02:00
b640700597 Cleanup: style 2015-04-30 08:18:23 +10:00
05b6de545a Fix T44390: Clay brush weirdness part-1
Clay brush had a feedback loop with dyntopo,
getting the plane from the cursor center didn't support original data.
2015-04-18 05:08:03 +10:00
6675fd6b52 dyntopo: don't allocate tessfaces while sculpting
Tessellation data isn't used for drawing or sculpting.

This frees up some memory ~approx 10% in own tests.
Also slight spee-up since it avoids calculating it in the first place.
2015-04-16 04:32:16 +10:00
8486ee39bd PBVH: use realloc/recalloc 2015-04-14 17:58:07 +10:00
f9f04726e5 GHash: no need to malloc iterators 2015-02-06 15:34:36 +11:00
20a1778148 Cleanup: more int->bool. 2014-12-01 17:11:55 +01:00
30dab51c29 Cleanup: use bool and const args 2014-10-09 22:44:03 +02:00
8d084e8c8f Ghost Context Refactor
https://developer.blender.org/D643
Separates graphics context creation from window code in Ghost so that they can vary separately.
2014-10-07 15:47:32 -05:00
93d0a2c224 Warnings 2014-07-28 20:45:36 +10:00
115458b53e Fix T41193: 2.71 use 100% of CPU at sculpt
Issue wascaused by the famous OpenMP crap in MSVC2013,
so only way is to use openmp threading if number of BVH
nodes is high enough.

Made it 8 for now, which seems to work rather fine on my
laptop and adult dragon from sintel. But maybe it's to be
adjusted a bit more.
2014-07-28 15:47:32 +06:00
bf462149a6 BLI_bitmap: rename macros
- BLI_BITMAP_SET -> BLI_BITMAP_ENABLE
- BLI_BITMAP_CLEAR -> BLI_BITMAP_DISABLE
- BLI_BITMAP_GET -> BLI_BITMAP_TEST
- BLI_BITMAP_MODIFY -> BLI_BITMAP_SET
2014-06-14 00:47:12 +10:00
6a75ecda9b Code cleanup: spelling 2014-06-14 00:47:10 +10:00
96f303392b Fix T40381 and revert previous commit.
Looks like the normal update flag is used internally in the modifier
itself. So as a workaround just pass normal update to the nodes when
flood filling
2014-05-29 05:22:44 +03:00
ac0b69233c Related to T40381,
Cleanup the normal flag or else the smooth tool will work on more and
more nodes as we sculpt.
2014-05-29 05:04:39 +03:00
af704c6d88 Style cleanup 2014-05-07 06:11:28 +10:00
312d3edee5 Hidden PBVH nodes:
Set hidden when rebuilding the PBVH tree if all primitives are hidden.
2014-05-05 22:24:13 +03:00
9a1c47de44 Attempt to solve T39950,
Avoid filling up buffers when total buffer triangles are zero.

Better still would be to tag a node as hidden when doing recreation of
the PBVH tree by checking for any visible elements. Original bug report
probably has to do with OpenGL doing something funky but hidden nodes
should be tagged as hidden to completely avoid iterating for painting.
This is to be done in a later commit.

Also some naming cleanup for consistency, GPU_build_pbvh_mesh_buffers to
GPU_build_mesh_pbvh_buffers.
2014-05-05 21:13:27 +03:00
d2a3260763 Add PBVH debug display, where we can see the PBVH node bounding boxes.
To enable enter debug value 14.
Leaf nodes are green while container nodes are red.
2014-04-30 23:43:19 +03:00
4ca67869cc Code cleanup: remove unused includes
Opted to keep includes if they are used indirectly (even if removing is possible).
2014-05-01 04:47:51 +10:00
64b6ea032d PBVH: replace ghash with gset for storing unique faces 2014-04-22 01:36:59 +10:00
556590fa3a Dyntopo:
Store PBVH node ID in CustomData. This avoids a number of hash deletions
and checks/insertions on big hashes.
2014-04-16 05:31:02 +03:00
ebaf3781fa Dyntopo: replace GHash with GSet, saves some memory 2014-04-08 14:45:48 +10:00
03bd418d16 Fix T39517,
Issue here is that "show diffuse" option does not respect its intended
purpose which is to be used only for masking.

There are a couple of caveats here:

Dyntopo and multires -always- have mask data enabled, and thus as soon
as one goes to dyntopo mode or adds a multires modifier he would get the
default grey color instead.

Matcaps would break when nodes asked for a diffuse material color (this
was broken before too). Solved by adding global material state for when
matcaps are enabled. Also matcaps don't always played well with VBOs
off.

Added a few more missing updates for mask operators to notify
show_diffuse property as changed. This was also needed on rebuilding
dyntopo pbvh.

Also make zero mask color duller again after artist feedback.
2014-04-03 00:39:42 +03:00
8c730b1059 Fix T39520, show diffuse not working in dyntopo.
Was marked as a todo in the code.

This does not yet take care of correct display for multi material
meshes, since it would need correct separation of faces during pbvh
creation. Instead we just take material of first face in node and assume
that the rest faces have the same. This will create some funky effects
if one attempts to sculpt in this way.

Note: This does not yet address T39517
2014-04-02 18:56:19 +03:00
617557b08e Code cleanup: remove TRUE/FALSE & WITH_BOOL_COMPAT define 2014-04-01 15:22:28 +11:00
3214d4fd5a Code Cleanup: PBVH, avoid sqrt and use bool for raycast functions 2014-03-24 13:21:58 +11:00
f03df4f024 Fix crash when changing and using between layer and other brushes in
dyntopo

Layer brush would not invalidate the layer_disp arrays in dyntopo mode,
checking only for the existence of the array. This means that if a tool
resized the node due to topology changes, the layer brush code could
index (and write!) out of bounds in the array. Solution is to invalidate
the layer data prior to each stroke in dyntopo.
2014-03-07 16:58:56 +02:00
d900f5be55 Code cleanup: use bools where possible 2014-02-03 19:35:44 +11:00
1ea5c2a8e3 Fix remaining sculpt mode crash using multires modifier, similar cause
to previous sculpt fix (OpenGL access from thread with no context
bound). The fact that this has gone unnoticed so far means that people
are dyntopoing like crazy these days.
2014-01-09 04:28:17 +02:00
d9697bc145 Fix T38024 crash when rebuilding sculpt mode buffers.
Main issue here is that glBuf* calls were invoked from threads different than
main thread. This caused a crash (since those do not have a GL context active).

Fix here is twofold:
* add an ID buffer in buffer pool that handles pbvh buffers and is freed
from main thread when gpu_buffer_pool_free_unused is called.

* do not create glbuffers in derivedmesh creation routine, rather tag nodes
for update and create those in the draw function
(guaranteed to be called from main thread)

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D169
2014-01-05 04:58:27 +02:00
ba8d65a9a7 Code clean-up change naming of gpu buffers used by pbvh to better
reflect that. Previous name GPU_Buffers was very similar to GPU_Buffer,
renamed to GPU_PBVH_Buffers
2014-01-03 12:48:12 +02:00
c1c26c36f6 Style Cleanup: remove preprocessor indentation (updated wiki style guide too) 2013-12-22 14:12:19 +11:00
9efef3c251 Fix T37177, sculpting can act on opposite side of mesh in orthographic camera.
Summary:
Issue here most probably is that the start point in ray-casting is too
far away from the mesh. As a result the triangle intersection code can
sometimes miss the ray intersection. To solve this, we project the ray
segment to the boundary of the root node.

Reviewers: brecht, sergey, campbellbarton

Reviewed By: brecht

Maniphest Tasks: T37177

Differential Revision: http://developer.blender.org/D115
2013-12-18 18:34:02 +02:00
e9c9706ce6 Code cleanup: Use different redraw options for sculpt mask operators.
Current redraw options also did an unnecessary normal recalculation on
updated nodes.

Also, for the box and lasso mask only push an undo node if any vertex
has actually been influenced.
2013-11-15 23:00:15 +02:00
ba9b7e6a20 avoid calling CustomData_bmesh_get to get CD_PAINT_MASK per vertex while sculpting, store offset directly. 2013-08-27 20:39:08 +00:00
bbce51d116 replace hashes with sets where possible. 2013-08-25 20:03:45 +00:00
09a52f18b6 ghash: reserve size when its known or can be guessed close enough.
also avoid allocs per node in pbvh_bmesh_node_limit_ensure()
2013-08-24 17:33:47 +00:00
2c556c2ef7 avoid double ghash lookup in sculpt map_insert_vert 2013-08-24 15:31:47 +00:00
dcddd32c45 Scultping: Growing the pbvh node container should use malloc instead of
calloc. Since we copy the first 1/1.3 part of the new array from the
existing nodes, only the rest 0.3/1.3 should be initialized to zero.
This should in theory cut down the times of occasional hangs with
dyntopo, since my guess is that it is caused by dynamic reallocations.
Maybe a linked list structure would help here? This is a bigger change
though, leaving as is for now.

Also, minor cleanup, delete duplicate ghash deletion and remove unneeded
commented code.
2013-08-21 15:21:56 +00:00
00b39c4e5b code cleanup: more confusion with 0/NULL/false 2013-08-07 03:55:21 +00:00
da5b04a0c2 fix for over-allocation in BKE_pbvh_search_gather, BKE_pbvh_gather_proxies,
each element was having the size of PBVHNode allocated rather then the size of a pointer (8 vs 184 bytes here)
2013-08-03 18:05:30 +00:00
04ea8c0ee8 remove the pointer from BLI_bitmap's typedef,
hides that an arg passed is really an array which may be modified by other functions.
2013-07-22 23:20:48 +00:00
3e97e2c8e8 style cleanup 2013-05-31 22:35:25 +00:00