Commit Graph

319 Commits

Author SHA1 Message Date
3022a805ca Cleanup: Standardize mesh edge and poly naming
With the goal of clearly differentiating between arrays and single
elements, improving consistency across Blender, and using wording
that's easier to read and say, change variable names for Mesh edges
and polygons/faces.

Common renames are the following, with some extra prefixes, etc.
 - `mpoly` -> `polys`
 - `mpoly`/`mp`/`p` -> `poly`
 - `medge` -> `edges`
 - `med`/`ed`/`e` -> `edge`

`MLoop` variables aren't affected because they will be replaced
when they're split up into to arrays in #104424.
2023-03-01 15:58:01 -05:00
e5a0a14a27 Fix #101518: Curves sculptmode Stabilize Stroke misses indicator line
Drawing code `paint_draw_smooth_cursor` would be called correctly, it
was just the color not being initialized.

This is usually done with `BKE_paint_init`, but in the case of curves
sculpting brushes this would create an additional (unnamed) brush which
should be avoided since the workspace toolsystem creates the "right"
brush anyways.

So this patch just does the minimal work to get the Stabilize Stroke
indicator line to draw (which is initializing the color).

Brought over from https://archive.blender.org/developer/D16793

(cherry picked from commit 612a4382c443bcd02e0bb5ffd1b1fdbb251f6e7b)

Pull Request #105021
2023-02-22 11:31:40 +01:00
fcb0425f64 Sculpt: Remove old connected component API in favor of new island API 2023-01-19 18:22:59 -08:00
9889918fd4 Sculpt: New API for keeping track of topology islands
Mesh islands (shells) are now calculated on an as-needed
basis and cached inside of a temp attribute,
`sculpt_topology_island_key`.  This attribute is updated
as needed when geometry changes (e.g. the trim brush)
or when mesh visibility changes.

This replaces the old behavior where the "topology" automasking
mode would walk the entire mesh on every stroke.
2023-01-19 16:58:30 -08:00
1af62cb3bf 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
f803a0a95b Sculpt: Fix T103341: Move sculpt overlay flags to View3DOverlay.flag
"Show mask" and "Show face sets" were being stored in
`Sculpt`, yet their opacities are in `View3dOverlay`.
Now `View3DOverlay` has the flags too.
2022-12-22 16:56:50 -08:00
e476afff41 Cleanup: format 2022-12-15 09:37:02 +11:00
939b63bcd6 Sculpt: Fix more attribute bugs when switching PBVH modes
Fixed more cases where attributes weren't being reinitialized
on switching PBVH mode:

* When PBVH_GRIDS and PBVH_BMESH force attributes into simple
  array mode they no longer override simple_array in the
  SculptAttributeParams parameters, instead they set a field
  in SculptAttribute itself.  Thus if the attribute is
  reinitialized in another mode it won't retain the simple_array
  parameter.
* sculpt_attribute_ensure_ex now calls sculpt_attr_update if
  the attribute already exists.
* Fixed a bug from a couple commits ago that set
  SculptAttribute.data_for_bmesh wrong.
2022-12-13 13:48:07 -08:00
598bb9065c Cleanup: Move sculpt.c to C++ 2022-11-10 07:40:41 -06:00
1e7776907c Fix T101925: sculpt color painting not updating with Cycles viewport render
* External engines do not use the PBVH and need slower depsgraph updates.
* Final depsgraph tag after stroke finishes was missing for sculpt color
  painting, caused missing updates for other viewports as well as any
  modifiers or nodes on other objects using the colors.
2022-10-26 19:59:55 +02:00
2f3f208901 Cleanup: spelling in comments, unused arg warning 2022-10-17 11:16:39 +11:00
25e84334f7 Sculpt: Fix T101864: Mask initialization not updating multires data
BKE_sculpt_mask_layers_ensure now takes a depsgraph argument and
will evaluate the depsgraph if a multires mask layer is added.
This is necassary to update the multires runtime data so that
pbvh knows it has a grids mask layer.

Also added code to update pbvh->gridkey.
2022-10-16 13:24:26 -07:00
b063cfa9cf Sculpt: fix T101465, crash in cloth filter with new automasking modes 2022-09-29 13:38:16 -07:00
bbc69563d0 Sculpt: Normal-based automasking modes
Two new normal-based automasking modes.

The first mode, "brush", compares vertex normals with the initial
normal at the beginning of the brush stroke.

The second, "view", compares vertex normals with the view normal.
If "occlusion" is on then rays will be shot from each vertex to test
if it is occluded by other geometry (note: this can be very slow).\
Only geometry inside the sculpt mesh is considered.

Each mode has an associated angular limit and a falloff.

Reviewed by: Julien Kaspar and Jeroen Bakker
Differential Revision: https://developer.blender.org/D15297
Ref D15297
2022-09-28 23:21:56 -07:00
0156a677c7 Sculpt: New Cavity Automasking Mode
Add new cavity automasking mode based on local mesh
curvature.  Cavity masking is a great way to quickly add
detail in crevices and the like.  It's meant to be used
with the Paint brush in color attribute mode.  It does
work with other brushes but the results can be unpredictable.

{F13131497}

The old "dirty mask" operator has been replace with a new
"mask from cavity" operator that shares the same code with
cavity automasking.

Differences from the sculpt-dev implementation:
    * It uses the word "cavity."  When I first implemented
this I wasn't aware
      this feature existed in other software (and other
paint modes in Blender),
      and for reasons that escape me today I initially
decided to call it a concave or
      concavity mask.
    * The cavity factor works a bit differently.  It's
      no longer non-linear and functions as a simple
      scale around 0.5f.
    * Supports custom curves.
    * Supports blurring.

Reviewed By: Julian Kaspar, Jeroen Bakker and Campbell Barton
Differential Revision: https://developer.blender.org/D15122
Ref D15122
2022-09-28 16:22:34 -07:00
32b766223a Sculpt: Fix T100479: Boundary expand crash
Face sets were not being initialized.  I had also
forgotten to remove a dead struct member from
SculptBoundary which was being accessed.
2022-09-20 10:03:28 -07:00
d9930d5fd0 Cleanup: spelling, punctuation & repeated words in comments 2022-09-17 15:08:40 +10:00
02575bcbd0 Sculpt: New attribute API
New unified attribute API for sculpt code.

= Basic Design =

The sculpt attribute API can create temporary or permanent attributes (only supported in `PBVH_FACES` mode).  Attributes are created via `BKE_sculpt_attribute_ensure.`

Attributes can be explicit CustomData attributes or simple array-based pseudo-attributes (this is useful for PBVH_GRIDS and PBVH_BMESH).

== `SculptAttributePointers` ==

There is a structure in `SculptSession` for convenience attribute pointers, `ss->attrs`.  Standard attributes should assign these; the attribute API will automatically clear them when the associated attributes are released.  For example, the automasking code stores its factor attribute layer in `ss->attrs.automasking_factor`.

== Naming ==

Temporary attributes should use the SCULPT_ATTRIBUTE_NAME macro for naming, it takes an entry in `SculptAttributePointers` and builds a layer name.

== `SculptAttribute` ==

Attributes are referenced by a special `SculptAttribute` structure, which holds
all the info needed to look up elements of an attribute at run time.

All of these structures live in a preallocated flat array in `SculptSession`, `ss->temp_attributes`.  This is extremely important.  Since any change to the `CustomData` layout can in principle invalidate every extant `SculptAttribute`, having them all in one block of memory whose location doesn't change allows us to update them transparently.

This makes for much simpler code and eliminates bugs.  To see why this is tricky to get right, imagine we want to create three attributes in PBVH_BMESH mode and we provide our own `SculptAttribute` structs for the API to fill in.  Each new layer will invalidate the `CustomData` block offsets in the prior one, leading to memory corruption.

Reviewed by: Brecht Van Lommel
Differential Revision: https://developer.blender.org/D15496
Ref D15496
2022-09-16 12:20:28 -07:00
ee23f0f3fb Sculpt: Separate hide status from face sets, use generic attribute
Whether faces are hidden and face sets are orthogonal concepts, but
currently sculpt mode stores them together in the face set array.
This means that if anything is hidden, there must be face sets,
and if there are face sets, we have to keep track of what is hidden.
In other words, it adds a bunch of redundant work and state tracking.

On the user level it's nice that face sets and hiding are consistent,
but we don't need to store them together to accomplish that.

This commit uses the `".hide_poly"` attribute from rB2480b55f216c to
read and change hiding in sculpt mode. Face sets don't need to be
negative anymore, and a bunch of "face set <-> hide status" conversion
can be removed. Plus some other benefits:
 - We don't need to allocate either array quite as much.
 - The hide status can be read from 1/4 the memory as face sets.
 - Updates when entering or exiting sculpt mode can be removed.
 - More opportunities for early-outs when nothing is hidden.
 - Separating concerns makes sculpt code more obvious.
 - It will be easier to convert face sets into a generic int attribute.

 Differential Revision: https://developer.blender.org/D15950
2022-09-14 14:37:18 -05:00
1a08a26388 Cleanup: spelling in comments 2022-09-13 13:24:44 +10:00
b5f7af31d6 When these features aren't used, there is no sense in storing the
corresponding data layers and using their values for computations.
Avoiding that should increase performance in many operations that
would otherwise have to read, write, or propagate these values.
It also means decreased memory usage-- not just for sculpt mode
but for any mesh that was in sculpt mode. Previously the mask, face set,
and hide status layers were *always* allocated by sculpt mode.

Here are a few basic tests when masking and face sets are not used:

| Test | Before | After |
| Subsurf Modifier | 148 ms | 126 ms |
| Sculpt Overlay Extraction | 24 ms every redraw | 0 ms |
| Memory usage | 252 MB | 236 MB |

I wouldn't expect any difference when they are used though.

The code changes are mostly just making sculpt features safe for when
the layers aren't stored, and some changes to the conversion to and
from the hide layers. Use of the ".hide_poly" attribute replaces testing
whether face sets are negative in many places.

Differential Revision: https://developer.blender.org/D15937
2022-09-12 12:48:42 -05:00
c2c369ebe6 Cleanup: prefer terms verts/polys over vertices/polygons
Follows existing naming for the most part, also use "num" as a suffix
in some instances (following our naming conventions).
2022-09-08 11:34:02 +10:00
05952aa94d 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 (e9f82d3dc7, 410a6efb74). 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
6bf2c73249 Cleanup: quiet GCC array bounds warning 2022-08-26 15:06:33 +10:00
486d27d32a Cleanup: Move paint.c to C++ 2022-08-23 12:01:37 -04:00
2480b55f21 Mesh: Move hide flags to generic attributes
This commit moves the hide status of mesh vertices, edges, and faces
from the `ME_FLAG` to optional generic boolean attributes. Storing this
data as generic attributes can significantly simplify and improve code,
as described in T95965.

The attributes are called `.hide_vert`, `.hide_edge`, and `.hide_poly`,
using the attribute name semantics discussed in T97452. The `.` prefix
means they are "UI attributes", so they still contain original data
edited by users, but they aren't meant to be accessed procedurally by
the user in arbitrary situations. They are also be hidden in the
spreadsheet and the attribute list by default,

Until 4.0, the attributes are still written to and read from the mesh
in the old way, so neither forward nor backward compatibility are
affected. This means memory requirements will be increased by one byte
per element when the hide status is used. When the flags are removed
completely, requirements will decrease when hiding is unused.

Further notes:
 * Some code can be further simplified to skip some processing when the
   hide attributes don't exist.
 * The data is still stored in flags for `BMesh`, necessitating some
   complexity in the conversion to and from `Mesh`.
 * Access to the "hide" property of mesh elements in RNA is slower.
   The separate boolean arrays should be used where possible.

Ref T95965

Differential Revision: https://developer.blender.org/D14685
2022-08-11 12:59:06 -04:00
d7cfb6ac71 Sculpt: Opaque vertex type for sculpt
This is a port of sculpt-dev's `SculptVertRef` refactor
(note that `SculptVertRef was renamed to PBVHVertRef`)
to master. `PBVHVertRef` is a structure that abstracts
the concept of a vertex in the sculpt code; it's simply
an `intptr_t` wrapped in a struct.

For `PBVH_FACES` and `PBVH_GRIDS` this struct stores a
vertex index, but for `BMesh` it stores a direct pointer
to a BMVert.  The intptr_t is wrapped in a struct to prevent
the accidental usage of it as an index.

There are many reasons to do this:

* Right now `BMesh` verts are not logical sculpt verts;
  to use the sculpt API they must first be converted to indices.
  This requires a lot of indirect lookups into tables, leading to performance
  loss.  It has also led to greater code complexity and duplication.
* Having an abstract vertex type makes it feasible to have one unified
  temporary attribute API for all three PBVH modes, which in turn
  made it rather trivial to port sculpt brushes to DynTopo in
  sculpt-dev (e.g. the layer brush, draw sharp, the smooth brushes,
  the paint brushes, etc).  This attribute API will be in a future patch.
* We need to do this anyway for the eventual move to C++.

Differential Revision: https://developer.blender.org/D14272
Reviewed By: Brecht Van Lommel
Ref D14272
2022-07-29 19:03:51 -07:00
e3801a2bd4 Weight & Vertex Paint: always respect edit mode hiding on faces.
In some cases it is mandatory to be able to hide parts of the mesh
in order to paint certain areas. The Mask modifier doesn't work in
weight paint, and edit mode hiding requires using selection, which
is not always convenient.

This makes the weight and vertex paint modes always respect edit mode
hiding like sculpt mode. The change in behavior affects drawing and
building paint PBVH. Thus it affects brushes, but not menu operators
like Smooth or Normalize.

In addition, this makes the Alt-H shortcut available even without
any selection enabled, and implements Hide for vertex selection.

Differential Revision: https://developer.blender.org/D14163
2022-07-09 10:39:53 +03:00
f7c6d3705d Cleanup: Renamed SCULPT_TOOL_NEEDS_COLOR to SCULPT_tool_is_paint
Old name is confusing since SCULPT_TOOL_PAINT can paint
on images too, and it's planned for smear to as well.
2022-06-29 23:11:24 -07:00
eaec01cad5 Sculpt: Fix backwards normals in PBVH_GRIDS raycasting
Winding order of grid quads was backwards.
2022-06-28 22:30:28 -07:00
5c0d18f682 Cleanup: remove unused sculpt texture cache generation
This has not been used since 5505697ac in 2010.
2022-06-22 19:52:55 +02:00
Pablo Dobarro
e90ba74d3e D15041: Sculpt: Elastic Transform
This implements transform modes for the transform tool and Elastic
Transform. This mode uses the Kelvinlets from elastic deform to apply
the transformation to the mesh, using the cursor radius to control the
elasticity falloff.

{F9269771}

In order for this to work, the transform tool uses incremental mode when
elastic transform is enabled. This allows to integrate the displacement of
the Kelvinet in multiple steps.

Review By: Sergey Sharbin & Daniel Bystedt & Julian Kaspar & Campbell
Barton

Differential Revision: https://developer.blender.org/D9653

Ref D15041
2022-06-04 13:50:28 -07:00
44bac4c8cc Cleanup: use 'e' prefix for enum types
- CustomDataType -> eCustomDataType
- CustomDataMask -> eCustomDataMask
- AttributeDomain -> eAttrDomain
- NamedAttributeUsage -> eNamedAttrUsage
2022-06-01 15:38:48 +10:00
ed62b65474 Cleanup: Use const in curves sculpt code
This makes it much clearer what data is supposed to be modified
and what data is just used to influence the operation. The new
`BKE_paint_brush_for_read` function isn't great design, but it
can be removed or renamed if similar changes are applied to
more places.

Also pass pointers explicitly to `sample_curves_3d_brush` rather
than reusing the `bContext`. This makes it clearer what data the
function actually needs.

Differential Revision: https://developer.blender.org/D14967
2022-05-17 13:06:14 +02:00
e62b5e867d Cleanup: spelling in comments 2022-05-03 15:11:27 +10:00
Ethan-Hall
3d5f5c2d9a Color Attributes: Add initial fill color option
This patch adds allows the user to select the initial fill color when
adding a new color attribute layer.

---
{F13035372}

Reviewed By: JulienKaspar, joeedh

Differential Revision: https://developer.blender.org/D14743
2022-05-02 12:18:23 +02:00
bba757ef81 Cleanup: various minor changes
- Add missing doxy-section for Apply Parent Inverse Operator
- Use identity for None comparison in Python.
- Remove newline from operator doc-strings.
- Use '*' prefix multi-line C comment blocks.
- Separate filenames from doc-strings.
- Remove break after return.
2022-04-24 13:41:03 +10:00
575ade22d4 Commit D14179: Revamp Vertex Paint With C++
- Verrtex paint mode has been refactored into C++ templates.
  It now works with both byte and float colors and point
  & corner attribute domains.
- There is a new API for mixing colors (also based
  on C++ templates).  Unlike the existing APIs byte
  and float colors are interpolated identically.
  Interpolation does happen in a squared rgb space,
  this may be changed in the future.
- Vertex paint now uses the sculpt undo system.

Reviewed By: Brecht Van Lommel.

Differential Revision: https://developer.blender.org/D14179
Ref D14179
2022-04-20 22:14:03 -07:00
Jeroen Bakker
e96a809a68 PBVH Pixel extractor.
This patch contains an initial pixel extractor for PBVH and an initial paint brush implementation.
PBVH is an accelleration structure blender uses internally to speed up 3d painting operations.
At this moment it is extensively used by sculpt, vertex painting and weight painting.

For the 3d texturing brush we will be using the PBVH for texture painting.
Currently PBVH is organized to work on geometry (vertices, polygons and triangles).
For texture painting this should be extended it to use pixels.

{F12995467}

Screen recording has been done on a Mac Mini with a 6 core 3.3 GHZ Intel processor.

# Scope

This patch only contains an extending uv seams to fix uv seams. This is not actually we want, but was easy to add
to make the brush usable.

Pixels are places in the PBVH_Leaf nodes. We want to introduce a special node for pixels, but that will be done
in a separate patch to keep the code review small. This reduces the painting performance when using
low and medium poly assets.

In workbench textures aren't forced to be shown. For now use Material/Rendered view.

# Rasterization process

The rasterization process will generate the pixel information for a leaf node. In the future those
leaf nodes will be split up into multiple leaf nodes to increase the performance when there
isn't enough geometry. For this patch this was left out of scope.

In order to do so every polygon should be uniquely assigned to a leaf node.

For each leaf node
   for each polygon
     If polygon not assigned
       assign polygon to node.

Polygons are to complicated to be used directly we have to split the polygons into triangles.

For each leaf node
  for each polygon
    extract triangles from polygon.

The list of triangles can be stored inside the leaf node. The list of polygons aren't needed anymore.
Each triangle has:

    poly_index.
    vert_indices
    delta barycentric coordinate between x steps.

Each triangle is rasterized in rows. Sequential pixels (in uv space) are stored in a single structure.

    image position
    barycentric coordinate of the first pixel
    number of pixels
    triangle index inside the leaf node.

During the performed experiments we used a fairly simple rasterization process by
finding the UV bounds of an triangle and calculate the barycentric coordinates per
pixel inside the bounds. Even for complex models and huge images this process is
normally finished within 0.5 second. It could be that we want to change this algorithm
to reduce hickups when nodes are initialized during a stroke.

Reviewed By: brecht

Maniphest Tasks: T96710

Differential Revision: https://developer.blender.org/D14504
2022-04-15 16:40:01 +02:00
24fea2bdc4 Cleanup: Split paint_canvas into BKE and ED.
The BKE part is needed for the 3d texture paiting brush to be part of blender
kernel.
2022-04-13 14:27:19 +02:00
Jeroen Bakker
8b7cd1ed2a Painting: Canvas switcher for painting brushes/tools.
This patch adds color attributes to TexPaintSlot. This allows an easier selection
when painting color attributes.

Previously when selecting a paint tool the user had to start a stroke, before the
UI reflected the correct TexPaintSlot. Now when switching the slot the active
tool is checked and immediate the UI is drawn correctly.

In the future the canvas selector will also be used to select an image or image texture node
to paint on. Basic implementation has already been done inside this patch.

A limitation of this patch is that is isn't possible anymore to rename images directly from
the selection panel. This is currently allowed in master. But as CustomDataLayers
aren't ID fields and not owned by the material supporting this wouldn't be easy.

{F12953989}

In the future we should update the create slot operator to also include color attributes.
Sources could also be extended to use other areas of the object that use image textures
(particles, geom nodes, etc... ).

Reviewed By: brecht

Maniphest Tasks: T96709

Differential Revision: https://developer.blender.org/D14455
2022-04-08 16:42:50 +02:00
eae36be372 Refactor: Unify vertex and sculpt colors into new
color attribute system.

This commit removes sculpt colors from experimental
status and unifies it with vertex colors. It
introduces the concept of "color attributes", which
are any attributes that represents colors.  Color
attributes can be represented with byte or floating-point
numbers and can be stored in either vertices or
face corners.

Color attributes share a common namespace
(so you can no longer have a floating-point
sculpt color attribute and a byte vertex color
attribute with the same name).

Note: this commit does not include vertex paint mode,
      which is a separate patch, see:
      https://developer.blender.org/D14179

Differential Revision: https://developer.blender.org/D12587
Ref D12587
2022-04-05 11:42:55 -07:00
61aaeb3745 Curves: initial brush system integration for curves sculpt mode
This adds the boilerplate code that is necessary to use the tool/brush/paint
systems in the new sculpt curves mode.

Two temporary dummy tools are part of this patch. They do nothing and
only serve to test the boilerplate. When the first actual tool is added,
those dummy tools will be removed.

Differential Revision: https://developer.blender.org/D14117
2022-02-18 09:14:54 +01:00
7773393d35 Cleanup: Pass const Scene to mesh evaluation 2022-02-14 12:05:54 -06:00
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
9ce1135440 Cleanup: remove duplicate vertex normal array in SculptSession
From investigating T95185, it's important the normal returned by
SCULPT_vertex_normal_get always match the PBVH normal array.

Since this is always initialized in the PBVH, there is no advantage
in storing the normal array in two places, it only adds the possibility
that changes in the future causing different meshes normals to be used.

Split out from D13975.
2022-02-01 13:39:19 +11:00
578baf95e0 Cleanup: Remove unused enum
The `SCULPT_TRANSFORM_DISPLACEMENT_INCREMENTAL` value is not actually
being used.

Keeping it in the code only complicates its readability.
2022-01-24 10:18:34 -03:00
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
3d3bc74884 Cleanup: remove redundant const qualifiers for POD types
MSVC used to warn about const mismatch for arguments passed by value.
Remove these as newer versions of MSVC no longer show this warning.
2022-01-07 14:16:26 +11:00
ffc4c126f5 Cleanup: move public doc-strings into headers for 'blenkernel'
- Added space below non doc-string comments to make it clear
  these aren't comments for the symbols directly below them.
- Use doxy sections for some headers.
- Minor improvements to doc-strings.

Ref T92709
2021-12-07 17:38:48 +11:00