Implements #102359. Split the `MLoop` struct into two separate integer arrays called `corner_verts` and `corner_edges`, referring to the vertex each corner is attached to and the next edge around the face at each corner. These arrays can be sliced to give access to the edges or vertices in a face. Then they are often referred to as "poly_verts" or "poly_edges". The main benefits are halving the necessary memory bandwidth when only one array is used and simplifications from using regular integer indices instead of a special-purpose struct. The commit also starts a renaming from "loop" to "corner" in mesh code. Like the other mesh struct of array refactors, forward compatibility is kept by writing files with the older format. This will be done until 4.0 to ease the transition process. Looking at a small portion of the patch should give a good impression for the rest of the changes. I tried to make the changes as small as possible so it's easy to tell the correctness from the diff. Though I found Blender developers have been very inventive over the last decade when finding different ways to loop over the corners in a face. For performance, nearly every piece of code that deals with `Mesh` is slightly impacted. Any algorithm that is memory bottle-necked should see an improvement. For example, here is a comparison of interpolating a vertex float attribute to face corners (Ryzen 3700x): **Before** (Average: 3.7 ms, Min: 3.4 ms) ``` threading::parallel_for(loops.index_range(), 4096, [&](IndexRange range) { for (const int64_t i : range) { dst[i] = src[loops[i].v]; } }); ``` **After** (Average: 2.9 ms, Min: 2.6 ms) ``` array_utils::gather(src, corner_verts, dst); ``` That's an improvement of 28% to the average timings, and it's also a simplification, since an index-based routine can be used instead. For more examples using the new arrays, see the design task. Pull Request: blender/blender#104424
293 lines
8.3 KiB
C++
293 lines
8.3 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later */
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#pragma once
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/** \file
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* \ingroup bke
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*/
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struct PBVHGPUFormat;
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struct MLoopTri;
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struct MPoly;
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struct MeshElemMap;
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/* Axis-aligned bounding box */
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struct BB {
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float bmin[3], bmax[3];
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};
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/* Axis-aligned bounding box with centroid */
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struct BBC {
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float bmin[3], bmax[3], bcentroid[3];
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};
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/* NOTE: this structure is getting large, might want to split it into
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* union'd structs */
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struct PBVHNode {
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/* Opaque handle for drawing code */
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PBVHBatches *draw_batches;
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/* Voxel bounds */
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BB vb;
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BB orig_vb;
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/* For internal nodes, the offset of the children in the PBVH
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* 'nodes' array. */
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int children_offset;
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/* List of primitives for this node. Semantics depends on
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* PBVH type:
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*
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* - PBVH_FACES: Indices into the PBVH.looptri array.
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* - PBVH_GRIDS: Multires grid indices.
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* - PBVH_BMESH: Unused. See PBVHNode.bm_faces.
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*
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* NOTE: This is a pointer inside of PBVH.prim_indices; it
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* is not allocated separately per node.
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*/
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int *prim_indices;
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unsigned int totprim; /* Number of primitives inside prim_indices. */
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/* Array of indices into the mesh's vertex array. Contains the
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* indices of all vertices used by faces that are within this
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* node's bounding box.
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*
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* Note that a vertex might be used by a multiple faces, and
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* these faces might be in different leaf nodes. Such a vertex
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* will appear in the vert_indices array of each of those leaf
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* nodes.
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*
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* In order to support cases where you want access to multiple
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* nodes' vertices without duplication, the vert_indices array
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* is ordered such that the first part of the array, up to
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* index 'uniq_verts', contains "unique" vertex indices. These
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* vertices might not be truly unique to this node, but if
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* they appear in another node's vert_indices array, they will
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* be above that node's 'uniq_verts' value.
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*
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* Used for leaf nodes in a mesh-based PBVH (not multires.)
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*/
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const int *vert_indices;
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unsigned int uniq_verts, face_verts;
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/* Array of indices into the Mesh's corner array.
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* PBVH_FACES only.
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*/
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int *loop_indices;
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unsigned int loop_indices_num;
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/* An array mapping face corners into the vert_indices
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* array. The array is sized to match 'totprim', and each of
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* the face's corners gets an index into the vert_indices
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* array, in the same order as the corners in the original
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* MLoopTri.
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*
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* Used for leaf nodes in a mesh-based PBVH (not multires.)
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*/
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const int (*face_vert_indices)[3];
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/* Indicates whether this node is a leaf or not; also used for
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* marking various updates that need to be applied. */
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PBVHNodeFlags flag;
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/* Used for ray-casting: how close the bounding-box is to the ray point. */
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float tmin;
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/* Scalar displacements for sculpt mode's layer brush. */
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float *layer_disp;
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int proxy_count;
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PBVHProxyNode *proxies;
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/* Dyntopo */
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/* GSet of pointers to the BMFaces used by this node.
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* NOTE: PBVH_BMESH only. Faces are always triangles
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* (dynamic topology forcibly triangulates the mesh).
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*/
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GSet *bm_faces;
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GSet *bm_unique_verts;
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GSet *bm_other_verts;
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/* Deprecated. Stores original coordinates of triangles. */
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float (*bm_orco)[3];
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int (*bm_ortri)[3];
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BMVert **bm_orvert;
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int bm_tot_ortri;
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/* Used to store the brush color during a stroke and composite it over the original color */
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PBVHColorBufferNode color_buffer;
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PBVHPixelsNode pixels;
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/* Used to flash colors of updated node bounding boxes in
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* debug draw mode (when G.debug_value / bpy.app.debug_value is 889).
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*/
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int debug_draw_gen;
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};
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enum PBVHFlags {
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PBVH_DYNTOPO_SMOOTH_SHADING = 1,
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};
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ENUM_OPERATORS(PBVHFlags, PBVH_DYNTOPO_SMOOTH_SHADING);
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typedef struct PBVHBMeshLog PBVHBMeshLog;
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struct PBVH {
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PBVHPublic header;
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PBVHFlags flags;
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PBVHNode *nodes;
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int node_mem_count, totnode;
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/* Memory backing for PBVHNode.prim_indices. */
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int *prim_indices;
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int totprim;
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int totvert;
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int faces_num; /* Do not use directly, use BKE_pbvh_num_faces. */
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int leaf_limit;
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int pixel_leaf_limit;
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int depth_limit;
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/* Mesh data */
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Mesh *mesh;
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/* NOTE: Normals are not `const` because they can be updated for drawing by sculpt code. */
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float (*vert_normals)[3];
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bool *hide_vert;
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float (*vert_positions)[3];
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const MPoly *polys;
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bool *hide_poly;
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/** Material indices. Only valid for polygon meshes. */
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const int *material_indices;
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const int *corner_verts;
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const MLoopTri *looptri;
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CustomData *vdata;
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CustomData *ldata;
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CustomData *pdata;
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int face_sets_color_seed;
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int face_sets_color_default;
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int *face_sets;
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/* Grid Data */
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CCGKey gridkey;
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CCGElem **grids;
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void **gridfaces;
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const DMFlagMat *grid_flag_mats;
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int totgrid;
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BLI_bitmap **grid_hidden;
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/* Used during BVH build and later to mark that a vertex needs to update
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* (its normal must be recalculated). */
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bool *vert_bitmap;
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#ifdef PERFCNTRS
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int perf_modified;
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#endif
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/* flag are verts/faces deformed */
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bool deformed;
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bool respect_hide;
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/* Dynamic topology */
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float bm_max_edge_len;
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float bm_min_edge_len;
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int cd_vert_node_offset;
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int cd_face_node_offset;
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float planes[6][4];
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int num_planes;
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BMLog *bm_log;
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SubdivCCG *subdiv_ccg;
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const MeshElemMap *pmap;
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CustomDataLayer *color_layer;
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eAttrDomain color_domain;
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bool is_drawing;
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/* Used by DynTopo to invalidate the draw cache. */
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bool draw_cache_invalid;
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PBVHGPUFormat *vbo_id;
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PBVHPixels pixels;
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};
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/* pbvh.cc */
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void BB_reset(BB *bb);
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/**
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* Expand the bounding box to include a new coordinate.
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*/
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void BB_expand(BB *bb, const float co[3]);
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/**
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* Expand the bounding box to include another bounding box.
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*/
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void BB_expand_with_bb(BB *bb, BB *bb2);
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void BBC_update_centroid(BBC *bbc);
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/**
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* Return 0, 1, or 2 to indicate the widest axis of the bounding box.
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*/
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int BB_widest_axis(const BB *bb);
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void pbvh_grow_nodes(PBVH *bvh, int totnode);
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bool ray_face_intersection_quad(const float ray_start[3],
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IsectRayPrecalc *isect_precalc,
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const float t0[3],
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const float t1[3],
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const float t2[3],
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const float t3[3],
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float *depth);
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bool ray_face_intersection_tri(const float ray_start[3],
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IsectRayPrecalc *isect_precalc,
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const float t0[3],
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const float t1[3],
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const float t2[3],
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float *depth);
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bool ray_face_nearest_quad(const float ray_start[3],
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const float ray_normal[3],
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const float t0[3],
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const float t1[3],
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const float t2[3],
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const float t3[3],
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float *r_depth,
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float *r_dist_sq);
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bool ray_face_nearest_tri(const float ray_start[3],
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const float ray_normal[3],
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const float t0[3],
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const float t1[3],
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const float t2[3],
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float *r_depth,
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float *r_dist_sq);
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void pbvh_update_BB_redraw(PBVH *bvh, PBVHNode **nodes, int totnode, int flag);
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/* pbvh_bmesh.cc */
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bool pbvh_bmesh_node_raycast(PBVHNode *node,
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const float ray_start[3],
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const float ray_normal[3],
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IsectRayPrecalc *isect_precalc,
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float *dist,
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bool use_original,
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PBVHVertRef *r_active_vertex,
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float *r_face_normal);
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bool pbvh_bmesh_node_nearest_to_ray(PBVHNode *node,
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const float ray_start[3],
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const float ray_normal[3],
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float *depth,
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float *dist_sq,
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bool use_original);
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void pbvh_bmesh_normals_update(PBVHNode **nodes, int totnode);
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/* pbvh_pixels.hh */
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void pbvh_node_pixels_free(PBVHNode *node);
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void pbvh_pixels_free(PBVH *pbvh);
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void pbvh_free_draw_buffers(PBVH *pbvh, PBVHNode *node);
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