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blender-archive/source/blender/modifiers/intern/MOD_util.c
Hans Goudey 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

355 lines
10 KiB
C

/*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2005 Blender Foundation.
* All rights reserved.
*/
/** \file
* \ingroup modifiers
*/
#include <string.h>
#include "BLI_utildefines.h"
#include "BLI_bitmap.h"
#include "BLI_math_matrix.h"
#include "BLI_math_vector.h"
#include "DNA_image_types.h"
#include "DNA_mesh_types.h"
#include "DNA_meshdata_types.h"
#include "DNA_modifier_types.h"
#include "DNA_object_types.h"
#include "DNA_scene_types.h"
#include "BKE_action.h" /* BKE_pose_channel_find_name */
#include "BKE_deform.h"
#include "BKE_editmesh.h"
#include "BKE_image.h"
#include "BKE_lattice.h"
#include "BKE_lib_id.h"
#include "BKE_mesh.h"
#include "BKE_mesh_wrapper.h"
#include "BKE_object.h"
#include "BKE_modifier.h"
#include "DEG_depsgraph.h"
#include "DEG_depsgraph_query.h"
#include "MOD_modifiertypes.h"
#include "MOD_util.h"
#include "MEM_guardedalloc.h"
#include "bmesh.h"
void MOD_init_texture(MappingInfoModifierData *dmd, const ModifierEvalContext *ctx)
{
Tex *tex = dmd->texture;
if (tex == NULL) {
return;
}
if (tex->ima && BKE_image_is_animated(tex->ima)) {
BKE_image_user_frame_calc(tex->ima, &tex->iuser, DEG_get_ctime(ctx->depsgraph));
}
}
/* TODO: to be renamed to get_texture_coords once we are done with moving modifiers to Mesh. */
void MOD_get_texture_coords(MappingInfoModifierData *dmd,
const ModifierEvalContext *UNUSED(ctx),
Object *ob,
Mesh *mesh,
float (*cos)[3],
float (*r_texco)[3])
{
const int numVerts = mesh->totvert;
int i;
int texmapping = dmd->texmapping;
float mapref_imat[4][4];
if (texmapping == MOD_DISP_MAP_OBJECT) {
if (dmd->map_object != NULL) {
Object *map_object = dmd->map_object;
if (dmd->map_bone[0] != '\0') {
bPoseChannel *pchan = BKE_pose_channel_find_name(map_object->pose, dmd->map_bone);
if (pchan) {
float mat_bone_world[4][4];
mul_m4_m4m4(mat_bone_world, map_object->obmat, pchan->pose_mat);
invert_m4_m4(mapref_imat, mat_bone_world);
}
else {
invert_m4_m4(mapref_imat, map_object->obmat);
}
}
else {
invert_m4_m4(mapref_imat, map_object->obmat);
}
}
else { /* if there is no map object, default to local */
texmapping = MOD_DISP_MAP_LOCAL;
}
}
/* UVs need special handling, since they come from faces */
if (texmapping == MOD_DISP_MAP_UV) {
if (CustomData_has_layer(&mesh->ldata, CD_MLOOPUV)) {
MPoly *mpoly = mesh->mpoly;
MPoly *mp;
MLoop *mloop = mesh->mloop;
BLI_bitmap *done = BLI_BITMAP_NEW(numVerts, __func__);
const int numPolys = mesh->totpoly;
char uvname[MAX_CUSTOMDATA_LAYER_NAME];
MLoopUV *mloop_uv;
CustomData_validate_layer_name(&mesh->ldata, CD_MLOOPUV, dmd->uvlayer_name, uvname);
mloop_uv = CustomData_get_layer_named(&mesh->ldata, CD_MLOOPUV, uvname);
/* verts are given the UV from the first face that uses them */
for (i = 0, mp = mpoly; i < numPolys; i++, mp++) {
uint fidx = mp->totloop - 1;
do {
uint lidx = mp->loopstart + fidx;
uint vidx = mloop[lidx].v;
if (!BLI_BITMAP_TEST(done, vidx)) {
/* remap UVs from [0, 1] to [-1, 1] */
r_texco[vidx][0] = (mloop_uv[lidx].uv[0] * 2.0f) - 1.0f;
r_texco[vidx][1] = (mloop_uv[lidx].uv[1] * 2.0f) - 1.0f;
BLI_BITMAP_ENABLE(done, vidx);
}
} while (fidx--);
}
MEM_freeN(done);
return;
}
/* if there are no UVs, default to local */
texmapping = MOD_DISP_MAP_LOCAL;
}
MVert *mv = mesh->mvert;
for (i = 0; i < numVerts; i++, mv++, r_texco++) {
switch (texmapping) {
case MOD_DISP_MAP_LOCAL:
copy_v3_v3(*r_texco, cos != NULL ? *cos : mv->co);
break;
case MOD_DISP_MAP_GLOBAL:
mul_v3_m4v3(*r_texco, ob->obmat, cos != NULL ? *cos : mv->co);
break;
case MOD_DISP_MAP_OBJECT:
mul_v3_m4v3(*r_texco, ob->obmat, cos != NULL ? *cos : mv->co);
mul_m4_v3(mapref_imat, *r_texco);
break;
}
if (cos != NULL) {
cos++;
}
}
}
void MOD_previous_vcos_store(ModifierData *md, const float (*vert_coords)[3])
{
while ((md = md->next) && md->type == eModifierType_Armature) {
ArmatureModifierData *amd = (ArmatureModifierData *)md;
if (amd->multi && amd->vert_coords_prev == NULL) {
amd->vert_coords_prev = MEM_dupallocN(vert_coords);
}
else {
break;
}
}
/* lattice/mesh modifier too */
}
Mesh *MOD_deform_mesh_eval_get(Object *ob,
struct BMEditMesh *em,
Mesh *mesh,
const float (*vertexCos)[3],
const int num_verts,
const bool use_normals,
const bool use_orco)
{
if (mesh != NULL) {
/* pass */
}
else if (ob->type == OB_MESH) {
if (em) {
mesh = BKE_mesh_wrapper_from_editmesh_with_coords(em, NULL, vertexCos, ob->data);
}
else {
/* TODO(sybren): after modifier conversion of DM to Mesh is done, check whether
* we really need a copy here. Maybe the CoW ob->data can be directly used. */
Mesh *mesh_prior_modifiers = BKE_object_get_pre_modified_mesh(ob);
mesh = (Mesh *)BKE_id_copy_ex(NULL,
&mesh_prior_modifiers->id,
NULL,
(LIB_ID_COPY_LOCALIZE | LIB_ID_COPY_CD_REFERENCE));
mesh->runtime.deformed_only = 1;
}
if (em != NULL) {
/* pass */
}
/* TODO(sybren): after modifier conversion of DM to Mesh is done, check whether
* we really need vertexCos here. */
else if (vertexCos) {
BKE_mesh_vert_coords_apply(mesh, vertexCos);
}
if (use_orco) {
BKE_mesh_orco_ensure(ob, mesh);
}
}
else if (ELEM(ob->type, OB_FONT, OB_CURVE, OB_SURF)) {
/* TODO(sybren): get evaluated mesh from depsgraph once
* that's properly generated for curves. */
mesh = BKE_mesh_new_nomain_from_curve(ob);
/* Currently, that may not be the case every time
* (texts e.g. tend to give issues,
* also when deforming curve points instead of generated curve geometry... ). */
if (mesh != NULL && mesh->totvert != num_verts) {
BKE_id_free(NULL, mesh);
mesh = NULL;
}
}
/* TODO: Remove this "use_normals" argument, since the caller should retrieve normals afterwards
* if necessary. */
if (use_normals) {
if (LIKELY(mesh)) {
BKE_mesh_vertex_normals_ensure(mesh);
}
}
if (mesh && mesh->runtime.wrapper_type == ME_WRAPPER_TYPE_MDATA) {
BLI_assert(mesh->totvert == num_verts);
}
return mesh;
}
void MOD_get_vgroup(
Object *ob, struct Mesh *mesh, const char *name, MDeformVert **dvert, int *defgrp_index)
{
if (mesh) {
*defgrp_index = BKE_id_defgroup_name_index(&mesh->id, name);
if (*defgrp_index != -1) {
*dvert = mesh->dvert;
}
else {
*dvert = NULL;
}
}
else {
*defgrp_index = BKE_object_defgroup_name_index(ob, name);
if (*defgrp_index != -1 && ob->type == OB_LATTICE) {
*dvert = BKE_lattice_deform_verts_get(ob);
}
else {
*dvert = NULL;
}
}
}
void MOD_depsgraph_update_object_bone_relation(struct DepsNodeHandle *node,
Object *object,
const char *bonename,
const char *description)
{
if (object == NULL) {
return;
}
if (bonename[0] != '\0' && object->type == OB_ARMATURE) {
DEG_add_object_relation(node, object, DEG_OB_COMP_EVAL_POSE, description);
}
else {
DEG_add_object_relation(node, object, DEG_OB_COMP_TRANSFORM, description);
}
}
void modifier_type_init(ModifierTypeInfo *types[])
{
#define INIT_TYPE(typeName) (types[eModifierType_##typeName] = &modifierType_##typeName)
INIT_TYPE(None);
INIT_TYPE(Curve);
INIT_TYPE(Lattice);
INIT_TYPE(Subsurf);
INIT_TYPE(Build);
INIT_TYPE(Array);
INIT_TYPE(Mirror);
INIT_TYPE(EdgeSplit);
INIT_TYPE(Bevel);
INIT_TYPE(Displace);
INIT_TYPE(UVProject);
INIT_TYPE(Decimate);
INIT_TYPE(Smooth);
INIT_TYPE(Cast);
INIT_TYPE(Wave);
INIT_TYPE(Armature);
INIT_TYPE(Hook);
INIT_TYPE(Softbody);
INIT_TYPE(Cloth);
INIT_TYPE(Collision);
INIT_TYPE(Boolean);
INIT_TYPE(MeshDeform);
INIT_TYPE(Ocean);
INIT_TYPE(ParticleSystem);
INIT_TYPE(ParticleInstance);
INIT_TYPE(Explode);
INIT_TYPE(Shrinkwrap);
INIT_TYPE(Mask);
INIT_TYPE(SimpleDeform);
INIT_TYPE(Multires);
INIT_TYPE(Surface);
INIT_TYPE(Fluid);
INIT_TYPE(ShapeKey);
INIT_TYPE(Solidify);
INIT_TYPE(Screw);
INIT_TYPE(Warp);
INIT_TYPE(WeightVGEdit);
INIT_TYPE(WeightVGMix);
INIT_TYPE(WeightVGProximity);
INIT_TYPE(DynamicPaint);
INIT_TYPE(Remesh);
INIT_TYPE(Skin);
INIT_TYPE(LaplacianSmooth);
INIT_TYPE(Triangulate);
INIT_TYPE(UVWarp);
INIT_TYPE(MeshCache);
INIT_TYPE(LaplacianDeform);
INIT_TYPE(Wireframe);
INIT_TYPE(Weld);
INIT_TYPE(DataTransfer);
INIT_TYPE(NormalEdit);
INIT_TYPE(CorrectiveSmooth);
INIT_TYPE(MeshSequenceCache);
INIT_TYPE(SurfaceDeform);
INIT_TYPE(WeightedNormal);
INIT_TYPE(MeshToVolume);
INIT_TYPE(VolumeDisplace);
INIT_TYPE(VolumeToMesh);
INIT_TYPE(Nodes);
#undef INIT_TYPE
}