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
155 lines
5.2 KiB
C++
155 lines
5.2 KiB
C++
/*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2005 Blender Foundation.
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* All rights reserved.
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*/
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/** \file
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* \ingroup gpu
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*/
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#pragma once
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#include <stddef.h>
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#ifdef __cplusplus
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extern "C" {
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#endif
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struct BMesh;
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struct CCGElem;
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struct CCGKey;
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struct DMFlagMat;
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struct GSet;
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struct MLoop;
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struct MLoopCol;
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struct MLoopTri;
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struct MPoly;
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struct MPropCol;
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struct MVert;
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struct Mesh;
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struct PBVH;
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struct SubdivCCG;
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/**
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* Buffers for drawing from PBVH grids.
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*/
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typedef struct GPU_PBVH_Buffers GPU_PBVH_Buffers;
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/**
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* Build must be called once before using the other functions,
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* used every time mesh topology changes.
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*
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* Threaded: do not call any functions that use OpenGL calls!
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*/
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GPU_PBVH_Buffers *GPU_pbvh_mesh_buffers_build(const struct MPoly *mpoly,
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const struct MLoop *mloop,
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const struct MLoopTri *looptri,
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const struct MVert *mvert,
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const int *face_indices,
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const int *sculpt_face_sets,
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int face_indices_len,
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const struct Mesh *mesh);
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/**
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* Threaded: do not call any functions that use OpenGL calls!
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*/
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GPU_PBVH_Buffers *GPU_pbvh_grid_buffers_build(int totgrid, unsigned int **grid_hidden);
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/**
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* Threaded: do not call any functions that use OpenGL calls!
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*/
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GPU_PBVH_Buffers *GPU_pbvh_bmesh_buffers_build(bool smooth_shading);
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/**
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* Free part of data for update. Not thread safe, must run in OpenGL main thread.
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*/
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void GPU_pbvh_bmesh_buffers_update_free(GPU_PBVH_Buffers *buffers);
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void GPU_pbvh_grid_buffers_update_free(GPU_PBVH_Buffers *buffers,
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const struct DMFlagMat *grid_flag_mats,
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const int *grid_indices);
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/**
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* Update mesh buffers without topology changes. Threaded.
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*/
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enum {
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GPU_PBVH_BUFFERS_SHOW_MASK = (1 << 1),
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GPU_PBVH_BUFFERS_SHOW_VCOL = (1 << 2),
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GPU_PBVH_BUFFERS_SHOW_SCULPT_FACE_SETS = (1 << 3),
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};
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/**
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* Threaded: do not call any functions that use OpenGL calls!
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*/
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void GPU_pbvh_mesh_buffers_update(GPU_PBVH_Buffers *buffers,
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const struct MVert *mvert,
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const float (*vert_normals)[3],
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const float *vmask,
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const struct MLoopCol *vcol,
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const int *sculpt_face_sets,
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int face_sets_color_seed,
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int face_sets_color_default,
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const struct MPropCol *vtcol,
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int update_flags);
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/**
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* Creates a vertex buffer (coordinate, normal, color) and,
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* if smooth shading, an element index buffer.
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* Threaded: do not call any functions that use OpenGL calls!
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*/
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void GPU_pbvh_bmesh_buffers_update(GPU_PBVH_Buffers *buffers,
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struct BMesh *bm,
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struct GSet *bm_faces,
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struct GSet *bm_unique_verts,
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struct GSet *bm_other_verts,
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int update_flags);
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/**
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* Threaded: do not call any functions that use OpenGL calls!
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*/
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void GPU_pbvh_grid_buffers_update(GPU_PBVH_Buffers *buffers,
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struct SubdivCCG *subdiv_ccg,
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struct CCGElem **grids,
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const struct DMFlagMat *grid_flag_mats,
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int *grid_indices,
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int totgrid,
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const int *sculpt_face_sets,
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int face_sets_color_seed,
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int face_sets_color_default,
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const struct CCGKey *key,
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int update_flags);
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/**
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* Finish update. Not thread safe, must run in OpenGL main thread.
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*/
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void GPU_pbvh_buffers_update_flush(GPU_PBVH_Buffers *buffers);
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/**
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* Free buffers. Not thread safe, must run in OpenGL main thread.
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*/
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void GPU_pbvh_buffers_free(GPU_PBVH_Buffers *buffers);
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/** Draw. */
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struct GPUBatch *GPU_pbvh_buffers_batch_get(GPU_PBVH_Buffers *buffers, bool fast, bool wires);
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short GPU_pbvh_buffers_material_index_get(GPU_PBVH_Buffers *buffers);
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bool GPU_pbvh_buffers_has_overlays(GPU_PBVH_Buffers *buffers);
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#ifdef __cplusplus
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}
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#endif
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