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authorHans Goudey <h.goudey@me.com>2022-08-31 17:09:01 +0300
committerHans Goudey <h.goudey@me.com>2022-08-31 17:09:01 +0300
commitf1c0249f34c4171ec311b5b9882e36fed5889259 (patch)
tree7dd630c9301b8dd468c8279e8c446c62824fb6d6 /intern
parent3e73afb5360592fe2bf43419e216035ea3c281f9 (diff)
Mesh: Move material indices to a generic attribute
This patch moves material indices from the mesh `MPoly` struct to a generic integer attribute. The builtin material index was already exposed in geometry nodes, but this makes it a "proper" attribute accessible with Python and visible in the "Attributes" panel. The goals of the refactor are code simplification and memory and performance improvements, mainly because the attribute doesn't have to be stored and processed if there are no materials. However, until 4.0, material indices will still be read and written in the old format, meaning there may be a temporary increase in memory usage. Further notes: * Completely removing the `MPoly.mat_nr` after 4.0 may require changes to DNA or introducing a new `MPoly` type. * Geometry nodes regression tests didn't look at material indices, so the change reveals a bug in the realize instances node that I fixed. * Access to material indices from the RNA `MeshPolygon` type is slower with this patch. The `material_index` attribute can be used instead. * Cycles is changed to read from the attribute instead. * BMesh isn't changed in this patch. Theoretically it could be though, to save 2 bytes per face when less than two materials are used. * Eventually we could use a 16 bit integer attribute type instead. Ref T95967 Differential Revision: https://developer.blender.org/D15675
Diffstat (limited to 'intern')
-rw-r--r--intern/cycles/blender/mesh.cpp37
1 files changed, 33 insertions, 4 deletions
diff --git a/intern/cycles/blender/mesh.cpp b/intern/cycles/blender/mesh.cpp
index 63913b7cd7f..2e2dfd6583b 100644
--- a/intern/cycles/blender/mesh.cpp
+++ b/intern/cycles/blender/mesh.cpp
@@ -1,6 +1,8 @@
/* SPDX-License-Identifier: Apache-2.0
* Copyright 2011-2022 Blender Foundation */
+#include <optional>
+
#include "blender/session.h"
#include "blender/sync.h"
#include "blender/util.h"
@@ -879,6 +881,23 @@ static void attr_create_random_per_island(Scene *scene,
/* Create Mesh */
+static std::optional<BL::IntAttribute> find_material_index_attribute(BL::Mesh b_mesh)
+{
+ for (BL::Attribute &b_attribute : b_mesh.attributes) {
+ if (b_attribute.domain() != BL::Attribute::domain_FACE) {
+ continue;
+ }
+ if (b_attribute.data_type() != BL::Attribute::data_type_INT) {
+ continue;
+ }
+ if (b_attribute.name() != "material_index") {
+ continue;
+ }
+ return BL::IntAttribute{b_attribute};
+ }
+ return std::nullopt;
+}
+
static void create_mesh(Scene *scene,
Mesh *mesh,
BL::Mesh &b_mesh,
@@ -950,13 +969,22 @@ static void create_mesh(Scene *scene,
}
}
+ std::optional<BL::IntAttribute> material_indices = find_material_index_attribute(b_mesh);
+ auto get_material_index = [&](const int poly_index) -> int {
+ if (material_indices) {
+ return clamp(material_indices->data[poly_index].value(), 0, used_shaders.size() - 1);
+ }
+ return 0;
+ };
+
/* create faces */
if (!subdivision) {
for (BL::MeshLoopTriangle &t : b_mesh.loop_triangles) {
- BL::MeshPolygon p = b_mesh.polygons[t.polygon_index()];
+ const int poly_index = t.polygon_index();
+ BL::MeshPolygon p = b_mesh.polygons[poly_index];
int3 vi = get_int3(t.vertices());
- int shader = clamp(p.material_index(), 0, used_shaders.size() - 1);
+ int shader = get_material_index(poly_index);
bool smooth = p.use_smooth() || use_loop_normals;
if (use_loop_normals) {
@@ -977,9 +1005,10 @@ static void create_mesh(Scene *scene,
else {
vector<int> vi;
- for (BL::MeshPolygon &p : b_mesh.polygons) {
+ for (int poly_index = 0; poly_index < numfaces; poly_index++) {
+ BL::MeshPolygon p = b_mesh.polygons[poly_index];
int n = p.loop_total();
- int shader = clamp(p.material_index(), 0, used_shaders.size() - 1);
+ int shader = get_material_index(poly_index);
bool smooth = p.use_smooth() || use_loop_normals;
vi.resize(n);