Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
AgeCommit message (Collapse)Author
2022-01-13Refactor: Move normals out of MVert, lazy calculationHans Goudey
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
2022-01-07Cleanup: remove redundant const qualifiers for POD typesCampbell Barton
MSVC used to warn about const mismatch for arguments passed by value. Remove these as newer versions of MSVC no longer show this warning.
2021-12-07Cleanup: move public doc-strings into headers for 'blenkernel'Campbell Barton
- 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
2021-10-18Cleanup: spelling in commentsCampbell Barton
2021-07-03Cleanup: consistent use of tags: NOTE/TODO/FIXME/XXXCampbell Barton
Also use doxy style function reference `#` prefix chars when referencing identifiers.
2021-06-30Cleanup: use const arguments for accessor functionsCampbell Barton
2020-12-16Cleanup: remove redundant struct declarationsCampbell Barton
2020-12-01UI: Add Sculpt Session info to statsPablo Dobarro
This adds the vertex and face count info to the scene stats in sculpt mode. These stats count the active vertices and faces in the sculptsession for the active object. This has the following advantages: - It is possible to know how many vertices the sculptsession has active comparted to the vertex count of the entire scene from sculpt mode - When sculpting with constructive modifiers, these stats will report the number of vertices that you can actually sculpt with, instead of the vertex count of the modified mesh and the entire scene. Reviewed By: sergey, dbystedt Differential Revision: https://developer.blender.org/D9623
2020-09-19Cleanup: use parenthesis for if statements in macrosCampbell Barton
2020-09-04Cleanup: Clang-Tidy readability-inconsistent-declaration-parameter-name fixSebastian Parborg
No functional changes
2020-08-07Code Style: use "#pragma once" in source directoryJacques Lucke
This replaces header include guards with `#pragma once`. A couple of include guards are not removed yet (e.g. `__RNA_TYPES_H__`), because they are used in other places. This patch has been generated by P1561 followed by `make format`. Differential Revision: https://developer.blender.org/D8466
2020-07-13Clang Tidy: enable readability-non-const-parameter warningJacques Lucke
Clang Tidy reported a couple of false positives. I disabled those `NOLINTNEXTLINE`. Differential Revision: https://developer.blender.org/D8199
2020-07-09Sculpt: Skip fully hidden nodes in sculpt toolsPablo Dobarro
As tools iterators skip not visible vertices, fully hidden nodes can also be skipped and considered as masked. Reviewed By: sergey Differential Revision: https://developer.blender.org/D8244
2020-06-23Sculpt Vertex Colors: Initial implementationPablo Dobarro
Sculpt Vertex Colors is a painting system that runs inside sculpt mode, reusing all its tools and optimizations. This provides much better performance, easier to maintain code and more advanced features (new brush engine, filters, symmetry options, masks and face sets compatibility...). This is also the initial step for future features like vertex painting in Multires and brushes that can sculpt and paint at the same time. This commit includes: - SCULPT_UNDO_COLOR for undo support in sculpt mode - SCULPT_UPDATE_COLOR and PBVH flags and rendering - Sculpt Color API functions - Sculpt capability for sculpt tools (only enabled in the Paint Brush for now) - Rendering support in workbench (default to Sculpt Vertex Colors except in Vertex Paint) - Conversion operator between MPropCol (Sculpt Vertex Colors) and MLoopCol (Vertex Paint) - Remesher reprojection in the Voxel Remehser - Paint Brush and Smear Brush with color smoothing in alt-smooth mode - Parameters for the new brush engine (density, opacity, flow, wet paint mixing, tip scale) implemented in Sculpt Vertex Colors - Color Filter - Color picker (uses S shortcut, replaces smooth) - Color selector in the top bar Reviewed By: brecht Maniphest Tasks: T72866 Differential Revision: https://developer.blender.org/D5975
2020-06-02Fix T76776: Implement vertex_visibility_get for PBVH_GRIDSPablo Dobarro
This was missing from when Face Sets were enabled in Multires, so it was always considering that all vertices in the grids are visible. This should also fix other unreported bugs. Reviewed By: sergey Maniphest Tasks: T76776 Differential Revision: https://developer.blender.org/D7809
2020-06-02Cleanup: Always use pbvh in PBVH BKE filesPablo Dobarro
Reviewed By: sergey Differential Revision: https://developer.blender.org/D7889
2020-05-19Merge branch 'blender-v2.83-release'Philipp Oeser
2020-05-19Fix T76865: Vertex paint draws hidden but cannot be painted ontoCampbell Barton
2020-05-14Merge branch 'blender-v2.83-release'Jeroen Bakker
2020-05-14Fix T75908: Sculpt GPU Batches + Render ArtifactsJeroen Bakker
When sculpting the GPU batches are constructed with only the required data for a single viewport. When that viewport changes shading or coloring mode (object to vertex) batches might not hold all the needed information. There is also a case when you have two 3d viewport one in object color mode and the other in vertex color mode that the GPU batches were updated without any vertex colors. In order to fix these category of issues this patch would always construct the full GPU batches for sculpting. Reviewed By: Clément Foucault, Pablo Dobarro Maniphest Tasks: T75908 Differential Revision: https://developer.blender.org/D7701
2020-05-03Cleanup: sort file listsCampbell Barton
2020-04-30Task: Use TBB as Task SchedulerBrecht Van Lommel
This patch enables TBB as the default task scheduler. TBB stands for Threading Building Blocks and is developed by Intel. The library contains several threading patters. This patch maps blenders BLI_task_* function to their counterpart. After this patch we can add more patterns. A promising one is TBB:graph that can be used for depsgraph, draw manager and compositor. Performance changes depends on the actual hardware. It was tested on different hardwares from laptops to workstations and we didn't detected any downgrade of the performance. * Linux Xeon E5-2699 v4 got FPS boost from 12 to 17 using Spring's 04_010_A.anim.blend. * AMD Ryzen Threadripper 2990WX 32-Core Animation playback goes from 9.5-10.5 FPS to 13.0-14.0 FPS on Agent 327 , 10_03_B.anim.blend. Reviewed By: brecht, sergey Differential Revision: https://developer.blender.org/D7475
2020-04-14Sculpt: New Layer BrushPablo Dobarro
The Layer brush was in Blender before 2.81, when the sculpt API was introduced. It had a huge amount of bugs and glitches which made it almost unusable for anything but the most trivial cases. Also, it needed some hacks in the code just to support the persistent base. The brush was completely rewritten using the Sculpt API. It fulfills the same use case as the old one, but it has: - All previous artifacts fixed - Simpler code - Persistent base now works with multires thanks to the sculpt API - Small cursor widget to preview the layer height - More controllable and smoother strength and deformation - More correct masking support - More predictable invert support. When using persistent base, the brush invert mode resets to layer height 0, instead of jumping from +1 to -1. The brush can still be inverted in the brush direction property. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D7147
2020-04-02Sculpt: Delay Viewport UpdatesPablo Dobarro
In Blender 2.81 we update and draw all nodes inside the view planes. When navigating with a pen tablet after an operation that tags the whole mesh to update (like undo or inverting the mask), this introduces some lag as nodes are updating when they enter the view. The viewport is not fully responsive again until all nodes have entered the view after the operation. This commit delays nodes updates until the view navigation stops, so the viewport navigation is always fully responsive. This introduces some artifacts while navigating, so it can be disabled if you don't want to see them. I'm storing the update planes in the PBVH. This way I can add support for some tools to update in real-time only the nodes inside this plane while running the operator, like the mesh filter. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D6269
2020-04-02Fix Face Sets painting and selection precisionPablo Dobarro
This fixes the following issues: - Previously, the face set from the active vertex was used directly. Vertices always return the most recently created face set, so in some cases there may be some face sets that were not possible to select as active. Now the active face set is set in the ray intersection, so it always matches the face under the cursor. - When drawing face sets they were set per vertex, so it was not possible to paint one face at a time. Now face sets are painted per poly when using the brush on meshes, testing the distance to the center of each poly. - The code for the active vertex on PBVH_GRIDS was not correct, so I also fixed that to test if everything was working correctly. {F8441699} Reviewed By: jbakker Differential Revision: https://developer.blender.org/D7303
2020-04-01Multires: Initial Face Sets supportPablo Dobarro
This implements the Sculpt Mode API functions needed for Face Sets and visibility management for PBVH_GRIDS. No major changes were needed in the operators and the sculpt mode code. This implementation stores the face sets in the base mesh, so faces created in higher subdivision levels can't be modified individually. Also, we are not checking for multiple face sets per vertex (that can be added in the future), so relax tools don't work yet. The rest of the features (paint, undo, visibility operators..) work as expected. Reviewed By: brecht Differential Revision: https://developer.blender.org/D7168
2020-03-09Face Sets: Use white color for a default Face Set to enable the overlayPablo Dobarro
This introduces a variable to store a face set ID which is going to be rendered white. When initializing a mesh or randomizing the colors, this variable gets updated to always render a white face set. This way the face set overlay can be enabled without adding colors to the mesh if face sets are not in use. After creating the first face set, new colors are generated randomly like usual. The face set stored as default does not have any special meaning for tools or brushes, it just affects the rendering color. Reviewed By: brecht Differential Revision: https://developer.blender.org/D7035
2020-03-05Sculpt Face SetsPablo Dobarro
Face Sets are the new system to control the visibility state of the mesh in sculpt and paint modes. They are designed to work in modes where brushes are the primary way of interaction and they provide much more control when working with meshes with complex shapes and overlapping surfaces. This initial commit includes: - Sculpt Face Sets data structures and PBVH rendering. - Face Set overlay and opacity controls. - Sculpt Undo support. - Remesher reprojection support. The visibility state of the mesh is also preserved when remeshing. - Automasking and Mesh filter support. - Mask expand operator mode to expand Face Sets (Shift + W) and flood fill areas by connectivity (press Ctrl while expanding). - Sculpt Mode Face Sets and Visibility API. - Sculpt Face Sets creation and visibility management operators. - Operator to randomize the Face Sets colors. - Draw Face Sets brush tool to create and edit the Face Sets. Drawing on the mesh creates a new Face Set. Pressing Ctrl before drawing modifies the Face Set under the brush at the beginning of the stroke. - Updated keymap and menu to work with Face Sets from Sculpt Mode (H to toggle visibility, Alt + H to show all, Shit + H to hide). - Pie menu on the W key with Face common Sets operations. Know limitations: - Multires support. The Face Sets and Visibility API needs to be implemented for Multires. Reviewed By: jbakker, #user_interface, Severin Differential Revision: https://developer.blender.org/D6070
2020-02-28Fix wrong coordinates being read when using the sculpt APIPablo Dobarro
The coordinates should be read from the PBVH when using deform modifiers. This is needed for the cloth brush to work with subdivisions, as it reads the vertex coordinates using this function when building and updating the constraints. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D6967
2020-02-25Fix T72721: Add visibility flags updates to the PBVHPablo Dobarro
Currently, there its a function that sets manually the fully_hidden flag of the nodes from the visibility operators in paint_hide.c. The undo code was not updating the flag, so the visibility state of the nodes was incorrect after preforming undo operations. This sometimes was drawing fully hidden nodes with empty buffers, causing artifacts in the geometry. I added a function to mark nodes which visibility state changed (similar as we are updating the mask flags and the nodes bounding boxes). This way, the tools, operators and undo code don't have to update the visibility flags, making everything much simpler to understand and maintain. I did not remove the flag update code from the current visibility operators in this patch, but after reimplementing them (and all the new ones) in the new visibility system, all visibility updates should be done using this method and the BKE_pbvh_node_fully_hidden_set function should be removed. Reviewed By: jbakker Maniphest Tasks: T72721 Differential Revision: https://developer.blender.org/D6767
2019-12-17Cleanup: redundant struct declarationsCampbell Barton
2019-12-17Cleanup: sort struct declarationsCampbell Barton
2019-11-08Fix dyntopo sculpt not setting vertex indices dirtyCampbell Barton
This is an old bug exposed by new cursor drawing which uses vertex indices.
2019-10-10Sculpt: use TBB instead of BLI_task for multithreadingBrecht Van Lommel
This solves performance issues on some computers where there is significant threading overhead. Rather than doing the complicated work of optimizing our own task scheduler, use TBB which appears to work well. The downside is that we have another thread pool, but it is already there when using OpenVDB voxel remesh. For future releases we can switch to using TBB to replace our task scheduler implementation entirely, and use the same thread pool for BLI_task, Cycles, Mantaflow, etc. Differential Revision: https://developer.blender.org/D6030
2019-10-09Sculpt: Fix wireframe drawingPablo Dobarro
With this commit sculpt mode draws the real mesh wireframe instead of the triangulated version by ignoring non real edges when building the PBVH GPU buffers Reviewed By: brecht Differential Revision: https://developer.blender.org/D6032
2019-10-01Cleanup: internal sculpt refactoring related to multires, no user visible ↵Brecht Van Lommel
changes
2019-10-01Cleanup: slightly more efficient access to PBVH multires grid keyBrecht Van Lommel
2019-09-30PBVH: PBVH_FullyMasked and PBVH_FullyUnmasked flagsPablo Dobarro
This commit introduces flags to tag the PBVH nodes as fully masked or unmasked. This is used in do_brush_actions to filter fully masked nodes during a stroke. Other tools can also be updated to use this flags. Sculpt updates now require a flag to update the mask or the vertex coordinates. Reviewed By: brecht Differential Revision: https://developer.blender.org/D5935
2019-09-29Sculpt: only update draw buffers for visible nodes during paint strokeBrecht Van Lommel
Also applies to some other sculpt tools like filter and mask expand. The full update happens after the paint stroke is finished, so it does not happen on view navigation, which would cause a delay. Ref T70295 Differential Revision: https://developer.blender.org/D5922
2019-09-29Sculpt: multithread GPU draw buffer filling for workbenchBrecht Van Lommel
This improves performance of some sculpt tools, particularly those that modify many vertices like filter and mask tools, or use brushes with large radius. For mask expand it can make updates up to 2x faster on heavy meshes, but for most tools it's more on the order of 1-1.1x. There are bigger bottlenecks to solve, like normal updates. Ref T70295 Differential Revision: https://developer.blender.org/D5926
2019-09-29Cleanup: move sculpt parallel range threading test into functionBrecht Van Lommel
Easier to experiment with different settings this way.
2019-09-27Fix part of T70295: sculpt drawing not clipping PBVH behind the cameraBrecht Van Lommel
Use all 6 clipping planes for drawing.
2019-09-07Cleanup: includes in headersCampbell Barton
Forward declare structs where possible.
2019-08-30Sculpt: New brush cursor, active vertex and normal radiusPablo Dobarro
This commit includes the new brush cursor, active vertex updates and the normal radius brush property for all sculpt brushes. -The new brush cursor previews the real stroke radius over the mesh and the sampled sculpt normal. -The active vertex is used in sculpt tools and brushes as a starting point for an operation, similar to a preselection. It is also mirrored following the enabled symmetry options to preview the stroke symmetry. -The normal radius brush property limits the radius that is going to be used to sample the sculpt normal and area center. It controls how closely the cursor follows the surface and it improves the behavior of most brushes, making them suitable for hard surface sculpting. Reviewed By: campbellbarton, brecht Differential Revision: https://developer.blender.org/D3594
2019-08-25Cleanup: redundant struct declarationsCampbell Barton
2019-08-21Cleanup: vertex coordinate access, naming & minor changesCampbell Barton
This also splits vertex access and allocation so it's possible to copy coordinates into an existing array without allocating it.
2019-08-21Cleanup: use const arguments for vertex coordsCampbell Barton
2019-08-14Sculpt: mesh abstraction APIPablo Dobarro
These functions make possible porting the tools from the sculpt branch, making them compatible with PBVH_FACES and PBVH_BMESH without duplicating the code. They can also help to simplify some existing code. These functions should not be used when working with PBVH_GRIDS data in SculptSession. PBVH_GRIDS needs to be removed from the sculpt code and converted to PBVH_FACES to be compatible with this API. Reviewed By: brecht Differential Revision: https://developer.blender.org/D5352
2019-08-04Sculpting: Remove Show Diffuse Color OptionYour Name
This should have been removed in 2.80 as the functionality was removed. This feature now does not do anything and can be removed. Differential Revision: https://developer.blender.org/D5411
2019-06-28Cleanup: unused var, sort structsCampbell Barton