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Continuing the refactors described in T93602, this commit moves
the face dot tag set by the subdivision surface modifier out of
`MVert` to `MeshRuntime`. This clarifies its status as runtime data
and allows further refactoring of mesh positions in the future.
Before, `BKE_modifiers_uses_subsurf_facedots` was used to check
whether subsurf face dots should be drawn, but now we can just check
if the tags exist on the mesh. Modifiers that create new new geometry
or modify topology will already remove the array by clearing mesh
runtime data.
Differential Revision: https://developer.blender.org/D14680
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Use a shorter/simpler license convention, stops the header taking so
much space.
Follow the SPDX license specification: https://spdx.org/licenses
- C/C++/objc/objc++
- Python
- Shell Scripts
- CMake, GNUmakefile
While most of the source tree has been included
- `./extern/` was left out.
- `./intern/cycles` & `./intern/atomic` are also excluded because they
use different header conventions.
doc/license/SPDX-license-identifiers.txt has been added to list SPDX all
used identifiers.
See P2788 for the script that automated these edits.
Reviewed By: brecht, mont29, sergey
Ref D14069
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Also update viewport comments.
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Mistake in the 974981a63704: f the edit data is not present then the
origindex codepath is to be used. Added a brief note about it on the
top of the file.
More ideally would be to remove edit mesh from non-bmesh-wrappers
but this would require changes in the draw manager to make a proper
decision about drawing edit mode overlays.
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Caused by 0f89bcdbebf where it was needed for cage and evaluated mesh
to have same behavior in respect of having edit_mesh pointer assigned.
This change makes it so that edit_data is not implied to exist when the
edit_mesh pointer is not null. This was already the case in some other
code.
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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
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- 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
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turned on
The core problem is that the geometry nodes modifier sometimes support
"mapping" (i.e. it remembers which new vertices correspond to edit mode
vertices) and sometimes it does not, depending on what the nodes are doing.
Also see rB07ce9910f7cc.
The solution here is that the fallback case in `BKE_mesh_foreach_mapped_edge`
does not call the callback with "invalid" indices.
Differential Revision: https://developer.blender.org/D12007
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This resolves a performance regression in 2.8x where every edit-mode
update performed an edit-mesh to mesh conversion.
Now the conversion will be lazily initialized if/when it's required.
New BKE_mesh_wrapper_* functions abstract over mesh data access.
Currently only edit-mesh and regular meshes are supported.
In the future sub-surface meshes may be supported too.
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Previously in 2.79 we were using a specialized drawing using derivedMesh.
Now the subsurf modifier tag each center vertex as facedot and let the
DRWManager pick it up.
Some modifiers (deforming ones) do not clear the tag so we can use this
technique even if there is deforming modifiers after subsurf modifiers.
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Apply clang format as proposed in T53211.
For details on usage and instructions for migrating branches
without conflicts, see:
https://wiki.blender.org/wiki/Tools/ClangFormat
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While \file doesn't need an argument, it can't have another doxy
command after it.
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Move \ingroup onto same line to be more compact and
make it clear the file is in the group.
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BF-admins agree to remove header information that isn't useful,
to reduce noise.
- BEGIN/END license blocks
Developers should add non license comments as separate comment blocks.
No need for separator text.
- Contributors
This is often invalid, outdated or misleading
especially when splitting files.
It's more useful to git-blame to find out who has developed the code.
See P901 for script to perform these edits.
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- Split indexed/non-indexed into separate loops.
- Avoid assigning the same value in the loop.
- Use const variables.
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