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2022-09-12When these features aren't used, there is no sense in storing theHans Goudey
corresponding data layers and using their values for computations. Avoiding that should increase performance in many operations that would otherwise have to read, write, or propagate these values. It also means decreased memory usage-- not just for sculpt mode but for any mesh that was in sculpt mode. Previously the mask, face set, and hide status layers were *always* allocated by sculpt mode. Here are a few basic tests when masking and face sets are not used: | Test | Before | After | | Subsurf Modifier | 148 ms | 126 ms | | Sculpt Overlay Extraction | 24 ms every redraw | 0 ms | | Memory usage | 252 MB | 236 MB | I wouldn't expect any difference when they are used though. The code changes are mostly just making sculpt features safe for when the layers aren't stored, and some changes to the conversion to and from the hide layers. Use of the ".hide_poly" attribute replaces testing whether face sets are negative in many places. Differential Revision: https://developer.blender.org/D15937
2022-08-16Sculpt: Fix redo panel bugsJoseph Eagar
SCULPT_undo_push_begin no longer takes an explicit name. Instead it takes a wmOperator pointer and uses op->type->name for the name. This is necassary for the redo panel to work and should fix the entire class of bugs related to misspelled undo push names. Cases where the calling operator is not registered may use SCULPT_undo_push_begin_ex if desired; it takes a name string as before.
2022-08-02Merge branch 'blender-v3.3-release'Hans Goudey
2022-08-02Fix T96810: Invalid sculpt normals after some operationsHans Goudey
Mask and color brushes were using the existing PBVH vertex "update tag" to mark their modifications. This was mostly unnecessary, and causes unnecessary calculation of normals. It also caused errors though, because they didn't tag the corresponding PBVH node for normal recalculation, causing problems on the borders of nodes, since one node might accumulate into another's vertex normals, but the other node wouldn't also accumulate and normalize the normals. The solution is to only use the update tag for tagging deformed vertices that need recalculated normals. Everything else is handled at the PBVH node level (which was already the case, but it wasn't clear). The update tag was also used for undo to tag the nodes corresponding to changed vertices. This was wrong though, because normals and visibility would also be recalculated for just color or mask undo steps. Instead, just use local arrays to map from vertices to nodes. Differential Revision: https://developer.blender.org/D15581
2022-07-30Sculpt: Opaque vertex type for sculptJoseph Eagar
This is a port of sculpt-dev's `SculptVertRef` refactor (note that `SculptVertRef was renamed to PBVHVertRef`) to master. `PBVHVertRef` is a structure that abstracts the concept of a vertex in the sculpt code; it's simply an `intptr_t` wrapped in a struct. For `PBVH_FACES` and `PBVH_GRIDS` this struct stores a vertex index, but for `BMesh` it stores a direct pointer to a BMVert. The intptr_t is wrapped in a struct to prevent the accidental usage of it as an index. There are many reasons to do this: * Right now `BMesh` verts are not logical sculpt verts; to use the sculpt API they must first be converted to indices. This requires a lot of indirect lookups into tables, leading to performance loss. It has also led to greater code complexity and duplication. * Having an abstract vertex type makes it feasible to have one unified temporary attribute API for all three PBVH modes, which in turn made it rather trivial to port sculpt brushes to DynTopo in sculpt-dev (e.g. the layer brush, draw sharp, the smooth brushes, the paint brushes, etc). This attribute API will be in a future patch. * We need to do this anyway for the eventual move to C++. Differential Revision: https://developer.blender.org/D14272 Reviewed By: Brecht Van Lommel Ref D14272
2022-04-25Sculpt: Remove hardcoded setting ofJoseph Eagar
auto-iteration property in mask filter Note: Auto-iteration is still set manually for increase/decrease contrast. These should probably become their own operators.
2022-04-25Fix T97423: Make mask filter less confusingJoseph Eagar
by showing redo panel. The A hotkey has "auto iteration" enabled by default, which calculates the number of times to run the filter using a heuristic based on vertex count. To make clear to the user what is going on the redo panel is now shown for the mask filter operator. NOTE: I discovered the source of the bug where sculpt operators' redo panels were greyed out. The name fed to SCULPT_undo_push_begin must match the operator name. I've added a comment in sculpt_intern explaining this.
2022-04-05Refactor: Unify vertex and sculpt colors into newJoseph Eagar
color attribute system. This commit removes sculpt colors from experimental status and unifies it with vertex colors. It introduces the concept of "color attributes", which are any attributes that represents colors. Color attributes can be represented with byte or floating-point numbers and can be stored in either vertices or face corners. Color attributes share a common namespace (so you can no longer have a floating-point sculpt color attribute and a byte vertex color attribute with the same name). Note: this commit does not include vertex paint mode, which is a separate patch, see: https://developer.blender.org/D14179 Differential Revision: https://developer.blender.org/D12587 Ref D12587
2022-02-11File headers: SPDX License migrationCampbell Barton
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
2022-02-10Refactor: Move PBVH update tag out of MVertHans Goudey
This is part of the project of converting `MVert` into `float3`. (more details in T93602), The pbvh update flag is removed and replaced with a bitmap stored in the PBVH structure. This patch is similar to D13878. This is mainly setup for an eventual performance improvement by removing the extra data from mesh vertices, but if it's consistent with testing in the other patch doing the same thing for another "temp tag", then it may actually increase the speed of sculpt code slightly, since less memory needs to be loaded when checking/changing the flags. Differential Revision: https://developer.blender.org/D14000
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
2021-03-13Cleanup: add BKE_pbvh_vertex_iter_begin to clang-formatPablo Dobarro
Reviewed By: JacquesLucke Differential Revision: https://developer.blender.org/D10707
2020-12-14Cleanup: Fix capitalization in various placesYevgeny Makarov
Approximately 33 changes of capitalization to conform to MLA title style. Differential Revision: https://developer.blender.org/D9796 Reviewed by Julian Eisel
2020-11-12Fix T82388: Sculpt mode: Unexpected undo behavior.Bastien Montagne
Issue exposed by rB4c7b1766a7f1. Main idea is that non-memfile first undo step should check into previous memfile and tag the ID it is editing as `future_changed`. That way, when we go back and undo to the memfile, said IDs are properly detected as changed and re-read from the memfile. Otherwise, undo system sees them as unchanged, and just re-use the current data instead. Note that currently only Sculpt mode seems affected (probably because it is storing the mode switch itself as a Sculpt undo step instead of a memfile one), but similar action might be needed in some other cases too. Maniphest Tasks: T82388 Differential Revision: https://developer.blender.org/D9510
2020-10-21Fix T81929: Sculpt: Mask operators missing drawing update on meshes withPhilipp Oeser
shapekeys/modifiers This was failing for all mask filters (sharpen, grow, invert, clear, shrink, contrast, smooth) and mask gestures (box, lasso). Also have to recalc shading, use SCULPT_tag_update_overlays for this. ref D8956 Maniphest Tasks: T81929 Differential Revision: https://developer.blender.org/D9302
2020-08-12Clenaup: Rename random_access_init to random_access_ensurePablo Dobarro
Reviewed By: sergey Differential Revision: https://developer.blender.org/D8529
2020-08-12Cleanup: Use clamp_f instead of CLAMP in sculpt codePablo Dobarro
Reviewed By: sergey Differential Revision: https://developer.blender.org/D8528
2020-06-29Remove Threaded Sculpt optionPablo Dobarro
Threaded Sculpt is now always enabled by default. If it causes performance problems compared single threaded sculpt it should be considered a bug. Reviewed By: sergey Maniphest Tasks: T77638 Differential Revision: https://developer.blender.org/D7960
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
2020-05-09Cleanup: double-spaces in commentsCampbell 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
2020-04-04Cleanup: Move Detail Operators and Dyntopo to their own filesPablo Dobarro
2020-04-03Cleanup: Move Mask Filter and Mask Expand to their own filesPablo Dobarro