Sculpt: Initial data oriented refactor for draw sharp brush
Part of #118145. Pull Request: https://projects.blender.org/blender/blender/pulls/123103
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commit
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@ -120,6 +120,7 @@ set(SRC
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brushes/crease.cc
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brushes/draw_face_sets.cc
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brushes/draw_vector_displacement.cc
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brushes/draw_sharp.cc
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brushes/draw.cc
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brushes/fill.cc
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brushes/flatten.cc
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246
source/blender/editors/sculpt_paint/brushes/draw_sharp.cc
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246
source/blender/editors/sculpt_paint/brushes/draw_sharp.cc
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@ -0,0 +1,246 @@
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/* SPDX-FileCopyrightText: 2024 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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#include "editors/sculpt_paint/brushes/types.hh"
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#include "DNA_brush_types.h"
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#include "DNA_mesh_types.h"
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#include "DNA_object_types.h"
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#include "DNA_scene_types.h"
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#include "BKE_key.hh"
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#include "BKE_mesh.hh"
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#include "BKE_paint.hh"
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#include "BKE_pbvh.hh"
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#include "BKE_subdiv_ccg.hh"
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#include "BLI_array.hh"
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#include "BLI_array_utils.hh"
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#include "BLI_enumerable_thread_specific.hh"
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#include "BLI_math_matrix.hh"
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#include "BLI_math_vector.hh"
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#include "BLI_task.h"
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#include "BLI_task.hh"
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#include "editors/sculpt_paint/mesh_brush_common.hh"
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#include "editors/sculpt_paint/sculpt_intern.hh"
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namespace blender::ed::sculpt_paint {
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inline namespace draw_sharp_cc {
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struct LocalData {
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Vector<float3> positions;
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Vector<float> factors;
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Vector<float> distances;
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Vector<float3> translations;
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};
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static void calc_faces_sharp(const Sculpt &sd,
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const Brush &brush,
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const float3 &offset,
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const Span<float3> positions_eval,
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const Span<float3> vert_normals,
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const PBVHNode &node,
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Object &object,
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LocalData &tls,
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const MutableSpan<float3> positions_orig)
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{
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SculptSession &ss = *object.sculpt;
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const StrokeCache &cache = *ss.cache;
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Mesh &mesh = *static_cast<Mesh *>(object.data);
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const OrigPositionData orig_data = orig_position_data_get_mesh(object, node);
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const Span<int> verts = bke::pbvh::node_unique_verts(node);
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tls.factors.reinitialize(verts.size());
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const MutableSpan<float> factors = tls.factors;
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fill_factor_from_hide_and_mask(mesh, verts, factors);
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filter_region_clip_factors(ss, positions_eval, verts, factors);
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if (brush.flag & BRUSH_FRONTFACE) {
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calc_front_face(cache.view_normal, orig_data.normals, factors);
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}
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tls.distances.reinitialize(verts.size());
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const MutableSpan<float> distances = tls.distances;
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calc_brush_distances(
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ss, orig_data.positions, eBrushFalloffShape(brush.falloff_shape), distances);
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filter_distances_with_radius(cache.radius, distances, factors);
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apply_hardness_to_distances(cache, distances);
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calc_brush_strength_factors(cache, brush, distances, factors);
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if (cache.automasking) {
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auto_mask::calc_vert_factors(object, *cache.automasking, node, verts, factors);
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}
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calc_brush_texture_factors(ss, brush, orig_data.positions, factors);
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tls.translations.reinitialize(verts.size());
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const MutableSpan<float3> translations = tls.translations;
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translations_from_offset_and_factors(offset, factors, translations);
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write_translations(sd, object, orig_data.positions, verts, translations, positions_orig);
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}
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static void calc_grids_sharp(const Sculpt &sd,
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Object &object,
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const Brush &brush,
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const float3 &offset,
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const PBVHNode &node,
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LocalData &tls)
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{
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SculptSession &ss = *object.sculpt;
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const StrokeCache &cache = *ss.cache;
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SubdivCCG &subdiv_ccg = *ss.subdiv_ccg;
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const CCGKey key = BKE_subdiv_ccg_key_top_level(subdiv_ccg);
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const OrigPositionData orig_data = orig_position_data_get_grids(object, node);
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const Span<int> grids = bke::pbvh::node_grid_indices(node);
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const int grid_verts_num = grids.size() * key.grid_area;
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tls.factors.reinitialize(grid_verts_num);
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const MutableSpan<float> factors = tls.factors;
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fill_factor_from_hide_and_mask(subdiv_ccg, grids, factors);
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filter_region_clip_factors(ss, orig_data.positions, factors);
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if (brush.flag & BRUSH_FRONTFACE) {
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calc_front_face(cache.view_normal, orig_data.normals, grids, factors);
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}
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tls.distances.reinitialize(grid_verts_num);
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const MutableSpan<float> distances = tls.distances;
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calc_brush_distances(
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ss, orig_data.positions, eBrushFalloffShape(brush.falloff_shape), distances);
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filter_distances_with_radius(cache.radius, distances, factors);
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apply_hardness_to_distances(cache, distances);
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calc_brush_strength_factors(cache, brush, distances, factors);
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if (cache.automasking) {
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auto_mask::calc_grids_factors(object, *cache.automasking, node, grids, factors);
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}
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calc_brush_texture_factors(ss, brush, orig_data.positions, factors);
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tls.translations.reinitialize(grid_verts_num);
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const MutableSpan<float3> translations = tls.translations;
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translations_from_offset_and_factors(offset, factors, translations);
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clip_and_lock_translations(sd, ss, orig_data.positions, translations);
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apply_translations(translations, grids, subdiv_ccg);
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}
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static void calc_bmesh_sharp(const Sculpt &sd,
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Object &object,
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const Brush &brush,
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const float3 &offset,
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PBVHNode &node,
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LocalData &tls)
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{
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SculptSession &ss = *object.sculpt;
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const StrokeCache &cache = *ss.cache;
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const Set<BMVert *, 0> &verts = BKE_pbvh_bmesh_node_unique_verts(&node);
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Array<float3> orig_positions(verts.size());
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Array<float3> orig_normals(verts.size());
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orig_position_data_gather_bmesh(*ss.bm_log, verts, orig_positions, orig_normals);
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tls.factors.reinitialize(verts.size());
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const MutableSpan<float> factors = tls.factors;
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fill_factor_from_hide_and_mask(*ss.bm, verts, factors);
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filter_region_clip_factors(ss, orig_positions, factors);
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if (brush.flag & BRUSH_FRONTFACE) {
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calc_front_face(cache.view_normal, orig_normals, factors);
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}
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tls.distances.reinitialize(verts.size());
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const MutableSpan<float> distances = tls.distances;
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calc_brush_distances(ss, orig_positions, eBrushFalloffShape(brush.falloff_shape), distances);
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filter_distances_with_radius(cache.radius, distances, factors);
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apply_hardness_to_distances(cache, distances);
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calc_brush_strength_factors(cache, brush, distances, factors);
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if (cache.automasking) {
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auto_mask::calc_vert_factors(object, *cache.automasking, node, verts, factors);
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}
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calc_brush_texture_factors(ss, brush, orig_positions, factors);
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tls.translations.reinitialize(verts.size());
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const MutableSpan<float3> translations = tls.translations;
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translations_from_offset_and_factors(offset, factors, translations);
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clip_and_lock_translations(sd, ss, orig_positions, translations);
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apply_translations(translations, verts);
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}
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} // namespace draw_sharp_cc
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static void offset_positions(const Sculpt &sd,
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Object &object,
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const float3 &offset,
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Span<PBVHNode *> nodes)
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{
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const SculptSession &ss = *object.sculpt;
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const Brush &brush = *BKE_paint_brush_for_read(&sd.paint);
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threading::EnumerableThreadSpecific<LocalData> all_tls;
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switch (BKE_pbvh_type(*object.sculpt->pbvh)) {
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case PBVH_FACES: {
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Mesh &mesh = *static_cast<Mesh *>(object.data);
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const PBVH &pbvh = *ss.pbvh;
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const Span<float3> positions_eval = BKE_pbvh_get_vert_positions(pbvh);
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const Span<float3> vert_normals = BKE_pbvh_get_vert_normals(pbvh);
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MutableSpan<float3> positions_orig = mesh.vert_positions_for_write();
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threading::parallel_for(nodes.index_range(), 1, [&](const IndexRange range) {
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LocalData &tls = all_tls.local();
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for (const int i : range) {
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calc_faces_sharp(sd,
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brush,
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offset,
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positions_eval,
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vert_normals,
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*nodes[i],
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object,
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tls,
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positions_orig);
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BKE_pbvh_node_mark_positions_update(nodes[i]);
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}
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});
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break;
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}
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case PBVH_GRIDS:
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threading::parallel_for(nodes.index_range(), 1, [&](const IndexRange range) {
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LocalData &tls = all_tls.local();
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for (const int i : range) {
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calc_grids_sharp(sd, object, brush, offset, *nodes[i], tls);
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}
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});
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break;
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case PBVH_BMESH:
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threading::parallel_for(nodes.index_range(), 1, [&](const IndexRange range) {
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LocalData &tls = all_tls.local();
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for (const int i : range) {
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calc_bmesh_sharp(sd, object, brush, offset, *nodes[i], tls);
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}
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});
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break;
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}
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}
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void do_draw_sharp_brush(const Sculpt &sd, Object &object, Span<PBVHNode *> nodes)
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{
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const SculptSession &ss = *object.sculpt;
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const Brush &brush = *BKE_paint_brush_for_read(&sd.paint);
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float3 effective_normal;
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SCULPT_tilt_effective_normal_get(ss, brush, effective_normal);
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const float3 offset = effective_normal * ss.cache->radius * ss.cache->scale *
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ss.cache->bstrength;
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offset_positions(sd, object, offset, nodes);
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}
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} // namespace blender::ed::sculpt_paint
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@ -25,6 +25,7 @@ void do_draw_face_sets_brush(const Sculpt &sd, Object &object, Span<PBVHNode *>
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void do_draw_brush(const Sculpt &sd, Object &object, Span<PBVHNode *> nodes);
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/** A simple normal-direction displacement based on image texture RGB/XYZ values. */
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void do_draw_vector_displacement_brush(const Sculpt &sd, Object &object, Span<PBVHNode *> nodes);
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void do_draw_sharp_brush(const Sculpt &sd, Object &object, Span<PBVHNode *> nodes);
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void do_fill_brush(const Sculpt &sd, Object &object, Span<PBVHNode *> nodes);
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void do_flatten_brush(const Sculpt &sd, Object &ob, Span<PBVHNode *> nodes);
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void do_grab_brush(const Sculpt &sd, Object &ob, Span<PBVHNode *> nodes);
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@ -3878,7 +3878,7 @@ static void do_brush_action(const Scene &scene,
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pose::do_pose_brush(sd, ob, nodes);
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break;
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case SCULPT_TOOL_DRAW_SHARP:
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SCULPT_do_draw_sharp_brush(sd, ob, nodes);
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do_draw_sharp_brush(sd, ob, nodes);
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break;
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case SCULPT_TOOL_ELASTIC_DEFORM:
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SCULPT_do_elastic_deform_brush(sd, ob, nodes);
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