[Bf-blender-cvs] [6675fd6] master: dyntopo: don't allocate tessfaces while sculpting

Campbell Barton noreply at git.blender.org
Wed Apr 15 20:32:54 CEST 2015


Commit: 6675fd6b52554cf4ed63d5a740dfe60525cf1f3a
Author: Campbell Barton
Date:   Thu Apr 16 04:14:01 2015 +1000
Branches: master
https://developer.blender.org/rB6675fd6b52554cf4ed63d5a740dfe60525cf1f3a

dyntopo: don't allocate tessfaces while sculpting

Tessellation data isn't used for drawing or sculpting.

This frees up some memory ~approx 10% in own tests.
Also slight spee-up since it avoids calculating it in the first place.

===================================================================

M	source/blender/blenkernel/BKE_pbvh.h
M	source/blender/blenkernel/intern/DerivedMesh.c
M	source/blender/blenkernel/intern/cdderivedmesh.c
M	source/blender/blenkernel/intern/paint.c
M	source/blender/blenkernel/intern/pbvh.c
M	source/blender/blenkernel/intern/subsurf_ccg.c
M	source/blender/editors/space_view3d/drawobject.c

===================================================================

diff --git a/source/blender/blenkernel/BKE_pbvh.h b/source/blender/blenkernel/BKE_pbvh.h
index 9276a6e..035c8aa 100644
--- a/source/blender/blenkernel/BKE_pbvh.h
+++ b/source/blender/blenkernel/BKE_pbvh.h
@@ -121,6 +121,7 @@ typedef enum {
 } PBVHType;
 
 PBVHType BKE_pbvh_type(const PBVH *bvh);
+bool     BKE_pbvh_has_faces(const PBVH *bvh);
 
 /* Get the PBVH root's bounding box */
 void BKE_pbvh_bounding_box(const PBVH *bvh, float min[3], float max[3]);
diff --git a/source/blender/blenkernel/intern/DerivedMesh.c b/source/blender/blenkernel/intern/DerivedMesh.c
index 1ece9d8..38ae046 100644
--- a/source/blender/blenkernel/intern/DerivedMesh.c
+++ b/source/blender/blenkernel/intern/DerivedMesh.c
@@ -1939,7 +1939,7 @@ static void mesh_calc_modifiers(Scene *scene, Object *ob, float (*inputVertexCos
 		DM_calc_loop_normals(finaldm, do_loop_normals, loop_normals_split_angle);
 	}
 
-	{
+	if (sculpt_dyntopo == false) {
 		DM_ensure_tessface(finaldm);
 
 		/* without this, drawing ngon tri's faces will show ugly tessellated face
@@ -2348,7 +2348,7 @@ static CustomDataMask object_get_datamask(const Scene *scene, Object *ob)
 
 	if (ob == actob) {
 		/* check if we need tfaces & mcols due to face select or texture paint */
-		if (BKE_paint_select_face_test(ob) || (ob->mode & OB_MODE_TEXTURE_PAINT)) {
+		if ((ob->mode & OB_MODE_TEXTURE_PAINT) || BKE_paint_select_face_test(ob)) {
 			mask |= CD_MASK_MTFACE | CD_MASK_MCOL;
 		}
 
diff --git a/source/blender/blenkernel/intern/cdderivedmesh.c b/source/blender/blenkernel/intern/cdderivedmesh.c
index bd5ee4b..e4a5dbb 100644
--- a/source/blender/blenkernel/intern/cdderivedmesh.c
+++ b/source/blender/blenkernel/intern/cdderivedmesh.c
@@ -470,7 +470,7 @@ static void cdDM_drawFacesSolid(DerivedMesh *dm,
 	int a;
 
 	if (cddm->pbvh && cddm->pbvh_draw) {
-		if (dm->numTessFaceData) {
+		if (BKE_pbvh_has_faces(cddm->pbvh)) {
 			float (*face_nors)[3] = CustomData_get_layer(&dm->faceData, CD_NORMAL);
 
 			BKE_pbvh_draw(cddm->pbvh, partial_redraw_planes, face_nors,
@@ -527,7 +527,7 @@ static void cdDM_drawFacesTex_common(DerivedMesh *dm,
 	 *       (the same as it'll display without UV maps in textured view)
 	 */
 	if (cddm->pbvh && cddm->pbvh_draw && BKE_pbvh_type(cddm->pbvh) == PBVH_BMESH) {
-		if (dm->numTessFaceData) {
+		if (BKE_pbvh_has_faces(cddm->pbvh)) {
 			GPU_set_tpage(NULL, false, false);
 			BKE_pbvh_draw(cddm->pbvh, NULL, NULL, NULL, false);
 		}
@@ -912,7 +912,7 @@ static void cdDM_drawMappedFacesGLSL(DerivedMesh *dm,
 	 *       works fine for matcap
 	 */
 	if (cddm->pbvh && cddm->pbvh_draw && BKE_pbvh_type(cddm->pbvh) == PBVH_BMESH) {
-		if (dm->numTessFaceData) {
+		if (BKE_pbvh_has_faces(cddm->pbvh)) {
 			setMaterial(1, &gattribs);
 			BKE_pbvh_draw(cddm->pbvh, NULL, NULL, NULL, false);
 		}
@@ -1246,7 +1246,7 @@ static void cdDM_drawMappedFacesMat(DerivedMesh *dm,
 	 *       works fine for matcap
 	 */
 	if (cddm->pbvh && cddm->pbvh_draw && BKE_pbvh_type(cddm->pbvh) == PBVH_BMESH) {
-		if (dm->numTessFaceData) {
+		if (BKE_pbvh_has_faces(cddm->pbvh)) {
 			setMaterial(userData, 1, &gattribs);
 			BKE_pbvh_draw(cddm->pbvh, NULL, NULL, NULL, false);
 		}
diff --git a/source/blender/blenkernel/intern/paint.c b/source/blender/blenkernel/intern/paint.c
index b45e6b8..fd5d14b 100644
--- a/source/blender/blenkernel/intern/paint.c
+++ b/source/blender/blenkernel/intern/paint.c
@@ -566,13 +566,9 @@ void paint_calculate_rake_rotation(UnifiedPaintSettings *ups, Brush *brush, cons
 
 void BKE_sculptsession_free_deformMats(SculptSession *ss)
 {
-	if (ss->orig_cos) MEM_freeN(ss->orig_cos);
-	if (ss->deform_cos) MEM_freeN(ss->deform_cos);
-	if (ss->deform_imats) MEM_freeN(ss->deform_imats);
-
-	ss->orig_cos = NULL;
-	ss->deform_cos = NULL;
-	ss->deform_imats = NULL;
+	MEM_SAFE_FREE(ss->orig_cos);
+	MEM_SAFE_FREE(ss->deform_cos);
+	MEM_SAFE_FREE(ss->deform_imats);
 }
 
 /* Write out the sculpt dynamic-topology BMesh to the Mesh */
@@ -772,7 +768,12 @@ void BKE_sculpt_update_mesh_elements(Scene *scene, Sculpt *sd, Object *ob,
 	}
 
 	/* BMESH ONLY --- at some point we should move sculpt code to use polygons only - but for now it needs tessfaces */
-	BKE_mesh_tessface_ensure(me);
+	if (ss->bm) {
+		BKE_mesh_tessface_clear(me);
+	}
+	else {
+		BKE_mesh_tessface_ensure(me);
+	}
 
 	if (!mmd) ss->kb = BKE_keyblock_from_object(ob);
 	else ss->kb = NULL;
diff --git a/source/blender/blenkernel/intern/pbvh.c b/source/blender/blenkernel/intern/pbvh.c
index c9e632b..e12d685 100644
--- a/source/blender/blenkernel/intern/pbvh.c
+++ b/source/blender/blenkernel/intern/pbvh.c
@@ -943,6 +943,7 @@ static void pbvh_update_normals(PBVH *bvh, PBVHNode **nodes,
 	int n;
 
 	if (bvh->type == PBVH_BMESH) {
+		BLI_assert(face_nors == NULL);
 		pbvh_bmesh_normals_update(nodes, totnode);
 		return;
 	}
@@ -1280,6 +1281,16 @@ PBVHType BKE_pbvh_type(const PBVH *bvh)
 	return bvh->type;
 }
 
+bool BKE_pbvh_has_faces(const PBVH *bvh)
+{
+	if (bvh->type == PBVH_BMESH) {
+		return (bvh->bm->totface != 0);
+	}
+	else {
+		return (bvh->totprim != 0);
+	}
+}
+
 void BKE_pbvh_bounding_box(const PBVH *bvh, float min[3], float max[3])
 {
 	if (bvh->totnode) {
diff --git a/source/blender/blenkernel/intern/subsurf_ccg.c b/source/blender/blenkernel/intern/subsurf_ccg.c
index 9519c7b..a4e0eaa 100644
--- a/source/blender/blenkernel/intern/subsurf_ccg.c
+++ b/source/blender/blenkernel/intern/subsurf_ccg.c
@@ -1762,7 +1762,7 @@ static void ccgDM_drawFacesSolid(DerivedMesh *dm, float (*partial_redraw_planes)
 	ccgdm_pbvh_update(ccgdm);
 
 	if (ccgdm->pbvh && ccgdm->multires.mmd && !fast) {
-		if (dm->numTessFaceData) {
+		if (BKE_pbvh_has_faces(ccgdm->pbvh)) {
 			BKE_pbvh_draw(ccgdm->pbvh, partial_redraw_planes, NULL,
 			              setMaterial, false);
 			glShadeModel(GL_FLAT);
diff --git a/source/blender/editors/space_view3d/drawobject.c b/source/blender/editors/space_view3d/drawobject.c
index 8dcf1d3..10db8c3 100644
--- a/source/blender/editors/space_view3d/drawobject.c
+++ b/source/blender/editors/space_view3d/drawobject.c
@@ -3912,7 +3912,7 @@ static void draw_mesh_fancy(Scene *scene, ARegion *ar, View3D *v3d, RegionView3D
 #endif
 	Mesh *me = ob->data;
 	eWireDrawMode draw_wire = OBDRAW_WIRE_OFF;
-	int /* totvert,*/ totedge, totface;
+	bool /* no_verts,*/ no_edges, no_faces;
 	DerivedMesh *dm = mesh_get_derived_final(scene, ob, scene->customdata_mask);
 	const bool is_obact = (ob == OBACT);
 	int draw_flags = (is_obact && BKE_paint_select_face_test(ob)) ? DRAW_FACE_SELECT : 0;
@@ -3935,8 +3935,9 @@ static void draw_mesh_fancy(Scene *scene, ARegion *ar, View3D *v3d, RegionView3D
 		draw_wire = OBDRAW_WIRE_ON_DEPTH; /* draw wire after solid using zoffset and depth buffer adjusment */
 	}
 	
-	totedge = dm->getNumEdges(dm);
-	totface = dm->getNumTessFaces(dm);
+	/* check polys instead of tessfaces because of dyntopo where tessfaces don't exist */
+	no_edges = (dm->getNumEdges(dm) == 0);
+	no_faces = (dm->getNumPolys(dm) == 0);
 	
 	/* vertexpaint, faceselect wants this, but it doesnt work for shaded? */
 	glFrontFace((ob->transflag & OB_NEG_SCALE) ? GL_CW : GL_CCW);
@@ -3945,14 +3946,14 @@ static void draw_mesh_fancy(Scene *scene, ARegion *ar, View3D *v3d, RegionView3D
 		if (((v3d->flag2 & V3D_RENDER_OVERRIDE) && v3d->drawtype >= OB_WIRE) == 0)
 			draw_bounding_volume(ob, ob->boundtype);
 	}
-	else if ((totface == 0 && totedge == 0) ||
+	else if ((no_faces && no_edges) ||
 	         ((!is_obact || (ob->mode == OB_MODE_OBJECT)) && object_is_halo(scene, ob)))
 	{
 		glPointSize(1.5);
 		dm->drawVerts(dm);
 		glPointSize(1.0);
 	}
-	else if (dt == OB_WIRE || totface == 0) {
+	else if ((dt == OB_WIRE) || no_faces) {
 		draw_wire = OBDRAW_WIRE_ON; /* draw wire only, no depth buffer stuff */
 	}
 	else if (((is_obact && ob->mode & OB_MODE_TEXTURE_PAINT)) ||
@@ -4146,7 +4147,7 @@ static void draw_mesh_fancy(Scene *scene, ARegion *ar, View3D *v3d, RegionView3D
 			glDepthMask(0);  /* disable write in zbuffer, selected edge wires show better */
 		}
 		
-		dm->drawEdges(dm, (dt == OB_WIRE || totface == 0), (ob->dtx & OB_DRAW_ALL_EDGES) != 0);
+		dm->drawEdges(dm, ((dt == OB_WIRE) || no_faces), (ob->dtx & OB_DRAW_ALL_EDGES) != 0);
 
 		if (dt != OB_WIRE && (draw_wire == OBDRAW_WIRE_ON_DEPTH)) {
 			glDepthMask(1);




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