[Bf-blender-cvs] [4ef80df71bb] refactor-mesh-remove-pointers: Avoid redefining mesh data types for Cycles
Hans Goudey
noreply at git.blender.org
Sun Sep 4 19:18:07 CEST 2022
Commit: 4ef80df71bb92558d0b2b0773aec48b24b2cf234
Author: Hans Goudey
Date: Sun Sep 4 12:14:03 2022 -0500
Branches: refactor-mesh-remove-pointers
https://developer.blender.org/rB4ef80df71bb92558d0b2b0773aec48b24b2cf234
Avoid redefining mesh data types for Cycles
===================================================================
M intern/cycles/blender/mesh.cpp
===================================================================
diff --git a/intern/cycles/blender/mesh.cpp b/intern/cycles/blender/mesh.cpp
index aca286a79d8..47c3ff65aae 100644
--- a/intern/cycles/blender/mesh.cpp
+++ b/intern/cycles/blender/mesh.cpp
@@ -26,43 +26,12 @@
#include "mikktspace.h"
+#include "DNA_meshdata_types.h"
+
CCL_NAMESPACE_BEGIN
/* Tangent Space */
-/** Corresponds to Blender #MVert type. */
-struct BlenderVertex {
- float co[3];
- char _pad[4];
-};
-
-/** Corresponds to Blender #MEdge type. */
-struct BlenderEdge {
- unsigned int v1;
- unsigned int v2;
- char crease;
- char _pad[3];
-};
-
-/** Corresponds to Blender #MPoly type. */
-struct BlenderPolygon {
- int loopstart;
- int totloop;
- short _pad1;
- char flag;
- char _pad2;
-};
-
-enum {
- ME_SMOOTH = (1 << 0),
-};
-
-/** Corresponds to Blender #MLoop type. */
-struct BlenderLoop {
- unsigned int v;
- unsigned int e;
-};
-
struct MikkUserData {
MikkUserData(const BL::Mesh &b_mesh,
const char *layer_name,
@@ -316,10 +285,9 @@ static void fill_generic_attribute(BL::Mesh &b_mesh,
if (polys_num == 0) {
return;
}
- const BlenderPolygon *polys = static_cast<const BlenderPolygon *>(
- b_mesh.polygons[0].ptr.data);
+ const MPoly *polys = static_cast<const MPoly *>(b_mesh.polygons[0].ptr.data);
for (int i = 0; i < polys_num; i++) {
- const BlenderPolygon &b_poly = polys[i];
+ const MPoly &b_poly = polys[i];
for (int j = 0; j < b_poly.totloop; j++) {
*data = get_value_at_index(b_poly.loopstart + j);
data++;
@@ -348,7 +316,7 @@ static void fill_generic_attribute(BL::Mesh &b_mesh,
assert(0);
}
else {
- const BlenderEdge *edges = static_cast<const BlenderEdge *>(b_mesh.edges[0].ptr.data);
+ const MEdge *edges = static_cast<const MEdge *>(b_mesh.edges[0].ptr.data);
const size_t verts_num = b_mesh.vertices.length();
vector<int> count(verts_num, 0);
@@ -356,7 +324,7 @@ static void fill_generic_attribute(BL::Mesh &b_mesh,
for (int i = 0; i < edges_num; i++) {
TypeInCycles value = get_value_at_index(i);
- const BlenderEdge &b_edge = edges[i];
+ const MEdge &b_edge = edges[i];
data[b_edge.v1] += value;
data[b_edge.v2] += value;
count[b_edge.v1]++;
@@ -651,7 +619,7 @@ static void attr_create_subd_uv_map(Scene *scene, Mesh *mesh, BL::Mesh &b_mesh,
if (polys_num == 0) {
return;
}
- const BlenderPolygon *polys = static_cast<const BlenderPolygon *>(b_mesh.polygons[0].ptr.data);
+ const MPoly *polys = static_cast<const MPoly *>(b_mesh.polygons[0].ptr.data);
if (!b_mesh.uv_layers.empty()) {
BL::Mesh::uv_layers_iterator l;
@@ -687,7 +655,7 @@ static void attr_create_subd_uv_map(Scene *scene, Mesh *mesh, BL::Mesh &b_mesh,
float2 *fdata = uv_attr->data_float2();
for (int i = 0; i < polys_num; i++) {
- const BlenderPolygon &b_poly = polys[i];
+ const MPoly &b_poly = polys[i];
for (int j = 0; j < b_poly.totloop; j++) {
*(fdata++) = get_float2(l->data[b_poly.loopstart + j].uv());
}
@@ -752,7 +720,7 @@ static void attr_create_pointiness(Scene *scene, Mesh *mesh, BL::Mesh &b_mesh, b
if (num_verts == 0) {
return;
}
- const BlenderVertex *verts = static_cast<const BlenderVertex *>(b_mesh.vertices[0].ptr.data);
+ const MVert *verts = static_cast<const MVert *>(b_mesh.vertices[0].ptr.data);
/* STEP 1: Find out duplicated vertices and point duplicates to a single
* original vertex.
@@ -827,19 +795,19 @@ static void attr_create_pointiness(Scene *scene, Mesh *mesh, BL::Mesh &b_mesh, b
EdgeMap visited_edges;
memset(&counter[0], 0, sizeof(int) * counter.size());
- const BlenderEdge *edges = static_cast<BlenderEdge *>(b_mesh.edges[0].ptr.data);
+ const MEdge *edges = static_cast<MEdge *>(b_mesh.edges[0].ptr.data);
const int edges_num = b_mesh.edges.length();
for (int i = 0; i < edges_num; i++) {
- const BlenderEdge &b_edge = edges[i];
+ const MEdge &b_edge = edges[i];
const int v0 = vert_orig_index[b_edge.v1];
const int v1 = vert_orig_index[b_edge.v2];
if (visited_edges.exists(v0, v1)) {
continue;
}
visited_edges.insert(v0, v1);
- const BlenderVertex &b_vert_0 = verts[v0];
- const BlenderVertex &b_vert_1 = verts[v1];
+ const MVert &b_vert_0 = verts[v0];
+ const MVert &b_vert_1 = verts[v1];
float3 co0 = make_float3(b_vert_0.co[0], b_vert_0.co[1], b_vert_0.co[2]);
float3 co1 = make_float3(b_vert_1.co[0], b_vert_1.co[1], b_vert_1.co[2]);
float3 edge = normalize(co1 - co0);
@@ -871,7 +839,7 @@ static void attr_create_pointiness(Scene *scene, Mesh *mesh, BL::Mesh &b_mesh, b
memset(&counter[0], 0, sizeof(int) * counter.size());
visited_edges.clear();
for (int i = 0; i < edges_num; i++) {
- const BlenderEdge &b_edge = edges[i];
+ const MEdge &b_edge = edges[i];
const int v0 = vert_orig_index[b_edge.v1];
const int v1 = vert_orig_index[b_edge.v2];
if (visited_edges.exists(v0, v1)) {
@@ -920,7 +888,7 @@ static void attr_create_random_per_island(Scene *scene,
DisjointSet vertices_sets(number_of_vertices);
- const BlenderEdge *edges = static_cast<BlenderEdge *>(b_mesh.edges[0].ptr.data);
+ const MEdge *edges = static_cast<MEdge *>(b_mesh.edges[0].ptr.data);
const int edges_num = b_mesh.edges.length();
for (int i = 0; i < edges_num; i++) {
@@ -938,12 +906,11 @@ static void attr_create_random_per_island(Scene *scene,
}
else {
if (polys_num != 0) {
- const BlenderPolygon *polys = static_cast<const BlenderPolygon *>(
- b_mesh.polygons[0].ptr.data);
- const BlenderLoop *loops = static_cast<const BlenderLoop *>(b_mesh.loops[0].ptr.data);
+ const MPoly *polys = static_cast<const MPoly *>(b_mesh.polygons[0].ptr.data);
+ const MLoop *loops = static_cast<const MLoop *>(b_mesh.loops[0].ptr.data);
for (int i = 0; i < polys_num; i++) {
- const BlenderPolygon &b_poly = polys[i];
- const BlenderLoop &b_loop = loops[b_poly.loopstart];
+ const MPoly &b_poly = polys[i];
+ const MLoop &b_loop = loops[b_poly.loopstart];
data[i] = hash_uint_to_float(vertices_sets.find(b_loop.v));
}
}
@@ -993,15 +960,15 @@ static void create_mesh(Scene *scene,
return;
}
- const BlenderVertex *verts = static_cast<const BlenderVertex *>(b_mesh.vertices[0].ptr.data);
+ const MVert *verts = static_cast<const MVert *>(b_mesh.vertices[0].ptr.data);
if (!subdivision) {
numtris = numfaces;
}
else {
- const BlenderPolygon *polys = static_cast<const BlenderPolygon *>(b_mesh.polygons[0].ptr.data);
+ const MPoly *polys = static_cast<const MPoly *>(b_mesh.polygons[0].ptr.data);
for (int i = 0; i < polys_num; i++) {
- const BlenderPolygon &b_poly = polys[i];
+ const MPoly &b_poly = polys[i];
numngons += (b_poly.totloop == 4) ? 0 : 1;
numcorners += b_poly.totloop;
}
@@ -1016,7 +983,7 @@ static void create_mesh(Scene *scene,
/* create vertex coordinates and normals */
for (int i = 0; i < numverts; i++) {
- const BlenderVertex &b_vert = verts[i];
+ const MVert &b_vert = verts[i];
mesh->add_vertex(make_float3(b_vert.co[0], b_vert.co[1], b_vert.co[2]));
}
@@ -1061,11 +1028,11 @@ static void create_mesh(Scene *scene,
};
/* create faces */
- const BlenderPolygon *polys = static_cast<const BlenderPolygon *>(b_mesh.polygons[0].ptr.data);
+ const MPoly *polys = static_cast<const MPoly *>(b_mesh.polygons[0].ptr.data);
if (!subdivision) {
for (BL::MeshLoopTriangle &t : b_mesh.loop_triangles) {
const int poly_index = t.polygon_index();
- const BlenderPolygon &b_poly = polys[poly_index];
+ const MPoly &b_poly = polys[poly_index];
int3 vi = get_int3(t.vertices());
int shader = get_material_index(poly_index);
@@ -1089,10 +1056,10 @@ static void create_mesh(Scene *scene,
else {
vector<int> vi;
- const BlenderLoop *loops = static_cast<const BlenderLoop *>(b_mesh.loops[0].ptr.data);
+ const MLoop *loops = static_cast<const MLoop *>(b_mesh.loops[0].ptr.data);
for (int i = 0; i < numfaces; i++) {
- const BlenderPolygon &b_poly = polys[i];
+ const MPoly &b_poly = polys[i];
int n = b_poly.totloop;
int shader = get_material_index(i);
bool smooth = (b_poly.flag & ME_SMOOTH) || use_loop_normals;
@@ -1158,10 +1125,10 @@ static void create_subd_mesh(Scene *scene,
if (edges_num != 0) {
size_t num_creases = 0;
- const BlenderEdge *edges = static_cast<BlenderEdge *>(b_mesh.edges[0].ptr.data);
+ const MEdge *edges = static_cast<MEdge *>(b_mesh.edges[0].ptr.data);
for (int i = 0; i < edges_num; i++) {
- const BlenderEdge &b_edge = edges[i];
+ const MEdge &b_edge = edges[i];
if (b_edge.crease != 0) {
num_creases++;
}
@@ -1170,7 +1137,7 @@ static void create_subd_mesh(Scene *scene,
mesh->reserve_subd_creases(num_creases);
for (int i = 0; i < edges_num; i++) {
- const BlenderEdge &b_edge = edges[i];
+ const MEdge &b_edge = edges[i];
if (b_edge.crease != 0) {
mesh->add_edge_crease(b_edge.v1, b_edge.v2, float(b_edge.crease) / 255.0f);
}
@@ -1325,13 +1292,13 @@ void BlenderSync::sync_mesh_motion(BL::Depsgraph b_depsgraph,
float3 *mP = attr_mP->data_float3() + motion_step * numverts;
float3 *mN = (attr_mN) ? attr_mN->data_float3() + motion_step * numverts : NULL;
- const BlenderVertex *verts = static_cast<const BlenderVertex *>(b_mesh.vertices[0].ptr.data);
+ const MVert *verts = static_cast<const MVert *>(b_mesh.vertices[0].ptr.data);
/* NOTE: We don't copy more that existing amount of vertices to prevent
* possible memory corruption.
*/
for (int i = 0; i < std::min<size_t>(b_verts_num, numverts); i++) {
- const BlenderVertex &b_vert = verts[i];
+ const MVert &b_vert = verts[i];
mP[i] = make_float3(b_vert.co[0], b_vert.co[1], b_vert.co[2]);
}
if (mN) {
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