Speedup collecting pixels from a faces UV, was using 'point-in-tri' (IsectPQ2Df) for every pixel in the UV Bounds of a face, replace this with intersection tests that use scanlines to get the x-range of pixels for each Y increment.

This commit is contained in:
Campbell Barton 2008-11-01 15:35:07 +00:00
parent 81dd05fd55
commit 5b205ce852

@ -134,7 +134,7 @@ typedef struct ImagePaintState {
/* testing options */ /* testing options */
#define PROJ_BUCKET_DIV 128 /* TODO - test other values, this is a guess, seems ok */ #define PROJ_BUCKET_DIV 128 /* TODO - test other values, this is a guess, seems ok */
// #define PROJ_PAINT_DEBUG 1 // #define PROJ_DEBUG_PAINT 1
/* projectFaceFlags options */ /* projectFaceFlags options */
#define PROJ_FACE_IGNORE 1<<0 /* When the face is hidden, backfacing or occluded */ #define PROJ_FACE_IGNORE 1<<0 /* When the face is hidden, backfacing or occluded */
@ -163,7 +163,7 @@ typedef struct ProjectPaintState {
/* projection painting only */ /* projection painting only */
MemArena *projectArena; /* use for alocating many pixel structs and link-lists */ MemArena *projectArena; /* use for alocating many pixel structs and link-lists */
LinkNode **projectBuckets; /* screen sized 2D array, each pixel has a linked list of ImagePaintProjectPixel's */ LinkNode **projectBuckets; /* screen sized 2D array, each pixel has a linked list of ProjectPixel's */
LinkNode **projectFaces; /* projectBuckets alligned array linkList of faces overlapping each bucket */ LinkNode **projectFaces; /* projectBuckets alligned array linkList of faces overlapping each bucket */
char *projectBucketFlags; /* store if the bucks have been initialized */ char *projectBucketFlags; /* store if the bucks have been initialized */
char *projectFaceFlags; /* store info about faces, if they are initialized etc*/ char *projectFaceFlags; /* store info about faces, if they are initialized etc*/
@ -191,11 +191,16 @@ typedef struct ProjectPaintState {
float viewHeight; float viewHeight;
} ProjectPaintState; } ProjectPaintState;
typedef struct ImagePaintProjectPixel { typedef struct ProjectScanline {
int v[3]; /* verts for this scanline, 0,1,2 or 0,2,3 */
float x_limits[2]; /* UV min|max for this scanline */
} ProjectScanline;
typedef struct ProjectPixel {
float projCo2D[2]; /* the floating point screen projection of this pixel */ float projCo2D[2]; /* the floating point screen projection of this pixel */
char *pixel; char *pixel;
int image_index; int image_index;
} ImagePaintProjectPixel; } ProjectPixel;
/* Finish projection painting structs */ /* Finish projection painting structs */
@ -414,11 +419,13 @@ static int screenco_tri_pt_occlude(float *pt, float *v1, float *v2, float *v3)
static int project_bucket_point_occluded(ProjectPaintState *ps, int bucket_index, int orig_face, float pixelScreenCo[3]) static int project_bucket_point_occluded(ProjectPaintState *ps, int bucket_index, int orig_face, float pixelScreenCo[3])
{ {
LinkNode *node = ps->projectFaces[bucket_index]; LinkNode *node = ps->projectFaces[bucket_index];
LinkNode *prev_node = NULL;
MFace *mf; MFace *mf;
int face_index; int face_index;
int isect_ret; int isect_ret;
/* we could return 0 for 1 face buckets, as long as this function assumes
* that the point its testing is only every originated from an existing face */
while (node) { while (node) {
face_index = (int)node->link; face_index = (int)node->link;
@ -461,17 +468,56 @@ static int project_bucket_point_occluded(ProjectPaintState *ps, int bucket_index
return 1; return 1;
} }
} }
prev_node = node;
node = node->next; node = node->next;
} }
return 0; return 0;
} }
/* basic line intersection, could move to arithb.c, 2 points with a horiz line */
static int project_scanline_isect(float *p1, float *p2, float y_level, float *y_isect)
{
if (p1[1] > y_level && p2[1] < y_level) {
*y_isect = (p2[0]*(p1[1]-y_level) + p1[0]*(y_level-p2[1])) / (p1[1]-p2[1]);
return 1;
} else if (p1[1] < y_level && p2[1] > y_level) {
*y_isect = (p2[0]*(y_level-p1[1]) + p1[0]*(p2[1]-y_level)) / (p2[1]-p1[1]);
return 1;
} else {
return 0;
}
}
/* take 3 uv coords, a horizontal x_limits and set the min|max intersections points here */
static int project_uv_scanline(float *uv1, float *uv2, float *uv3, float y_level, float x_limits[2])
{
int i = 0;
if (project_scanline_isect(uv1, uv2, y_level, &x_limits[0])) i++;
if (project_scanline_isect(uv2, uv3, y_level, &x_limits[i])) i++;
/* if the triangle intersects then the first 2 lines must */
if (i==0) {
return 0;
} else if (i!=2) {
/* if we are here then this really should not fail since 2 edges MUST intersect */
if (project_scanline_isect(uv3, uv1, y_level, &x_limits[i])) i++;
}
if (i==2) {
if (x_limits[0] > x_limits[1]) {
SWAP(float, x_limits[0], x_limits[1]);
}
return 1;
} else {
return 0;
}
}
static void project_paint_face_init(ProjectPaintState *ps, int face_index, ImBuf *ibuf) static void project_paint_face_init(ProjectPaintState *ps, int face_index, ImBuf *ibuf)
{ {
/* Projection vars, to get the 3D locations into screen space */ /* Projection vars, to get the 3D locations into screen space */
ImagePaintProjectPixel *projPixel; ProjectPixel *projPixel;
MFace *mf = ps->dm_mface + face_index; MFace *mf = ps->dm_mface + face_index;
MTFace *tf = ps->dm_mtface + face_index; MTFace *tf = ps->dm_mtface + face_index;
@ -486,9 +532,20 @@ static void project_paint_face_init(ProjectPaintState *ps, int face_index, ImBuf
float min_uv[2], max_uv[2]; /* UV bounds */ float min_uv[2], max_uv[2]; /* UV bounds */
int xmini, ymini, xmaxi, ymaxi; /* UV Bounds converted to int's for pixel */ int xmini, ymini, xmaxi, ymaxi; /* UV Bounds converted to int's for pixel */
float w1, w2, w3, wtot; /* weights for converting the pixel into 3d worldspace coords */ float w1, w2, w3, wtot; /* weights for converting the pixel into 3d worldspace coords */
float *v1co, *v2co, *v3co, *v4co; /* for convenience only */ float *v1co, *v2co, *v3co; /* for convenience only, these will be assigned to mf->v1,2,3 or mf->v1,3,4 */
int i, j;
/* scanlines since quads can have 2 triangles intersecting the same vertical location */
ProjectScanline scanlines[2];
ProjectScanline *sc;
int totscanlines; /* can only be 1 or 2, oh well */
float xi1, xi2, xi3, xi4, xi_mid, xi; /* scanline intersecton location */
int i1,i2,i3,i4,i_mid; /* scanline intersection results */
float pixelScreenCo[3]; /* for testing occlusion we need the depth too, but not for saving into ProjectPixel */
int bucket_index;
int i;
INIT_MINMAX2(min_uv, max_uv); INIT_MINMAX2(min_uv, max_uv);
@ -504,38 +561,101 @@ static void project_paint_face_init(ProjectPaintState *ps, int face_index, ImBuf
ymaxi = (int)(ibuf->y * max_uv[1]) +1; ymaxi = (int)(ibuf->y * max_uv[1]) +1;
/*printf("%d %d %d %d \n", xmini, ymini, xmaxi, ymaxi);*/ /*printf("%d %d %d %d \n", xmini, ymini, xmaxi, ymaxi);*/
CLAMP(xmini, 0, ibuf->x);
CLAMP(xmaxi, 0, ibuf->x);
if (xmini < 0) xmini = 0; CLAMP(ymini, 0, ibuf->y);
if (ymini < 0) ymini = 0; CLAMP(ymaxi, 0, ibuf->y);
if (xmaxi > ibuf->x) xmaxi = ibuf->x;
if (ymaxi > ibuf->y) ymaxi = ibuf->y;
/* face uses no UV area when quanticed to pixels? */ /* face uses no UV area when quanticed to pixels? */
if (xmini == xmaxi || ymini == ymaxi) if (xmini == xmaxi || ymini == ymaxi)
return; return;
v1co = ps->dm_mvert[mf->v1].co;
v2co = ps->dm_mvert[mf->v2].co;
v3co = ps->dm_mvert[mf->v3].co;
if (mf->v4)
v4co = ps->dm_mvert[mf->v4].co;
for (y = ymini; y < ymaxi; y++) { for (y = ymini; y < ymaxi; y++) {
uv[1] = (((float)y)+0.5) / (float)ibuf->y; uv[1] = (((float)y)+0.5) / (float)ibuf->y;
/* IsectPT2Df works fine but is too slow /* Create a scanlines for the face at this Y level
* rather then IsectPT2Df's all the time we can do somthing more like scanlines */ * triangles will only ever have 1 scanline, quads may have 2 */
totscanlines = 0;
for (x = xmini; x < xmaxi; x++) { sc = scanlines;
uv[0] = (((float)x)+0.5) / (float)ibuf->x;
if (mf->v4) {
totscanlines = 0;
wtot = -1.0; i1 = project_scanline_isect(tf->uv[0], tf->uv[1], uv[1], &xi1);
if ( IsectPT2Df( uv, tf->uv[0], tf->uv[1], tf->uv[2] )) { i2 = project_scanline_isect(tf->uv[1], tf->uv[2], uv[1], &xi2);
if (i1 && i2) { /* both the first 2 edges intersect, this means the second half of the quad wont intersect */
sc->v[0] = 0;
sc->v[1] = 1;
sc->v[2] = 2;
sc->x_limits[0] = MIN2(xi1, xi2);
sc->x_limits[1] = MAX2(xi1, xi2);
totscanlines = 1;
} else {
i3 = project_scanline_isect(tf->uv[2], tf->uv[3], uv[1], &xi3);
i4 = project_scanline_isect(tf->uv[3], tf->uv[0], uv[1], &xi4);
w1 = AreaF2Dfl(tf->uv[1], tf->uv[2], uv); if (i3 && i4) { /* second 2 edges only intersect, same as above */
w2 = AreaF2Dfl(tf->uv[2], tf->uv[0], uv); sc->v[0] = 0;
w3 = AreaF2Dfl(tf->uv[0], tf->uv[1], uv); sc->v[1] = 2;
sc->v[2] = 3;
sc->x_limits[0] = MIN2(xi3, xi4);
sc->x_limits[1] = MAX2(xi3, xi4);
totscanlines = 1;
} else {
/* OK - we have a not-so-simple case, both sides of the quad intersect.
* Will need to have 2 scanlines */
if ((i1||i2) && (i3||i4)) {
i_mid = project_scanline_isect(tf->uv[0], tf->uv[2], uv[1], &xi_mid);
/* it would be very rare this would be false, but possible */
sc->v[0] = 0;
sc->v[1] = 1;
sc->v[2] = 2;
sc->x_limits[0] = MIN2((i1?xi1:xi2), xi_mid);
sc->x_limits[1] = MAX2((i1?xi1:xi2), xi_mid);
sc++;
sc->v[0] = 0;
sc->v[1] = 2;
sc->v[2] = 3;
sc->x_limits[0] = MIN2((i3?xi3:xi4), xi_mid);
sc->x_limits[1] = MAX2((i3?xi3:xi4), xi_mid);
totscanlines = 2;
}
}
}
} else {
if (project_uv_scanline(tf->uv[0], tf->uv[1], tf->uv[2], uv[1], scanlines[0].x_limits)) {
sc->v[0] = 0;
sc->v[1] = 1;
sc->v[2] = 2;
totscanlines = 1;
}
}
/* done setting up scanlines */
/* Loop over scanlines a bit silly since there can only be 1 or 2, but its easier then having */
for (j=0, sc=scanlines; j<totscanlines; j++, sc++) {
xmini = (int)((ibuf->x * scanlines[j].x_limits[0])+0.5);
xmaxi = (int)((ibuf->x * scanlines[j].x_limits[1])+0.5);
CLAMP(xmini, 0, ibuf->x);
CLAMP(xmaxi, 0, ibuf->x);
v1co = ps->dm_mvert[ (*(&mf->v1 + sc->v[0])) ].co;
v2co = ps->dm_mvert[ (*(&mf->v1 + sc->v[1])) ].co;
v3co = ps->dm_mvert[ (*(&mf->v1 + sc->v[2])) ].co;
for (x = xmini; x < xmaxi; x++) {
uv[0] = (((float)x)+0.5) / (float)ibuf->x;
/* Get the world coord for the point in uv space */
w1 = AreaF2Dfl(tf->uv[sc->v[1]], tf->uv[sc->v[2]], uv);
w2 = AreaF2Dfl(tf->uv[sc->v[2]], tf->uv[sc->v[0]], uv);
w3 = AreaF2Dfl(tf->uv[sc->v[0]], tf->uv[sc->v[1]], uv);
wtot = w1 + w2 + w3; wtot = w1 + w2 + w3;
w1 /= wtot; w2 /= wtot; w3 /= wtot; w1 /= wtot; w2 /= wtot; w3 /= wtot;
@ -544,38 +664,15 @@ static void project_paint_face_init(ProjectPaintState *ps, int face_index, ImBuf
do { do {
pxWorldCo[i] = v1co[i]*w1 + v2co[i]*w2 + v3co[i]*w3; pxWorldCo[i] = v1co[i]*w1 + v2co[i]*w2 + v3co[i]*w3;
} while (i--); } while (i--);
/* Done building the world coord for this UV */
} else if ( mf->v4 && IsectPT2Df( uv, tf->uv[0], tf->uv[2], tf->uv[3] ) ) { /* Inline project from view is a bit faster, also added own tweaks */
w1 = AreaF2Dfl(tf->uv[2], tf->uv[3], uv);
w2 = AreaF2Dfl(tf->uv[3], tf->uv[0], uv);
w3 = AreaF2Dfl(tf->uv[0], tf->uv[2], uv);
wtot = w1 + w2 + w3;
w1 /= wtot; w2 /= wtot; w3 /= wtot;
i=2;
do {
pxWorldCo[i] = v1co[i]*w1 + v3co[i]*w2 + v4co[i]*w3;
} while (i--);
}
/* view3d_project_float(curarea, vec, projCo2D, s->projectMat);
if (projCo2D[0]==IS_CLIPPED)
continue;*/
if (wtot != -1.0) {
/* Inline, a bit faster */
VECCOPY(pxProjCo, pxWorldCo); VECCOPY(pxProjCo, pxWorldCo);
pxProjCo[3] = 1.0; pxProjCo[3] = 1.0;
Mat4MulVec4fl(ps->projectMat, pxProjCo); Mat4MulVec4fl(ps->projectMat, pxProjCo);
if( pxProjCo[3] > 0.001 ) { if( pxProjCo[3] > 0.001 ) {
float pixelScreenCo[3]; /* for testing occlusion we need the depth too, but not for saving into ImagePaintProjectPixel */
int bucket_index;
pixelScreenCo[0] = (float)(curarea->winx/2.0)+(curarea->winx/2.0)*pxProjCo[0]/pxProjCo[3]; pixelScreenCo[0] = (float)(curarea->winx/2.0)+(curarea->winx/2.0)*pxProjCo[0]/pxProjCo[3];
pixelScreenCo[1] = (float)(curarea->winy/2.0)+(curarea->winy/2.0)*pxProjCo[1]/pxProjCo[3]; pixelScreenCo[1] = (float)(curarea->winy/2.0)+(curarea->winy/2.0)*pxProjCo[1]/pxProjCo[3];
pixelScreenCo[2] = pxProjCo[2]/pxProjCo[3]; /* Only for depth test */ pixelScreenCo[2] = pxProjCo[2]/pxProjCo[3]; /* Only for depth test */
@ -589,13 +686,13 @@ static void project_paint_face_init(ProjectPaintState *ps, int face_index, ImBuf
if (ps->projectOcclude==0 || !project_bucket_point_occluded(ps, bucket_index, face_index, pixelScreenCo)) { if (ps->projectOcclude==0 || !project_bucket_point_occluded(ps, bucket_index, face_index, pixelScreenCo)) {
/* done with view3d_project_float inline */ /* done with view3d_project_float inline */
projPixel = (ImagePaintProjectPixel *)BLI_memarena_alloc( ps->projectArena, sizeof(ImagePaintProjectPixel) ); projPixel = (ProjectPixel *)BLI_memarena_alloc( ps->projectArena, sizeof(ProjectPixel) );
/* screenspace unclamped */ /* screenspace unclamped */
VECCOPY2D(projPixel->projCo2D, pixelScreenCo); VECCOPY2D(projPixel->projCo2D, pixelScreenCo);
projPixel->pixel = (( char * ) ibuf->rect) + (( x + y * ibuf->x ) * pixel_size); projPixel->pixel = (( char * ) ibuf->rect) + (( x + y * ibuf->x ) * pixel_size);
#ifdef PROJ_PAINT_DEBUG #ifdef PROJ_DEBUG_PAINT
projPixel->pixel[1] = 0; projPixel->pixel[1] = 0;
#endif #endif
projPixel->image_index = ps->image_index; projPixel->image_index = ps->image_index;
@ -1450,7 +1547,7 @@ static int imapaint_paint_sub_stroke_project(ImagePaintState *s, ProjectPaintSta
LinkNode *node; LinkNode *node;
float mval_f[2]; float mval_f[2];
ImagePaintProjectPixel *projPixel; ProjectPixel *projPixel;
int redraw = 0; int redraw = 0;
int last_index = -1; int last_index = -1;
float rgba[4], alpha, dist, dist_nosqrt; float rgba[4], alpha, dist, dist_nosqrt;
@ -1504,8 +1601,8 @@ static int imapaint_paint_sub_stroke_project(ImagePaintState *s, ProjectPaintSta
if ((node = ps->projectBuckets[bucket_index])) { if ((node = ps->projectBuckets[bucket_index])) {
do { do {
projPixel = (ImagePaintProjectPixel *)node->link; projPixel = (ProjectPixel *)node->link;
#ifdef PROJ_PAINT_DEBUG #ifdef PROJ_DEBUG_PAINT
projPixel->pixel[0] = 0; // use for checking if the starting radius is too big projPixel->pixel[0] = 0; // use for checking if the starting radius is too big
#endif #endif