forked from bartvdbraak/blender
Cycles: speed up mesh volume bounds construction.
Patch by Stefan, with minor tweaks by Brecht.
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bcefb202a2
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b747524144
@ -87,23 +87,31 @@ const float3 quads_normals[6] = {
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make_float3(0.0f, 0.0f, 1.0f),
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};
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static void create_quad(int3 corners[8], vector<int3> &vertices, vector<QuadData> &quads, int face_index)
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static int add_vertex(int3 v, vector<int3> &vertices, int3 res, unordered_map<size_t, int> &used_verts)
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{
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size_t vertex_offset = vertices.size();
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size_t vert_key = v.x + v.y * (res.x+1) + v.z * (res.x+1)*(res.y+1);
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unordered_map<size_t, int>::iterator it = used_verts.find(vert_key);
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if(it != used_verts.end()) {
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return it->second;
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}
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int vertex_offset = vertices.size();
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used_verts[vert_key] = vertex_offset;
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vertices.push_back(v);
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return vertex_offset;
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}
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static void create_quad(int3 corners[8], vector<int3> &vertices, vector<QuadData> &quads, int3 res, unordered_map<size_t, int> &used_verts, int face_index)
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{
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QuadData quad;
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quad.v0 = vertex_offset + 0;
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quad.v1 = vertex_offset + 1;
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quad.v2 = vertex_offset + 2;
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quad.v3 = vertex_offset + 3;
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quad.v0 = add_vertex(corners[quads_indices[face_index][0]], vertices, res, used_verts);
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quad.v1 = add_vertex(corners[quads_indices[face_index][1]], vertices, res, used_verts);
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quad.v2 = add_vertex(corners[quads_indices[face_index][2]], vertices, res, used_verts);
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quad.v3 = add_vertex(corners[quads_indices[face_index][3]], vertices, res, used_verts);
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quad.normal = quads_normals[face_index];
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quads.push_back(quad);
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vertices.push_back(corners[quads_indices[face_index][0]]);
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vertices.push_back(corners[quads_indices[face_index][1]]);
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vertices.push_back(corners[quads_indices[face_index][2]]);
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vertices.push_back(corners[quads_indices[face_index][3]]);
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}
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struct VolumeParams {
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@ -159,9 +167,6 @@ private:
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void generate_vertices_and_quads(vector<int3> &vertices_is,
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vector<QuadData> &quads);
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void deduplicate_vertices(vector<int3> &vertices,
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vector<QuadData> &quads);
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void convert_object_space(const vector<int3> &vertices,
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vector<float3> &out_vertices);
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@ -234,8 +239,6 @@ void VolumeMeshBuilder::create_mesh(vector<float3> &vertices,
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generate_vertices_and_quads(vertices_is, quads);
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deduplicate_vertices(vertices_is, quads);
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convert_object_space(vertices_is, vertices);
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convert_quads_to_tris(quads, indices, face_normals);
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@ -245,10 +248,7 @@ void VolumeMeshBuilder::generate_vertices_and_quads(
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vector<ccl::int3> &vertices_is,
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vector<QuadData> &quads)
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{
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/* Overallocation, we could count the number of quads and vertices to create
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* in a pre-pass if memory becomes an issue. */
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vertices_is.reserve(number_of_nodes*8);
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quads.reserve(number_of_nodes*6);
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unordered_map<size_t, int> used_verts;
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for(int z = 0; z < res.z; ++z) {
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for(int y = 0; y < res.y; ++y) {
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@ -283,77 +283,38 @@ void VolumeMeshBuilder::generate_vertices_and_quads(
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voxel_index = compute_voxel_index(res, x - 1, y, z);
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if(voxel_index == -1 || grid[voxel_index] == 0) {
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create_quad(corners, vertices_is, quads, QUAD_X_MIN);
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create_quad(corners, vertices_is, quads, res, used_verts, QUAD_X_MIN);
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}
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voxel_index = compute_voxel_index(res, x + 1, y, z);
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if(voxel_index == -1 || grid[voxel_index] == 0) {
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create_quad(corners, vertices_is, quads, QUAD_X_MAX);
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create_quad(corners, vertices_is, quads, res, used_verts, QUAD_X_MAX);
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}
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voxel_index = compute_voxel_index(res, x, y - 1, z);
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if(voxel_index == -1 || grid[voxel_index] == 0) {
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create_quad(corners, vertices_is, quads, QUAD_Y_MIN);
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create_quad(corners, vertices_is, quads, res, used_verts, QUAD_Y_MIN);
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}
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voxel_index = compute_voxel_index(res, x, y + 1, z);
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if(voxel_index == -1 || grid[voxel_index] == 0) {
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create_quad(corners, vertices_is, quads, QUAD_Y_MAX);
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create_quad(corners, vertices_is, quads, res, used_verts, QUAD_Y_MAX);
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}
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voxel_index = compute_voxel_index(res, x, y, z - 1);
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if(voxel_index == -1 || grid[voxel_index] == 0) {
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create_quad(corners, vertices_is, quads, QUAD_Z_MIN);
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create_quad(corners, vertices_is, quads, res, used_verts, QUAD_Z_MIN);
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}
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voxel_index = compute_voxel_index(res, x, y, z + 1);
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if(voxel_index == -1 || grid[voxel_index] == 0) {
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create_quad(corners, vertices_is, quads, QUAD_Z_MAX);
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create_quad(corners, vertices_is, quads, res, used_verts, QUAD_Z_MAX);
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}
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}
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}
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}
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}
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void VolumeMeshBuilder::deduplicate_vertices(vector<int3> &vertices,
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vector<QuadData> &quads)
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{
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vector<int3> sorted_vertices = vertices;
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std::sort(sorted_vertices.begin(), sorted_vertices.end());
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vector<int3>::iterator it = std::unique(sorted_vertices.begin(), sorted_vertices.end());
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sorted_vertices.resize(std::distance(sorted_vertices.begin(), it));
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vector<QuadData> new_quads = quads;
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for(size_t i = 0; i < vertices.size(); ++i) {
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for(size_t j = 0; j < sorted_vertices.size(); ++j) {
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if(vertices[i] != sorted_vertices[j]) {
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continue;
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}
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for(int k = 0; k < quads.size(); ++k) {
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if(quads[k].v0 == i) {
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new_quads[k].v0 = j;
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}
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else if(quads[k].v1 == i) {
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new_quads[k].v1 = j;
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}
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else if(quads[k].v2 == i) {
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new_quads[k].v2 = j;
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}
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else if(quads[k].v3 == i) {
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new_quads[k].v3 = j;
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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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vertices = sorted_vertices;
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quads = new_quads;
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}
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void VolumeMeshBuilder::convert_object_space(const vector<int3> &vertices,
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vector<float3> &out_vertices)
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{
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