Cycles: speed up mesh volume bounds construction.

Patch by Stefan, with minor tweaks by Brecht.
This commit is contained in:
Stefan Werner 2018-07-28 18:14:05 +02:00 committed by Brecht Van Lommel
parent bcefb202a2
commit b747524144

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