blender/source/gameengine/Rasterizer/RAS_MeshObject.cpp
Sergey Sharybin 9f7961b6b1 Optimization and threading fix for shapekeys weights calculation
This commit fixes two different issues, which were caused by
how weights are being calculated for relative shapekeys.

Weights for key block used to saved in KeyBlock DNA structure,
which lead to situations when different objects could start
writing to the same weights array if they're sharing the same
key datablock.

Solved this in a way so weights are never stored in KeyBlock
and being passed to shapekeys routines as an array of pointers.
This way weights are still computed run-time (meaning they're
calculated before shapekey evaluation and freed afterwards).

This required some changes to GameEngine as well, to make it
never cache weights in the key blocks.

Another aspect of this commit makes it so weight for a given
vertex group is only computed once. So if multiple key blocks
are using the same influence vertex group, they'll share the
same exact weights array. This gave around 1.7x speedup in
test chinchilla file which is close enough to if we've been
caching weights permanently in DNA (test machine is dual-code
4 threads laptop, speedup measured in depsgraph_mt branch,
trunk might be not so much high speedup).

Some further speed is optimization possible, but it could be
done later as well.

Thanks Brecht for idea of how the things might be solved in
really clear way.

--
svn merge -r58786:58787  ^/branches/soc-2013-depsgraph_mt
2013-08-19 10:36:39 +00:00

563 lines
13 KiB
C++

/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file gameengine/Rasterizer/RAS_MeshObject.cpp
* \ingroup bgerast
*/
#include "MEM_guardedalloc.h"
#include "DNA_object_types.h"
#include "DNA_key_types.h"
#include "DNA_mesh_types.h"
#include "DNA_meshdata_types.h"
#include "RAS_MeshObject.h"
#include "RAS_IRasterizer.h"
#include "MT_MinMax.h"
#include "MT_Point3.h"
#include <algorithm>
extern "C" {
# include "BKE_deform.h"
}
/* polygon sorting */
struct RAS_MeshObject::polygonSlot
{
float m_z;
int m_index[4];
polygonSlot() {}
/* pnorm is the normal from the plane equation that the distance from is
* used to sort again. */
void get(const RAS_TexVert *vertexarray, const unsigned short *indexarray,
int offset, int nvert, const MT_Vector3& pnorm)
{
MT_Vector3 center(0, 0, 0);
int i;
for (i=0; i<nvert; i++) {
m_index[i] = indexarray[offset+i];
center += vertexarray[m_index[i]].getXYZ();
}
/* note we don't divide center by the number of vertices, since all
* polygons have the same number of vertices, and that we leave out
* the 4-th component of the plane equation since it is constant. */
m_z = MT_dot(pnorm, center);
}
void set(unsigned short *indexarray, int offset, int nvert)
{
int i;
for (i=0; i<nvert; i++)
indexarray[offset+i] = m_index[i];
}
};
struct RAS_MeshObject::backtofront
{
bool operator()(const polygonSlot &a, const polygonSlot &b) const
{
return a.m_z < b.m_z;
}
};
struct RAS_MeshObject::fronttoback
{
bool operator()(const polygonSlot &a, const polygonSlot &b) const
{
return a.m_z > b.m_z;
}
};
/* mesh object */
STR_String RAS_MeshObject::s_emptyname = "";
RAS_MeshObject::RAS_MeshObject(Mesh* mesh)
: m_bModified(true),
m_bMeshModified(true),
m_mesh(mesh)
{
if (m_mesh && m_mesh->key)
{
KeyBlock *kb;
int count=0;
// initialize weight cache for shape objects
// count how many keys in this mesh
for (kb= (KeyBlock *)m_mesh->key->block.first; kb; kb= (KeyBlock *)kb->next)
count++;
m_cacheWeightIndex.resize(count,-1);
}
}
RAS_MeshObject::~RAS_MeshObject()
{
vector<RAS_Polygon*>::iterator it;
for (it=m_Polygons.begin(); it!=m_Polygons.end(); it++)
delete (*it);
m_sharedvertex_map.clear();
m_Polygons.clear();
m_materials.clear();
}
bool RAS_MeshObject::MeshModified()
{
return m_bMeshModified;
}
//unsigned int RAS_MeshObject::GetLightLayer()
//{
// return m_lightlayer;
//}
int RAS_MeshObject::NumMaterials()
{
return m_materials.size();
}
const STR_String& RAS_MeshObject::GetMaterialName(unsigned int matid)
{
RAS_MeshMaterial* mmat = GetMeshMaterial(matid);
if (mmat)
return mmat->m_bucket->GetPolyMaterial()->GetMaterialName();
return s_emptyname;
}
RAS_MeshMaterial* RAS_MeshObject::GetMeshMaterial(unsigned int matid)
{
if ((m_materials.empty() == false) && (matid < m_materials.size()))
{
list<RAS_MeshMaterial>::iterator it = m_materials.begin();
while (matid--) ++it;
return &*it;
}
return NULL;
}
int RAS_MeshObject::NumPolygons()
{
return m_Polygons.size();
}
RAS_Polygon* RAS_MeshObject::GetPolygon(int num) const
{
return m_Polygons[num];
}
list<RAS_MeshMaterial>::iterator GetFirstMaterial();
list<RAS_MeshMaterial>::iterator GetLastMaterial();
list<RAS_MeshMaterial>::iterator RAS_MeshObject::GetFirstMaterial()
{
return m_materials.begin();
}
list<RAS_MeshMaterial>::iterator RAS_MeshObject::GetLastMaterial()
{
return m_materials.end();
}
void RAS_MeshObject::SetName(const char *name)
{
m_name = name;
}
STR_String& RAS_MeshObject::GetName()
{
return m_name;
}
const STR_String& RAS_MeshObject::GetTextureName(unsigned int matid)
{
RAS_MeshMaterial* mmat = GetMeshMaterial(matid);
if (mmat)
return mmat->m_bucket->GetPolyMaterial()->GetTextureName();
return s_emptyname;
}
RAS_MeshMaterial *RAS_MeshObject::GetMeshMaterial(RAS_IPolyMaterial *mat)
{
list<RAS_MeshMaterial>::iterator mit;
/* find a mesh material */
for (mit = m_materials.begin(); mit != m_materials.end(); mit++)
if (mit->m_bucket->GetPolyMaterial() == mat)
return &*mit;
return NULL;
}
int RAS_MeshObject::GetMaterialId(RAS_IPolyMaterial *mat)
{
list<RAS_MeshMaterial>::iterator mit;
int imat;
/* find a mesh material */
for (imat=0, mit = m_materials.begin(); mit != m_materials.end(); mit++, imat++)
if (mit->m_bucket->GetPolyMaterial() == mat)
return imat;
return -1;
}
RAS_Polygon* RAS_MeshObject::AddPolygon(RAS_MaterialBucket *bucket, int numverts)
{
RAS_MeshMaterial *mmat;
RAS_Polygon *poly;
RAS_MeshSlot *slot;
/* find a mesh material */
mmat = GetMeshMaterial(bucket->GetPolyMaterial());
/* none found, create a new one */
if (!mmat) {
RAS_MeshMaterial meshmat;
meshmat.m_bucket = bucket;
meshmat.m_baseslot = meshmat.m_bucket->AddMesh(numverts);
meshmat.m_baseslot->m_mesh = this;
m_materials.push_back(meshmat);
mmat = &m_materials.back();
}
/* add it to the bucket, this also adds new display arrays */
slot = mmat->m_baseslot;
slot->AddPolygon(numverts);
/* create a new polygon */
RAS_DisplayArray *darray = slot->CurrentDisplayArray();
poly = new RAS_Polygon(bucket, darray, numverts);
m_Polygons.push_back(poly);
return poly;
}
void RAS_MeshObject::DebugColor(unsigned int abgr)
{
/*int numpolys = NumPolygons();
for (int i=0;i<numpolys;i++) {
RAS_Polygon* poly = m_polygons[i];
for (int v=0;v<poly->VertexCount();v++)
RAS_TexVert* vtx = poly->GetVertex(v)->setDebugRGBA(abgr);
}
*/
/* m_debugcolor = abgr; */
}
void RAS_MeshObject::SetVertexColor(RAS_IPolyMaterial* mat,MT_Vector4 rgba)
{
RAS_MeshMaterial *mmat = GetMeshMaterial(mat);
RAS_MeshSlot *slot = mmat->m_baseslot;
RAS_MeshSlot::iterator it;
size_t i;
for (slot->begin(it); !slot->end(it); slot->next(it))
for (i=it.startvertex; i<it.endvertex; i++)
it.vertex[i].SetRGBA(rgba);
}
void RAS_MeshObject::AddVertex(RAS_Polygon *poly, int i,
const MT_Point3& xyz,
const MT_Point2 uvs[RAS_TexVert::MAX_UNIT],
const MT_Vector4& tangent,
const unsigned int rgba,
const MT_Vector3& normal,
bool flat,
int origindex)
{
RAS_TexVert texvert(xyz, uvs, tangent, rgba, normal, flat, origindex);
RAS_MeshMaterial *mmat;
RAS_DisplayArray *darray;
RAS_MeshSlot *slot;
int offset;
mmat = GetMeshMaterial(poly->GetMaterial()->GetPolyMaterial());
slot = mmat->m_baseslot;
darray = slot->CurrentDisplayArray();
{ /* Shared Vertex! */
/* find vertices shared between faces, with the restriction
* that they exist in the same display array, and have the
* same uv coordinate etc */
vector<SharedVertex>& sharedmap = m_sharedvertex_map[origindex];
vector<SharedVertex>::iterator it;
for (it = sharedmap.begin(); it != sharedmap.end(); it++)
{
if (it->m_darray != darray)
continue;
if (!it->m_darray->m_vertex[it->m_offset].closeTo(&texvert))
continue;
/* found one, add it and we're done */
if (poly->IsVisible())
slot->AddPolygonVertex(it->m_offset);
poly->SetVertexOffset(i, it->m_offset);
return;
}
}
/* no shared vertex found, add a new one */
offset = slot->AddVertex(texvert);
if (poly->IsVisible())
slot->AddPolygonVertex(offset);
poly->SetVertexOffset(i, offset);
{ /* Shared Vertex! */
SharedVertex shared;
shared.m_darray = darray;
shared.m_offset = offset;
m_sharedvertex_map[origindex].push_back(shared);
}
}
int RAS_MeshObject::NumVertices(RAS_IPolyMaterial* mat)
{
RAS_MeshMaterial *mmat;
RAS_MeshSlot *slot;
RAS_MeshSlot::iterator it;
size_t len = 0;
mmat = GetMeshMaterial(mat);
slot = mmat->m_baseslot;
for (slot->begin(it); !slot->end(it); slot->next(it))
len += it.endvertex - it.startvertex;
return len;
}
RAS_TexVert* RAS_MeshObject::GetVertex(unsigned int matid,
unsigned int index)
{
RAS_MeshMaterial *mmat;
RAS_MeshSlot *slot;
RAS_MeshSlot::iterator it;
size_t len;
mmat = GetMeshMaterial(matid);
if (!mmat)
return NULL;
slot = mmat->m_baseslot;
len = 0;
for (slot->begin(it); !slot->end(it); slot->next(it)) {
if (index >= len + it.endvertex - it.startvertex)
len += it.endvertex - it.startvertex;
else
return &it.vertex[index - len];
}
return NULL;
}
const float* RAS_MeshObject::GetVertexLocation(unsigned int orig_index)
{
vector<SharedVertex>& sharedmap = m_sharedvertex_map[orig_index];
vector<SharedVertex>::iterator it= sharedmap.begin();
return it->m_darray->m_vertex[it->m_offset].getXYZ();
}
void RAS_MeshObject::AddMeshUser(void *clientobj, SG_QList *head, RAS_Deformer* deformer)
{
list<RAS_MeshMaterial>::iterator it;
list<RAS_MeshMaterial>::iterator mit;
for (it = m_materials.begin();it!=m_materials.end();++it) {
/* always copy from the base slot, which is never removed
* since new objects can be created with the same mesh data */
if (deformer && !deformer->UseVertexArray())
{
// HACK!
// this deformer doesn't use vertex array => derive mesh
// we must keep only the mesh slots that have unique material id
// this is to match the derived mesh drawing function
// Need a better solution in the future: scan the derive mesh and create vertex array
RAS_IPolyMaterial* curmat = it->m_bucket->GetPolyMaterial();
if (curmat->GetFlag() & RAS_BLENDERGLSL)
{
for (mit = m_materials.begin(); mit != it; ++mit)
{
RAS_IPolyMaterial* mat = mit->m_bucket->GetPolyMaterial();
if ((mat->GetFlag() & RAS_BLENDERGLSL) &&
mat->GetMaterialIndex() == curmat->GetMaterialIndex())
// no need to convert current mesh slot
break;
}
if (mit != it)
continue;
}
}
RAS_MeshSlot *ms = it->m_bucket->CopyMesh(it->m_baseslot);
ms->m_clientObj = clientobj;
ms->SetDeformer(deformer);
it->m_slots.insert(clientobj, ms);
head->QAddBack(ms);
}
}
void RAS_MeshObject::RemoveFromBuckets(void *clientobj)
{
list<RAS_MeshMaterial>::iterator it;
for (it = m_materials.begin();it!=m_materials.end();++it) {
RAS_MeshSlot **msp = it->m_slots[clientobj];
if (!msp)
continue;
RAS_MeshSlot *ms = *msp;
it->m_bucket->RemoveMesh(ms);
it->m_slots.remove(clientobj);
}
}
//void RAS_MeshObject::Transform(const MT_Transform& trans)
//{
//m_trans.translate(MT_Vector3(0,0,1));//.operator *=(trans);
// for (int i=0;i<m_Polygons.size();i++)
// {
// m_Polygons[i]->Transform(trans);
// }
//}
/*
void RAS_MeshObject::RelativeTransform(const MT_Vector3& vec)
{
for (int i=0;i<m_Polygons.size();i++)
{
m_Polygons[i]->RelativeTransform(vec);
}
}
*/
void RAS_MeshObject::SortPolygons(RAS_MeshSlot& ms, const MT_Transform &transform)
{
// Limitations: sorting is quite simple, and handles many
// cases wrong, partially due to polygons being sorted per
// bucket.
//
// a) mixed triangles/quads are sorted wrong
// b) mixed materials are sorted wrong
// c) more than 65k faces are sorted wrong
// d) intersecting objects are sorted wrong
// e) intersecting polygons are sorted wrong
//
// a) can be solved by making all faces either triangles or quads
// if they need to be z-sorted. c) could be solved by allowing
// larger buckets, b) and d) cannot be solved easily if we want
// to avoid excessive state changes while drawing. e) would
// require splitting polygons.
RAS_MeshSlot::iterator it;
size_t j;
for (ms.begin(it); !ms.end(it); ms.next(it)) {
unsigned int nvert = (int)it.array->m_type;
unsigned int totpoly = it.totindex/nvert;
if (totpoly <= 1)
continue;
if (it.array->m_type == RAS_DisplayArray::LINE)
continue;
// Extract camera Z plane...
const MT_Vector3 pnorm(transform.getBasis()[2]);
// unneeded: const MT_Scalar pval = transform.getOrigin()[2];
vector<polygonSlot> poly_slots(totpoly);
/* get indices and z into temporary array */
for (j=0; j<totpoly; j++)
poly_slots[j].get(it.vertex, it.index, j*nvert, nvert, pnorm);
/* sort (stable_sort might be better, if flickering happens?) */
std::sort(poly_slots.begin(), poly_slots.end(), backtofront());
/* get indices from temporary array again */
for (j=0; j<totpoly; j++)
poly_slots[j].set(it.index, j*nvert, nvert);
}
}
void RAS_MeshObject::SchedulePolygons(int drawingmode)
{
if (m_bModified)
{
m_bModified = false;
m_bMeshModified = true;
}
}
static int get_def_index(Object* ob, const char* vgroup)
{
bDeformGroup *curdef;
int index = 0;
for (curdef = (bDeformGroup*)ob->defbase.first; curdef; curdef=(bDeformGroup*)curdef->next, index++)
if (!strcmp(curdef->name, vgroup))
return index;
return -1;
}