blender/source/gameengine/Rasterizer/RAS_MeshObject.h
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

177 lines
4.6 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 RAS_MeshObject.h
* \ingroup bgerast
*/
#ifndef __RAS_MESHOBJECT_H__
#define __RAS_MESHOBJECT_H__
#ifdef _MSC_VER
/* disable the STL warnings ("debug information length > 255") */
# pragma warning (disable:4786)
#endif
#include <vector>
#include <set>
#include <list>
#include "RAS_Polygon.h"
#include "RAS_MaterialBucket.h"
#include "MT_Transform.h"
#include "CTR_HashedPtr.h"
struct Mesh;
class RAS_Deformer;
/* RAS_MeshObject is a mesh used for rendering. It stores polygons,
* but the actual vertices and index arrays are stored in material
* buckets, referenced by the list of RAS_MeshMaterials. */
class RAS_MeshObject
{
private:
/* unsigned int m_debugcolor; */ /* UNUSED */
bool m_bModified;
bool m_bMeshModified;
STR_String m_name;
static STR_String s_emptyname;
vector<class RAS_Polygon*> m_Polygons;
/* polygon sorting */
struct polygonSlot;
struct backtofront;
struct fronttoback;
protected:
vector<int> m_cacheWeightIndex;
list<RAS_MeshMaterial> m_materials;
Mesh* m_mesh;
public:
// for now, meshes need to be in a certain layer (to avoid sorting on lights in realtime)
RAS_MeshObject(Mesh* mesh);
virtual ~RAS_MeshObject();
/* materials */
int NumMaterials();
const STR_String& GetMaterialName(unsigned int matid);
const STR_String& GetTextureName(unsigned int matid);
RAS_MeshMaterial* GetMeshMaterial(unsigned int matid);
RAS_MeshMaterial* GetMeshMaterial(RAS_IPolyMaterial *mat);
int GetMaterialId(RAS_IPolyMaterial *mat);
list<RAS_MeshMaterial>::iterator GetFirstMaterial();
list<RAS_MeshMaterial>::iterator GetLastMaterial();
//unsigned int GetLightLayer();
/* name */
void SetName(const char *name);
STR_String& GetName();
/* modification state */
bool MeshModified();
void SetMeshModified(bool v) { m_bMeshModified = v; }
/* original blender mesh */
Mesh* GetMesh() { return m_mesh; }
/* mesh construction */
virtual RAS_Polygon* AddPolygon(RAS_MaterialBucket *bucket, int numverts);
virtual void 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 rgbacolor,
const MT_Vector3& normal,
bool flat,
int origindex);
void SchedulePolygons(int drawingmode);
/* vertex and polygon acces */
int NumVertices(RAS_IPolyMaterial* mat);
RAS_TexVert* GetVertex(unsigned int matid, unsigned int index);
const float* GetVertexLocation(unsigned int orig_index);
int NumPolygons();
RAS_Polygon* GetPolygon(int num) const;
/* buckets */
virtual void AddMeshUser(void *clientobj, SG_QList *head, RAS_Deformer* deformer);
void RemoveFromBuckets(void *clientobj);
void EndConversion() {
#if 0
m_sharedvertex_map.clear(); // SharedVertex
vector<vector<SharedVertex> > shared_null(0);
shared_null.swap( m_sharedvertex_map ); /* really free the memory */
#endif
}
/* colors */
void DebugColor(unsigned int abgr);
void SetVertexColor(RAS_IPolyMaterial* mat,MT_Vector4 rgba);
/* polygon sorting by Z for alpha */
void SortPolygons(RAS_MeshSlot& ms, const MT_Transform &transform);
bool HasColliderPolygon() {
int numpolys= NumPolygons();
for (int p=0; p<numpolys; p++)
if (m_Polygons[p]->IsCollider())
return true;
return false;
}
/* for construction to find shared vertices */
struct SharedVertex {
RAS_DisplayArray *m_darray;
int m_offset;
};
vector<vector<SharedVertex> > m_sharedvertex_map;
#ifdef WITH_CXX_GUARDEDALLOC
MEM_CXX_CLASS_ALLOC_FUNCS("GE:RAS_MeshObject")
#endif
};
#endif /* __RAS_MESHOBJECT_H__ */