Similar to the cache of loose edges added in 1ea169d90e,
cache the number of loose vertices and which are loose in a bit map.
This can save significant time when drawing large meshes in the
viewport, because recalculations can be avoided when the data doesn't
change, and because many geometry nodes set the loose geometry
caches eagerly when the meshes contain no loose elements.
There are two types of loose vertices:
1. Vertices not used by any edges or faces
`Mesh.loose_verts()`
2. Vertices not used by any faces (may be used by loose edges)
`Mesh.verts_no_face()`
Because both are used by Blender in various places, because the cost
is only a bit per vertex (or constant at best) and for design consistency,
we cache both types of loose elements. The bit maps will only be
allocated when they're actually used, but they are already accessed
in a few important places:
- Attribute domain interpolation
- Subdivision surface modifier
- Viewport drawing
Just skipping viewport drawing calculation after certain geometry
nodes setups can have a large impact. Here is the time taken by
viewport loose geometry extraction before and after the change:
- 4 million vertex grid node: 28 ms to 0 ms
- Large molecular nodes setup (curve to mesh node): 104 ms to 0 ms
- Realize instances with 1 million cubes: 131 ms to 0 ms
Pull Request: blender/blender#105567
436 lines
13 KiB
C++
436 lines
13 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later
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* Copyright 2005 Blender Foundation */
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/** \file
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* \ingroup bke
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*/
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#include "atomic_ops.h"
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#include "MEM_guardedalloc.h"
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#include "DNA_mesh_types.h"
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#include "DNA_meshdata_types.h"
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#include "DNA_object_types.h"
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#include "BLI_math_geom.h"
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#include "BLI_task.hh"
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#include "BLI_timeit.hh"
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#include "BKE_bvhutils.h"
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#include "BKE_editmesh_cache.h"
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#include "BKE_lib_id.h"
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#include "BKE_mesh.hh"
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#include "BKE_mesh_runtime.h"
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#include "BKE_shrinkwrap.h"
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#include "BKE_subdiv_ccg.h"
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using blender::float3;
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using blender::MutableSpan;
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using blender::Span;
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/* -------------------------------------------------------------------- */
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/** \name Mesh Runtime Struct Utils
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* \{ */
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namespace blender::bke {
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static void edit_data_reset(EditMeshData &edit_data)
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{
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MEM_SAFE_FREE(edit_data.polyCos);
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MEM_SAFE_FREE(edit_data.polyNos);
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MEM_SAFE_FREE(edit_data.vertexCos);
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MEM_SAFE_FREE(edit_data.vertexNos);
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}
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static void free_edit_data(MeshRuntime &mesh_runtime)
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{
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if (mesh_runtime.edit_data) {
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edit_data_reset(*mesh_runtime.edit_data);
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MEM_freeN(mesh_runtime.edit_data);
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mesh_runtime.edit_data = nullptr;
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}
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}
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static void free_mesh_eval(MeshRuntime &mesh_runtime)
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{
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if (mesh_runtime.mesh_eval != nullptr) {
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mesh_runtime.mesh_eval->edit_mesh = nullptr;
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BKE_id_free(nullptr, mesh_runtime.mesh_eval);
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mesh_runtime.mesh_eval = nullptr;
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}
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}
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static void free_subdiv_ccg(MeshRuntime &mesh_runtime)
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{
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/* TODO(sergey): Does this really belong here? */
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if (mesh_runtime.subdiv_ccg != nullptr) {
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BKE_subdiv_ccg_destroy(mesh_runtime.subdiv_ccg);
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mesh_runtime.subdiv_ccg = nullptr;
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}
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}
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static void free_bvh_cache(MeshRuntime &mesh_runtime)
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{
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if (mesh_runtime.bvh_cache) {
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bvhcache_free(mesh_runtime.bvh_cache);
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mesh_runtime.bvh_cache = nullptr;
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}
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}
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static void reset_normals(MeshRuntime &mesh_runtime)
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{
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mesh_runtime.vert_normals.clear_and_shrink();
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mesh_runtime.poly_normals.clear_and_shrink();
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mesh_runtime.vert_normals_dirty = true;
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mesh_runtime.poly_normals_dirty = true;
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}
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static void free_batch_cache(MeshRuntime &mesh_runtime)
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{
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if (mesh_runtime.batch_cache) {
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BKE_mesh_batch_cache_free(mesh_runtime.batch_cache);
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mesh_runtime.batch_cache = nullptr;
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}
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}
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MeshRuntime::~MeshRuntime()
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{
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free_mesh_eval(*this);
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free_subdiv_ccg(*this);
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free_bvh_cache(*this);
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free_edit_data(*this);
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free_batch_cache(*this);
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if (this->shrinkwrap_data) {
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BKE_shrinkwrap_boundary_data_free(this->shrinkwrap_data);
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}
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}
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static int reset_bits_and_count(MutableBitSpan bits, const Span<int> indices_to_reset)
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{
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int count = bits.size();
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for (const int vert : indices_to_reset) {
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if (bits[vert]) {
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bits[vert].reset();
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count--;
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}
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}
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return count;
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}
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static void bit_vector_with_reset_bits_or_empty(const Span<int> indices_to_reset,
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const int indexed_elems_num,
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BitVector<> &r_bits,
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int &r_count)
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{
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r_bits.resize(0);
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r_bits.resize(indexed_elems_num, true);
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r_count = reset_bits_and_count(r_bits, indices_to_reset);
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if (r_count == 0) {
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r_bits.clear_and_shrink();
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}
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}
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/**
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* If there are no loose edges and no loose vertices, all vertices are used by faces.
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*/
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static void try_tag_verts_no_face_none(const Mesh &mesh)
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{
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if (mesh.runtime->loose_edges_cache.is_cached() || mesh.loose_edges().count > 0) {
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return;
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}
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if (mesh.runtime->loose_verts_cache.is_cached() || mesh.loose_verts().count > 0) {
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return;
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}
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mesh.runtime->verts_no_face_cache.ensure([&](LooseVertCache &r_data) {
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r_data.is_loose_bits.clear_and_shrink();
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r_data.count = 0;
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});
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}
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} // namespace blender::bke
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const blender::bke::LooseVertCache &Mesh::loose_verts() const
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{
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using namespace blender::bke;
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this->runtime->loose_verts_cache.ensure([&](LooseVertCache &r_data) {
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const Span<int> verts = this->edges().cast<int>();
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bit_vector_with_reset_bits_or_empty(verts, this->totvert, r_data.is_loose_bits, r_data.count);
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});
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return this->runtime->loose_verts_cache.data();
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}
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const blender::bke::LooseVertCache &Mesh::verts_no_face() const
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{
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using namespace blender::bke;
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this->runtime->verts_no_face_cache.ensure([&](LooseVertCache &r_data) {
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const Span<int> verts = this->corner_verts();
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bit_vector_with_reset_bits_or_empty(verts, this->totvert, r_data.is_loose_bits, r_data.count);
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});
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return this->runtime->verts_no_face_cache.data();
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}
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const blender::bke::LooseEdgeCache &Mesh::loose_edges() const
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{
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using namespace blender::bke;
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this->runtime->loose_edges_cache.ensure([&](LooseEdgeCache &r_data) {
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const Span<int> edges = this->corner_edges();
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bit_vector_with_reset_bits_or_empty(edges, this->totedge, r_data.is_loose_bits, r_data.count);
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});
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return this->runtime->loose_edges_cache.data();
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}
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void Mesh::tag_loose_verts_none() const
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{
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using namespace blender::bke;
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this->runtime->loose_verts_cache.ensure([&](LooseVertCache &r_data) {
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r_data.is_loose_bits.clear_and_shrink();
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r_data.count = 0;
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});
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try_tag_verts_no_face_none(*this);
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}
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void Mesh::loose_edges_tag_none() const
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{
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using namespace blender::bke;
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this->runtime->loose_edges_cache.ensure([&](LooseEdgeCache &r_data) {
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r_data.is_loose_bits.clear_and_shrink();
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r_data.count = 0;
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});
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try_tag_verts_no_face_none(*this);
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}
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blender::Span<MLoopTri> Mesh::looptris() const
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{
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this->runtime->looptris_cache.ensure([&](blender::Array<MLoopTri> &r_data) {
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const Span<float3> positions = this->vert_positions();
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const blender::OffsetIndices polys = this->polys();
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const Span<int> corner_verts = this->corner_verts();
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r_data.reinitialize(poly_to_tri_count(polys.size(), corner_verts.size()));
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if (BKE_mesh_poly_normals_are_dirty(this)) {
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blender::bke::mesh::looptris_calc(positions, polys, corner_verts, r_data);
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}
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else {
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blender::bke::mesh::looptris_calc_with_normals(
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positions, polys, corner_verts, this->poly_normals(), r_data);
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}
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});
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return this->runtime->looptris_cache.data();
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}
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int BKE_mesh_runtime_looptri_len(const Mesh *mesh)
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{
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/* Allow returning the size without calculating the cache. */
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return poly_to_tri_count(mesh->totpoly, mesh->totloop);
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}
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const MLoopTri *BKE_mesh_runtime_looptri_ensure(const Mesh *mesh)
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{
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return mesh->looptris().data();
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}
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void BKE_mesh_runtime_verttri_from_looptri(MVertTri *r_verttri,
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const int *corner_verts,
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const MLoopTri *looptri,
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int looptri_num)
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{
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for (int i = 0; i < looptri_num; i++) {
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r_verttri[i].tri[0] = corner_verts[looptri[i].tri[0]];
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r_verttri[i].tri[1] = corner_verts[looptri[i].tri[1]];
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r_verttri[i].tri[2] = corner_verts[looptri[i].tri[2]];
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}
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}
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bool BKE_mesh_runtime_ensure_edit_data(struct Mesh *mesh)
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{
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if (mesh->runtime->edit_data != nullptr) {
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return false;
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}
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mesh->runtime->edit_data = MEM_cnew<EditMeshData>(__func__);
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return true;
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}
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void BKE_mesh_runtime_reset_edit_data(Mesh *mesh)
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{
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using namespace blender::bke;
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if (EditMeshData *edit_data = mesh->runtime->edit_data) {
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edit_data_reset(*edit_data);
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}
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}
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void BKE_mesh_runtime_clear_cache(Mesh *mesh)
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{
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using namespace blender::bke;
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free_mesh_eval(*mesh->runtime);
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free_batch_cache(*mesh->runtime);
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free_edit_data(*mesh->runtime);
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BKE_mesh_runtime_clear_geometry(mesh);
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}
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void BKE_mesh_runtime_clear_geometry(Mesh *mesh)
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{
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/* Tagging shared caches dirty will free the allocated data if there is only one user. */
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free_bvh_cache(*mesh->runtime);
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reset_normals(*mesh->runtime);
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free_subdiv_ccg(*mesh->runtime);
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mesh->runtime->bounds_cache.tag_dirty();
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mesh->runtime->loose_edges_cache.tag_dirty();
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mesh->runtime->loose_verts_cache.tag_dirty();
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mesh->runtime->verts_no_face_cache.tag_dirty();
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mesh->runtime->looptris_cache.tag_dirty();
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mesh->runtime->subsurf_face_dot_tags.clear_and_shrink();
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mesh->runtime->subsurf_optimal_display_edges.clear_and_shrink();
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if (mesh->runtime->shrinkwrap_data) {
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BKE_shrinkwrap_boundary_data_free(mesh->runtime->shrinkwrap_data);
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mesh->runtime->shrinkwrap_data = nullptr;
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}
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}
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void BKE_mesh_tag_edges_split(struct Mesh *mesh)
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{
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/* Triangulation didn't change because vertex positions and loop vertex indices didn't change.
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* Face normals didn't change either, but tag those anyway, since there is no API function to
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* only tag vertex normals dirty. */
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free_bvh_cache(*mesh->runtime);
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reset_normals(*mesh->runtime);
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free_subdiv_ccg(*mesh->runtime);
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mesh->runtime->loose_edges_cache.tag_dirty();
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mesh->runtime->loose_verts_cache.tag_dirty();
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mesh->runtime->verts_no_face_cache.tag_dirty();
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mesh->runtime->subsurf_face_dot_tags.clear_and_shrink();
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mesh->runtime->subsurf_optimal_display_edges.clear_and_shrink();
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if (mesh->runtime->shrinkwrap_data) {
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BKE_shrinkwrap_boundary_data_free(mesh->runtime->shrinkwrap_data);
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mesh->runtime->shrinkwrap_data = nullptr;
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}
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}
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void BKE_mesh_tag_face_winding_changed(Mesh *mesh)
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{
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mesh->runtime->vert_normals_dirty = true;
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mesh->runtime->poly_normals_dirty = true;
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}
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void BKE_mesh_tag_positions_changed(Mesh *mesh)
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{
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mesh->runtime->vert_normals_dirty = true;
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mesh->runtime->poly_normals_dirty = true;
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free_bvh_cache(*mesh->runtime);
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mesh->runtime->looptris_cache.tag_dirty();
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mesh->runtime->bounds_cache.tag_dirty();
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}
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void BKE_mesh_tag_positions_changed_uniformly(Mesh *mesh)
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{
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/* The normals and triangulation didn't change, since all verts moved by the same amount. */
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free_bvh_cache(*mesh->runtime);
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mesh->runtime->bounds_cache.tag_dirty();
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}
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void BKE_mesh_tag_topology_changed(struct Mesh *mesh)
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{
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BKE_mesh_runtime_clear_geometry(mesh);
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}
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bool BKE_mesh_is_deformed_only(const Mesh *mesh)
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{
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return mesh->runtime->deformed_only;
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}
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eMeshWrapperType BKE_mesh_wrapper_type(const struct Mesh *mesh)
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{
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return mesh->runtime->wrapper_type;
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}
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Mesh Batch Cache Callbacks
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* \{ */
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/* Draw Engine */
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void (*BKE_mesh_batch_cache_dirty_tag_cb)(Mesh *me, eMeshBatchDirtyMode mode) = nullptr;
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void (*BKE_mesh_batch_cache_free_cb)(void *batch_cache) = nullptr;
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void BKE_mesh_batch_cache_dirty_tag(Mesh *me, eMeshBatchDirtyMode mode)
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{
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if (me->runtime->batch_cache) {
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BKE_mesh_batch_cache_dirty_tag_cb(me, mode);
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}
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}
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void BKE_mesh_batch_cache_free(void *batch_cache)
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{
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BKE_mesh_batch_cache_free_cb(batch_cache);
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}
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Mesh Runtime Validation
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* \{ */
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#ifndef NDEBUG
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bool BKE_mesh_runtime_is_valid(Mesh *me_eval)
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{
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const bool do_verbose = true;
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const bool do_fixes = false;
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bool is_valid = true;
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bool changed = true;
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if (do_verbose) {
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printf("MESH: %s\n", me_eval->id.name + 2);
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}
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MutableSpan<float3> positions = me_eval->vert_positions_for_write();
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MutableSpan<blender::int2> edges = me_eval->edges_for_write();
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MutableSpan<int> poly_offsets = me_eval->poly_offsets_for_write();
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MutableSpan<int> corner_verts = me_eval->corner_verts_for_write();
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MutableSpan<int> corner_edges = me_eval->corner_edges_for_write();
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is_valid &= BKE_mesh_validate_all_customdata(
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&me_eval->vdata,
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me_eval->totvert,
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&me_eval->edata,
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me_eval->totedge,
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&me_eval->ldata,
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me_eval->totloop,
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&me_eval->pdata,
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me_eval->totpoly,
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false, /* setting mask here isn't useful, gives false positives */
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do_verbose,
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do_fixes,
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&changed);
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is_valid &= BKE_mesh_validate_arrays(me_eval,
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reinterpret_cast<float(*)[3]>(positions.data()),
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positions.size(),
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edges.data(),
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edges.size(),
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static_cast<MFace *>(CustomData_get_layer_for_write(
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&me_eval->fdata, CD_MFACE, me_eval->totface)),
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me_eval->totface,
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corner_verts.data(),
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corner_edges.data(),
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corner_verts.size(),
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poly_offsets.data(),
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me_eval->totpoly,
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me_eval->deform_verts_for_write().data(),
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do_verbose,
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do_fixes,
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&changed);
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BLI_assert(changed == false);
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return is_valid;
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}
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#endif /* NDEBUG */
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/** \} */
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