This commit is a big overhaul to the Mikktspace module, which is used to compute tangents. I'm not calling it a rewrite since it's the result of a lot of iterations on the original code, but pretty much everything is reworked somehow. Overall goal was to a) make it faster and b) make it maintainable. Notable changes: - Since the callbacks for requesting geometry data were a big bottleneck before, I've ported it to C++ and made it header-only, templating on the data source. That way, the compiler generates code specific to the caller, which allows it to inline the data source and specialize for some cases (e.g. subd vs. non-subd in Cycles). - The one input parameter, an optional angle threshold, was not used anywhere. Turns out that removing it allows for considerable algorithmic simplification, removing a lot of the complexity in the later stages. Therefore, I've just removed the option in the new code. - The code computes several outputs, but only one (the tangent itself) is ever used in Blender. Therefore, I've removed the others to simplify the code. They could easily be brought back if needed, none of the algorithmic simplifications are conflicting with them. - The original code had fallback paths for many steps in case temporary memory allocation fails, but that never actually gets used anyways since malloc() doesn't really ever return NULL in practise, so I removed them. - In general, I've restructured A LOT of the code to make the algorithms clearer and make use of some C++ features (vectors, std::array, booleans, classes), though there's still some of cleanup that could be done. - Parallelized duplicate detection, neighbor detection, triangle tangent computation, degenerate triangle handling and tangent space accumulation. - Replaced several algorithms with faster equivalents: Duplicate detection uses a (concurrent) hash set now, neighbor detection uses Radixsort and splits vertices by index pairs etc. As for results, the exact speedup depends on the scene of course, but let's consider the file from T97378: - Blender 3.1 (before D14675): 6.07sec - Blender 3.2 (with D14675): 4.62sec - rBf0a36599007d (last nightly build): 4.42sec - With this commit: 0.90sec This speedup will mostly be noticed at the start of Cycles renders and, even more importantly, in Eevee when doing something that changes the geometry (e.g. animating) on a model using normal maps. Differential Revision: https://developer.blender.org/D15589
129 lines
2.2 KiB
C++
129 lines
2.2 KiB
C++
/* SPDX-License-Identifier: Apache-2.0 */
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/** \file
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* \ingroup mikktspace
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*/
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#pragma once
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#include <cmath>
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namespace mikk {
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struct float3 {
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float x, y, z;
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float3() = default;
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float3(const float *ptr) : x{ptr[0]}, y{ptr[1]}, z{ptr[2]}
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{
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}
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float3(const float (*ptr)[3]) : float3((const float *)ptr)
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{
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}
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explicit float3(float value) : x(value), y(value), z(value)
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{
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}
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explicit float3(int value) : x((float)value), y((float)value), z((float)value)
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{
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}
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float3(float x_, float y_, float z_) : x{x_}, y{y_}, z{z_}
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{
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}
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static float3 zero()
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{
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return {0.0f, 0.0f, 0.0f};
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}
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friend float3 operator*(const float3 &a, float b)
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{
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return {a.x * b, a.y * b, a.z * b};
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}
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friend float3 operator*(float b, const float3 &a)
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{
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return {a.x * b, a.y * b, a.z * b};
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}
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friend float3 operator-(const float3 &a, const float3 &b)
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{
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return {a.x - b.x, a.y - b.y, a.z - b.z};
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}
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friend float3 operator-(const float3 &a)
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{
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return {-a.x, -a.y, -a.z};
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}
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friend bool operator==(const float3 &a, const float3 &b)
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{
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return a.x == b.x && a.y == b.y && a.z == b.z;
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}
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float length_squared() const
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{
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return x * x + y * y + z * z;
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}
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float length() const
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{
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return sqrt(length_squared());
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}
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static float distance(const float3 &a, const float3 &b)
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{
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return (a - b).length();
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}
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friend float3 operator+(const float3 &a, const float3 &b)
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{
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return {a.x + b.x, a.y + b.y, a.z + b.z};
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}
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void operator+=(const float3 &b)
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{
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this->x += b.x;
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this->y += b.y;
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this->z += b.z;
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}
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friend float3 operator*(const float3 &a, const float3 &b)
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{
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return {a.x * b.x, a.y * b.y, a.z * b.z};
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}
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float3 normalize() const
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{
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const float len = length();
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return (len != 0.0f) ? *this * (1.0f / len) : *this;
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}
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float reduce_add() const
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{
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return x + y + z;
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}
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};
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inline float dot(const float3 &a, const float3 &b)
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{
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return a.x * b.x + a.y * b.y + a.z * b.z;
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}
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inline float distance(const float3 &a, const float3 &b)
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{
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return float3::distance(a, b);
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}
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/* Projects v onto the surface with normal n. */
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inline float3 project(const float3 &n, const float3 &v)
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{
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return (v - n * dot(n, v)).normalize();
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}
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} // namespace mikk
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