Previously, the lifetimes of anonymous attributes were determined by reference counts which were non-deterministic when multiple threads are used. Now the lifetimes of anonymous attributes are handled more explicitly and deterministically. This is a prerequisite for any kind of caching, because caching the output of nodes that do things non-deterministically and have "invisible inputs" (reference counts) doesn't really work. For more details for how deterministic lifetimes are achieved, see D16858. No functional changes are expected. Small performance changes are expected as well (within few percent, anything larger regressions should be reported as bugs). Differential Revision: https://developer.blender.org/D16858
272 lines
8.1 KiB
C++
272 lines
8.1 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later */
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#pragma once
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/** \file
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* \ingroup bke
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*
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* #Instances is a container for geometry instances. It fulfills some key requirements:
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* - Support nested instances.
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* - Support instance attributes.
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* - Support referencing different kinds of instances (objects, collections, geometry sets).
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* - Support efficiently iterating over the instanced geometries, i.e. without have to iterate over
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* all instances.
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*
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* #Instances has an ordered set of #InstanceReference. An #InstanceReference contains information
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* about a particular instanced geometry. Each #InstanceReference has a handle (integer index)
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* which is then stored per instance. Many instances can use the same #InstanceReference.
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*/
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#include <mutex>
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#include "BLI_float4x4.hh"
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#include "BLI_vector.hh"
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#include "BLI_vector_set.hh"
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#include "BKE_attribute.hh"
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struct GeometrySet;
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struct Object;
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struct Collection;
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namespace blender::bke {
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/**
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* Holds a reference to conceptually unique geometry or a pointer to object/collection data
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* that is instanced with a transform in #Instances.
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*/
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class InstanceReference {
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public:
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enum class Type {
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/**
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* An empty instance. This allows an `InstanceReference` to be default constructed without
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* being in an invalid state. There might also be other use cases that we haven't explored
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* much yet (such as changing the instance later on, and "disabling" some instances).
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*/
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None,
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Object,
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Collection,
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GeometrySet,
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};
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private:
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Type type_ = Type::None;
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/** Depending on the type this is either null, an Object or Collection pointer. */
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void *data_ = nullptr;
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std::unique_ptr<GeometrySet> geometry_set_;
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public:
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InstanceReference() = default;
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InstanceReference(Object &object);
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InstanceReference(Collection &collection);
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InstanceReference(GeometrySet geometry_set);
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InstanceReference(const InstanceReference &other);
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InstanceReference(InstanceReference &&other);
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InstanceReference &operator=(const InstanceReference &other);
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InstanceReference &operator=(InstanceReference &&other);
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Type type() const;
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Object &object() const;
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Collection &collection() const;
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const GeometrySet &geometry_set() const;
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bool owns_direct_data() const;
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void ensure_owns_direct_data();
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uint64_t hash() const;
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friend bool operator==(const InstanceReference &a, const InstanceReference &b);
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};
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class Instances {
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private:
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/**
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* Indexed set containing information about the data that is instanced.
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* Actual instances store an index ("handle") into this set.
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*/
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blender::VectorSet<InstanceReference> references_;
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/** Indices into `references_`. Determines what data is instanced. */
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blender::Vector<int> reference_handles_;
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/** Transformation of the instances. */
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blender::Vector<blender::float4x4> transforms_;
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/* These almost unique ids are generated based on the `id` attribute, which might not contain
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* unique ids at all. They are *almost* unique, because under certain very unlikely
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* circumstances, they are not unique. Code using these ids should not crash when they are not
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* unique but can generally expect them to be unique. */
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mutable std::mutex almost_unique_ids_mutex_;
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mutable blender::Array<int> almost_unique_ids_;
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CustomDataAttributes attributes_;
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public:
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Instances() = default;
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Instances(const Instances &other);
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void reserve(int min_capacity);
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/**
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* Resize the transform, handles, and attributes to the specified capacity.
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*
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* \note This function should be used carefully, only when it's guaranteed
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* that the data will be filled.
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*/
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void resize(int capacity);
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/**
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* Returns a handle for the given reference.
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* If the reference exists already, the handle of the existing reference is returned.
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* Otherwise a new handle is added.
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*/
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int add_reference(const InstanceReference &reference);
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/**
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* Add a reference to the instance reference with an index specified by the #instance_handle
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* argument. For adding many instances, using #resize and accessing the transform array
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* directly is preferred.
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*/
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void add_instance(int instance_handle, const blender::float4x4 &transform);
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blender::Span<InstanceReference> references() const;
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void remove_unused_references();
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/**
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* If references have a collection or object type, convert them into geometry instances
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* recursively. After that, the geometry sets can be edited. There may still be instances of
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* other types of they can't be converted to geometry sets.
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*/
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void ensure_geometry_instances();
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/**
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* With write access to the instances component, the data in the instanced geometry sets can be
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* changed. This is a function on the component rather than each reference to ensure `const`
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* correctness for that reason.
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*/
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GeometrySet &geometry_set_from_reference(int reference_index);
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blender::Span<int> reference_handles() const;
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blender::MutableSpan<int> reference_handles();
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blender::MutableSpan<blender::float4x4> transforms();
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blender::Span<blender::float4x4> transforms() const;
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int instances_num() const;
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int references_num() const;
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/**
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* Remove the indices that are not contained in the mask input, and remove unused instance
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* references afterwards.
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*/
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void remove(const blender::IndexMask mask,
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const blender::bke::AnonymousAttributePropagationInfo &propagation_info);
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/**
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* Get an id for every instance. These can be used for e.g. motion blur.
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*/
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blender::Span<int> almost_unique_ids() const;
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blender::bke::AttributeAccessor attributes() const;
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blender::bke::MutableAttributeAccessor attributes_for_write();
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CustomDataAttributes &custom_data_attributes();
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const CustomDataAttributes &custom_data_attributes() const;
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void foreach_referenced_geometry(
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blender::FunctionRef<void(const GeometrySet &geometry_set)> callback) const;
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bool owns_direct_data() const;
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void ensure_owns_direct_data();
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};
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/* -------------------------------------------------------------------- */
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/** \name #InstanceReference Inline Methods
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* \{ */
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inline InstanceReference::InstanceReference(Object &object) : type_(Type::Object), data_(&object)
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{
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}
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inline InstanceReference::InstanceReference(Collection &collection)
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: type_(Type::Collection), data_(&collection)
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{
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}
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inline InstanceReference::InstanceReference(const InstanceReference &other)
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: type_(other.type_), data_(other.data_)
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{
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if (other.geometry_set_) {
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geometry_set_ = std::make_unique<GeometrySet>(*other.geometry_set_);
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}
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}
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inline InstanceReference::InstanceReference(InstanceReference &&other)
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: type_(other.type_), data_(other.data_), geometry_set_(std::move(other.geometry_set_))
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{
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other.type_ = Type::None;
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other.data_ = nullptr;
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}
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inline InstanceReference &InstanceReference::operator=(const InstanceReference &other)
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{
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if (this == &other) {
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return *this;
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}
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this->~InstanceReference();
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new (this) InstanceReference(other);
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return *this;
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}
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inline InstanceReference &InstanceReference::operator=(InstanceReference &&other)
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{
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if (this == &other) {
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return *this;
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}
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this->~InstanceReference();
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new (this) InstanceReference(std::move(other));
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return *this;
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}
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inline InstanceReference::Type InstanceReference::type() const
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{
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return type_;
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}
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inline Object &InstanceReference::object() const
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{
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BLI_assert(type_ == Type::Object);
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return *(Object *)data_;
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}
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inline Collection &InstanceReference::collection() const
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{
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BLI_assert(type_ == Type::Collection);
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return *(Collection *)data_;
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}
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inline const GeometrySet &InstanceReference::geometry_set() const
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{
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BLI_assert(type_ == Type::GeometrySet);
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return *geometry_set_;
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}
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inline CustomDataAttributes &Instances::custom_data_attributes()
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{
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return attributes_;
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}
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inline const CustomDataAttributes &Instances::custom_data_attributes() const
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{
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return attributes_;
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}
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inline uint64_t InstanceReference::hash() const
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{
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return blender::get_default_hash_2(data_, geometry_set_.get());
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}
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inline bool operator==(const InstanceReference &a, const InstanceReference &b)
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{
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return a.data_ == b.data_ && a.geometry_set_.get() == b.geometry_set_.get();
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}
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/** \} */
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} // namespace blender::bke
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