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authorTamito Kajiyama <rd6t-kjym@asahi-net.or.jp>2014-05-09 06:58:25 +0400
committerTamito Kajiyama <rd6t-kjym@asahi-net.or.jp>2014-05-09 07:19:29 +0400
commit40520d549d50bb227b06d46b35c91887171d2767 (patch)
treeab7db3a50a44063205cedb6534bfcf9fecae317a
parentb24708775ff88470566a54a271ca926488753f5a (diff)
Freestyle: Stroke rendering optimization.
Previously mesh objects were created for individual visible stroke segments (recalling that a stroke may consist of alternate visible and invisible segments). This could result in an excessive memory consumption in stroke rendering when strokes are composed of many short visible segments (for instance by means of dashed lines and/or blueprint geometry modifiers). Now mesh objects represent individual strokes instead of stroke segments, which tends to reduce the number of generated mesh objects by an order of magnitude.
-rw-r--r--source/blender/freestyle/intern/blender_interface/BlenderStrokeRenderer.cpp259
-rw-r--r--source/blender/freestyle/intern/blender_interface/BlenderStrokeRenderer.h3
2 files changed, 147 insertions, 115 deletions
diff --git a/source/blender/freestyle/intern/blender_interface/BlenderStrokeRenderer.cpp b/source/blender/freestyle/intern/blender_interface/BlenderStrokeRenderer.cpp
index 8e5236fadd4..6fff2feec95 100644
--- a/source/blender/freestyle/intern/blender_interface/BlenderStrokeRenderer.cpp
+++ b/source/blender/freestyle/intern/blender_interface/BlenderStrokeRenderer.cpp
@@ -47,6 +47,8 @@ extern "C" {
#include "BKE_object.h"
#include "BKE_scene.h"
+#include "BLI_utildefines.h"
+
#include "RE_pipeline.h"
}
@@ -258,12 +260,63 @@ void BlenderStrokeRenderer::RenderStrokeRep(StrokeRep *iStrokeRep) const
RenderStrokeRepBasic(iStrokeRep);
}
-void BlenderStrokeRenderer::RenderStrokeRepBasic(StrokeRep *iStrokeRep) const
+// Check if the triangle is visible (i.e., within the render image boundary)
+bool BlenderStrokeRenderer::test_triangle_visibility(StrokeVertexRep *svRep[3]) const
{
- ////////////////////
- // Build up scene
- ////////////////////
+ int xl, xu, yl, yu;
+ Vec2r p;
+
+ xl = xu = yl = yu = 0;
+ for (int i = 0; i < 3; i++) {
+ p = svRep[i]->point2d();
+ if (p[0] < 0.0)
+ xl++;
+ else if (p[0] > _width)
+ xu++;
+ if (p[1] < 0.0)
+ yl++;
+ else if (p[1] > _height)
+ yu++;
+ }
+ return !(xl == 3 || xu == 3 || yl == 3 || yu == 3);
+}
+
+// Check the visibility of faces and strip segments.
+void BlenderStrokeRenderer::test_strip_visibility(Strip::vertex_container& strip_vertices,
+ int *visible_faces, int *visible_segments) const
+{
+ const int strip_vertex_count = strip_vertices.size();
+ Strip::vertex_container::iterator v[3];
+ StrokeVertexRep *svRep[3];
+ bool visible;
+
+ // iterate over all vertices and count visible faces and strip segments
+ // (note: a strip segment is a series of visible faces, while two strip
+ // segments are separated by one or more invisible faces)
+ v[0] = strip_vertices.begin();
+ v[1] = v[0] + 1;
+ v[2] = v[0] + 2;
+ *visible_faces = *visible_segments = 0;
+ visible = false;
+ for (int n = 2; n < strip_vertex_count; n++, v[0]++, v[1]++, v[2]++) {
+ svRep[0] = *(v[0]);
+ svRep[1] = *(v[1]);
+ svRep[2] = *(v[2]);
+ if (test_triangle_visibility(svRep)) {
+ (*visible_faces)++;
+ if (!visible)
+ (*visible_segments)++;
+ visible = true;
+ }
+ else {
+ visible = false;
+ }
+ }
+}
+// Build a mesh object representing a stroke
+void BlenderStrokeRenderer::RenderStrokeRepBasic(StrokeRep *iStrokeRep) const
+{
vector<Strip*>& strips = iStrokeRep->getStrips();
const bool hasTex = iStrokeRep->getMTex(0) != NULL;
Strip::vertex_container::iterator v[3];
@@ -271,136 +324,109 @@ void BlenderStrokeRenderer::RenderStrokeRepBasic(StrokeRep *iStrokeRep) const
unsigned int vertex_index, edge_index, loop_index;
Vec2r p;
+ int totvert = 0, totedge = 0, totpoly = 0, totloop = 0;
+ int visible_faces, visible_segments;
+
+ bool visible;
for (vector<Strip*>::iterator s = strips.begin(), send = strips.end(); s != send; ++s) {
Strip::vertex_container& strip_vertices = (*s)->vertices();
- int strip_vertex_count = (*s)->sizeStrip();
- int xl, xu, yl, yu, n, visible_faces, visible_segments;
- bool visible;
- // iterate over all vertices and count visible faces and strip segments
- // (note: a strip segment is a series of visible faces, while two strip
- // segments are separated by one or more invisible faces)
- v[0] = strip_vertices.begin();
- v[1] = v[0] + 1;
- v[2] = v[0] + 2;
- visible_faces = visible_segments = 0;
- visible = false;
- for (n = 2; n < strip_vertex_count; n++, v[0]++, v[1]++, v[2]++) {
- svRep[0] = *(v[0]);
- svRep[1] = *(v[1]);
- svRep[2] = *(v[2]);
- xl = xu = yl = yu = 0;
- for (int j = 0; j < 3; j++) {
- p = svRep[j]->point2d();
- if (p[0] < 0.0)
- xl++;
- else if (p[0] > _width)
- xu++;
- if (p[1] < 0.0)
- yl++;
- else if (p[1] > _height)
- yu++;
- }
- if (xl == 3 || xu == 3 || yl == 3 || yu == 3) {
- visible = false;
- }
- else {
- visible_faces++;
- if (!visible)
- visible_segments++;
- visible = true;
- }
- }
+ // count visible faces and strip segments
+ test_strip_visibility(strip_vertices, &visible_faces, &visible_segments);
if (visible_faces == 0)
continue;
+ totvert += visible_faces + visible_segments * 2;
+ totedge += visible_faces * 2 + visible_segments;
+ totpoly += visible_faces;
+ totloop += visible_faces * 3;
+ }
+
#if 0
- Object *object_mesh = BKE_object_add(freestyle_bmain, freestyle_scene, OB_MESH);
+ Object *object_mesh = BKE_object_add(freestyle_bmain, freestyle_scene, OB_MESH);
#else
- Object *object_mesh = NewMesh();
+ Object *object_mesh = NewMesh();
#endif
- Mesh *mesh = (Mesh *)object_mesh->data;
- mesh->mat = (Material **)MEM_mallocN(1 * sizeof(Material *), "MaterialList");
- mesh->mat[0] = iStrokeRep->getMaterial();
- mesh->totcol = 1;
- test_object_materials(freestyle_bmain, (ID *)mesh);
-
- // vertices allocation
- mesh->totvert = visible_faces + visible_segments * 2;
- mesh->mvert = (MVert *)CustomData_add_layer(&mesh->vdata, CD_MVERT, CD_CALLOC, NULL, mesh->totvert);
-
- // edges allocation
- mesh->totedge = visible_faces * 2 + visible_segments;
- mesh->medge = (MEdge *)CustomData_add_layer(&mesh->edata, CD_MEDGE, CD_CALLOC, NULL, mesh->totedge);
-
- // faces allocation
- mesh->totpoly = visible_faces;
- mesh->mpoly = (MPoly *)CustomData_add_layer(&mesh->pdata, CD_MPOLY, CD_CALLOC, NULL, mesh->totpoly);
-
- // loops allocation
- mesh->totloop = visible_faces * 3;
- mesh->mloop = (MLoop *)CustomData_add_layer(&mesh->ldata, CD_MLOOP, CD_CALLOC, NULL, mesh->totloop);
-
- // colors allocation
- mesh->mloopcol = (MLoopCol *)CustomData_add_layer(&mesh->ldata, CD_MLOOPCOL, CD_CALLOC, NULL, mesh->totloop);
-
- ////////////////////
- // Data copy
- ////////////////////
-
- MVert *vertices = mesh->mvert;
- MEdge *edges = mesh->medge;
- MPoly *polys = mesh->mpoly;
- MLoop *loops = mesh->mloop;
- MLoopCol *colors = mesh->mloopcol;
- MLoopUV *loopsuv[2] = {NULL};
+ Mesh *mesh = (Mesh *)object_mesh->data;
+ mesh->mat = (Material **)MEM_mallocN(1 * sizeof(Material *), "MaterialList");
+ mesh->mat[0] = iStrokeRep->getMaterial();
+ mesh->totcol = 1;
+ test_object_materials(freestyle_bmain, (ID *)mesh);
- v[0] = strip_vertices.begin();
- v[1] = v[0] + 1;
- v[2] = v[0] + 2;
+ // vertices allocation
+ mesh->totvert = totvert; // visible_faces + visible_segments * 2;
+ mesh->mvert = (MVert *)CustomData_add_layer(&mesh->vdata, CD_MVERT, CD_CALLOC, NULL, mesh->totvert);
- vertex_index = edge_index = loop_index = 0;
- visible = false;
+ // edges allocation
+ mesh->totedge = totedge; // visible_faces * 2 + visible_segments;
+ mesh->medge = (MEdge *)CustomData_add_layer(&mesh->edata, CD_MEDGE, CD_CALLOC, NULL, mesh->totedge);
- if (hasTex) {
- // First UV layer
- CustomData_add_layer_named(&mesh->pdata, CD_MTEXPOLY, CD_CALLOC, NULL, mesh->totpoly, "along_stroke");
- CustomData_add_layer_named(&mesh->ldata, CD_MLOOPUV, CD_CALLOC, NULL, mesh->totloop, "along_stroke");
- CustomData_set_layer_active(&mesh->pdata, CD_MTEXPOLY, 0);
- CustomData_set_layer_active(&mesh->ldata, CD_MLOOPUV, 0);
- BKE_mesh_update_customdata_pointers(mesh, true);
+ // faces allocation
+ mesh->totpoly = totpoly; // visible_faces;
+ mesh->mpoly = (MPoly *)CustomData_add_layer(&mesh->pdata, CD_MPOLY, CD_CALLOC, NULL, mesh->totpoly);
- loopsuv[0] = mesh->mloopuv;
+ // loops allocation
+ mesh->totloop = totloop; // visible_faces * 3;
+ mesh->mloop = (MLoop *)CustomData_add_layer(&mesh->ldata, CD_MLOOP, CD_CALLOC, NULL, mesh->totloop);
- // Second UV layer
- CustomData_add_layer_named(&mesh->pdata, CD_MTEXPOLY, CD_CALLOC, NULL, mesh->totpoly, "along_stroke_tips");
- CustomData_add_layer_named(&mesh->ldata, CD_MLOOPUV, CD_CALLOC, NULL, mesh->totloop, "along_stroke_tips");
- CustomData_set_layer_active(&mesh->pdata, CD_MTEXPOLY, 1);
- CustomData_set_layer_active(&mesh->ldata, CD_MLOOPUV, 1);
- BKE_mesh_update_customdata_pointers(mesh, true);
+ // colors allocation
+ mesh->mloopcol = (MLoopCol *)CustomData_add_layer(&mesh->ldata, CD_MLOOPCOL, CD_CALLOC, NULL, mesh->totloop);
- loopsuv[1] = mesh->mloopuv;
- }
+ ////////////////////
+ // Data copy
+ ////////////////////
+
+ MVert *vertices = mesh->mvert;
+ MEdge *edges = mesh->medge;
+ MPoly *polys = mesh->mpoly;
+ MLoop *loops = mesh->mloop;
+ MLoopCol *colors = mesh->mloopcol;
+ MLoopUV *loopsuv[2] = {NULL};
+
+ if (hasTex) {
+ // First UV layer
+ CustomData_add_layer_named(&mesh->pdata, CD_MTEXPOLY, CD_CALLOC, NULL, mesh->totpoly, "along_stroke");
+ CustomData_add_layer_named(&mesh->ldata, CD_MLOOPUV, CD_CALLOC, NULL, mesh->totloop, "along_stroke");
+ CustomData_set_layer_active(&mesh->pdata, CD_MTEXPOLY, 0);
+ CustomData_set_layer_active(&mesh->ldata, CD_MLOOPUV, 0);
+ BKE_mesh_update_customdata_pointers(mesh, true);
+
+ loopsuv[0] = mesh->mloopuv;
+
+ // Second UV layer
+ CustomData_add_layer_named(&mesh->pdata, CD_MTEXPOLY, CD_CALLOC, NULL, mesh->totpoly, "along_stroke_tips");
+ CustomData_add_layer_named(&mesh->ldata, CD_MLOOPUV, CD_CALLOC, NULL, mesh->totloop, "along_stroke_tips");
+ CustomData_set_layer_active(&mesh->pdata, CD_MTEXPOLY, 1);
+ CustomData_set_layer_active(&mesh->ldata, CD_MLOOPUV, 1);
+ BKE_mesh_update_customdata_pointers(mesh, true);
+
+ loopsuv[1] = mesh->mloopuv;
+ }
+
+ vertex_index = edge_index = loop_index = 0;
+
+ for (vector<Strip*>::iterator s = strips.begin(), send = strips.end(); s != send; ++s) {
+ Strip::vertex_container& strip_vertices = (*s)->vertices();
+ int strip_vertex_count = strip_vertices.size();
+
+ // count visible faces and strip segments
+ test_strip_visibility(strip_vertices, &visible_faces, &visible_segments);
+ if (visible_faces == 0)
+ continue;
+
+ v[0] = strip_vertices.begin();
+ v[1] = v[0] + 1;
+ v[2] = v[0] + 2;
+
+ visible = false;
// Note: Mesh generation in the following loop assumes stroke strips
// to be triangle strips.
- for (n = 2; n < strip_vertex_count; n++, v[0]++, v[1]++, v[2]++) {
+ for (int n = 2; n < strip_vertex_count; n++, v[0]++, v[1]++, v[2]++) {
svRep[0] = *(v[0]);
svRep[1] = *(v[1]);
svRep[2] = *(v[2]);
- xl = xu = yl = yu = 0;
- for (int j = 0; j < 3; j++) {
- p = svRep[j]->point2d();
- if (p[0] < 0.0)
- xl++;
- else if (p[0] > _width)
- xu++;
- if (p[1] < 0.0)
- yl++;
- else if (p[1] > _height)
- yu++;
- }
- if (xl == 3 || xu == 3 || yl == 3 || yu == 3) {
+ if (!test_triangle_visibility(svRep)) {
visible = false;
}
else {
@@ -554,10 +580,13 @@ void BlenderStrokeRenderer::RenderStrokeRepBasic(StrokeRep *iStrokeRep) const
colors += 3;
}
} // loop over strip vertices
+ } // loop over strips
#if 0
- BKE_mesh_validate(mesh, true);
+ BLI_assert(totvert == vertex_index);
+ BLI_assert(totedge == edge_index);
+ BLI_assert(totloop == loop_index);
+ BKE_mesh_validate(mesh, true);
#endif
- } // loop over strips
}
// A replacement of BKE_object_add() for better performance.
diff --git a/source/blender/freestyle/intern/blender_interface/BlenderStrokeRenderer.h b/source/blender/freestyle/intern/blender_interface/BlenderStrokeRenderer.h
index 0d502a3be4a..0025d48e77f 100644
--- a/source/blender/freestyle/intern/blender_interface/BlenderStrokeRenderer.h
+++ b/source/blender/freestyle/intern/blender_interface/BlenderStrokeRenderer.h
@@ -63,6 +63,9 @@ protected:
float get_stroke_vertex_z(void) const;
unsigned int get_stroke_mesh_id(void) const;
+ bool test_triangle_visibility(StrokeVertexRep *svRep[3]) const;
+ void test_strip_visibility(Strip::vertex_container& strip_vertices,
+ int *visible_faces, int *visible_segments) const;
#ifdef WITH_CXX_GUARDEDALLOC
MEM_CXX_CLASS_ALLOC_FUNCS("Freestyle:BlenderStrokeRenderer")