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Diffstat (limited to 'source/blender/blenkernel/intern/subdiv_mesh.cc')
-rw-r--r--source/blender/blenkernel/intern/subdiv_mesh.cc83
1 files changed, 58 insertions, 25 deletions
diff --git a/source/blender/blenkernel/intern/subdiv_mesh.cc b/source/blender/blenkernel/intern/subdiv_mesh.cc
index 5a2af36e83c..44bdd6e6d06 100644
--- a/source/blender/blenkernel/intern/subdiv_mesh.cc
+++ b/source/blender/blenkernel/intern/subdiv_mesh.cc
@@ -5,6 +5,8 @@
* \ingroup bke
*/
+#include <mutex>
+
#include "atomic_ops.h"
#include "DNA_key_types.h"
@@ -18,6 +20,7 @@
#include "BKE_customdata.h"
#include "BKE_key.h"
#include "BKE_mesh.h"
+#include "BKE_mesh_mapping.h"
#include "BKE_subdiv.h"
#include "BKE_subdiv_eval.h"
#include "BKE_subdiv_foreach.h"
@@ -25,6 +28,8 @@
#include "MEM_guardedalloc.h"
+using blender::Span;
+
/* -------------------------------------------------------------------- */
/** \name Subdivision Context
* \{ */
@@ -58,6 +63,11 @@ struct SubdivMeshContext {
/* Per-subdivided vertex counter of averaged values. */
int *accumulated_counters;
bool have_displacement;
+
+ /* Lazily initialize a map from vertices to connected edges. */
+ std::mutex vert_to_edge_map_mutex;
+ int *vert_to_edge_buffer;
+ MeshElemMap *vert_to_edge_map;
};
static void subdiv_mesh_ctx_cache_uv_layers(SubdivMeshContext *ctx)
@@ -106,6 +116,8 @@ static void subdiv_mesh_prepare_accumulator(SubdivMeshContext *ctx, int num_vert
static void subdiv_mesh_context_free(SubdivMeshContext *ctx)
{
MEM_SAFE_FREE(ctx->accumulated_counters);
+ MEM_SAFE_FREE(ctx->vert_to_edge_buffer);
+ MEM_SAFE_FREE(ctx->vert_to_edge_map);
}
/** \} */
@@ -779,7 +791,6 @@ static void subdiv_copy_edge_data(SubdivMeshContext *ctx,
const int subdiv_edge_index = subdiv_edge - ctx->subdiv_edges;
if (coarse_edge == nullptr) {
subdiv_edge->crease = 0;
- subdiv_edge->bweight = 0;
subdiv_edge->flag = 0;
if (!ctx->settings->use_optimal_display) {
subdiv_edge->flag |= ME_EDGERENDER;
@@ -961,25 +972,30 @@ static void subdiv_mesh_vertex_loose(const SubdivForeachContext *foreach_context
/* Get neighbor edges of the given one.
* - neighbors[0] is an edge adjacent to edge->v1.
* - neighbors[1] is an edge adjacent to edge->v2. */
-static void find_edge_neighbors(const Mesh *coarse_mesh,
- const MEdge *edge,
+static void find_edge_neighbors(const MEdge *coarse_edges,
+ const MeshElemMap *vert_to_edge_map,
+ const int edge_index,
const MEdge *neighbors[2])
{
- const blender::Span<MEdge> coarse_edges = coarse_mesh->edges();
+ const MEdge *edge = &coarse_edges[edge_index];
neighbors[0] = nullptr;
neighbors[1] = nullptr;
int neighbor_counters[2] = {0, 0};
- for (int edge_index = 0; edge_index < coarse_mesh->totedge; edge_index++) {
- const MEdge *current_edge = &coarse_edges[edge_index];
- if (current_edge == edge) {
+ for (const int i : Span(vert_to_edge_map[edge->v1].indices, vert_to_edge_map[edge->v1].count)) {
+ if (i == edge_index) {
continue;
}
- if (ELEM(edge->v1, current_edge->v1, current_edge->v2)) {
- neighbors[0] = current_edge;
+ if (ELEM(edge->v1, coarse_edges[i].v1, coarse_edges[i].v2)) {
+ neighbors[0] = &coarse_edges[i];
++neighbor_counters[0];
}
- if (ELEM(edge->v2, current_edge->v1, current_edge->v2)) {
- neighbors[1] = current_edge;
+ }
+ for (const int i : Span(vert_to_edge_map[edge->v2].indices, vert_to_edge_map[edge->v2].count)) {
+ if (i == edge_index) {
+ continue;
+ }
+ if (ELEM(edge->v2, coarse_edges[i].v1, coarse_edges[i].v2)) {
+ neighbors[1] = &coarse_edges[i];
++neighbor_counters[1];
}
}
@@ -994,12 +1010,11 @@ static void find_edge_neighbors(const Mesh *coarse_mesh,
}
}
-static void points_for_loose_edges_interpolation_get(const Mesh *coarse_mesh,
+static void points_for_loose_edges_interpolation_get(const MVert *coarse_mvert,
const MEdge *coarse_edge,
const MEdge *neighbors[2],
float points_r[4][3])
{
- const MVert *coarse_mvert = BKE_mesh_verts(coarse_mesh);
/* Middle points corresponds to the edge. */
copy_v3_v3(points_r[1], coarse_mvert[coarse_edge->v1].co);
copy_v3_v3(points_r[2], coarse_mvert[coarse_edge->v2].co);
@@ -1031,24 +1046,26 @@ static void points_for_loose_edges_interpolation_get(const Mesh *coarse_mesh,
}
}
-void BKE_subdiv_mesh_interpolate_position_on_edge(const Mesh *coarse_mesh,
- const MEdge *coarse_edge,
+void BKE_subdiv_mesh_interpolate_position_on_edge(const MVert *coarse_verts,
+ const MEdge *coarse_edges,
+ const MeshElemMap *vert_to_edge_map,
+ const int coarse_edge_index,
const bool is_simple,
const float u,
float pos_r[3])
{
+ const MEdge *coarse_edge = &coarse_edges[coarse_edge_index];
if (is_simple) {
- const MVert *coarse_mvert = BKE_mesh_verts(coarse_mesh);
- const MVert *vert_1 = &coarse_mvert[coarse_edge->v1];
- const MVert *vert_2 = &coarse_mvert[coarse_edge->v2];
+ const MVert *vert_1 = &coarse_verts[coarse_edge->v1];
+ const MVert *vert_2 = &coarse_verts[coarse_edge->v2];
interp_v3_v3v3(pos_r, vert_1->co, vert_2->co, u);
}
else {
/* Find neighbors of the coarse edge. */
const MEdge *neighbors[2];
- find_edge_neighbors(coarse_mesh, coarse_edge, neighbors);
+ find_edge_neighbors(coarse_edges, vert_to_edge_map, coarse_edge_index, neighbors);
float points[4][3];
- points_for_loose_edges_interpolation_get(coarse_mesh, coarse_edge, neighbors, points);
+ points_for_loose_edges_interpolation_get(coarse_verts, coarse_edge, neighbors, points);
float weights[4];
key_curve_position_weights(u, weights, KEY_BSPLINE);
interp_v3_v3v3v3v3(pos_r, points[0], points[1], points[2], points[3], weights);
@@ -1090,6 +1107,20 @@ static void subdiv_mesh_vertex_of_loose_edge(const SubdivForeachContext *foreach
const Mesh *coarse_mesh = ctx->coarse_mesh;
const MEdge *coarse_edge = &ctx->coarse_edges[coarse_edge_index];
const bool is_simple = ctx->subdiv->settings.is_simple;
+
+ /* Lazily initialize a vertex to edge map to avoid quadratic runtime when subdividing loose
+ * edges. Do this here to avoid the cost in common cases when there are no loose edges at all. */
+ if (ctx->vert_to_edge_map == NULL) {
+ std::lock_guard lock{ctx->vert_to_edge_map_mutex};
+ if (ctx->vert_to_edge_map == NULL) {
+ BKE_mesh_vert_edge_map_create(&ctx->vert_to_edge_map,
+ &ctx->vert_to_edge_buffer,
+ ctx->coarse_edges,
+ coarse_mesh->totvert,
+ ctx->coarse_mesh->totedge);
+ }
+ }
+
/* Interpolate custom data when not an end point.
* This data has already been copied from the original vertex by #subdiv_mesh_vertex_loose. */
if (!ELEM(u, 0.0, 1.0)) {
@@ -1097,13 +1128,15 @@ static void subdiv_mesh_vertex_of_loose_edge(const SubdivForeachContext *foreach
}
/* Interpolate coordinate. */
MVert *subdiv_vertex = &ctx->subdiv_verts[subdiv_vertex_index];
- BKE_subdiv_mesh_interpolate_position_on_edge(
- coarse_mesh, coarse_edge, is_simple, u, subdiv_vertex->co);
+ BKE_subdiv_mesh_interpolate_position_on_edge(ctx->coarse_verts,
+ ctx->coarse_edges,
+ ctx->vert_to_edge_map,
+ coarse_edge_index,
+ is_simple,
+ u,
+ subdiv_vertex->co);
/* Reset flags and such. */
subdiv_vertex->flag = 0;
- /* TODO(sergey): This matches old behavior, but we can as well interpolate
- * it. Maybe even using vertex varying attributes. */
- subdiv_vertex->bweight = 0.0f;
}
/** \} */