tornavis/source/blender/blenkernel/intern/geometry_component_instance...

516 lines
16 KiB
C++

/*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#include <mutex>
#include "BLI_float4x4.hh"
#include "BLI_index_mask.hh"
#include "BLI_map.hh"
#include "BLI_rand.hh"
#include "BLI_set.hh"
#include "BLI_span.hh"
#include "BLI_task.hh"
#include "BLI_vector.hh"
#include "DNA_collection_types.h"
#include "BKE_attribute_access.hh"
#include "BKE_attribute_math.hh"
#include "BKE_geometry_set.hh"
#include "BKE_geometry_set_instances.hh"
#include "attribute_access_intern.hh"
#include "FN_cpp_type_make.hh"
using blender::float4x4;
using blender::IndexMask;
using blender::Map;
using blender::MutableSpan;
using blender::Set;
using blender::Span;
using blender::VectorSet;
using blender::fn::GSpan;
MAKE_CPP_TYPE(InstanceReference, InstanceReference, CPPTypeFlags::None)
/* -------------------------------------------------------------------- */
/** \name Geometry Component Implementation
* \{ */
InstancesComponent::InstancesComponent() : GeometryComponent(GEO_COMPONENT_TYPE_INSTANCES)
{
}
GeometryComponent *InstancesComponent::copy() const
{
InstancesComponent *new_component = new InstancesComponent();
new_component->instance_reference_handles_ = instance_reference_handles_;
new_component->instance_transforms_ = instance_transforms_;
new_component->references_ = references_;
new_component->attributes_ = attributes_;
return new_component;
}
void InstancesComponent::reserve(int min_capacity)
{
instance_reference_handles_.reserve(min_capacity);
instance_transforms_.reserve(min_capacity);
attributes_.reallocate(min_capacity);
}
void InstancesComponent::resize(int capacity)
{
instance_reference_handles_.resize(capacity);
instance_transforms_.resize(capacity);
attributes_.reallocate(capacity);
}
void InstancesComponent::clear()
{
instance_reference_handles_.clear();
instance_transforms_.clear();
attributes_.clear();
references_.clear();
}
void InstancesComponent::add_instance(const int instance_handle, const float4x4 &transform)
{
BLI_assert(instance_handle >= 0);
BLI_assert(instance_handle < references_.size());
instance_reference_handles_.append(instance_handle);
instance_transforms_.append(transform);
attributes_.reallocate(this->instances_amount());
}
blender::Span<int> InstancesComponent::instance_reference_handles() const
{
return instance_reference_handles_;
}
blender::MutableSpan<int> InstancesComponent::instance_reference_handles()
{
return instance_reference_handles_;
}
blender::MutableSpan<blender::float4x4> InstancesComponent::instance_transforms()
{
return instance_transforms_;
}
blender::Span<blender::float4x4> InstancesComponent::instance_transforms() const
{
return instance_transforms_;
}
GeometrySet &InstancesComponent::geometry_set_from_reference(const int reference_index)
{
/* If this assert fails, it means #ensure_geometry_instances must be called first or that the
* reference can't be converted to a geometry set. */
BLI_assert(references_[reference_index].type() == InstanceReference::Type::GeometrySet);
/* The const cast is okay because the instance's hash in the set
* is not changed by adjusting the data inside the geometry set. */
return const_cast<GeometrySet &>(references_[reference_index].geometry_set());
}
int InstancesComponent::add_reference(const InstanceReference &reference)
{
return references_.index_of_or_add_as(reference);
}
blender::Span<InstanceReference> InstancesComponent::references() const
{
return references_;
}
template<typename T>
static void copy_data_based_on_mask(Span<T> src, MutableSpan<T> dst, IndexMask mask)
{
BLI_assert(src.data() != dst.data());
using namespace blender;
threading::parallel_for(mask.index_range(), 1024, [&](IndexRange range) {
for (const int i : range) {
dst[i] = src[mask[i]];
}
});
}
void InstancesComponent::remove_instances(const IndexMask mask)
{
using namespace blender;
if (mask.is_range() && mask.as_range().start() == 0) {
/* Deleting from the end of the array can be much faster since no data has to be shifted. */
this->resize(mask.size());
this->remove_unused_references();
return;
}
Vector<int> new_handles(mask.size());
copy_data_based_on_mask<int>(this->instance_reference_handles(), new_handles, mask);
instance_reference_handles_ = std::move(new_handles);
Vector<float4x4> new_transforms(mask.size());
copy_data_based_on_mask<float4x4>(this->instance_transforms(), new_transforms, mask);
instance_transforms_ = std::move(new_transforms);
const bke::CustomDataAttributes &src_attributes = attributes_;
bke::CustomDataAttributes dst_attributes;
dst_attributes.reallocate(mask.size());
src_attributes.foreach_attribute(
[&](const bke::AttributeIDRef &id, const AttributeMetaData &meta_data) {
if (!id.should_be_kept()) {
return true;
}
GSpan src = *src_attributes.get_for_read(id);
dst_attributes.create(id, meta_data.data_type);
fn::GMutableSpan dst = *dst_attributes.get_for_write(id);
attribute_math::convert_to_static_type(src.type(), [&](auto dummy) {
using T = decltype(dummy);
copy_data_based_on_mask<T>(src.typed<T>(), dst.typed<T>(), mask);
});
return true;
},
ATTR_DOMAIN_INSTANCE);
attributes_ = std::move(dst_attributes);
this->remove_unused_references();
}
void InstancesComponent::remove_unused_references()
{
using namespace blender;
using namespace blender::bke;
const int tot_instances = this->instances_amount();
const int tot_references_before = references_.size();
if (tot_instances == 0) {
/* If there are no instances, no reference is needed. */
references_.clear();
return;
}
if (tot_references_before == 1) {
/* There is only one reference and at least one instance. So the only existing reference is
* used. Nothing to do here. */
return;
}
Array<bool> usage_by_handle(tot_references_before, false);
std::mutex mutex;
/* Loop over all instances to see which references are used. */
threading::parallel_for(IndexRange(tot_instances), 1000, [&](IndexRange range) {
/* Use local counter to avoid lock contention. */
Array<bool> local_usage_by_handle(tot_references_before, false);
for (const int i : range) {
const int handle = instance_reference_handles_[i];
BLI_assert(handle >= 0 && handle < tot_references_before);
local_usage_by_handle[handle] = true;
}
std::lock_guard lock{mutex};
for (const int i : IndexRange(tot_references_before)) {
usage_by_handle[i] |= local_usage_by_handle[i];
}
});
if (!usage_by_handle.as_span().contains(false)) {
/* All references are used. */
return;
}
/* Create new references and a mapping for the handles. */
Vector<int> handle_mapping;
VectorSet<InstanceReference> new_references;
int next_new_handle = 0;
bool handles_have_to_be_updated = false;
for (const int old_handle : IndexRange(tot_references_before)) {
if (!usage_by_handle[old_handle]) {
/* Add some dummy value. It won't be read again. */
handle_mapping.append(-1);
}
else {
const InstanceReference &reference = references_[old_handle];
handle_mapping.append(next_new_handle);
new_references.add_new(reference);
if (old_handle != next_new_handle) {
handles_have_to_be_updated = true;
}
next_new_handle++;
}
}
references_ = new_references;
if (!handles_have_to_be_updated) {
/* All remaining handles are the same as before, so they don't have to be updated. This happens
* when unused handles are only at the end. */
return;
}
/* Update handles of instances. */
threading::parallel_for(IndexRange(tot_instances), 1000, [&](IndexRange range) {
for (const int i : range) {
instance_reference_handles_[i] = handle_mapping[instance_reference_handles_[i]];
}
});
}
int InstancesComponent::instances_amount() const
{
return instance_transforms_.size();
}
int InstancesComponent::references_amount() const
{
return references_.size();
}
bool InstancesComponent::is_empty() const
{
return this->instance_reference_handles_.size() == 0;
}
bool InstancesComponent::owns_direct_data() const
{
for (const InstanceReference &reference : references_) {
if (!reference.owns_direct_data()) {
return false;
}
}
return true;
}
void InstancesComponent::ensure_owns_direct_data()
{
BLI_assert(this->is_mutable());
for (const InstanceReference &const_reference : references_) {
/* Const cast is fine because we are not changing anything that would change the hash of the
* reference. */
InstanceReference &reference = const_cast<InstanceReference &>(const_reference);
reference.ensure_owns_direct_data();
}
}
static blender::Array<int> generate_unique_instance_ids(Span<int> original_ids)
{
using namespace blender;
Array<int> unique_ids(original_ids.size());
Set<int> used_unique_ids;
used_unique_ids.reserve(original_ids.size());
Vector<int> instances_with_id_collision;
for (const int instance_index : original_ids.index_range()) {
const int original_id = original_ids[instance_index];
if (used_unique_ids.add(original_id)) {
/* The original id has not been used by another instance yet. */
unique_ids[instance_index] = original_id;
}
else {
/* The original id of this instance collided with a previous instance, it needs to be looked
* at again in a second pass. Don't generate a new random id here, because this might collide
* with other existing ids. */
instances_with_id_collision.append(instance_index);
}
}
Map<int, RandomNumberGenerator> generator_by_original_id;
for (const int instance_index : instances_with_id_collision) {
const int original_id = original_ids[instance_index];
RandomNumberGenerator &rng = generator_by_original_id.lookup_or_add_cb(original_id, [&]() {
RandomNumberGenerator rng;
rng.seed_random(original_id);
return rng;
});
const int max_iteration = 100;
for (int iteration = 0;; iteration++) {
/* Try generating random numbers until an unused one has been found. */
const int random_id = rng.get_int32();
if (used_unique_ids.add(random_id)) {
/* This random id is not used by another instance. */
unique_ids[instance_index] = random_id;
break;
}
if (iteration == max_iteration) {
/* It seems to be very unlikely that we ever run into this case (assuming there are less
* than 2^30 instances). However, if that happens, it's better to use an id that is not
* unique than to be stuck in an infinite loop. */
unique_ids[instance_index] = original_id;
break;
}
}
}
return unique_ids;
}
blender::Span<int> InstancesComponent::almost_unique_ids() const
{
std::lock_guard lock(almost_unique_ids_mutex_);
std::optional<GSpan> instance_ids_gspan = attributes_.get_for_read("id");
if (instance_ids_gspan) {
Span<int> instance_ids = instance_ids_gspan->typed<int>();
if (almost_unique_ids_.size() != instance_ids.size()) {
almost_unique_ids_ = generate_unique_instance_ids(instance_ids);
}
}
else {
almost_unique_ids_.reinitialize(this->instances_amount());
for (const int i : almost_unique_ids_.index_range()) {
almost_unique_ids_[i] = i;
}
}
return almost_unique_ids_;
}
int InstancesComponent::attribute_domain_size(const AttributeDomain domain) const
{
if (domain != ATTR_DOMAIN_INSTANCE) {
return 0;
}
return this->instances_amount();
}
blender::bke::CustomDataAttributes &InstancesComponent::attributes()
{
return this->attributes_;
}
const blender::bke::CustomDataAttributes &InstancesComponent::attributes() const
{
return this->attributes_;
}
namespace blender::bke {
static float3 get_transform_position(const float4x4 &transform)
{
return transform.translation();
}
static void set_transform_position(float4x4 &transform, const float3 position)
{
copy_v3_v3(transform.values[3], position);
}
class InstancePositionAttributeProvider final : public BuiltinAttributeProvider {
public:
InstancePositionAttributeProvider()
: BuiltinAttributeProvider(
"position", ATTR_DOMAIN_INSTANCE, CD_PROP_FLOAT3, NonCreatable, Writable, NonDeletable)
{
}
GVArray try_get_for_read(const GeometryComponent &component) const final
{
const InstancesComponent &instances_component = static_cast<const InstancesComponent &>(
component);
Span<float4x4> transforms = instances_component.instance_transforms();
return VArray<float3>::ForDerivedSpan<float4x4, get_transform_position>(transforms);
}
WriteAttributeLookup try_get_for_write(GeometryComponent &component) const final
{
InstancesComponent &instances_component = static_cast<InstancesComponent &>(component);
MutableSpan<float4x4> transforms = instances_component.instance_transforms();
return {VMutableArray<float3>::ForDerivedSpan<float4x4,
get_transform_position,
set_transform_position>(transforms),
domain_};
}
bool try_delete(GeometryComponent &UNUSED(component)) const final
{
return false;
}
bool try_create(GeometryComponent &UNUSED(component),
const AttributeInit &UNUSED(initializer)) const final
{
return false;
}
bool exists(const GeometryComponent &UNUSED(component)) const final
{
return true;
}
};
template<typename T>
static GVArray make_array_read_attribute(const void *data, const int domain_size)
{
return VArray<T>::ForSpan(Span<T>((const T *)data, domain_size));
}
template<typename T>
static GVMutableArray make_array_write_attribute(void *data, const int domain_size)
{
return VMutableArray<T>::ForSpan(MutableSpan<T>((T *)data, domain_size));
}
static ComponentAttributeProviders create_attribute_providers_for_instances()
{
static InstancePositionAttributeProvider position;
static CustomDataAccessInfo instance_custom_data_access = {
[](GeometryComponent &component) -> CustomData * {
InstancesComponent &inst = static_cast<InstancesComponent &>(component);
return &inst.attributes().data;
},
[](const GeometryComponent &component) -> const CustomData * {
const InstancesComponent &inst = static_cast<const InstancesComponent &>(component);
return &inst.attributes().data;
},
nullptr};
/**
* IDs of the instances. They are used for consistency over multiple frames for things like
* motion blur. Proper stable ID data that actually helps when rendering can only be generated
* in some situations, so this vector is allowed to be empty, in which case the index of each
* instance will be used for the final ID.
*/
static BuiltinCustomDataLayerProvider id("id",
ATTR_DOMAIN_INSTANCE,
CD_PROP_INT32,
CD_PROP_INT32,
BuiltinAttributeProvider::Creatable,
BuiltinAttributeProvider::Writable,
BuiltinAttributeProvider::Deletable,
instance_custom_data_access,
make_array_read_attribute<int>,
make_array_write_attribute<int>,
nullptr);
static CustomDataAttributeProvider instance_custom_data(ATTR_DOMAIN_INSTANCE,
instance_custom_data_access);
return ComponentAttributeProviders({&position, &id}, {&instance_custom_data});
}
} // namespace blender::bke
const blender::bke::ComponentAttributeProviders *InstancesComponent::get_attribute_providers()
const
{
static blender::bke::ComponentAttributeProviders providers =
blender::bke::create_attribute_providers_for_instances();
return &providers;
}
/** \} */