]> git.tdb.fi Git - libs/gl.git/commitdiff
Rewrite triangle strip generation in the Blender exporter
authorMikko Rasa <tdb@tdb.fi>
Sun, 5 May 2019 13:54:37 +0000 (16:54 +0300)
committerMikko Rasa <tdb@tdb.fi>
Mon, 6 May 2019 06:05:32 +0000 (09:05 +0300)
The old algorithm had many of the right ideas but was too clever by half
and consequently very complex.  Use a simpler score-based algorithm
developed by Tom Forsyth.  Also reorder vertices to make memory accesses
to them occur in a more linear fashion.

Options related to cache optimization were removed since there's
no good reason not to optimize.

blender/io_mspgl/__init__.py
blender/io_mspgl/export_mesh.py
blender/io_mspgl/mesh.py

index a275110ee0cc2cd6b76682b526dd0c0a8fb867e8..e1efbc21d0feeaafc2e5a04e6263e29391169122 100644 (file)
@@ -33,9 +33,6 @@ class ExportMspGLBase(ExportHelper):
 class ExportMspGLMeshBase(ExportMspGLBase):
        use_strips = bpy.props.BoolProperty(name="Use strips", description="Combine faces into triangle strips", default=True)
        use_degen_tris = bpy.props.BoolProperty(name="Use degen tris", description="Concatenate triangle strips with degenerate triangles", default=False)
-       max_strip_len = bpy.props.IntProperty(name="Max strip length", description="Maximum length for a triangle strip", default=1024, min=4, max=16384)
-       optimize_cache = bpy.props.BoolProperty(name="Optimize cache", description="Optimize element order for vertex cache", default=True)
-       cache_size = bpy.props.IntProperty(name="Cache size", description="Simulated vertex cache size used in optimization", default=64, min=8, max=1024)
 
        def draw(self, context):
                self.general_col = self.layout.column()
@@ -44,14 +41,6 @@ class ExportMspGLMeshBase(ExportMspGLBase):
                col.label("Triangle strips")
                col.prop(self, "use_strips")
                col.prop(self, "use_degen_tris")
-               col.prop(self, "max_strip_len")
-
-               self.layout.separator()
-
-               col = self.layout.column()
-               col.label("Vertex cache")
-               col.prop(self, "optimize_cache")
-               col.prop(self, "cache_size")
 
 class ExportMspGLMesh(bpy.types.Operator, ExportMspGLMeshBase):
        bl_idname = "export_mesh.mspgl_mesh"
index 39619f8bc02dd7fb0ff7cf3ac9a98d50a57820ba..771f825e781b9d6d547b86f0060eb5e1633cbe56 100644 (file)
@@ -2,190 +2,29 @@ import itertools
 import bpy
 import mathutils
 
-class VertexCache:
-       def __init__(self, size):
-               self.size = size
-               self.slots = [-1]*self.size
-
-       def fetch(self, v):
-               hit = v.index in self.slots
-               if hit:
-                       self.slots.remove(v.index)
-               self.slots.append(v.index)
-               if not hit:
-                       del self.slots[0]
-               return hit
-
-       def fetch_strip(self, strip):
-               hits = 0
-               for v in strip:
-                       if self.fetch(v):
-                               hits += 1
-               return hits
-
-       def test_strip(self, strip):
-               hits = 0
-               for i in range(len(strip)):
-                       if i>=self.size:
-                               break
-                       if strip[i].index in self.slots[i:]:
-                               hits += 1
-               return hits
-
-
 class MeshExporter:
        def __init__(self):
                self.show_progress = True
                self.use_strips = True
                self.use_degen_tris = False
-               self.max_strip_len = 1024
-               self.optimize_cache = True
-               self.cache_size = 64
                self.material_tex = False
 
-       def stripify(self, mesh, progress=None):
-               for f in mesh.faces:
-                       f.flag = False
-
-               faces_done = 0
-               strips = []
-               loose = []
-
-               cache = None
-               if self.optimize_cache:
-                       cache = VertexCache(self.cache_size)
-
-               island = []
-               face_neighbors = []
-               island_strips = []
-               while 1:
-                       if not island:
-                               # No current island; find any unused face to start from
-                               queue = []
-                               for f in mesh.faces:
-                                       if not f.flag:
-                                               f.flag = True
-                                               queue.append(f)
-                                               break
-
-                               if not queue:
-                                       break
-
-                               # Find all faces connected to the first one
-                               while queue:
-                                       face = queue.pop(0)
-                                       island.append(face)
-
-                                       for n in face.get_neighbors():
-                                               if not n.flag:
-                                                       n.flag = True
-                                                       queue.append(n)
-
-                               face_neighbors = [f.get_neighbors() for f in island]
-
-                               # Unflag the island for the next phase
-                               for f in island:
-                                       f.flag = False
-
-                       # Find an unused face with as few unused neighbors as possible, but
-                       # at least one.  This heuristic gives a preference to faces in corners
-                       # or along borders of a non-closed island.
-                       best = 5
-                       face = None
-                       for i, f in enumerate(island):
-                               if f.flag:
-                                       continue
-
-                               score = sum(not n.flag for n in face_neighbors[i])
-                               if score>0 and score<best:
-                                       face = f
-                                       best = score
-
-                       if face:
-                               # Create a strip starting from the face.  This will flag the faces.
-                               strip = mesh.create_strip(face, self.max_strip_len)
-                               if strip:
-                                       island_strips.append(strip)
-                               else:
-                                       face.flag = True
-                       else:
-                               # Couldn't find a candidate face for starting a strip, so we're
-                               # done with this island
-                               while island_strips:
-                                       best = 0
-                                       if cache:
-                                               # Find the strip that benefits the most from the current
-                                               # contents of the vertex cache
-                                               best_hits = 0
-                                               for i in range(len(island_strips)):
-                                                       hits = cache.test_strip(island_strips[i])
-                                                       if hits>best_hits:
-                                                               best = i
-                                                               best_hits = hits
-
-                                       strip = island_strips.pop(best)
-                                       strips.append(strip)
-
-                                       if cache:
-                                               cache.fetch_strip(strip)
-
-                               faces_done += len(island)
-                               progress.set_progress(faces_done/len(mesh.faces))
-
-                               # Collect any faces that weren't used in strips
-                               loose += [f for f in island if not f.flag]
-                               for f in island:
-                                       f.flag = True
-
-                               island = []
-                               island_strips = []
-
-               if cache:
-                       cache = VertexCache(self.cache_size)
-                       total_hits = 0
-
-               if self.use_degen_tris and strips:
-                       big_strip = []
-
-                       for s in strips:
-                               if big_strip:
-                                       # Generate glue elements, ensuring that the next strip begins at
-                                       # an even position
-                                       glue = [big_strip[-1], s[0]]
-                                       if len(big_strip)%2:
-                                               glue += [s[0]]
+       def join_strips(self, strips):
+               big_strip = []
 
-                                       big_strip += glue
-                                       if cache:
-                                               total_hits += cache.fetch_strip(glue)
-
-                               big_strip += s
-                               if cache:
-                                       total_hits += cache.fetch_strip(s)
-
-                       for f in loose:
-                               # Add loose faces to the end.  This wastes space, using five
-                               # elements per triangle and six elements per quad.
+               for s in strips:
+                       if big_strip:
+                               # Generate glue elements, ensuring that the next strip begins at
+                               # an even position
+                               glue = [big_strip[-1], s[0]]
                                if len(big_strip)%2:
-                                       order = (-1, -2, 0, 1)
-                               else:
-                                       order = (0, 1, -1, -2)
-                               vertices = [f.vertices[i] for i in order[:len(f.vertices)]]
-
-                               if big_strip:
-                                       glue = [big_strip[-1], vertices[0]]
-                                       big_strip += glue
-                                       if cache:
-                                               total_hits += cache.fetch_strip(glue)
+                                       glue += [s[0]]
 
-                               big_strip += vertices
-                               if cache:
-                                       total_hits += cache.fetch_strip(vertices)
+                               big_strip += glue
 
-                       strips = [big_strip]
-                       loose = []
+                       big_strip += s
 
-               return strips, loose
+               return big_strip
 
        def export(self, context, out_file, obj=None, progress=None):
                if obj is None:
@@ -196,17 +35,19 @@ class MeshExporter:
 
                if not progress:
                        progress = Progress(self.show_progress and context)
-               progress.push_task("", 0.0, 0.65)
+               progress.push_task("", 0.0, 0.9)
 
                mesh = create_mesh_from_object(context, obj, progress)
 
                strips = []
                loose = mesh.faces
                if self.use_strips:
-                       progress.set_task("Creating strips", 0.65, 0.95)
-                       strips, loose = self.stripify(mesh, progress)
+                       strips = mesh.vertex_sequence
+                       if self.use_degen_tris:
+                               strips = [self.join_strips(strips)]
+                       loose = []
 
-               progress.set_task("Writing file", 0.95, 1.0)
+               progress.set_task("Writing file", 0.9, 1.0)
 
                from .outfile import open_output
                out_file = open_output(out_file)
index 10c2c21430e997465f1f870820b310ba56d98286..08f0bb4ac814ea196d1411de15720c0ff17eb993 100644 (file)
@@ -225,6 +225,8 @@ class Mesh:
                else:
                        self.lines = []
 
+               self.vertex_sequence = []
+
        def __getattr__(self, attr):
                return getattr(self._mesh, attr)
 
@@ -594,6 +596,141 @@ class Mesh:
 
                        progress.set_progress(i/len(self.vertices))
 
+       def prepare_sequence(self, progress):
+               progress.push_task("Reordering faces", 0.0, 0.5)
+               self.reorder_faces(progress)
+
+               progress.set_task("Building sequence", 0.5, 1.0)
+               sequence = None
+               for i, f in enumerate(self.faces):
+                       if sequence:
+                               if len(sequence)==3:
+                                       # Rotate the first three vertices so that the new face can be added
+                                       if sequence[0] in f.vertices and sequence[1] not in f.vertices:
+                                               sequence.append(sequence[0])
+                                               del sequence[0]
+                                       elif sequence[2] not in f.vertices and sequence[1] in f.vertices:
+                                               sequence.insert(0, sequence[-1])
+                                               del sequence[-1]
+
+                               if sequence[-1] not in f.vertices:
+                                       sequence = None
+                               else:
+                                       to_add = [v for v in f.vertices if v!=sequence[-1] and v!=sequence[-2]]
+                                       if len(to_add)==2:
+                                               if (f.vertices[1]==sequence[-1]) != (len(sequence)%2==1):
+                                                       to_add.reverse()
+                                               sequence.append(sequence[-1])
+                                       sequence += to_add
+
+                       if not sequence:
+                               sequence = f.vertices[:]
+                               self.vertex_sequence.append(sequence)
+
+                       progress.set_progress(i/len(self.faces))
+
+               progress.pop_task()
+
+               self.reorder_vertices()
+
+       def reorder_faces(self, progress):
+               # Tom Forsyth's vertex cache optimization algorithm
+               # http://eelpi.gotdns.org/papers/fast_vert_cache_opt.html
+
+               for f in self.faces:
+                       f.flag = False
+
+               last_triangle_score = 0.75
+               cache_decay_power = 1.5
+               valence_boost_scale = 2.0
+               valence_boost_power = -0.5
+
+               max_cache_size = 32
+               cached_vertices = []
+
+               # Keep track of the score and number of unused faces for each vertex
+               vertex_info = [[0, len(v.faces)] for v in self.vertices]
+               for vi in vertex_info:
+                       vi[0] = valence_boost_scale*(vi[1]**valence_boost_power)
+
+               face = None
+               reordered_faces = []
+
+               n_processed = 0
+               while 1:
+                       if not face:
+                               # Previous iteration gave no candidate for best face (or this is
+                               # the first iteration).  Scan all faces for the highest score.
+                               best_score = 0
+                               for f in self.faces:
+                                       if f.flag:
+                                               continue
+
+                                       score = sum(vertex_info[v.index][0] for v in f.vertices)
+                                       if score>best_score:
+                                               best_score = score
+                                               face = f
+
+                       if not face:
+                               break
+
+                       reordered_faces.append(face)
+                       face.flag = True
+
+                       for v in face.vertices:
+                               vertex_info[v.index][1] -= 1
+
+                               # Shuffle the vertex into the front of the cache
+                               if v in cached_vertices:
+                                       cached_vertices.remove(v)
+                               cached_vertices.insert(0, v)
+
+                       # Update scores for all vertices in the cache
+                       for i, v in enumerate(cached_vertices):
+                               score = 0
+                               if i<3:
+                                       score += last_triangle_score
+                               elif i<max_cache_size:
+                                       score += (1-(i-3)/(max_cache_size-3))**cache_decay_power
+                               if vertex_info[v.index][1]:
+                                       score += valence_boost_scale*(vertex_info[v.index][1]**valence_boost_power)
+                               vertex_info[v.index][0] = score
+
+                       face = None
+                       best_score = 0
+                       for v in cached_vertices:
+                               for f in v.faces:
+                                       if not f.flag:
+                                               score = sum(vertex_info[fv.index][0] for fv in f.vertices)
+                                               if score>best_score:
+                                                       best_score = score
+                                                       face = f
+
+                       del cached_vertices[max_cache_size:]
+
+                       n_processed += 1
+                       progress.set_progress(n_processed/len(self.faces))
+
+               self.faces = reordered_faces
+               for i, f in enumerate(self.faces):
+                       f.index = i
+
+       def reorder_vertices(self):
+               for v in self.vertices:
+                       v.index = -1
+
+               reordered_vertices = []
+               for s in self.vertex_sequence:
+                       for v in s:
+                               if v.index<0:
+                                       v.index = len(reordered_vertices)
+                                       reordered_vertices.append(v)
+
+               self.vertices = reordered_vertices
+
+               for e in self.edges:
+                       e.key = make_edge_key(e.vertices[0].index, e.vertices[1].index)
+
        def drop_references(self):
                for v in self.vertices:
                        v._vertex = None
@@ -607,50 +744,6 @@ class Mesh:
                        u._layer = None
                self._mesh = None
 
-       def create_strip(self, face, max_len):
-               # Find an edge with another unused face next to it
-               edge = None
-               for e in face.edges:
-                       other = e.other_face(face)
-                       if other and not other.flag:
-                               edge = e
-                               break
-
-               if not edge:
-                       return None
-
-               # Add initial vertices so that we'll complete the edge on the first
-               # iteration
-               vertices = face.pivot_vertices(*edge.vertices)
-               if len(vertices)==3:
-                       result = [vertices[-1], vertices[0]]
-               else:
-                       result = [vertices[-2], vertices[-1]]
-
-               while 1:
-                       face.flag = True
-
-                       vertices = face.pivot_vertices(*result[-2:])
-                       k = len(result)%2
-
-                       # Quads need special handling because the winding of every other
-                       # triangle in the strip is reversed
-                       if len(vertices)==4 and not k:
-                               result.append(vertices[3])
-                       result.append(vertices[2])
-                       if len(vertices)==4 and k:
-                               result.append(vertices[3])
-
-                       if len(result)>=max_len:
-                               break
-
-                       # Hop over the last edge
-                       edge = face.get_edge(*result[-2:])
-                       face = edge.other_face(face)
-                       if not face or face.flag:
-                               break
-
-               return result
 
 def create_mesh_from_object(context, obj, progress):
        if obj.type!="MESH":
@@ -693,12 +786,14 @@ def create_mesh_from_object(context, obj, progress):
 
        progress.set_task("Triangulating", 0.2, 0.3)
        mesh.prepare_triangles(progress)
-       progress.set_task("Smoothing", 0.3, 0.6)
+       progress.set_task("Smoothing", 0.3, 0.5)
        mesh.prepare_smoothing(progress)
-       progress.set_task("Vertex groups", 0.6, 0.7)
+       progress.set_task("Vertex groups", 0.5, 0.6)
        mesh.prepare_vertex_groups(obj)
-       progress.set_task("Preparing UVs", 0.7, 1.0)
+       progress.set_task("Preparing UVs", 0.6, 0.8)
        mesh.prepare_uv(obj, progress)
+       progress.set_task("Render sequence", 0.8, 1.0)
+       mesh.prepare_sequence(progress)
 
        # Discard the temporary Blender meshes after making sure there's no
        # references to the data