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test2/source/blender/freestyle/intern/system/PointerSequence.h

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/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
Optimized view map calculation by Alexander Beels. * View map calculation has been intensively optimized for speed by means of: 1) new spatial grid data structures (SphericalGrid for perspective cameras and BoxGrid for orthographic cameras; automatically switched based on the camera type); 2) a heuristic grid density calculation algorithm; and 3) new line visibility computation algorithms: A "traditional" algorithm for emulating old visibility algorithms, and a "cumulative" algorithm for improved, more consistent line visibility, both exploiting the new spatial grid data structures for fast ray casting. A new option "Raycasting Algorithm" was added to allow users to choose a ray casting (line visibility) algorithm. Available choices are: - Normal Ray Casting - Fast Ray Casting - Very Fast Ray Casting - Culled Traditional Visibility Detection - Unculled Traditional Visibility Detection - Culled Cumulative Visibility Detection - Unculled Cumulative Visibility Detection The first three algorithms are those available in the original Freestyle (the "normal" ray casting was used unconditionally, though). The "fast" and "very fast" ray casting algorithms achieve a faster calculation at the cost of less visibility accuracy. The last four are newly introduced optimized options. The culled versions of the new algorithms will exclude from visibility calculation those faces that lay outside the camera, which leads to a faster view map construction. The unculled counterparts will take all faces into account. The unculled visibility algorithms are useful when culling affects stroke chaining. The recommended options for users are the culled/unculled cumulative visibility algorithms. These options are meant to replace the old algorithms in the future. Performance improvements over the old algorithms depend on the scenes to be rendered. * Silhouette detection has also been considerably optimized for speed. Performance gains by this optimization do not depend on scenes. * Improper handling of error conditions in the view map construction was fixed.
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#pragma once
Optimized view map calculation by Alexander Beels. * View map calculation has been intensively optimized for speed by means of: 1) new spatial grid data structures (SphericalGrid for perspective cameras and BoxGrid for orthographic cameras; automatically switched based on the camera type); 2) a heuristic grid density calculation algorithm; and 3) new line visibility computation algorithms: A "traditional" algorithm for emulating old visibility algorithms, and a "cumulative" algorithm for improved, more consistent line visibility, both exploiting the new spatial grid data structures for fast ray casting. A new option "Raycasting Algorithm" was added to allow users to choose a ray casting (line visibility) algorithm. Available choices are: - Normal Ray Casting - Fast Ray Casting - Very Fast Ray Casting - Culled Traditional Visibility Detection - Unculled Traditional Visibility Detection - Culled Cumulative Visibility Detection - Unculled Cumulative Visibility Detection The first three algorithms are those available in the original Freestyle (the "normal" ray casting was used unconditionally, though). The "fast" and "very fast" ray casting algorithms achieve a faster calculation at the cost of less visibility accuracy. The last four are newly introduced optimized options. The culled versions of the new algorithms will exclude from visibility calculation those faces that lay outside the camera, which leads to a faster view map construction. The unculled counterparts will take all faces into account. The unculled visibility algorithms are useful when culling affects stroke chaining. The recommended options for users are the culled/unculled cumulative visibility algorithms. These options are meant to replace the old algorithms in the future. Performance improvements over the old algorithms depend on the scenes to be rendered. * Silhouette detection has also been considerably optimized for speed. Performance gains by this optimization do not depend on scenes. * Improper handling of error conditions in the view map construction was fixed.
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/** \file
* \ingroup freestyle
* \brief Simple RAII wrappers for std:: sequential containers
*
* PointerSequence
*
* Produces a wrapped version of a sequence type (std::vector, std::deque, std::list) that will
* take ownership of pointers that it stores. Those pointers will be deleted in its destructor.
*
* Because the contained pointers are wholly owned by the sequence, you cannot make a copy of the
* sequence. Making a copy would result in a double free.
*
* This is a no-frills class that provides no additional facilities. The user is responsible for
* managing any pointers that are removed from the list, and for making sure that any pointers
* contained in the class are not deleted elsewhere. Because this class does no reference
* counting, the user must also make sure that any pointer appears only once in the sequence.
*
* If more sophisticated facilities are needed, use tr1::shared_ptr or boost::shared_ptr.
* This class is only intended to allow one to eke by in projects where tr1 or boost are not
* available.
*
* Usage: The template takes two parameters, the standard container, and the class held in the
* container. This is a limitation of C++ templates, where T::iterator is not a type when T is a
* template parameter. If anyone knows a way around this limitation, then the second parameter can
* be eliminated.
*
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* Example:
* \code{.cc}
* PointerSequence<vector<Widget*>, Widget*> v;
* v.push_back(new Widget);
* cout << v[0] << endl; // operator[] is provided by std::vector, not by PointerSequence
* v.destroy(); // Deletes all pointers in sequence and sets them to nullptr.
* \endcode
*
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* The idiom for removing a pointer from a sequence is:
* \code{.cc}
* Widget* w = v[3];
* v.erase(v.begin() + 3); // or v[3] = 0;
* \endcode
* The user is now responsible for disposing of `w` properly.
*/
Optimized view map calculation by Alexander Beels. * View map calculation has been intensively optimized for speed by means of: 1) new spatial grid data structures (SphericalGrid for perspective cameras and BoxGrid for orthographic cameras; automatically switched based on the camera type); 2) a heuristic grid density calculation algorithm; and 3) new line visibility computation algorithms: A "traditional" algorithm for emulating old visibility algorithms, and a "cumulative" algorithm for improved, more consistent line visibility, both exploiting the new spatial grid data structures for fast ray casting. A new option "Raycasting Algorithm" was added to allow users to choose a ray casting (line visibility) algorithm. Available choices are: - Normal Ray Casting - Fast Ray Casting - Very Fast Ray Casting - Culled Traditional Visibility Detection - Unculled Traditional Visibility Detection - Culled Cumulative Visibility Detection - Unculled Cumulative Visibility Detection The first three algorithms are those available in the original Freestyle (the "normal" ray casting was used unconditionally, though). The "fast" and "very fast" ray casting algorithms achieve a faster calculation at the cost of less visibility accuracy. The last four are newly introduced optimized options. The culled versions of the new algorithms will exclude from visibility calculation those faces that lay outside the camera, which leads to a faster view map construction. The unculled counterparts will take all faces into account. The unculled visibility algorithms are useful when culling affects stroke chaining. The recommended options for users are the culled/unculled cumulative visibility algorithms. These options are meant to replace the old algorithms in the future. Performance improvements over the old algorithms depend on the scenes to be rendered. * Silhouette detection has also been considerably optimized for speed. Performance gains by this optimization do not depend on scenes. * Improper handling of error conditions in the view map construction was fixed.
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#include <algorithm>
#include "MEM_guardedalloc.h"
Attempt to fix a potential name conflict between Freestyle and the compositor. A crash in the Freestyle renderer was reported by Ton on IRC with a stack trace below. Note that #2 is in Freestyle, whereas #1 is in the compositor. The problem was observed in a debug build on OS X 10.7 (gcc 4.2, openmp disabled, no llvm). ---------------------------------------------------------------------- Program received signal EXC_BAD_ACCESS, Could not access memory. Reason: 13 at address: 0x0000000000000000 [Switching to process 72386 thread 0xf303] 0x0000000100c129f3 in NodeBase::~NodeBase (this=0x10e501c80) at COM_NodeBase.cpp:43 43 delete (this->m_outputsockets.back()); Current language: auto; currently c++ (gdb) where #0 0x0000000100c129f3 in NodeBase::~NodeBase (this=0x10e501c80) at COM_NodeBase.cpp:43 #1 0x0000000100c29066 in Node::~Node (this=0x10e501c80) at COM_Node.h:49 #2 0x000000010089c273 in NodeShape::~NodeShape (this=0x10e501c80) at NodeShape.cpp:43 #3 0x000000010089910b in NodeGroup::destroy (this=0x10e501da0) at NodeGroup.cpp:61 #4 0x00000001008990cd in NodeGroup::destroy (this=0x10e5014b0) at NodeGroup.cpp:59 #5 0x00000001008990cd in NodeGroup::destroy (this=0x114e18da0) at NodeGroup.cpp:59 #6 0x00000001007e6602 in Controller::ClearRootNode (this=0x114e19640) at Controller.cpp:329 #7 0x00000001007ea52e in Controller::LoadMesh (this=0x114e19640, re=0x10aba4638, srl=0x1140f5258) at Controller.cpp:302 #8 0x00000001008030ad in prepare (re=0x10aba4638, srl=0x1140f5258) at FRS_freestyle.cpp:302 #9 0x000000010080457a in FRS_do_stroke_rendering (re=0x10aba4638, srl=0x1140f5258) at FRS_freestyle.cpp:600 #10 0x00000001006aeb9d in add_freestyle (re=0x10aba4638) at pipeline.c:1584 #11 0x00000001006aceb7 in do_render_3d (re=0x10aba4638) at pipeline.c:1094 #12 0x00000001006ae061 in do_render_fields_blur_3d (re=0x10aba4638) at pipeline.c:1367 #13 0x00000001006afa16 in do_render_composite_fields_blur_3d (re=0x10aba4638) at pipeline.c:1815 #14 0x00000001006b04e4 in do_render_all_options (re=0x10aba4638) at pipeline.c:2021 ---------------------------------------------------------------------- Apparently a name conflict between the two Blender modules is taking place. The present commit hence intends to address it by putting all the Freestyle C++ classes in the namespace 'Freestyle'. This revision will also prevent potential name conflicts with other Blender modules in the future. Special thanks to Lukas Toenne for the help with C++ namespace.
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namespace Freestyle {
Optimized view map calculation by Alexander Beels. * View map calculation has been intensively optimized for speed by means of: 1) new spatial grid data structures (SphericalGrid for perspective cameras and BoxGrid for orthographic cameras; automatically switched based on the camera type); 2) a heuristic grid density calculation algorithm; and 3) new line visibility computation algorithms: A "traditional" algorithm for emulating old visibility algorithms, and a "cumulative" algorithm for improved, more consistent line visibility, both exploiting the new spatial grid data structures for fast ray casting. A new option "Raycasting Algorithm" was added to allow users to choose a ray casting (line visibility) algorithm. Available choices are: - Normal Ray Casting - Fast Ray Casting - Very Fast Ray Casting - Culled Traditional Visibility Detection - Unculled Traditional Visibility Detection - Culled Cumulative Visibility Detection - Unculled Cumulative Visibility Detection The first three algorithms are those available in the original Freestyle (the "normal" ray casting was used unconditionally, though). The "fast" and "very fast" ray casting algorithms achieve a faster calculation at the cost of less visibility accuracy. The last four are newly introduced optimized options. The culled versions of the new algorithms will exclude from visibility calculation those faces that lay outside the camera, which leads to a faster view map construction. The unculled counterparts will take all faces into account. The unculled visibility algorithms are useful when culling affects stroke chaining. The recommended options for users are the culled/unculled cumulative visibility algorithms. These options are meant to replace the old algorithms in the future. Performance improvements over the old algorithms depend on the scenes to be rendered. * Silhouette detection has also been considerably optimized for speed. Performance gains by this optimization do not depend on scenes. * Improper handling of error conditions in the view map construction was fixed.
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template<typename C, typename T> class PointerSequence : public C {
PointerSequence(PointerSequence &other);
PointerSequence &operator=(PointerSequence &other);
static void destroyer(T t)
{
Optimized view map calculation by Alexander Beels. * View map calculation has been intensively optimized for speed by means of: 1) new spatial grid data structures (SphericalGrid for perspective cameras and BoxGrid for orthographic cameras; automatically switched based on the camera type); 2) a heuristic grid density calculation algorithm; and 3) new line visibility computation algorithms: A "traditional" algorithm for emulating old visibility algorithms, and a "cumulative" algorithm for improved, more consistent line visibility, both exploiting the new spatial grid data structures for fast ray casting. A new option "Raycasting Algorithm" was added to allow users to choose a ray casting (line visibility) algorithm. Available choices are: - Normal Ray Casting - Fast Ray Casting - Very Fast Ray Casting - Culled Traditional Visibility Detection - Unculled Traditional Visibility Detection - Culled Cumulative Visibility Detection - Unculled Cumulative Visibility Detection The first three algorithms are those available in the original Freestyle (the "normal" ray casting was used unconditionally, though). The "fast" and "very fast" ray casting algorithms achieve a faster calculation at the cost of less visibility accuracy. The last four are newly introduced optimized options. The culled versions of the new algorithms will exclude from visibility calculation those faces that lay outside the camera, which leads to a faster view map construction. The unculled counterparts will take all faces into account. The unculled visibility algorithms are useful when culling affects stroke chaining. The recommended options for users are the culled/unculled cumulative visibility algorithms. These options are meant to replace the old algorithms in the future. Performance improvements over the old algorithms depend on the scenes to be rendered. * Silhouette detection has also been considerably optimized for speed. Performance gains by this optimization do not depend on scenes. * Improper handling of error conditions in the view map construction was fixed.
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delete t;
}
Optimized view map calculation by Alexander Beels. * View map calculation has been intensively optimized for speed by means of: 1) new spatial grid data structures (SphericalGrid for perspective cameras and BoxGrid for orthographic cameras; automatically switched based on the camera type); 2) a heuristic grid density calculation algorithm; and 3) new line visibility computation algorithms: A "traditional" algorithm for emulating old visibility algorithms, and a "cumulative" algorithm for improved, more consistent line visibility, both exploiting the new spatial grid data structures for fast ray casting. A new option "Raycasting Algorithm" was added to allow users to choose a ray casting (line visibility) algorithm. Available choices are: - Normal Ray Casting - Fast Ray Casting - Very Fast Ray Casting - Culled Traditional Visibility Detection - Unculled Traditional Visibility Detection - Culled Cumulative Visibility Detection - Unculled Cumulative Visibility Detection The first three algorithms are those available in the original Freestyle (the "normal" ray casting was used unconditionally, though). The "fast" and "very fast" ray casting algorithms achieve a faster calculation at the cost of less visibility accuracy. The last four are newly introduced optimized options. The culled versions of the new algorithms will exclude from visibility calculation those faces that lay outside the camera, which leads to a faster view map construction. The unculled counterparts will take all faces into account. The unculled visibility algorithms are useful when culling affects stroke chaining. The recommended options for users are the culled/unculled cumulative visibility algorithms. These options are meant to replace the old algorithms in the future. Performance improvements over the old algorithms depend on the scenes to be rendered. * Silhouette detection has also been considerably optimized for speed. Performance gains by this optimization do not depend on scenes. * Improper handling of error conditions in the view map construction was fixed.
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public:
PointerSequence(){};
~PointerSequence()
{
Optimized view map calculation by Alexander Beels. * View map calculation has been intensively optimized for speed by means of: 1) new spatial grid data structures (SphericalGrid for perspective cameras and BoxGrid for orthographic cameras; automatically switched based on the camera type); 2) a heuristic grid density calculation algorithm; and 3) new line visibility computation algorithms: A "traditional" algorithm for emulating old visibility algorithms, and a "cumulative" algorithm for improved, more consistent line visibility, both exploiting the new spatial grid data structures for fast ray casting. A new option "Raycasting Algorithm" was added to allow users to choose a ray casting (line visibility) algorithm. Available choices are: - Normal Ray Casting - Fast Ray Casting - Very Fast Ray Casting - Culled Traditional Visibility Detection - Unculled Traditional Visibility Detection - Culled Cumulative Visibility Detection - Unculled Cumulative Visibility Detection The first three algorithms are those available in the original Freestyle (the "normal" ray casting was used unconditionally, though). The "fast" and "very fast" ray casting algorithms achieve a faster calculation at the cost of less visibility accuracy. The last four are newly introduced optimized options. The culled versions of the new algorithms will exclude from visibility calculation those faces that lay outside the camera, which leads to a faster view map construction. The unculled counterparts will take all faces into account. The unculled visibility algorithms are useful when culling affects stroke chaining. The recommended options for users are the culled/unculled cumulative visibility algorithms. These options are meant to replace the old algorithms in the future. Performance improvements over the old algorithms depend on the scenes to be rendered. * Silhouette detection has also been considerably optimized for speed. Performance gains by this optimization do not depend on scenes. * Improper handling of error conditions in the view map construction was fixed.
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destroy();
}
void destroy()
{
for_each(this->begin(), this->end(), destroyer);
Optimized view map calculation by Alexander Beels. * View map calculation has been intensively optimized for speed by means of: 1) new spatial grid data structures (SphericalGrid for perspective cameras and BoxGrid for orthographic cameras; automatically switched based on the camera type); 2) a heuristic grid density calculation algorithm; and 3) new line visibility computation algorithms: A "traditional" algorithm for emulating old visibility algorithms, and a "cumulative" algorithm for improved, more consistent line visibility, both exploiting the new spatial grid data structures for fast ray casting. A new option "Raycasting Algorithm" was added to allow users to choose a ray casting (line visibility) algorithm. Available choices are: - Normal Ray Casting - Fast Ray Casting - Very Fast Ray Casting - Culled Traditional Visibility Detection - Unculled Traditional Visibility Detection - Culled Cumulative Visibility Detection - Unculled Cumulative Visibility Detection The first three algorithms are those available in the original Freestyle (the "normal" ray casting was used unconditionally, though). The "fast" and "very fast" ray casting algorithms achieve a faster calculation at the cost of less visibility accuracy. The last four are newly introduced optimized options. The culled versions of the new algorithms will exclude from visibility calculation those faces that lay outside the camera, which leads to a faster view map construction. The unculled counterparts will take all faces into account. The unculled visibility algorithms are useful when culling affects stroke chaining. The recommended options for users are the culled/unculled cumulative visibility algorithms. These options are meant to replace the old algorithms in the future. Performance improvements over the old algorithms depend on the scenes to be rendered. * Silhouette detection has also been considerably optimized for speed. Performance gains by this optimization do not depend on scenes. * Improper handling of error conditions in the view map construction was fixed.
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}
MEM_CXX_CLASS_ALLOC_FUNCS("Freestyle:PointerSequence")
Optimized view map calculation by Alexander Beels. * View map calculation has been intensively optimized for speed by means of: 1) new spatial grid data structures (SphericalGrid for perspective cameras and BoxGrid for orthographic cameras; automatically switched based on the camera type); 2) a heuristic grid density calculation algorithm; and 3) new line visibility computation algorithms: A "traditional" algorithm for emulating old visibility algorithms, and a "cumulative" algorithm for improved, more consistent line visibility, both exploiting the new spatial grid data structures for fast ray casting. A new option "Raycasting Algorithm" was added to allow users to choose a ray casting (line visibility) algorithm. Available choices are: - Normal Ray Casting - Fast Ray Casting - Very Fast Ray Casting - Culled Traditional Visibility Detection - Unculled Traditional Visibility Detection - Culled Cumulative Visibility Detection - Unculled Cumulative Visibility Detection The first three algorithms are those available in the original Freestyle (the "normal" ray casting was used unconditionally, though). The "fast" and "very fast" ray casting algorithms achieve a faster calculation at the cost of less visibility accuracy. The last four are newly introduced optimized options. The culled versions of the new algorithms will exclude from visibility calculation those faces that lay outside the camera, which leads to a faster view map construction. The unculled counterparts will take all faces into account. The unculled visibility algorithms are useful when culling affects stroke chaining. The recommended options for users are the culled/unculled cumulative visibility algorithms. These options are meant to replace the old algorithms in the future. Performance improvements over the old algorithms depend on the scenes to be rendered. * Silhouette detection has also been considerably optimized for speed. Performance gains by this optimization do not depend on scenes. * Improper handling of error conditions in the view map construction was fixed.
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};
Attempt to fix a potential name conflict between Freestyle and the compositor. A crash in the Freestyle renderer was reported by Ton on IRC with a stack trace below. Note that #2 is in Freestyle, whereas #1 is in the compositor. The problem was observed in a debug build on OS X 10.7 (gcc 4.2, openmp disabled, no llvm). ---------------------------------------------------------------------- Program received signal EXC_BAD_ACCESS, Could not access memory. Reason: 13 at address: 0x0000000000000000 [Switching to process 72386 thread 0xf303] 0x0000000100c129f3 in NodeBase::~NodeBase (this=0x10e501c80) at COM_NodeBase.cpp:43 43 delete (this->m_outputsockets.back()); Current language: auto; currently c++ (gdb) where #0 0x0000000100c129f3 in NodeBase::~NodeBase (this=0x10e501c80) at COM_NodeBase.cpp:43 #1 0x0000000100c29066 in Node::~Node (this=0x10e501c80) at COM_Node.h:49 #2 0x000000010089c273 in NodeShape::~NodeShape (this=0x10e501c80) at NodeShape.cpp:43 #3 0x000000010089910b in NodeGroup::destroy (this=0x10e501da0) at NodeGroup.cpp:61 #4 0x00000001008990cd in NodeGroup::destroy (this=0x10e5014b0) at NodeGroup.cpp:59 #5 0x00000001008990cd in NodeGroup::destroy (this=0x114e18da0) at NodeGroup.cpp:59 #6 0x00000001007e6602 in Controller::ClearRootNode (this=0x114e19640) at Controller.cpp:329 #7 0x00000001007ea52e in Controller::LoadMesh (this=0x114e19640, re=0x10aba4638, srl=0x1140f5258) at Controller.cpp:302 #8 0x00000001008030ad in prepare (re=0x10aba4638, srl=0x1140f5258) at FRS_freestyle.cpp:302 #9 0x000000010080457a in FRS_do_stroke_rendering (re=0x10aba4638, srl=0x1140f5258) at FRS_freestyle.cpp:600 #10 0x00000001006aeb9d in add_freestyle (re=0x10aba4638) at pipeline.c:1584 #11 0x00000001006aceb7 in do_render_3d (re=0x10aba4638) at pipeline.c:1094 #12 0x00000001006ae061 in do_render_fields_blur_3d (re=0x10aba4638) at pipeline.c:1367 #13 0x00000001006afa16 in do_render_composite_fields_blur_3d (re=0x10aba4638) at pipeline.c:1815 #14 0x00000001006b04e4 in do_render_all_options (re=0x10aba4638) at pipeline.c:2021 ---------------------------------------------------------------------- Apparently a name conflict between the two Blender modules is taking place. The present commit hence intends to address it by putting all the Freestyle C++ classes in the namespace 'Freestyle'. This revision will also prevent potential name conflicts with other Blender modules in the future. Special thanks to Lukas Toenne for the help with C++ namespace.
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} /* namespace Freestyle */