Currently the `MLoopUV` struct stores UV coordinates and flags related to editing UV maps in the UV editor. This patch changes the coordinates to use the generic 2D vector type, and moves the flags into three separate boolean attributes. This follows the design in T95965, with the ultimate intention of simplifying code and improving performance. Importantly, the change allows exporters and renderers to use UVs "touched" by geometry nodes, which only creates generic attributes. It also allows geometry nodes to create "proper" UV maps from scratch, though only with the Store Named Attribute node for now. The new design considers any 2D vector attribute on the corner domain to be a UV map. In the future, they might be distinguished from regular 2D vectors with attribute metadata, which may be helpful because they are often interpolated differently. Most of the code changes deal with passing around UV BMesh custom data offsets and tracking the boolean "sublayers". The boolean layers are use the following prefixes for attribute names: vert selection: `.vs.`, edge selection: `.es.`, pinning: `.pn.`. Currently these are short to avoid using up the maximum length of attribute names. To accommodate for these 4 extra characters, the name length limit is enlarged to 68 bytes, while the maximum user settable name length is still 64 bytes. Unfortunately Python/RNA API access to the UV flag data becomes slower. Accessing the boolean layers directly is be better for performance in general. Like the other mesh SoA refactors, backward and forward compatibility aren't affected, and won't be changed until 4.0. We pay for that by making mesh reading and writing more expensive with conversions. Resolves T85962 Differential Revision: https://developer.blender.org/D14365
445 lines
15 KiB
C++
445 lines
15 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later
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* Copyright 2021 Blender Foundation. All rights reserved. */
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/** \file
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* \ingroup draw
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*
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* \brief Extraction of Mesh data into VBO to feed to GPU.
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*/
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#pragma once
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#include "BLI_math_vector_types.hh"
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#include "DNA_mesh_types.h"
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#include "DNA_meshdata_types.h"
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#include "DNA_object_types.h"
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#include "DNA_scene_types.h"
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#include "BKE_customdata.h"
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#include "BKE_editmesh.h"
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#include "BKE_editmesh_cache.h"
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#include "BKE_mesh.h"
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#include "draw_cache_extract.hh"
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struct DRWSubdivCache;
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#define MIN_RANGE_LEN 1024
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/* ---------------------------------------------------------------------- */
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/** \name Mesh Render Data
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* \{ */
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enum eMRExtractType {
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MR_EXTRACT_BMESH,
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MR_EXTRACT_MESH,
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};
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struct MeshRenderData {
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eMRExtractType extract_type;
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int poly_len, edge_len, vert_len, loop_len;
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int edge_loose_len;
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int vert_loose_len;
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int loop_loose_len;
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int tri_len;
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int mat_len;
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bool use_hide;
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bool use_subsurf_fdots;
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bool use_final_mesh;
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/** Use for #MeshStatVis calculation which use world-space coords. */
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float obmat[4][4];
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const ToolSettings *toolsettings;
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/** Edit Mesh */
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BMEditMesh *edit_bmesh;
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BMesh *bm;
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EditMeshData *edit_data;
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/* For deformed edit-mesh data. */
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/* Use for #ME_WRAPPER_TYPE_BMESH. */
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const float (*bm_vert_coords)[3];
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const float (*bm_vert_normals)[3];
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const float (*bm_poly_normals)[3];
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const float (*bm_poly_centers)[3];
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const int *v_origindex, *e_origindex, *p_origindex;
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int edge_crease_ofs;
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int vert_crease_ofs;
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int bweight_ofs;
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int freestyle_edge_ofs;
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int freestyle_face_ofs;
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/** Mesh */
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Mesh *me;
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const blender::float3 *vert_positions;
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const MEdge *medge;
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const MLoop *mloop;
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const MPoly *mpoly;
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BMVert *eve_act;
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BMEdge *eed_act;
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BMFace *efa_act;
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BMFace *efa_act_uv;
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/* The triangulation of #Mesh polygons, owned by the mesh. */
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const MLoopTri *mlooptri;
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const int *material_indices;
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const float (*vert_normals)[3];
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const float (*poly_normals)[3];
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const bool *hide_vert;
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const bool *hide_edge;
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const bool *hide_poly;
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const bool *select_vert;
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const bool *select_edge;
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const bool *select_poly;
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float (*loop_normals)[3];
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int *lverts, *ledges;
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const char *active_color_name;
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const char *default_color_name;
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struct {
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int *tri_first_index;
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int *mat_tri_len;
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int visible_tri_len;
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} poly_sorted;
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};
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BLI_INLINE const Mesh *editmesh_final_or_this(const Object *object, const Mesh *me)
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{
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if (me->edit_mesh != nullptr) {
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Mesh *editmesh_eval_final = BKE_object_get_editmesh_eval_final(object);
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if (editmesh_eval_final != nullptr) {
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return editmesh_eval_final;
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}
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}
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return me;
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}
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BLI_INLINE const CustomData *mesh_cd_ldata_get_from_mesh(const Mesh *me)
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{
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switch (me->runtime->wrapper_type) {
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case ME_WRAPPER_TYPE_SUBD:
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case ME_WRAPPER_TYPE_MDATA:
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return &me->ldata;
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break;
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case ME_WRAPPER_TYPE_BMESH:
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return &me->edit_mesh->bm->ldata;
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break;
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}
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BLI_assert(0);
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return &me->ldata;
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}
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BLI_INLINE const CustomData *mesh_cd_pdata_get_from_mesh(const Mesh *me)
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{
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switch (me->runtime->wrapper_type) {
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case ME_WRAPPER_TYPE_SUBD:
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case ME_WRAPPER_TYPE_MDATA:
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return &me->pdata;
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break;
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case ME_WRAPPER_TYPE_BMESH:
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return &me->edit_mesh->bm->pdata;
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break;
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}
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BLI_assert(0);
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return &me->pdata;
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}
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BLI_INLINE const CustomData *mesh_cd_edata_get_from_mesh(const Mesh *me)
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{
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switch (me->runtime->wrapper_type) {
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case ME_WRAPPER_TYPE_SUBD:
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case ME_WRAPPER_TYPE_MDATA:
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return &me->edata;
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break;
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case ME_WRAPPER_TYPE_BMESH:
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return &me->edit_mesh->bm->edata;
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break;
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}
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BLI_assert(0);
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return &me->edata;
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}
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BLI_INLINE const CustomData *mesh_cd_vdata_get_from_mesh(const Mesh *me)
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{
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switch (me->runtime->wrapper_type) {
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case ME_WRAPPER_TYPE_SUBD:
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case ME_WRAPPER_TYPE_MDATA:
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return &me->vdata;
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break;
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case ME_WRAPPER_TYPE_BMESH:
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return &me->edit_mesh->bm->vdata;
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break;
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}
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BLI_assert(0);
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return &me->vdata;
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}
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BLI_INLINE BMFace *bm_original_face_get(const MeshRenderData *mr, int idx)
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{
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return ((mr->p_origindex != NULL) && (mr->p_origindex[idx] != ORIGINDEX_NONE) && mr->bm) ?
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BM_face_at_index(mr->bm, mr->p_origindex[idx]) :
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NULL;
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}
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BLI_INLINE BMEdge *bm_original_edge_get(const MeshRenderData *mr, int idx)
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{
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return ((mr->e_origindex != NULL) && (mr->e_origindex[idx] != ORIGINDEX_NONE) && mr->bm) ?
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BM_edge_at_index(mr->bm, mr->e_origindex[idx]) :
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NULL;
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}
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BLI_INLINE BMVert *bm_original_vert_get(const MeshRenderData *mr, int idx)
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{
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return ((mr->v_origindex != NULL) && (mr->v_origindex[idx] != ORIGINDEX_NONE) && mr->bm) ?
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BM_vert_at_index(mr->bm, mr->v_origindex[idx]) :
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NULL;
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}
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BLI_INLINE const float *bm_vert_co_get(const MeshRenderData *mr, const BMVert *eve)
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{
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const float(*vert_coords)[3] = mr->bm_vert_coords;
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if (vert_coords != NULL) {
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return vert_coords[BM_elem_index_get(eve)];
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}
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UNUSED_VARS(mr);
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return eve->co;
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}
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BLI_INLINE const float *bm_vert_no_get(const MeshRenderData *mr, const BMVert *eve)
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{
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const float(*vert_normals)[3] = mr->bm_vert_normals;
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if (vert_normals != NULL) {
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return vert_normals[BM_elem_index_get(eve)];
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}
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UNUSED_VARS(mr);
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return eve->no;
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}
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BLI_INLINE const float *bm_face_no_get(const MeshRenderData *mr, const BMFace *efa)
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{
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const float(*poly_normals)[3] = mr->bm_poly_normals;
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if (poly_normals != NULL) {
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return poly_normals[BM_elem_index_get(efa)];
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}
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UNUSED_VARS(mr);
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return efa->no;
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}
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/** \} */
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/* ---------------------------------------------------------------------- */
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/** \name Mesh Elements Extract Struct
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* \{ */
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/* TODO(jbakker): move parameters inside a struct. */
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using ExtractTriBMeshFn = void(const MeshRenderData *mr, BMLoop **elt, int elt_index, void *data);
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using ExtractTriMeshFn = void(const MeshRenderData *mr,
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const MLoopTri *mlt,
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int elt_index,
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void *data);
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using ExtractPolyBMeshFn = void(const MeshRenderData *mr,
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const BMFace *f,
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int f_index,
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void *data);
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using ExtractPolyMeshFn = void(const MeshRenderData *mr,
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const MPoly *mp,
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int mp_index,
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void *data);
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using ExtractLEdgeBMeshFn = void(const MeshRenderData *mr,
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const BMEdge *eed,
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int ledge_index,
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void *data);
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using ExtractLEdgeMeshFn = void(const MeshRenderData *mr,
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const MEdge *med,
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int ledge_index,
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void *data);
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using ExtractLVertBMeshFn = void(const MeshRenderData *mr,
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const BMVert *eve,
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int lvert_index,
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void *data);
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using ExtractLVertMeshFn = void(const MeshRenderData *mr, int lvert_index, void *data);
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using ExtractLooseGeomSubdivFn = void(const DRWSubdivCache *subdiv_cache,
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const MeshRenderData *mr,
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void *buffer,
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void *data);
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using ExtractInitFn = void(const MeshRenderData *mr,
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MeshBatchCache *cache,
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void *buffer,
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void *r_data);
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using ExtractFinishFn = void(const MeshRenderData *mr,
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MeshBatchCache *cache,
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void *buffer,
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void *data);
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using ExtractTaskReduceFn = void(void *userdata, void *task_userdata);
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using ExtractInitSubdivFn = void(const DRWSubdivCache *subdiv_cache,
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const MeshRenderData *mr,
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MeshBatchCache *cache,
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void *buf,
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void *data);
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using ExtractIterSubdivBMeshFn = void(const DRWSubdivCache *subdiv_cache,
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const MeshRenderData *mr,
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void *data,
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uint subdiv_quad_index,
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const BMFace *coarse_quad);
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using ExtractIterSubdivMeshFn = void(const DRWSubdivCache *subdiv_cache,
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const MeshRenderData *mr,
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void *data,
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uint subdiv_quad_index,
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const MPoly *coarse_quad);
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using ExtractFinishSubdivFn = void(const DRWSubdivCache *subdiv_cache,
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const MeshRenderData *mr,
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MeshBatchCache *cache,
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void *buf,
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void *data);
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struct MeshExtract {
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/** Executed on main thread and return user data for iteration functions. */
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ExtractInitFn *init;
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/** Executed on one (or more if use_threading) worker thread(s). */
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ExtractTriBMeshFn *iter_looptri_bm;
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ExtractTriMeshFn *iter_looptri_mesh;
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ExtractPolyBMeshFn *iter_poly_bm;
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ExtractPolyMeshFn *iter_poly_mesh;
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ExtractLEdgeBMeshFn *iter_ledge_bm;
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ExtractLEdgeMeshFn *iter_ledge_mesh;
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ExtractLVertBMeshFn *iter_lvert_bm;
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ExtractLVertMeshFn *iter_lvert_mesh;
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ExtractLooseGeomSubdivFn *iter_loose_geom_subdiv;
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/** Executed on one worker thread after all elements iterations. */
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ExtractTaskReduceFn *task_reduce;
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ExtractFinishFn *finish;
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/** Executed on main thread for subdivision evaluation. */
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ExtractInitSubdivFn *init_subdiv;
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ExtractIterSubdivBMeshFn *iter_subdiv_bm;
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ExtractIterSubdivMeshFn *iter_subdiv_mesh;
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ExtractFinishSubdivFn *finish_subdiv;
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/** Used to request common data. */
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eMRDataType data_type;
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size_t data_size;
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/** Used to know if the element callbacks are thread-safe and can be parallelized. */
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bool use_threading;
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/**
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* Offset in bytes of the buffer inside a MeshBufferList instance. Points to a vertex or index
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* buffer.
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*/
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size_t mesh_buffer_offset;
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};
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/** \} */
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/* draw_cache_extract_mesh_render_data.c */
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/**
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* \param is_mode_active: When true, use the modifiers from the edit-data,
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* otherwise don't use modifiers as they are not from this object.
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*/
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MeshRenderData *mesh_render_data_create(Object *object,
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Mesh *me,
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bool is_editmode,
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bool is_paint_mode,
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bool is_mode_active,
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const float obmat[4][4],
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bool do_final,
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bool do_uvedit,
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const ToolSettings *ts);
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void mesh_render_data_free(MeshRenderData *mr);
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void mesh_render_data_update_normals(MeshRenderData *mr, eMRDataType data_flag);
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void mesh_render_data_update_loose_geom(MeshRenderData *mr,
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MeshBufferCache *cache,
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eMRIterType iter_type,
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eMRDataType data_flag);
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void mesh_render_data_update_polys_sorted(MeshRenderData *mr,
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MeshBufferCache *cache,
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eMRDataType data_flag);
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/**
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* Part of the creation of the #MeshRenderData that happens in a thread.
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*/
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void mesh_render_data_update_looptris(MeshRenderData *mr,
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eMRIterType iter_type,
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eMRDataType data_flag);
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/* draw_cache_extract_mesh_extractors.c */
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struct EditLoopData {
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uchar v_flag;
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uchar e_flag;
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/* This is used for both vertex and edge creases. The edge crease value is stored in the bottom 4
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* bits, while the vertex crease is stored in the upper 4 bits. */
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uchar crease;
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uchar bweight;
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};
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void *mesh_extract_buffer_get(const MeshExtract *extractor, MeshBufferList *mbuflist);
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eMRIterType mesh_extract_iter_type(const MeshExtract *ext);
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const MeshExtract *mesh_extract_override_get(const MeshExtract *extractor,
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bool do_hq_normals,
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bool do_single_mat);
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void mesh_render_data_face_flag(const MeshRenderData *mr,
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const BMFace *efa,
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BMUVOffsets offsets,
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EditLoopData *eattr);
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void mesh_render_data_loop_flag(const MeshRenderData *mr,
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BMLoop *l,
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BMUVOffsets offsets,
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EditLoopData *eattr);
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void mesh_render_data_loop_edge_flag(const MeshRenderData *mr,
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BMLoop *l,
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BMUVOffsets offsets,
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EditLoopData *eattr);
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extern const MeshExtract extract_tris;
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extern const MeshExtract extract_tris_single_mat;
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extern const MeshExtract extract_lines;
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extern const MeshExtract extract_lines_with_lines_loose;
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extern const MeshExtract extract_lines_loose_only;
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extern const MeshExtract extract_points;
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extern const MeshExtract extract_fdots;
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extern const MeshExtract extract_lines_paint_mask;
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extern const MeshExtract extract_lines_adjacency;
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extern const MeshExtract extract_edituv_tris;
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extern const MeshExtract extract_edituv_lines;
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extern const MeshExtract extract_edituv_points;
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extern const MeshExtract extract_edituv_fdots;
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extern const MeshExtract extract_pos_nor;
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extern const MeshExtract extract_pos_nor_hq;
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extern const MeshExtract extract_lnor_hq;
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extern const MeshExtract extract_lnor;
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extern const MeshExtract extract_uv;
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extern const MeshExtract extract_tan;
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extern const MeshExtract extract_tan_hq;
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extern const MeshExtract extract_sculpt_data;
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extern const MeshExtract extract_vcol;
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extern const MeshExtract extract_orco;
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extern const MeshExtract extract_edge_fac;
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extern const MeshExtract extract_weights;
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extern const MeshExtract extract_edit_data;
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extern const MeshExtract extract_edituv_data;
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extern const MeshExtract extract_edituv_stretch_area;
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extern const MeshExtract extract_edituv_stretch_angle;
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extern const MeshExtract extract_mesh_analysis;
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extern const MeshExtract extract_fdots_pos;
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extern const MeshExtract extract_fdots_nor;
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extern const MeshExtract extract_fdots_nor_hq;
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extern const MeshExtract extract_fdots_uv;
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extern const MeshExtract extract_fdots_edituv_data;
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extern const MeshExtract extract_skin_roots;
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extern const MeshExtract extract_poly_idx;
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extern const MeshExtract extract_edge_idx;
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extern const MeshExtract extract_vert_idx;
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extern const MeshExtract extract_fdot_idx;
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extern const MeshExtract extract_attr[GPU_MAX_ATTR];
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extern const MeshExtract extract_attr_viewer;
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