While \file doesn't need an argument, it can't have another doxy command after it.
260 lines
7.4 KiB
C
260 lines
7.4 KiB
C
/*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2016 Blender Foundation.
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* All rights reserved.
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*/
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/** \file
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* \ingroup gpu
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*/
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#include "BLI_utildefines.h"
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#include "BLI_math.h"
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#include "BLI_threads.h"
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#include "BLI_listbase.h"
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#include "MEM_guardedalloc.h"
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#include "UI_interface.h"
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#include "GPU_batch.h"
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#include "GPU_batch_utils.h"
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#include "GPU_batch_presets.h" /* own include */
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#include "gpu_shader_private.h"
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/* Struct to store 3D Batches and their format */
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static struct {
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struct {
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GPUBatch *sphere_high;
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GPUBatch *sphere_med;
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GPUBatch *sphere_low;
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GPUBatch *sphere_wire_low;
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GPUBatch *sphere_wire_med;
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} batch;
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GPUVertFormat format;
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struct {
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uint pos, nor;
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} attr_id;
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ThreadMutex mutex;
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} g_presets_3d = {{0}};
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static ListBase presets_list = {NULL, NULL};
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/* -------------------------------------------------------------------- */
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/** \name 3D Primitives
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* \{ */
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static GPUVertFormat *preset_3d_format(void)
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{
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if (g_presets_3d.format.attr_len == 0) {
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GPUVertFormat *format = &g_presets_3d.format;
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g_presets_3d.attr_id.pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 3, GPU_FETCH_FLOAT);
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g_presets_3d.attr_id.nor = GPU_vertformat_attr_add(format, "nor", GPU_COMP_F32, 3, GPU_FETCH_FLOAT);
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}
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return &g_presets_3d.format;
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}
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static void batch_sphere_lat_lon_vert(
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GPUVertBufRaw *pos_step, GPUVertBufRaw *nor_step,
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float lat, float lon)
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{
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float pos[3];
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pos[0] = sinf(lat) * cosf(lon);
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pos[1] = cosf(lat);
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pos[2] = sinf(lat) * sinf(lon);
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copy_v3_v3(GPU_vertbuf_raw_step(pos_step), pos);
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copy_v3_v3(GPU_vertbuf_raw_step(nor_step), pos);
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}
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GPUBatch *GPU_batch_preset_sphere(int lod)
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{
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BLI_assert(lod >= 0 && lod <= 2);
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BLI_assert(BLI_thread_is_main());
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if (lod == 0) {
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return g_presets_3d.batch.sphere_low;
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}
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else if (lod == 1) {
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return g_presets_3d.batch.sphere_med;
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}
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else {
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return g_presets_3d.batch.sphere_high;
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}
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}
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GPUBatch *GPU_batch_preset_sphere_wire(int lod)
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{
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BLI_assert(lod >= 0 && lod <= 1);
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BLI_assert(BLI_thread_is_main());
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if (lod == 0) {
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return g_presets_3d.batch.sphere_wire_low;
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}
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else {
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return g_presets_3d.batch.sphere_wire_med;
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}
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}
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Create Sphere (3D)
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* \{ */
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/* Replacement for gluSphere */
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GPUBatch *gpu_batch_sphere(int lat_res, int lon_res)
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{
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const float lon_inc = 2 * M_PI / lon_res;
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const float lat_inc = M_PI / lat_res;
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float lon, lat;
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GPUVertBuf *vbo = GPU_vertbuf_create_with_format(preset_3d_format());
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const uint vbo_len = (lat_res - 1) * lon_res * 6;
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GPU_vertbuf_data_alloc(vbo, vbo_len);
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GPUVertBufRaw pos_step, nor_step;
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GPU_vertbuf_attr_get_raw_data(vbo, g_presets_3d.attr_id.pos, &pos_step);
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GPU_vertbuf_attr_get_raw_data(vbo, g_presets_3d.attr_id.nor, &nor_step);
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lon = 0.0f;
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for (int i = 0; i < lon_res; i++, lon += lon_inc) {
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lat = 0.0f;
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for (int j = 0; j < lat_res; j++, lat += lat_inc) {
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if (j != lat_res - 1) { /* Pole */
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batch_sphere_lat_lon_vert(&pos_step, &nor_step, lat + lat_inc, lon + lon_inc);
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batch_sphere_lat_lon_vert(&pos_step, &nor_step, lat + lat_inc, lon);
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batch_sphere_lat_lon_vert(&pos_step, &nor_step, lat, lon);
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}
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if (j != 0) { /* Pole */
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batch_sphere_lat_lon_vert(&pos_step, &nor_step, lat, lon + lon_inc);
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batch_sphere_lat_lon_vert(&pos_step, &nor_step, lat + lat_inc, lon + lon_inc);
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batch_sphere_lat_lon_vert(&pos_step, &nor_step, lat, lon);
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}
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}
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}
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BLI_assert(vbo_len == GPU_vertbuf_raw_used(&pos_step));
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BLI_assert(vbo_len == GPU_vertbuf_raw_used(&nor_step));
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return GPU_batch_create_ex(GPU_PRIM_TRIS, vbo, NULL, GPU_BATCH_OWNS_VBO);
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}
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static GPUBatch *batch_sphere_wire(int lat_res, int lon_res)
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{
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const float lon_inc = 2 * M_PI / lon_res;
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const float lat_inc = M_PI / lat_res;
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float lon, lat;
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GPUVertBuf *vbo = GPU_vertbuf_create_with_format(preset_3d_format());
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const uint vbo_len = (lat_res * lon_res * 2) + ((lat_res - 1) * lon_res * 2);
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GPU_vertbuf_data_alloc(vbo, vbo_len);
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GPUVertBufRaw pos_step, nor_step;
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GPU_vertbuf_attr_get_raw_data(vbo, g_presets_3d.attr_id.pos, &pos_step);
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GPU_vertbuf_attr_get_raw_data(vbo, g_presets_3d.attr_id.nor, &nor_step);
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lon = 0.0f;
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for (int i = 0; i < lon_res; i++, lon += lon_inc) {
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lat = 0.0f;
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for (int j = 0; j < lat_res; j++, lat += lat_inc) {
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batch_sphere_lat_lon_vert(&pos_step, &nor_step, lat + lat_inc, lon);
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batch_sphere_lat_lon_vert(&pos_step, &nor_step, lat, lon);
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if (j != lat_res - 1) { /* Pole */
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batch_sphere_lat_lon_vert(&pos_step, &nor_step, lat + lat_inc, lon + lon_inc);
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batch_sphere_lat_lon_vert(&pos_step, &nor_step, lat + lat_inc, lon);
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}
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}
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}
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BLI_assert(vbo_len == GPU_vertbuf_raw_used(&pos_step));
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BLI_assert(vbo_len == GPU_vertbuf_raw_used(&nor_step));
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return GPU_batch_create_ex(GPU_PRIM_LINES, vbo, NULL, GPU_BATCH_OWNS_VBO);
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}
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/** \} */
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void gpu_batch_presets_init(void)
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{
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BLI_mutex_init(&g_presets_3d.mutex);
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/* Hard coded resolution */
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g_presets_3d.batch.sphere_low = gpu_batch_sphere(8, 16);
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gpu_batch_presets_register(g_presets_3d.batch.sphere_low);
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g_presets_3d.batch.sphere_med = gpu_batch_sphere(16, 10);
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gpu_batch_presets_register(g_presets_3d.batch.sphere_med);
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g_presets_3d.batch.sphere_high = gpu_batch_sphere(32, 24);
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gpu_batch_presets_register(g_presets_3d.batch.sphere_high);
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g_presets_3d.batch.sphere_wire_low = batch_sphere_wire(6, 8);
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gpu_batch_presets_register(g_presets_3d.batch.sphere_wire_low);
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g_presets_3d.batch.sphere_wire_med = batch_sphere_wire(8, 16);
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gpu_batch_presets_register(g_presets_3d.batch.sphere_wire_med);
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}
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void gpu_batch_presets_register(GPUBatch *preset_batch)
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{
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BLI_mutex_lock(&g_presets_3d.mutex);
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BLI_addtail(&presets_list, BLI_genericNodeN(preset_batch));
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BLI_mutex_unlock(&g_presets_3d.mutex);
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}
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bool gpu_batch_presets_unregister(GPUBatch *preset_batch)
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{
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BLI_mutex_lock(&g_presets_3d.mutex);
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for (LinkData *link = presets_list.last; link; link = link->prev) {
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if (preset_batch == link->data) {
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BLI_remlink(&presets_list, link);
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BLI_mutex_unlock(&g_presets_3d.mutex);
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MEM_freeN(link);
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return true;
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}
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}
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BLI_mutex_unlock(&g_presets_3d.mutex);
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return false;
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}
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void gpu_batch_presets_reset(void)
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{
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BLI_mutex_lock(&g_presets_3d.mutex);
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/* Reset vao caches for these every time we switch opengl context.
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* This way they will draw correctly for each window. */
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for (LinkData *link = presets_list.first; link; link = link->next) {
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GPUBatch *preset = link->data;
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GPU_batch_vao_cache_clear(preset);
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}
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BLI_mutex_unlock(&g_presets_3d.mutex);
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}
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void gpu_batch_presets_exit(void)
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{
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LinkData *link;
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while ((link = BLI_pophead(&presets_list))) {
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GPUBatch *preset = link->data;
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GPU_batch_discard(preset);
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MEM_freeN(link);
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}
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BLI_mutex_end(&g_presets_3d.mutex);
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}
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