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blender-archive/source/blender/gpu/intern/gpu_batch_presets.c
Clément Foucault 052538edc1 Cleanup: Use GPUBatch for icon and area drawing
This is in order to remove GPU_draw_primitive to streamline the drawing
abstraction.
2020-09-01 00:30:36 +02:00

414 lines
13 KiB
C

/*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2016 Blender Foundation.
* All rights reserved.
*/
/** \file
* \ingroup gpu
*/
#include "BLI_listbase.h"
#include "BLI_math.h"
#include "BLI_threads.h"
#include "BLI_utildefines.h"
#include "MEM_guardedalloc.h"
#include "DNA_userdef_types.h"
#include "UI_interface.h"
#include "UI_resources.h"
#include "GPU_batch.h"
#include "GPU_batch_presets.h" /* own include */
#include "GPU_batch_utils.h"
/* -------------------------------------------------------------------- */
/** \name Local Structures
* \{ */
/* Struct to store 3D Batches and their format */
static struct {
struct {
GPUBatch *sphere_high;
GPUBatch *sphere_med;
GPUBatch *sphere_low;
GPUBatch *sphere_wire_low;
GPUBatch *sphere_wire_med;
} batch;
GPUVertFormat format;
struct {
uint pos, nor;
} attr_id;
ThreadMutex mutex;
} g_presets_3d = {{0}};
static struct {
struct {
GPUBatch *panel_drag_widget;
GPUBatch *quad;
} batch;
float panel_drag_widget_pixelsize;
float panel_drag_widget_width;
float panel_drag_widget_col_high[4];
float panel_drag_widget_col_dark[4];
GPUVertFormat format;
struct {
uint pos, col;
} attr_id;
} g_presets_2d = {{0}};
static ListBase presets_list = {NULL, NULL};
/** \} */
/* -------------------------------------------------------------------- */
/** \name 3D Primitives
* \{ */
static GPUVertFormat *preset_3d_format(void)
{
if (g_presets_3d.format.attr_len == 0) {
GPUVertFormat *format = &g_presets_3d.format;
g_presets_3d.attr_id.pos = GPU_vertformat_attr_add(
format, "pos", GPU_COMP_F32, 3, GPU_FETCH_FLOAT);
g_presets_3d.attr_id.nor = GPU_vertformat_attr_add(
format, "nor", GPU_COMP_F32, 3, GPU_FETCH_FLOAT);
}
return &g_presets_3d.format;
}
static GPUVertFormat *preset_2d_format(void)
{
if (g_presets_2d.format.attr_len == 0) {
GPUVertFormat *format = &g_presets_2d.format;
g_presets_2d.attr_id.pos = GPU_vertformat_attr_add(
format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
g_presets_2d.attr_id.col = GPU_vertformat_attr_add(
format, "color", GPU_COMP_F32, 4, GPU_FETCH_FLOAT);
}
return &g_presets_2d.format;
}
static void batch_sphere_lat_lon_vert(GPUVertBufRaw *pos_step,
GPUVertBufRaw *nor_step,
float lat,
float lon)
{
float pos[3];
pos[0] = sinf(lat) * cosf(lon);
pos[1] = cosf(lat);
pos[2] = sinf(lat) * sinf(lon);
copy_v3_v3(GPU_vertbuf_raw_step(pos_step), pos);
copy_v3_v3(GPU_vertbuf_raw_step(nor_step), pos);
}
GPUBatch *GPU_batch_preset_sphere(int lod)
{
BLI_assert(lod >= 0 && lod <= 2);
BLI_assert(BLI_thread_is_main());
if (lod == 0) {
return g_presets_3d.batch.sphere_low;
}
if (lod == 1) {
return g_presets_3d.batch.sphere_med;
}
return g_presets_3d.batch.sphere_high;
}
GPUBatch *GPU_batch_preset_sphere_wire(int lod)
{
BLI_assert(lod >= 0 && lod <= 1);
BLI_assert(BLI_thread_is_main());
if (lod == 0) {
return g_presets_3d.batch.sphere_wire_low;
}
return g_presets_3d.batch.sphere_wire_med;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Create Sphere (3D)
* \{ */
/* Replacement for gluSphere */
GPUBatch *gpu_batch_sphere(int lat_res, int lon_res)
{
const float lon_inc = 2 * M_PI / lon_res;
const float lat_inc = M_PI / lat_res;
float lon, lat;
GPUVertBuf *vbo = GPU_vertbuf_create_with_format(preset_3d_format());
const uint vbo_len = (lat_res - 1) * lon_res * 6;
GPU_vertbuf_data_alloc(vbo, vbo_len);
GPUVertBufRaw pos_step, nor_step;
GPU_vertbuf_attr_get_raw_data(vbo, g_presets_3d.attr_id.pos, &pos_step);
GPU_vertbuf_attr_get_raw_data(vbo, g_presets_3d.attr_id.nor, &nor_step);
lon = 0.0f;
for (int i = 0; i < lon_res; i++, lon += lon_inc) {
lat = 0.0f;
for (int j = 0; j < lat_res; j++, lat += lat_inc) {
if (j != lat_res - 1) { /* Pole */
batch_sphere_lat_lon_vert(&pos_step, &nor_step, lat + lat_inc, lon + lon_inc);
batch_sphere_lat_lon_vert(&pos_step, &nor_step, lat + lat_inc, lon);
batch_sphere_lat_lon_vert(&pos_step, &nor_step, lat, lon);
}
if (j != 0) { /* Pole */
batch_sphere_lat_lon_vert(&pos_step, &nor_step, lat, lon + lon_inc);
batch_sphere_lat_lon_vert(&pos_step, &nor_step, lat + lat_inc, lon + lon_inc);
batch_sphere_lat_lon_vert(&pos_step, &nor_step, lat, lon);
}
}
}
BLI_assert(vbo_len == GPU_vertbuf_raw_used(&pos_step));
BLI_assert(vbo_len == GPU_vertbuf_raw_used(&nor_step));
return GPU_batch_create_ex(GPU_PRIM_TRIS, vbo, NULL, GPU_BATCH_OWNS_VBO);
}
static GPUBatch *batch_sphere_wire(int lat_res, int lon_res)
{
const float lon_inc = 2 * M_PI / lon_res;
const float lat_inc = M_PI / lat_res;
float lon, lat;
GPUVertBuf *vbo = GPU_vertbuf_create_with_format(preset_3d_format());
const uint vbo_len = (lat_res * lon_res * 2) + ((lat_res - 1) * lon_res * 2);
GPU_vertbuf_data_alloc(vbo, vbo_len);
GPUVertBufRaw pos_step, nor_step;
GPU_vertbuf_attr_get_raw_data(vbo, g_presets_3d.attr_id.pos, &pos_step);
GPU_vertbuf_attr_get_raw_data(vbo, g_presets_3d.attr_id.nor, &nor_step);
lon = 0.0f;
for (int i = 0; i < lon_res; i++, lon += lon_inc) {
lat = 0.0f;
for (int j = 0; j < lat_res; j++, lat += lat_inc) {
batch_sphere_lat_lon_vert(&pos_step, &nor_step, lat + lat_inc, lon);
batch_sphere_lat_lon_vert(&pos_step, &nor_step, lat, lon);
if (j != lat_res - 1) { /* Pole */
batch_sphere_lat_lon_vert(&pos_step, &nor_step, lat + lat_inc, lon + lon_inc);
batch_sphere_lat_lon_vert(&pos_step, &nor_step, lat + lat_inc, lon);
}
}
}
BLI_assert(vbo_len == GPU_vertbuf_raw_used(&pos_step));
BLI_assert(vbo_len == GPU_vertbuf_raw_used(&nor_step));
return GPU_batch_create_ex(GPU_PRIM_LINES, vbo, NULL, GPU_BATCH_OWNS_VBO);
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Panel Drag Widget
* \{ */
static void gpu_batch_preset_rectf_tris_color_ex(GPUVertBufRaw *pos_step,
float x1,
float y1,
float x2,
float y2,
GPUVertBufRaw *col_step,
const float color[4])
{
copy_v2_v2(GPU_vertbuf_raw_step(pos_step), (const float[2]){x1, y1});
copy_v4_v4(GPU_vertbuf_raw_step(col_step), color);
copy_v2_v2(GPU_vertbuf_raw_step(pos_step), (const float[2]){x2, y1});
copy_v4_v4(GPU_vertbuf_raw_step(col_step), color);
copy_v2_v2(GPU_vertbuf_raw_step(pos_step), (const float[2]){x2, y2});
copy_v4_v4(GPU_vertbuf_raw_step(col_step), color);
copy_v2_v2(GPU_vertbuf_raw_step(pos_step), (const float[2]){x1, y1});
copy_v4_v4(GPU_vertbuf_raw_step(col_step), color);
copy_v2_v2(GPU_vertbuf_raw_step(pos_step), (const float[2]){x2, y2});
copy_v4_v4(GPU_vertbuf_raw_step(col_step), color);
copy_v2_v2(GPU_vertbuf_raw_step(pos_step), (const float[2]){x1, y2});
copy_v4_v4(GPU_vertbuf_raw_step(col_step), color);
}
static GPUBatch *gpu_batch_preset_panel_drag_widget(float pixelsize,
const float col_high[4],
const float col_dark[4],
const float width)
{
GPUVertBuf *vbo = GPU_vertbuf_create_with_format(preset_2d_format());
const uint vbo_len = 4 * 2 * (6 * 2);
GPU_vertbuf_data_alloc(vbo, vbo_len);
GPUVertBufRaw pos_step, col_step;
GPU_vertbuf_attr_get_raw_data(vbo, g_presets_2d.attr_id.pos, &pos_step);
GPU_vertbuf_attr_get_raw_data(vbo, g_presets_2d.attr_id.col, &col_step);
const int px = (int)pixelsize;
const int px_zoom = max_ii(round_fl_to_int(width / 22.0f), 1);
const int box_margin = max_ii(round_fl_to_int((float)(px_zoom * 2.0f)), px);
const int box_size = max_ii(round_fl_to_int((width / 8.0f) - px), px);
const int y_ofs = max_ii(round_fl_to_int(width / 2.5f), px);
const int x_ofs = y_ofs;
int i_x, i_y;
for (i_x = 0; i_x < 4; i_x++) {
for (i_y = 0; i_y < 2; i_y++) {
const int x_co = (x_ofs) + (i_x * (box_size + box_margin));
const int y_co = (y_ofs) + (i_y * (box_size + box_margin));
gpu_batch_preset_rectf_tris_color_ex(&pos_step,
x_co - box_size,
y_co - px_zoom,
x_co,
(y_co + box_size) - px_zoom,
&col_step,
col_dark);
gpu_batch_preset_rectf_tris_color_ex(
&pos_step, x_co - box_size, y_co, x_co, y_co + box_size, &col_step, col_high);
}
}
return GPU_batch_create_ex(GPU_PRIM_TRIS, vbo, NULL, GPU_BATCH_OWNS_VBO);
}
GPUBatch *GPU_batch_preset_panel_drag_widget(const float pixelsize,
const float col_high[4],
const float col_dark[4],
const float width)
{
const bool parameters_changed = (g_presets_2d.panel_drag_widget_pixelsize != pixelsize) ||
(g_presets_2d.panel_drag_widget_width != width) ||
!equals_v4v4(g_presets_2d.panel_drag_widget_col_high,
col_high) ||
!equals_v4v4(g_presets_2d.panel_drag_widget_col_dark, col_dark);
if (g_presets_2d.batch.panel_drag_widget && parameters_changed) {
gpu_batch_presets_unregister(g_presets_2d.batch.panel_drag_widget);
GPU_batch_discard(g_presets_2d.batch.panel_drag_widget);
g_presets_2d.batch.panel_drag_widget = NULL;
}
if (!g_presets_2d.batch.panel_drag_widget) {
g_presets_2d.batch.panel_drag_widget = gpu_batch_preset_panel_drag_widget(
pixelsize, col_high, col_dark, width);
gpu_batch_presets_register(g_presets_2d.batch.panel_drag_widget);
g_presets_2d.panel_drag_widget_pixelsize = pixelsize;
g_presets_2d.panel_drag_widget_width = width;
copy_v4_v4(g_presets_2d.panel_drag_widget_col_high, col_high);
copy_v4_v4(g_presets_2d.panel_drag_widget_col_dark, col_dark);
}
return g_presets_2d.batch.panel_drag_widget;
}
/* To be used with procedural placement inside shader. */
GPUBatch *GPU_batch_preset_quad(void)
{
if (!g_presets_2d.batch.quad) {
GPUVertBuf *vbo = GPU_vertbuf_create_with_format(preset_2d_format());
GPU_vertbuf_data_alloc(vbo, 4);
float pos_data[4][2] = {{0.0f, 0.0f}, {0.0f, 1.0f}, {1.0f, 1.0f}, {1.0f, 0.0f}};
GPU_vertbuf_attr_fill(vbo, g_presets_2d.attr_id.pos, pos_data);
/* Don't fill the color. */
g_presets_2d.batch.quad = GPU_batch_create_ex(GPU_PRIM_TRI_FAN, vbo, NULL, GPU_BATCH_OWNS_VBO);
gpu_batch_presets_register(g_presets_2d.batch.quad);
}
return g_presets_2d.batch.quad;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Preset Registration Management
* \{ */
void gpu_batch_presets_init(void)
{
BLI_mutex_init(&g_presets_3d.mutex);
/* Hard coded resolution */
g_presets_3d.batch.sphere_low = gpu_batch_sphere(8, 16);
gpu_batch_presets_register(g_presets_3d.batch.sphere_low);
g_presets_3d.batch.sphere_med = gpu_batch_sphere(16, 10);
gpu_batch_presets_register(g_presets_3d.batch.sphere_med);
g_presets_3d.batch.sphere_high = gpu_batch_sphere(32, 24);
gpu_batch_presets_register(g_presets_3d.batch.sphere_high);
g_presets_3d.batch.sphere_wire_low = batch_sphere_wire(6, 8);
gpu_batch_presets_register(g_presets_3d.batch.sphere_wire_low);
g_presets_3d.batch.sphere_wire_med = batch_sphere_wire(8, 16);
gpu_batch_presets_register(g_presets_3d.batch.sphere_wire_med);
}
void gpu_batch_presets_register(GPUBatch *preset_batch)
{
BLI_mutex_lock(&g_presets_3d.mutex);
BLI_addtail(&presets_list, BLI_genericNodeN(preset_batch));
BLI_mutex_unlock(&g_presets_3d.mutex);
}
bool gpu_batch_presets_unregister(GPUBatch *preset_batch)
{
BLI_mutex_lock(&g_presets_3d.mutex);
for (LinkData *link = presets_list.last; link; link = link->prev) {
if (preset_batch == link->data) {
BLI_remlink(&presets_list, link);
BLI_mutex_unlock(&g_presets_3d.mutex);
MEM_freeN(link);
return true;
}
}
BLI_mutex_unlock(&g_presets_3d.mutex);
return false;
}
void gpu_batch_presets_exit(void)
{
LinkData *link;
while ((link = BLI_pophead(&presets_list))) {
GPUBatch *preset = link->data;
GPU_batch_discard(preset);
MEM_freeN(link);
}
BLI_mutex_end(&g_presets_3d.mutex);
}
/** \} */