This removes the limitation of the sculpt overlays not being visible with modifiers active. Reviewed By: fclem Maniphest Tasks: T68900 Differential Revision: https://developer.blender.org/D8673
1119 lines
38 KiB
C
1119 lines
38 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) 2005 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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* Mesh drawing using OpenGL VBO (Vertex Buffer Objects)
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*/
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#include <limits.h>
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#include <stddef.h>
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#include <string.h>
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#include "MEM_guardedalloc.h"
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#include "BLI_bitmap.h"
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#include "BLI_ghash.h"
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#include "BLI_hash.h"
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#include "BLI_math.h"
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#include "BLI_math_color.h"
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#include "BLI_math_color_blend.h"
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#include "BLI_utildefines.h"
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#include "DNA_meshdata_types.h"
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#include "DNA_userdef_types.h"
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#include "BKE_DerivedMesh.h"
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#include "BKE_ccg.h"
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#include "BKE_mesh.h"
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#include "BKE_paint.h"
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#include "BKE_pbvh.h"
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#include "BKE_subdiv_ccg.h"
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#include "GPU_batch.h"
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#include "GPU_buffers.h"
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#include "gpu_private.h"
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#include "bmesh.h"
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/* XXX: the rest of the code in this file is used for optimized PBVH
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* drawing and doesn't interact at all with the buffer code above */
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struct GPU_PBVH_Buffers {
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GPUIndexBuf *index_buf, *index_buf_fast;
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GPUIndexBuf *index_lines_buf, *index_lines_buf_fast;
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GPUVertBuf *vert_buf;
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GPUBatch *lines;
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GPUBatch *lines_fast;
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GPUBatch *triangles;
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GPUBatch *triangles_fast;
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/* mesh pointers in case buffer allocation fails */
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const MPoly *mpoly;
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const MLoop *mloop;
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const MLoopTri *looptri;
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const MVert *mvert;
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const int *face_indices;
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int face_indices_len;
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/* grid pointers */
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CCGKey gridkey;
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CCGElem **grids;
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const DMFlagMat *grid_flag_mats;
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BLI_bitmap *const *grid_hidden;
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const int *grid_indices;
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int totgrid;
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bool use_bmesh;
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bool clear_bmesh_on_flush;
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uint tot_tri, tot_quad;
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short material_index;
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/* The PBVH ensures that either all faces in the node are
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* smooth-shaded or all faces are flat-shaded */
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bool smooth;
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bool show_overlay;
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};
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static struct {
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GPUVertFormat format;
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uint pos, nor, msk, col, fset;
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} g_vbo_id = {{0}};
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name PBVH Utils
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* \{ */
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void gpu_pbvh_init()
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{
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/* Initialize vertex buffer (match 'VertexBufferFormat'). */
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if (g_vbo_id.format.attr_len == 0) {
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g_vbo_id.pos = GPU_vertformat_attr_add(
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&g_vbo_id.format, "pos", GPU_COMP_F32, 3, GPU_FETCH_FLOAT);
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g_vbo_id.nor = GPU_vertformat_attr_add(
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&g_vbo_id.format, "nor", GPU_COMP_I16, 3, GPU_FETCH_INT_TO_FLOAT_UNIT);
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/* TODO: Do not allocate these `.msk` and `.col` when they are not used. */
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g_vbo_id.msk = GPU_vertformat_attr_add(
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&g_vbo_id.format, "msk", GPU_COMP_U8, 1, GPU_FETCH_INT_TO_FLOAT_UNIT);
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g_vbo_id.col = GPU_vertformat_attr_add(
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&g_vbo_id.format, "ac", GPU_COMP_U16, 4, GPU_FETCH_INT_TO_FLOAT_UNIT);
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g_vbo_id.fset = GPU_vertformat_attr_add(
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&g_vbo_id.format, "fset", GPU_COMP_U8, 3, GPU_FETCH_INT_TO_FLOAT_UNIT);
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}
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}
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void gpu_pbvh_exit()
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{
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/* Nothing to do. */
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}
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/* Allocates a non-initialized buffer to be sent to GPU.
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* Return is false it indicates that the memory map failed. */
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static bool gpu_pbvh_vert_buf_data_set(GPU_PBVH_Buffers *buffers, uint vert_len)
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{
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/* Keep so we can test #GPU_USAGE_DYNAMIC buffer use.
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* Not that format initialization match in both blocks.
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* Do this to keep braces balanced - otherwise indentation breaks. */
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#if 0
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if (buffers->vert_buf == NULL) {
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/* Initialize vertex buffer (match 'VertexBufferFormat'). */
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buffers->vert_buf = GPU_vertbuf_create_with_format_ex(&g_vbo_id.format, GPU_USAGE_DYNAMIC);
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GPU_vertbuf_data_alloc(buffers->vert_buf, vert_len);
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}
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else if (vert_len != buffers->vert_buf->vertex_len) {
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GPU_vertbuf_data_resize(buffers->vert_buf, vert_len);
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}
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#else
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if (buffers->vert_buf == NULL) {
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/* Initialize vertex buffer (match 'VertexBufferFormat'). */
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buffers->vert_buf = GPU_vertbuf_create_with_format_ex(&g_vbo_id.format, GPU_USAGE_STATIC);
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}
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if (GPU_vertbuf_get_data(buffers->vert_buf) == NULL ||
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GPU_vertbuf_get_vertex_len(buffers->vert_buf) != vert_len) {
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/* Allocate buffer if not allocated yet or size changed. */
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GPU_vertbuf_data_alloc(buffers->vert_buf, vert_len);
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}
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#endif
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return GPU_vertbuf_get_data(buffers->vert_buf) != NULL;
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}
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static void gpu_pbvh_batch_init(GPU_PBVH_Buffers *buffers, GPUPrimType prim)
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{
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if (buffers->triangles == NULL) {
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buffers->triangles = GPU_batch_create(prim,
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buffers->vert_buf,
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/* can be NULL if buffer is empty */
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buffers->index_buf);
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}
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if ((buffers->triangles_fast == NULL) && buffers->index_buf_fast) {
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buffers->triangles_fast = GPU_batch_create(prim, buffers->vert_buf, buffers->index_buf_fast);
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}
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if (buffers->lines == NULL) {
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buffers->lines = GPU_batch_create(GPU_PRIM_LINES,
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buffers->vert_buf,
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/* can be NULL if buffer is empty */
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buffers->index_lines_buf);
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}
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if ((buffers->lines_fast == NULL) && buffers->index_lines_buf_fast) {
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buffers->lines_fast = GPU_batch_create(
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GPU_PRIM_LINES, buffers->vert_buf, buffers->index_lines_buf_fast);
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}
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}
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Mesh PBVH
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* \{ */
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static bool gpu_pbvh_is_looptri_visible(const MLoopTri *lt,
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const MVert *mvert,
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const MLoop *mloop,
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const int *sculpt_face_sets)
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{
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return (!paint_is_face_hidden(lt, mvert, mloop) && sculpt_face_sets &&
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sculpt_face_sets[lt->poly] > SCULPT_FACE_SET_NONE);
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}
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/* Threaded - do not call any functions that use OpenGL calls! */
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void GPU_pbvh_mesh_buffers_update(GPU_PBVH_Buffers *buffers,
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const MVert *mvert,
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const float *vmask,
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const MLoopCol *vcol,
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const int *sculpt_face_sets,
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const int face_sets_color_seed,
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const int face_sets_color_default,
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const MPropCol *vtcol,
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const int update_flags)
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{
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const bool show_mask = vmask && (update_flags & GPU_PBVH_BUFFERS_SHOW_MASK) != 0;
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const bool show_face_sets = sculpt_face_sets &&
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(update_flags & GPU_PBVH_BUFFERS_SHOW_SCULPT_FACE_SETS) != 0;
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const bool show_vcol = (vcol || (vtcol && U.experimental.use_sculpt_vertex_colors)) &&
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(update_flags & GPU_PBVH_BUFFERS_SHOW_VCOL) != 0;
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bool empty_mask = true;
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bool default_face_set = true;
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{
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const int totelem = buffers->tot_tri * 3;
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/* Build VBO */
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if (gpu_pbvh_vert_buf_data_set(buffers, totelem)) {
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GPUVertBufRaw pos_step = {0};
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GPUVertBufRaw nor_step = {0};
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GPUVertBufRaw msk_step = {0};
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GPUVertBufRaw fset_step = {0};
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GPUVertBufRaw col_step = {0};
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GPU_vertbuf_attr_get_raw_data(buffers->vert_buf, g_vbo_id.pos, &pos_step);
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GPU_vertbuf_attr_get_raw_data(buffers->vert_buf, g_vbo_id.nor, &nor_step);
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GPU_vertbuf_attr_get_raw_data(buffers->vert_buf, g_vbo_id.msk, &msk_step);
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GPU_vertbuf_attr_get_raw_data(buffers->vert_buf, g_vbo_id.fset, &fset_step);
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if (show_vcol) {
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GPU_vertbuf_attr_get_raw_data(buffers->vert_buf, g_vbo_id.col, &col_step);
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}
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/* calculate normal for each polygon only once */
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uint mpoly_prev = UINT_MAX;
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short no[3] = {0, 0, 0};
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for (uint i = 0; i < buffers->face_indices_len; i++) {
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const MLoopTri *lt = &buffers->looptri[buffers->face_indices[i]];
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const uint vtri[3] = {
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buffers->mloop[lt->tri[0]].v,
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buffers->mloop[lt->tri[1]].v,
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buffers->mloop[lt->tri[2]].v,
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};
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if (!gpu_pbvh_is_looptri_visible(lt, mvert, buffers->mloop, sculpt_face_sets)) {
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continue;
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}
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/* Face normal and mask */
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if (lt->poly != mpoly_prev && !buffers->smooth) {
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const MPoly *mp = &buffers->mpoly[lt->poly];
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float fno[3];
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BKE_mesh_calc_poly_normal(mp, &buffers->mloop[mp->loopstart], mvert, fno);
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normal_float_to_short_v3(no, fno);
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mpoly_prev = lt->poly;
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}
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uchar face_set_color[4] = {UCHAR_MAX, UCHAR_MAX, UCHAR_MAX, UCHAR_MAX};
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if (show_face_sets) {
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const int fset = abs(sculpt_face_sets[lt->poly]);
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/* Skip for the default color Face Set to render it white. */
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if (fset != face_sets_color_default) {
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BKE_paint_face_set_overlay_color_get(fset, face_sets_color_seed, face_set_color);
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default_face_set = false;
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}
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}
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float fmask = 0.0f;
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uchar cmask = 0;
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if (show_mask && !buffers->smooth) {
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fmask = (vmask[vtri[0]] + vmask[vtri[1]] + vmask[vtri[2]]) / 3.0f;
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cmask = (uchar)(fmask * 255);
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}
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for (uint j = 0; j < 3; j++) {
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const MVert *v = &mvert[vtri[j]];
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copy_v3_v3(GPU_vertbuf_raw_step(&pos_step), v->co);
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if (buffers->smooth) {
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copy_v3_v3_short(no, v->no);
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}
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copy_v3_v3_short(GPU_vertbuf_raw_step(&nor_step), no);
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if (show_mask && buffers->smooth) {
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cmask = (uchar)(vmask[vtri[j]] * 255);
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}
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*(uchar *)GPU_vertbuf_raw_step(&msk_step) = cmask;
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empty_mask = empty_mask && (cmask == 0);
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/* Vertex Colors. */
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if (show_vcol) {
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ushort scol[4] = {USHRT_MAX, USHRT_MAX, USHRT_MAX, USHRT_MAX};
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if (vtcol && U.experimental.use_sculpt_vertex_colors) {
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scol[0] = unit_float_to_ushort_clamp(vtcol[vtri[j]].color[0]);
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scol[1] = unit_float_to_ushort_clamp(vtcol[vtri[j]].color[1]);
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scol[2] = unit_float_to_ushort_clamp(vtcol[vtri[j]].color[2]);
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scol[3] = unit_float_to_ushort_clamp(vtcol[vtri[j]].color[3]);
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memcpy(GPU_vertbuf_raw_step(&col_step), scol, sizeof(scol));
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}
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else {
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const uint loop_index = lt->tri[j];
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const MLoopCol *mcol = &vcol[loop_index];
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scol[0] = unit_float_to_ushort_clamp(BLI_color_from_srgb_table[mcol->r]);
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scol[1] = unit_float_to_ushort_clamp(BLI_color_from_srgb_table[mcol->g]);
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scol[2] = unit_float_to_ushort_clamp(BLI_color_from_srgb_table[mcol->b]);
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scol[3] = unit_float_to_ushort_clamp(mcol->a * (1.0f / 255.0f));
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memcpy(GPU_vertbuf_raw_step(&col_step), scol, sizeof(scol));
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}
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}
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/* Face Sets. */
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memcpy(GPU_vertbuf_raw_step(&fset_step), face_set_color, sizeof(uchar[3]));
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}
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}
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}
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gpu_pbvh_batch_init(buffers, GPU_PRIM_TRIS);
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}
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/* Get material index from the first face of this buffer. */
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const MLoopTri *lt = &buffers->looptri[buffers->face_indices[0]];
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const MPoly *mp = &buffers->mpoly[lt->poly];
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buffers->material_index = mp->mat_nr;
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buffers->show_overlay = !empty_mask || !default_face_set;
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buffers->mvert = mvert;
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}
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/* Threaded - do not call any functions that use OpenGL calls! */
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GPU_PBVH_Buffers *GPU_pbvh_mesh_buffers_build(const MPoly *mpoly,
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const MLoop *mloop,
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const MLoopTri *looptri,
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const MVert *mvert,
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const int *face_indices,
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const int *sculpt_face_sets,
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const int face_indices_len,
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const struct Mesh *mesh)
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{
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GPU_PBVH_Buffers *buffers;
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int i, tottri;
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int tot_real_edges = 0;
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buffers = MEM_callocN(sizeof(GPU_PBVH_Buffers), "GPU_Buffers");
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/* smooth or flat for all */
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buffers->smooth = mpoly[looptri[face_indices[0]].poly].flag & ME_SMOOTH;
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buffers->show_overlay = false;
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/* Count the number of visible triangles */
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for (i = 0, tottri = 0; i < face_indices_len; i++) {
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const MLoopTri *lt = &looptri[face_indices[i]];
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if (gpu_pbvh_is_looptri_visible(lt, mvert, mloop, sculpt_face_sets)) {
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int r_edges[3];
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BKE_mesh_looptri_get_real_edges(mesh, lt, r_edges);
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for (int j = 0; j < 3; j++) {
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if (r_edges[j] != -1) {
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tot_real_edges++;
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}
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}
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tottri++;
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}
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}
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if (tottri == 0) {
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buffers->tot_tri = 0;
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buffers->mpoly = mpoly;
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buffers->mloop = mloop;
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buffers->looptri = looptri;
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buffers->face_indices = face_indices;
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buffers->face_indices_len = 0;
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return buffers;
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}
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/* Fill the only the line buffer. */
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GPUIndexBufBuilder elb_lines;
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GPU_indexbuf_init(&elb_lines, GPU_PRIM_LINES, tot_real_edges, INT_MAX);
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int vert_idx = 0;
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for (i = 0; i < face_indices_len; i++) {
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const MLoopTri *lt = &looptri[face_indices[i]];
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/* Skip hidden faces */
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if (!gpu_pbvh_is_looptri_visible(lt, mvert, mloop, sculpt_face_sets)) {
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continue;
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}
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int r_edges[3];
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BKE_mesh_looptri_get_real_edges(mesh, lt, r_edges);
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if (r_edges[0] != -1) {
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GPU_indexbuf_add_line_verts(&elb_lines, vert_idx * 3 + 0, vert_idx * 3 + 1);
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}
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if (r_edges[1] != -1) {
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GPU_indexbuf_add_line_verts(&elb_lines, vert_idx * 3 + 1, vert_idx * 3 + 2);
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}
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if (r_edges[2] != -1) {
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GPU_indexbuf_add_line_verts(&elb_lines, vert_idx * 3 + 2, vert_idx * 3 + 0);
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}
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vert_idx++;
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}
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buffers->index_lines_buf = GPU_indexbuf_build(&elb_lines);
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buffers->tot_tri = tottri;
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buffers->mpoly = mpoly;
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buffers->mloop = mloop;
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buffers->looptri = looptri;
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buffers->face_indices = face_indices;
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buffers->face_indices_len = face_indices_len;
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return buffers;
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}
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Grid PBVH
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* \{ */
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static void gpu_pbvh_grid_fill_index_buffers(GPU_PBVH_Buffers *buffers,
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SubdivCCG *UNUSED(subdiv_ccg),
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const int *UNUSED(face_sets),
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const int *grid_indices,
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uint visible_quad_len,
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int totgrid,
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int gridsize)
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{
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GPUIndexBufBuilder elb, elb_lines;
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GPUIndexBufBuilder elb_fast, elb_lines_fast;
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GPU_indexbuf_init(&elb, GPU_PRIM_TRIS, 2 * visible_quad_len, INT_MAX);
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GPU_indexbuf_init(&elb_fast, GPU_PRIM_TRIS, 2 * totgrid, INT_MAX);
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GPU_indexbuf_init(&elb_lines, GPU_PRIM_LINES, 2 * totgrid * gridsize * (gridsize - 1), INT_MAX);
|
|
GPU_indexbuf_init(&elb_lines_fast, GPU_PRIM_LINES, 4 * totgrid, INT_MAX);
|
|
|
|
if (buffers->smooth) {
|
|
uint offset = 0;
|
|
const uint grid_vert_len = gridsize * gridsize;
|
|
for (int i = 0; i < totgrid; i++, offset += grid_vert_len) {
|
|
uint v0, v1, v2, v3;
|
|
bool grid_visible = false;
|
|
|
|
BLI_bitmap *gh = buffers->grid_hidden[grid_indices[i]];
|
|
|
|
for (int j = 0; j < gridsize - 1; j++) {
|
|
for (int k = 0; k < gridsize - 1; k++) {
|
|
/* Skip hidden grid face */
|
|
if (gh && paint_is_grid_face_hidden(gh, gridsize, k, j)) {
|
|
continue;
|
|
}
|
|
/* Indices in a Clockwise QUAD disposition. */
|
|
v0 = offset + j * gridsize + k;
|
|
v1 = v0 + 1;
|
|
v2 = v1 + gridsize;
|
|
v3 = v2 - 1;
|
|
|
|
GPU_indexbuf_add_tri_verts(&elb, v0, v2, v1);
|
|
GPU_indexbuf_add_tri_verts(&elb, v0, v3, v2);
|
|
|
|
GPU_indexbuf_add_line_verts(&elb_lines, v0, v1);
|
|
GPU_indexbuf_add_line_verts(&elb_lines, v0, v3);
|
|
|
|
if (j + 2 == gridsize) {
|
|
GPU_indexbuf_add_line_verts(&elb_lines, v2, v3);
|
|
}
|
|
grid_visible = true;
|
|
}
|
|
|
|
if (grid_visible) {
|
|
GPU_indexbuf_add_line_verts(&elb_lines, v1, v2);
|
|
}
|
|
}
|
|
|
|
if (grid_visible) {
|
|
/* Grid corners */
|
|
v0 = offset;
|
|
v1 = offset + gridsize - 1;
|
|
v2 = offset + grid_vert_len - 1;
|
|
v3 = offset + grid_vert_len - gridsize;
|
|
|
|
GPU_indexbuf_add_tri_verts(&elb_fast, v0, v2, v1);
|
|
GPU_indexbuf_add_tri_verts(&elb_fast, v0, v3, v2);
|
|
|
|
GPU_indexbuf_add_line_verts(&elb_lines_fast, v0, v1);
|
|
GPU_indexbuf_add_line_verts(&elb_lines_fast, v1, v2);
|
|
GPU_indexbuf_add_line_verts(&elb_lines_fast, v2, v3);
|
|
GPU_indexbuf_add_line_verts(&elb_lines_fast, v3, v0);
|
|
}
|
|
}
|
|
}
|
|
else {
|
|
uint offset = 0;
|
|
const uint grid_vert_len = square_uint(gridsize - 1) * 4;
|
|
for (int i = 0; i < totgrid; i++, offset += grid_vert_len) {
|
|
bool grid_visible = false;
|
|
BLI_bitmap *gh = buffers->grid_hidden[grid_indices[i]];
|
|
|
|
uint v0, v1, v2, v3;
|
|
for (int j = 0; j < gridsize - 1; j++) {
|
|
for (int k = 0; k < gridsize - 1; k++) {
|
|
/* Skip hidden grid face */
|
|
if (gh && paint_is_grid_face_hidden(gh, gridsize, k, j)) {
|
|
continue;
|
|
}
|
|
/* VBO data are in a Clockwise QUAD disposition. */
|
|
v0 = offset + (j * (gridsize - 1) + k) * 4;
|
|
v1 = v0 + 1;
|
|
v2 = v0 + 2;
|
|
v3 = v0 + 3;
|
|
|
|
GPU_indexbuf_add_tri_verts(&elb, v0, v2, v1);
|
|
GPU_indexbuf_add_tri_verts(&elb, v0, v3, v2);
|
|
|
|
GPU_indexbuf_add_line_verts(&elb_lines, v0, v1);
|
|
GPU_indexbuf_add_line_verts(&elb_lines, v0, v3);
|
|
|
|
if (j + 2 == gridsize) {
|
|
GPU_indexbuf_add_line_verts(&elb_lines, v2, v3);
|
|
}
|
|
grid_visible = true;
|
|
}
|
|
|
|
if (grid_visible) {
|
|
GPU_indexbuf_add_line_verts(&elb_lines, v1, v2);
|
|
}
|
|
}
|
|
|
|
if (grid_visible) {
|
|
/* Grid corners */
|
|
v0 = offset;
|
|
v1 = offset + (gridsize - 1) * 4 - 3;
|
|
v2 = offset + grid_vert_len - 2;
|
|
v3 = offset + grid_vert_len - (gridsize - 1) * 4 + 3;
|
|
|
|
GPU_indexbuf_add_tri_verts(&elb_fast, v0, v2, v1);
|
|
GPU_indexbuf_add_tri_verts(&elb_fast, v0, v3, v2);
|
|
|
|
GPU_indexbuf_add_line_verts(&elb_lines_fast, v0, v1);
|
|
GPU_indexbuf_add_line_verts(&elb_lines_fast, v1, v2);
|
|
GPU_indexbuf_add_line_verts(&elb_lines_fast, v2, v3);
|
|
GPU_indexbuf_add_line_verts(&elb_lines_fast, v3, v0);
|
|
}
|
|
}
|
|
}
|
|
|
|
buffers->index_buf = GPU_indexbuf_build(&elb);
|
|
buffers->index_buf_fast = GPU_indexbuf_build(&elb_fast);
|
|
buffers->index_lines_buf = GPU_indexbuf_build(&elb_lines);
|
|
buffers->index_lines_buf_fast = GPU_indexbuf_build(&elb_lines_fast);
|
|
}
|
|
|
|
void GPU_pbvh_grid_buffers_update_free(GPU_PBVH_Buffers *buffers,
|
|
const struct DMFlagMat *grid_flag_mats,
|
|
const int *grid_indices)
|
|
{
|
|
const bool smooth = grid_flag_mats[grid_indices[0]].flag & ME_SMOOTH;
|
|
|
|
if (buffers->smooth != smooth) {
|
|
buffers->smooth = smooth;
|
|
GPU_BATCH_DISCARD_SAFE(buffers->triangles);
|
|
GPU_BATCH_DISCARD_SAFE(buffers->triangles_fast);
|
|
GPU_BATCH_DISCARD_SAFE(buffers->lines);
|
|
GPU_BATCH_DISCARD_SAFE(buffers->lines_fast);
|
|
|
|
GPU_INDEXBUF_DISCARD_SAFE(buffers->index_buf);
|
|
GPU_INDEXBUF_DISCARD_SAFE(buffers->index_buf_fast);
|
|
GPU_INDEXBUF_DISCARD_SAFE(buffers->index_lines_buf);
|
|
GPU_INDEXBUF_DISCARD_SAFE(buffers->index_lines_buf_fast);
|
|
}
|
|
}
|
|
|
|
/* Threaded - do not call any functions that use OpenGL calls! */
|
|
void GPU_pbvh_grid_buffers_update(GPU_PBVH_Buffers *buffers,
|
|
SubdivCCG *subdiv_ccg,
|
|
CCGElem **grids,
|
|
const struct DMFlagMat *grid_flag_mats,
|
|
int *grid_indices,
|
|
int totgrid,
|
|
const int *sculpt_face_sets,
|
|
const int face_sets_color_seed,
|
|
const int face_sets_color_default,
|
|
const struct CCGKey *key,
|
|
const int update_flags)
|
|
{
|
|
const bool show_mask = (update_flags & GPU_PBVH_BUFFERS_SHOW_MASK) != 0;
|
|
const bool show_vcol = (update_flags & GPU_PBVH_BUFFERS_SHOW_VCOL) != 0;
|
|
const bool show_face_sets = sculpt_face_sets &&
|
|
(update_flags & GPU_PBVH_BUFFERS_SHOW_SCULPT_FACE_SETS) != 0;
|
|
bool empty_mask = true;
|
|
bool default_face_set = true;
|
|
|
|
int i, j, k, x, y;
|
|
|
|
/* Build VBO */
|
|
const int has_mask = key->has_mask;
|
|
|
|
buffers->smooth = grid_flag_mats[grid_indices[0]].flag & ME_SMOOTH;
|
|
|
|
uint vert_per_grid = (buffers->smooth) ? key->grid_area : (square_i(key->grid_size - 1) * 4);
|
|
uint vert_count = totgrid * vert_per_grid;
|
|
|
|
if (buffers->index_buf == NULL) {
|
|
uint visible_quad_len = BKE_pbvh_count_grid_quads(
|
|
(BLI_bitmap **)buffers->grid_hidden, grid_indices, totgrid, key->grid_size);
|
|
|
|
/* totally hidden node, return here to avoid BufferData with zero below. */
|
|
if (visible_quad_len == 0) {
|
|
return;
|
|
}
|
|
|
|
gpu_pbvh_grid_fill_index_buffers(buffers,
|
|
subdiv_ccg,
|
|
sculpt_face_sets,
|
|
grid_indices,
|
|
visible_quad_len,
|
|
totgrid,
|
|
key->grid_size);
|
|
}
|
|
|
|
uint vbo_index_offset = 0;
|
|
/* Build VBO */
|
|
if (gpu_pbvh_vert_buf_data_set(buffers, vert_count)) {
|
|
GPUIndexBufBuilder elb_lines;
|
|
|
|
if (buffers->index_lines_buf == NULL) {
|
|
GPU_indexbuf_init(&elb_lines, GPU_PRIM_LINES, totgrid * key->grid_area * 2, vert_count);
|
|
}
|
|
|
|
for (i = 0; i < totgrid; i++) {
|
|
const int grid_index = grid_indices[i];
|
|
CCGElem *grid = grids[grid_index];
|
|
int vbo_index = vbo_index_offset;
|
|
|
|
uchar face_set_color[4] = {UCHAR_MAX, UCHAR_MAX, UCHAR_MAX, UCHAR_MAX};
|
|
|
|
if (show_face_sets && subdiv_ccg && sculpt_face_sets) {
|
|
const int face_index = BKE_subdiv_ccg_grid_to_face_index(subdiv_ccg, grid_index);
|
|
|
|
const int fset = abs(sculpt_face_sets[face_index]);
|
|
/* Skip for the default color Face Set to render it white. */
|
|
if (fset != face_sets_color_default) {
|
|
BKE_paint_face_set_overlay_color_get(fset, face_sets_color_seed, face_set_color);
|
|
default_face_set = false;
|
|
}
|
|
}
|
|
|
|
if (buffers->smooth) {
|
|
for (y = 0; y < key->grid_size; y++) {
|
|
for (x = 0; x < key->grid_size; x++) {
|
|
CCGElem *elem = CCG_grid_elem(key, grid, x, y);
|
|
GPU_vertbuf_attr_set(
|
|
buffers->vert_buf, g_vbo_id.pos, vbo_index, CCG_elem_co(key, elem));
|
|
|
|
short no_short[3];
|
|
normal_float_to_short_v3(no_short, CCG_elem_no(key, elem));
|
|
GPU_vertbuf_attr_set(buffers->vert_buf, g_vbo_id.nor, vbo_index, no_short);
|
|
|
|
if (has_mask && show_mask) {
|
|
float fmask = *CCG_elem_mask(key, elem);
|
|
uchar cmask = (uchar)(fmask * 255);
|
|
GPU_vertbuf_attr_set(buffers->vert_buf, g_vbo_id.msk, vbo_index, &cmask);
|
|
empty_mask = empty_mask && (cmask == 0);
|
|
}
|
|
|
|
if (show_vcol) {
|
|
const ushort vcol[4] = {USHRT_MAX, USHRT_MAX, USHRT_MAX, USHRT_MAX};
|
|
GPU_vertbuf_attr_set(buffers->vert_buf, g_vbo_id.col, vbo_index, &vcol);
|
|
}
|
|
|
|
GPU_vertbuf_attr_set(buffers->vert_buf, g_vbo_id.fset, vbo_index, &face_set_color);
|
|
|
|
vbo_index += 1;
|
|
}
|
|
}
|
|
vbo_index_offset += key->grid_area;
|
|
}
|
|
else {
|
|
for (j = 0; j < key->grid_size - 1; j++) {
|
|
for (k = 0; k < key->grid_size - 1; k++) {
|
|
CCGElem *elems[4] = {
|
|
CCG_grid_elem(key, grid, k, j),
|
|
CCG_grid_elem(key, grid, k + 1, j),
|
|
CCG_grid_elem(key, grid, k + 1, j + 1),
|
|
CCG_grid_elem(key, grid, k, j + 1),
|
|
};
|
|
float *co[4] = {
|
|
CCG_elem_co(key, elems[0]),
|
|
CCG_elem_co(key, elems[1]),
|
|
CCG_elem_co(key, elems[2]),
|
|
CCG_elem_co(key, elems[3]),
|
|
};
|
|
|
|
float fno[3];
|
|
short no_short[3];
|
|
/* Note: Clockwise indices ordering, that's why we invert order here. */
|
|
normal_quad_v3(fno, co[3], co[2], co[1], co[0]);
|
|
normal_float_to_short_v3(no_short, fno);
|
|
|
|
GPU_vertbuf_attr_set(buffers->vert_buf, g_vbo_id.pos, vbo_index + 0, co[0]);
|
|
GPU_vertbuf_attr_set(buffers->vert_buf, g_vbo_id.nor, vbo_index + 0, no_short);
|
|
GPU_vertbuf_attr_set(buffers->vert_buf, g_vbo_id.pos, vbo_index + 1, co[1]);
|
|
GPU_vertbuf_attr_set(buffers->vert_buf, g_vbo_id.nor, vbo_index + 1, no_short);
|
|
GPU_vertbuf_attr_set(buffers->vert_buf, g_vbo_id.pos, vbo_index + 2, co[2]);
|
|
GPU_vertbuf_attr_set(buffers->vert_buf, g_vbo_id.nor, vbo_index + 2, no_short);
|
|
GPU_vertbuf_attr_set(buffers->vert_buf, g_vbo_id.pos, vbo_index + 3, co[3]);
|
|
GPU_vertbuf_attr_set(buffers->vert_buf, g_vbo_id.nor, vbo_index + 3, no_short);
|
|
|
|
if (has_mask && show_mask) {
|
|
float fmask = (*CCG_elem_mask(key, elems[0]) + *CCG_elem_mask(key, elems[1]) +
|
|
*CCG_elem_mask(key, elems[2]) + *CCG_elem_mask(key, elems[3])) *
|
|
0.25f;
|
|
uchar cmask = (uchar)(fmask * 255);
|
|
GPU_vertbuf_attr_set(buffers->vert_buf, g_vbo_id.msk, vbo_index + 0, &cmask);
|
|
GPU_vertbuf_attr_set(buffers->vert_buf, g_vbo_id.msk, vbo_index + 1, &cmask);
|
|
GPU_vertbuf_attr_set(buffers->vert_buf, g_vbo_id.msk, vbo_index + 2, &cmask);
|
|
GPU_vertbuf_attr_set(buffers->vert_buf, g_vbo_id.msk, vbo_index + 3, &cmask);
|
|
empty_mask = empty_mask && (cmask == 0);
|
|
}
|
|
|
|
const ushort vcol[4] = {USHRT_MAX, USHRT_MAX, USHRT_MAX, USHRT_MAX};
|
|
GPU_vertbuf_attr_set(buffers->vert_buf, g_vbo_id.col, vbo_index + 0, &vcol);
|
|
GPU_vertbuf_attr_set(buffers->vert_buf, g_vbo_id.col, vbo_index + 1, &vcol);
|
|
GPU_vertbuf_attr_set(buffers->vert_buf, g_vbo_id.col, vbo_index + 2, &vcol);
|
|
GPU_vertbuf_attr_set(buffers->vert_buf, g_vbo_id.col, vbo_index + 3, &vcol);
|
|
|
|
GPU_vertbuf_attr_set(buffers->vert_buf, g_vbo_id.fset, vbo_index + 0, &face_set_color);
|
|
GPU_vertbuf_attr_set(buffers->vert_buf, g_vbo_id.fset, vbo_index + 1, &face_set_color);
|
|
GPU_vertbuf_attr_set(buffers->vert_buf, g_vbo_id.fset, vbo_index + 2, &face_set_color);
|
|
GPU_vertbuf_attr_set(buffers->vert_buf, g_vbo_id.fset, vbo_index + 3, &face_set_color);
|
|
|
|
vbo_index += 4;
|
|
}
|
|
}
|
|
vbo_index_offset += square_i(key->grid_size - 1) * 4;
|
|
}
|
|
}
|
|
|
|
gpu_pbvh_batch_init(buffers, GPU_PRIM_TRIS);
|
|
}
|
|
|
|
/* Get material index from the first face of this buffer. */
|
|
buffers->material_index = grid_flag_mats[grid_indices[0]].mat_nr;
|
|
|
|
buffers->grids = grids;
|
|
buffers->grid_indices = grid_indices;
|
|
buffers->totgrid = totgrid;
|
|
buffers->grid_flag_mats = grid_flag_mats;
|
|
buffers->gridkey = *key;
|
|
buffers->show_overlay = !empty_mask || !default_face_set;
|
|
}
|
|
|
|
/* Threaded - do not call any functions that use OpenGL calls! */
|
|
GPU_PBVH_Buffers *GPU_pbvh_grid_buffers_build(int totgrid, BLI_bitmap **grid_hidden)
|
|
{
|
|
GPU_PBVH_Buffers *buffers;
|
|
|
|
buffers = MEM_callocN(sizeof(GPU_PBVH_Buffers), "GPU_Buffers");
|
|
buffers->grid_hidden = grid_hidden;
|
|
buffers->totgrid = totgrid;
|
|
|
|
buffers->show_overlay = false;
|
|
|
|
return buffers;
|
|
}
|
|
|
|
#undef FILL_QUAD_BUFFER
|
|
|
|
/** \} */
|
|
|
|
/* -------------------------------------------------------------------- */
|
|
/** \name BMesh PBVH
|
|
* \{ */
|
|
|
|
/* Output a BMVert into a VertexBufferFormat array at v_index. */
|
|
static void gpu_bmesh_vert_to_buffer_copy(BMVert *v,
|
|
GPUVertBuf *vert_buf,
|
|
int v_index,
|
|
const float fno[3],
|
|
const float *fmask,
|
|
const int cd_vert_mask_offset,
|
|
const bool show_mask,
|
|
const bool show_vcol,
|
|
bool *empty_mask)
|
|
{
|
|
/* Vertex should always be visible if it's used by a visible face. */
|
|
BLI_assert(!BM_elem_flag_test(v, BM_ELEM_HIDDEN));
|
|
|
|
/* Set coord, normal, and mask */
|
|
GPU_vertbuf_attr_set(vert_buf, g_vbo_id.pos, v_index, v->co);
|
|
|
|
short no_short[3];
|
|
normal_float_to_short_v3(no_short, fno ? fno : v->no);
|
|
GPU_vertbuf_attr_set(vert_buf, g_vbo_id.nor, v_index, no_short);
|
|
|
|
if (show_mask) {
|
|
float effective_mask = fmask ? *fmask : BM_ELEM_CD_GET_FLOAT(v, cd_vert_mask_offset);
|
|
uchar cmask = (uchar)(effective_mask * 255);
|
|
GPU_vertbuf_attr_set(vert_buf, g_vbo_id.msk, v_index, &cmask);
|
|
*empty_mask = *empty_mask && (cmask == 0);
|
|
}
|
|
|
|
if (show_vcol) {
|
|
const ushort vcol[4] = {USHRT_MAX, USHRT_MAX, USHRT_MAX, USHRT_MAX};
|
|
GPU_vertbuf_attr_set(vert_buf, g_vbo_id.col, v_index, &vcol);
|
|
}
|
|
|
|
/* Add default face sets color to avoid artifacts. */
|
|
const uchar face_set[3] = {UCHAR_MAX, UCHAR_MAX, UCHAR_MAX};
|
|
GPU_vertbuf_attr_set(vert_buf, g_vbo_id.fset, v_index, &face_set);
|
|
}
|
|
|
|
/* Return the total number of vertices that don't have BM_ELEM_HIDDEN set */
|
|
static int gpu_bmesh_vert_visible_count(GSet *bm_unique_verts, GSet *bm_other_verts)
|
|
{
|
|
GSetIterator gs_iter;
|
|
int totvert = 0;
|
|
|
|
GSET_ITER (gs_iter, bm_unique_verts) {
|
|
BMVert *v = BLI_gsetIterator_getKey(&gs_iter);
|
|
if (!BM_elem_flag_test(v, BM_ELEM_HIDDEN)) {
|
|
totvert++;
|
|
}
|
|
}
|
|
GSET_ITER (gs_iter, bm_other_verts) {
|
|
BMVert *v = BLI_gsetIterator_getKey(&gs_iter);
|
|
if (!BM_elem_flag_test(v, BM_ELEM_HIDDEN)) {
|
|
totvert++;
|
|
}
|
|
}
|
|
|
|
return totvert;
|
|
}
|
|
|
|
/* Return the total number of visible faces */
|
|
static int gpu_bmesh_face_visible_count(GSet *bm_faces)
|
|
{
|
|
GSetIterator gh_iter;
|
|
int totface = 0;
|
|
|
|
GSET_ITER (gh_iter, bm_faces) {
|
|
BMFace *f = BLI_gsetIterator_getKey(&gh_iter);
|
|
|
|
if (!BM_elem_flag_test(f, BM_ELEM_HIDDEN)) {
|
|
totface++;
|
|
}
|
|
}
|
|
|
|
return totface;
|
|
}
|
|
|
|
void GPU_pbvh_bmesh_buffers_update_free(GPU_PBVH_Buffers *buffers)
|
|
{
|
|
if (buffers->smooth) {
|
|
/* Smooth needs to recreate index buffer, so we have to invalidate the batch. */
|
|
GPU_BATCH_DISCARD_SAFE(buffers->triangles);
|
|
GPU_BATCH_DISCARD_SAFE(buffers->lines);
|
|
GPU_INDEXBUF_DISCARD_SAFE(buffers->index_lines_buf);
|
|
GPU_INDEXBUF_DISCARD_SAFE(buffers->index_buf);
|
|
}
|
|
else {
|
|
GPU_BATCH_DISCARD_SAFE(buffers->lines);
|
|
GPU_INDEXBUF_DISCARD_SAFE(buffers->index_lines_buf);
|
|
}
|
|
}
|
|
|
|
/* Creates a vertex buffer (coordinate, normal, color) and, if smooth
|
|
* shading, an element index buffer.
|
|
* Threaded - do not call any functions that use OpenGL calls! */
|
|
void GPU_pbvh_bmesh_buffers_update(GPU_PBVH_Buffers *buffers,
|
|
BMesh *bm,
|
|
GSet *bm_faces,
|
|
GSet *bm_unique_verts,
|
|
GSet *bm_other_verts,
|
|
const int update_flags)
|
|
{
|
|
const bool show_mask = (update_flags & GPU_PBVH_BUFFERS_SHOW_MASK) != 0;
|
|
const bool show_vcol = (update_flags & GPU_PBVH_BUFFERS_SHOW_VCOL) != 0;
|
|
int tottri, totvert;
|
|
bool empty_mask = true;
|
|
BMFace *f = NULL;
|
|
|
|
/* Count visible triangles */
|
|
tottri = gpu_bmesh_face_visible_count(bm_faces);
|
|
|
|
if (buffers->smooth) {
|
|
/* Count visible vertices */
|
|
totvert = gpu_bmesh_vert_visible_count(bm_unique_verts, bm_other_verts);
|
|
}
|
|
else {
|
|
totvert = tottri * 3;
|
|
}
|
|
|
|
if (!tottri) {
|
|
if (BLI_gset_len(bm_faces) != 0) {
|
|
/* Node is just hidden. */
|
|
}
|
|
else {
|
|
buffers->clear_bmesh_on_flush = true;
|
|
}
|
|
buffers->tot_tri = 0;
|
|
return;
|
|
}
|
|
|
|
/* TODO, make mask layer optional for bmesh buffer */
|
|
const int cd_vert_mask_offset = CustomData_get_offset(&bm->vdata, CD_PAINT_MASK);
|
|
|
|
/* Fill vertex buffer */
|
|
if (!gpu_pbvh_vert_buf_data_set(buffers, totvert)) {
|
|
/* Memory map failed */
|
|
return;
|
|
}
|
|
|
|
int v_index = 0;
|
|
|
|
if (buffers->smooth) {
|
|
/* Fill the vertex and triangle buffer in one pass over faces. */
|
|
GPUIndexBufBuilder elb, elb_lines;
|
|
GPU_indexbuf_init(&elb, GPU_PRIM_TRIS, tottri, totvert);
|
|
GPU_indexbuf_init(&elb_lines, GPU_PRIM_LINES, tottri * 3, totvert);
|
|
|
|
GHash *bm_vert_to_index = BLI_ghash_int_new_ex("bm_vert_to_index", totvert);
|
|
|
|
GSetIterator gs_iter;
|
|
GSET_ITER (gs_iter, bm_faces) {
|
|
f = BLI_gsetIterator_getKey(&gs_iter);
|
|
|
|
if (!BM_elem_flag_test(f, BM_ELEM_HIDDEN)) {
|
|
BMVert *v[3];
|
|
BM_face_as_array_vert_tri(f, v);
|
|
|
|
uint idx[3];
|
|
for (int i = 0; i < 3; i++) {
|
|
void **idx_p;
|
|
if (!BLI_ghash_ensure_p(bm_vert_to_index, v[i], &idx_p)) {
|
|
/* Add vertex to the vertex buffer each time a new one is encountered */
|
|
*idx_p = POINTER_FROM_UINT(v_index);
|
|
|
|
gpu_bmesh_vert_to_buffer_copy(v[i],
|
|
buffers->vert_buf,
|
|
v_index,
|
|
NULL,
|
|
NULL,
|
|
cd_vert_mask_offset,
|
|
show_mask,
|
|
show_vcol,
|
|
&empty_mask);
|
|
|
|
idx[i] = v_index;
|
|
v_index++;
|
|
}
|
|
else {
|
|
/* Vertex already in the vertex buffer, just get the index. */
|
|
idx[i] = POINTER_AS_UINT(*idx_p);
|
|
}
|
|
}
|
|
|
|
GPU_indexbuf_add_tri_verts(&elb, idx[0], idx[1], idx[2]);
|
|
|
|
GPU_indexbuf_add_line_verts(&elb_lines, idx[0], idx[1]);
|
|
GPU_indexbuf_add_line_verts(&elb_lines, idx[1], idx[2]);
|
|
GPU_indexbuf_add_line_verts(&elb_lines, idx[2], idx[0]);
|
|
}
|
|
}
|
|
|
|
BLI_ghash_free(bm_vert_to_index, NULL, NULL);
|
|
|
|
buffers->tot_tri = tottri;
|
|
if (buffers->index_buf == NULL) {
|
|
buffers->index_buf = GPU_indexbuf_build(&elb);
|
|
}
|
|
else {
|
|
GPU_indexbuf_build_in_place(&elb, buffers->index_buf);
|
|
}
|
|
buffers->index_lines_buf = GPU_indexbuf_build(&elb_lines);
|
|
}
|
|
else {
|
|
GSetIterator gs_iter;
|
|
|
|
GPUIndexBufBuilder elb_lines;
|
|
GPU_indexbuf_init(&elb_lines, GPU_PRIM_LINES, tottri * 3, tottri * 3);
|
|
|
|
GSET_ITER (gs_iter, bm_faces) {
|
|
f = BLI_gsetIterator_getKey(&gs_iter);
|
|
|
|
BLI_assert(f->len == 3);
|
|
|
|
if (!BM_elem_flag_test(f, BM_ELEM_HIDDEN)) {
|
|
BMVert *v[3];
|
|
float fmask = 0.0f;
|
|
int i;
|
|
|
|
BM_face_as_array_vert_tri(f, v);
|
|
|
|
/* Average mask value */
|
|
for (i = 0; i < 3; i++) {
|
|
fmask += BM_ELEM_CD_GET_FLOAT(v[i], cd_vert_mask_offset);
|
|
}
|
|
fmask /= 3.0f;
|
|
|
|
GPU_indexbuf_add_line_verts(&elb_lines, v_index + 0, v_index + 1);
|
|
GPU_indexbuf_add_line_verts(&elb_lines, v_index + 1, v_index + 2);
|
|
GPU_indexbuf_add_line_verts(&elb_lines, v_index + 2, v_index + 0);
|
|
|
|
for (i = 0; i < 3; i++) {
|
|
gpu_bmesh_vert_to_buffer_copy(v[i],
|
|
buffers->vert_buf,
|
|
v_index++,
|
|
f->no,
|
|
&fmask,
|
|
cd_vert_mask_offset,
|
|
show_mask,
|
|
show_vcol,
|
|
&empty_mask);
|
|
}
|
|
}
|
|
}
|
|
|
|
buffers->index_lines_buf = GPU_indexbuf_build(&elb_lines);
|
|
buffers->tot_tri = tottri;
|
|
}
|
|
|
|
/* Get material index from the last face we iterated on. */
|
|
buffers->material_index = (f) ? f->mat_nr : 0;
|
|
|
|
buffers->show_overlay = !empty_mask;
|
|
|
|
gpu_pbvh_batch_init(buffers, GPU_PRIM_TRIS);
|
|
}
|
|
|
|
/** \} */
|
|
|
|
/* -------------------------------------------------------------------- */
|
|
/** \name Generic
|
|
* \{ */
|
|
|
|
/* Threaded - do not call any functions that use OpenGL calls! */
|
|
GPU_PBVH_Buffers *GPU_pbvh_bmesh_buffers_build(bool smooth_shading)
|
|
{
|
|
GPU_PBVH_Buffers *buffers;
|
|
|
|
buffers = MEM_callocN(sizeof(GPU_PBVH_Buffers), "GPU_Buffers");
|
|
buffers->use_bmesh = true;
|
|
buffers->smooth = smooth_shading;
|
|
buffers->show_overlay = true;
|
|
|
|
return buffers;
|
|
}
|
|
|
|
GPUBatch *GPU_pbvh_buffers_batch_get(GPU_PBVH_Buffers *buffers, bool fast, bool wires)
|
|
{
|
|
if (wires) {
|
|
return (fast && buffers->lines_fast) ? buffers->lines_fast : buffers->lines;
|
|
}
|
|
|
|
return (fast && buffers->triangles_fast) ? buffers->triangles_fast : buffers->triangles;
|
|
}
|
|
|
|
bool GPU_pbvh_buffers_has_overlays(GPU_PBVH_Buffers *buffers)
|
|
{
|
|
return buffers->show_overlay;
|
|
}
|
|
|
|
short GPU_pbvh_buffers_material_index_get(GPU_PBVH_Buffers *buffers)
|
|
{
|
|
return buffers->material_index;
|
|
}
|
|
|
|
static void gpu_pbvh_buffers_clear(GPU_PBVH_Buffers *buffers)
|
|
{
|
|
GPU_BATCH_DISCARD_SAFE(buffers->lines);
|
|
GPU_BATCH_DISCARD_SAFE(buffers->lines_fast);
|
|
GPU_BATCH_DISCARD_SAFE(buffers->triangles);
|
|
GPU_BATCH_DISCARD_SAFE(buffers->triangles_fast);
|
|
GPU_INDEXBUF_DISCARD_SAFE(buffers->index_lines_buf_fast);
|
|
GPU_INDEXBUF_DISCARD_SAFE(buffers->index_lines_buf);
|
|
GPU_INDEXBUF_DISCARD_SAFE(buffers->index_buf_fast);
|
|
GPU_INDEXBUF_DISCARD_SAFE(buffers->index_buf);
|
|
GPU_VERTBUF_DISCARD_SAFE(buffers->vert_buf);
|
|
}
|
|
|
|
void GPU_pbvh_buffers_update_flush(GPU_PBVH_Buffers *buffers)
|
|
{
|
|
/* Free empty bmesh node buffers. */
|
|
if (buffers->clear_bmesh_on_flush) {
|
|
gpu_pbvh_buffers_clear(buffers);
|
|
buffers->clear_bmesh_on_flush = false;
|
|
}
|
|
|
|
/* Force flushing to the GPU. */
|
|
if (buffers->vert_buf && GPU_vertbuf_get_data(buffers->vert_buf)) {
|
|
GPU_vertbuf_use(buffers->vert_buf);
|
|
}
|
|
}
|
|
|
|
void GPU_pbvh_buffers_free(GPU_PBVH_Buffers *buffers)
|
|
{
|
|
if (buffers) {
|
|
gpu_pbvh_buffers_clear(buffers);
|
|
MEM_freeN(buffers);
|
|
}
|
|
}
|
|
|
|
/** \} */
|