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blender-archive/source/blender/gpu/intern/gpu_buffers.c

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C

/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2005 Blender Foundation. All rights reserved. */
/** \file
* \ingroup gpu
*
* Mesh drawing using OpenGL VBO (Vertex Buffer Objects)
*/
#include <limits.h>
#include <stddef.h>
#include <stdlib.h>
#include <string.h>
#include "MEM_guardedalloc.h"
#include "BLI_bitmap.h"
#include "BLI_ghash.h"
#include "BLI_math_color.h"
#include "BLI_utildefines.h"
#include "DNA_mesh_types.h"
#include "DNA_meshdata_types.h"
#include "BKE_DerivedMesh.h"
#include "BKE_attribute.h"
#include "BKE_ccg.h"
#include "BKE_customdata.h"
#include "BKE_mesh.h"
#include "BKE_paint.h"
#include "BKE_pbvh.h"
#include "BKE_subdiv_ccg.h"
#include "GPU_batch.h"
#include "GPU_buffers.h"
#include "DRW_engine.h"
#include "gpu_private.h"
#include "bmesh.h"
struct GPU_PBVH_Buffers {
GPUIndexBuf *index_buf, *index_buf_fast;
GPUIndexBuf *index_lines_buf, *index_lines_buf_fast;
GPUVertBuf *vert_buf;
GPUBatch *lines;
GPUBatch *lines_fast;
GPUBatch *triangles;
GPUBatch *triangles_fast;
/* mesh pointers in case buffer allocation fails */
const MPoly *mpoly;
const MLoop *mloop;
const MLoopTri *looptri;
const MVert *mvert;
const int *face_indices;
int face_indices_len;
/* grid pointers */
CCGKey gridkey;
CCGElem **grids;
const DMFlagMat *grid_flag_mats;
BLI_bitmap *const *grid_hidden;
const int *grid_indices;
int totgrid;
bool use_bmesh;
bool clear_bmesh_on_flush;
uint tot_tri, tot_quad;
short material_index;
/* The PBVH ensures that either all faces in the node are
* smooth-shaded or all faces are flat-shaded */
bool smooth;
bool show_overlay;
};
typedef struct GPUAttrRef {
uchar domain, type;
ushort cd_offset;
int layer_idx;
} GPUAttrRef;
#define MAX_GPU_ATTR 256
typedef struct PBVHGPUFormat {
GPUVertFormat format;
uint pos, nor, msk, fset;
uint col[MAX_GPU_ATTR];
uint uv[MAX_GPU_ATTR];
int totcol, totuv;
/* Upload only the active color and UV attributes,
* used for workbench mode. */
bool active_attrs_only;
} PBVHGPUFormat;
PBVHGPUFormat *GPU_pbvh_make_format(void)
{
PBVHGPUFormat *vbo_id = MEM_callocN(sizeof(PBVHGPUFormat), "PBVHGPUFormat");
GPU_pbvh_attribute_names_update(PBVH_FACES, vbo_id, NULL, NULL, false);
return vbo_id;
}
void GPU_pbvh_free_format(PBVHGPUFormat *vbo_id)
{
MEM_SAFE_FREE(vbo_id);
}
static int gpu_pbvh_make_attr_offs(eAttrDomainMask domain_mask,
eCustomDataMask type_mask,
const CustomData *vdata,
const CustomData *edata,
const CustomData *ldata,
const CustomData *pdata,
GPUAttrRef r_cd_attrs[MAX_GPU_ATTR],
bool active_only,
int active_type,
int active_domain,
const CustomDataLayer *active_layer,
const CustomDataLayer *render_layer);
/** \} */
/* -------------------------------------------------------------------- */
/** \name PBVH Utils
* \{ */
void gpu_pbvh_init()
{
}
void gpu_pbvh_exit()
{
/* Nothing to do. */
}
static CustomDataLayer *get_active_layer(const CustomData *cdata, int type)
{
int idx = CustomData_get_active_layer_index(cdata, type);
return idx != -1 ? cdata->layers + idx : NULL;
}
static CustomDataLayer *get_render_layer(const CustomData *cdata, int type)
{
int idx = CustomData_get_render_layer_index(cdata, type);
return idx != -1 ? cdata->layers + idx : NULL;
}
/* Allocates a non-initialized buffer to be sent to GPU.
* Return is false it indicates that the memory map failed. */
static bool gpu_pbvh_vert_buf_data_set(PBVHGPUFormat *vbo_id,
GPU_PBVH_Buffers *buffers,
uint vert_len)
{
/* Keep so we can test #GPU_USAGE_DYNAMIC buffer use.
* Not that format initialization match in both blocks.
* Do this to keep braces balanced - otherwise indentation breaks. */
if (buffers->vert_buf == NULL) {
/* Initialize vertex buffer (match 'VertexBufferFormat'). */
buffers->vert_buf = GPU_vertbuf_create_with_format_ex(&vbo_id->format, GPU_USAGE_STATIC);
}
if (GPU_vertbuf_get_data(buffers->vert_buf) == NULL ||
GPU_vertbuf_get_vertex_len(buffers->vert_buf) != vert_len) {
/* Allocate buffer if not allocated yet or size changed. */
GPU_vertbuf_data_alloc(buffers->vert_buf, vert_len);
}
return GPU_vertbuf_get_data(buffers->vert_buf) != NULL;
}
static void gpu_pbvh_batch_init(GPU_PBVH_Buffers *buffers, GPUPrimType prim)
{
if (buffers->triangles == NULL) {
buffers->triangles = GPU_batch_create(prim,
buffers->vert_buf,
/* can be NULL if buffer is empty */
buffers->index_buf);
}
if ((buffers->triangles_fast == NULL) && buffers->index_buf_fast) {
buffers->triangles_fast = GPU_batch_create(prim, buffers->vert_buf, buffers->index_buf_fast);
}
if (buffers->lines == NULL) {
buffers->lines = GPU_batch_create(GPU_PRIM_LINES,
buffers->vert_buf,
/* can be NULL if buffer is empty */
buffers->index_lines_buf);
}
if ((buffers->lines_fast == NULL) && buffers->index_lines_buf_fast) {
buffers->lines_fast = GPU_batch_create(
GPU_PRIM_LINES, buffers->vert_buf, buffers->index_lines_buf_fast);
}
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Mesh PBVH
* \{ */
static bool gpu_pbvh_is_looptri_visible(const MLoopTri *lt,
const MVert *mvert,
const MLoop *mloop,
const int *sculpt_face_sets)
{
return (!paint_is_face_hidden(lt, mvert, mloop) && sculpt_face_sets &&
sculpt_face_sets[lt->poly] > SCULPT_FACE_SET_NONE);
}
void GPU_pbvh_mesh_buffers_update(PBVHGPUFormat *vbo_id,
GPU_PBVH_Buffers *buffers,
const Mesh *mesh,
const MVert *mvert,
const float *vmask,
const int *sculpt_face_sets,
int face_sets_color_seed,
int face_sets_color_default,
int update_flags,
const float (*vert_normals)[3])
{
GPUAttrRef vcol_refs[MAX_GPU_ATTR];
GPUAttrRef cd_uvs[MAX_GPU_ATTR];
const CustomDataLayer *actcol = BKE_id_attributes_active_color_get(&mesh->id);
eAttrDomain actcol_domain = actcol ? BKE_id_attribute_domain(&mesh->id, actcol) :
ATTR_DOMAIN_AUTO;
const CustomDataLayer *rendercol = BKE_id_attributes_render_color_get(&mesh->id);
int totcol;
if (update_flags & GPU_PBVH_BUFFERS_SHOW_VCOL) {
totcol = gpu_pbvh_make_attr_offs(ATTR_DOMAIN_MASK_COLOR,
CD_MASK_COLOR_ALL,
&mesh->vdata,
NULL,
&mesh->ldata,
NULL,
vcol_refs,
vbo_id->active_attrs_only,
actcol ? actcol->type : 0,
actcol_domain,
actcol,
rendercol);
}
else {
totcol = 0;
}
int totuv = gpu_pbvh_make_attr_offs(ATTR_DOMAIN_MASK_CORNER,
CD_MASK_MLOOPUV,
NULL,
NULL,
&mesh->ldata,
NULL,
cd_uvs,
vbo_id->active_attrs_only,
CD_MLOOPUV,
ATTR_DOMAIN_CORNER,
get_active_layer(&mesh->ldata, CD_MLOOPUV),
get_render_layer(&mesh->ldata, CD_MLOOPUV));
const bool show_mask = vmask && (update_flags & GPU_PBVH_BUFFERS_SHOW_MASK) != 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;
{
const int totelem = buffers->tot_tri * 3;
/* Build VBO */
if (gpu_pbvh_vert_buf_data_set(vbo_id, buffers, totelem)) {
GPUVertBufRaw pos_step = {0};
GPUVertBufRaw nor_step = {0};
GPUVertBufRaw msk_step = {0};
GPUVertBufRaw fset_step = {0};
GPUVertBufRaw col_step = {0};
GPUVertBufRaw uv_step = {0};
GPU_vertbuf_attr_get_raw_data(buffers->vert_buf, vbo_id->pos, &pos_step);
GPU_vertbuf_attr_get_raw_data(buffers->vert_buf, vbo_id->nor, &nor_step);
GPU_vertbuf_attr_get_raw_data(buffers->vert_buf, vbo_id->msk, &msk_step);
GPU_vertbuf_attr_get_raw_data(buffers->vert_buf, vbo_id->fset, &fset_step);
/* calculate normal for each polygon only once */
uint mpoly_prev = UINT_MAX;
short no[3] = {0, 0, 0};
if (totuv > 0) {
for (int uv_i = 0; uv_i < totuv; uv_i++) {
GPU_vertbuf_attr_get_raw_data(buffers->vert_buf, vbo_id->uv[uv_i], &uv_step);
GPUAttrRef *ref = cd_uvs + uv_i;
CustomDataLayer *layer = mesh->ldata.layers + ref->layer_idx;
MLoopUV *muv = layer->data;
for (uint i = 0; i < buffers->face_indices_len; i++) {
const MLoopTri *lt = &buffers->looptri[buffers->face_indices[i]];
if (!gpu_pbvh_is_looptri_visible(lt, mvert, buffers->mloop, sculpt_face_sets)) {
continue;
}
for (uint j = 0; j < 3; j++) {
MLoopUV *muv2 = muv + lt->tri[j];
memcpy(GPU_vertbuf_raw_step(&uv_step), muv2->uv, sizeof(muv2->uv));
}
}
}
}
for (int col_i = 0; col_i < totcol; col_i++) {
GPU_vertbuf_attr_get_raw_data(buffers->vert_buf, vbo_id->col[col_i], &col_step);
MPropCol *pcol = NULL;
MLoopCol *mcol = NULL;
GPUAttrRef *ref = vcol_refs + col_i;
const CustomData *cdata = ref->domain == ATTR_DOMAIN_POINT ? &mesh->vdata : &mesh->ldata;
CustomDataLayer *layer = cdata->layers + ref->layer_idx;
bool color_loops = ref->domain == ATTR_DOMAIN_CORNER;
if (layer->type == CD_PROP_COLOR) {
pcol = (MPropCol *)layer->data;
}
else {
mcol = (MLoopCol *)layer->data;
}
for (uint i = 0; i < buffers->face_indices_len; i++) {
const MLoopTri *lt = &buffers->looptri[buffers->face_indices[i]];
const uint vtri[3] = {
buffers->mloop[lt->tri[0]].v,
buffers->mloop[lt->tri[1]].v,
buffers->mloop[lt->tri[2]].v,
};
if (!gpu_pbvh_is_looptri_visible(lt, mvert, buffers->mloop, sculpt_face_sets)) {
continue;
}
for (uint j = 0; j < 3; j++) {
/* Vertex Colors. */
const uint loop_index = lt->tri[j];
ushort scol[4] = {USHRT_MAX, USHRT_MAX, USHRT_MAX, USHRT_MAX};
if (pcol) {
MPropCol *pcol2 = pcol + (color_loops ? loop_index : vtri[j]);
scol[0] = unit_float_to_ushort_clamp(pcol2->color[0]);
scol[1] = unit_float_to_ushort_clamp(pcol2->color[1]);
scol[2] = unit_float_to_ushort_clamp(pcol2->color[2]);
scol[3] = unit_float_to_ushort_clamp(pcol2->color[3]);
}
else {
const MLoopCol *mcol2 = mcol + (color_loops ? loop_index : vtri[j]);
scol[0] = unit_float_to_ushort_clamp(BLI_color_from_srgb_table[mcol2->r]);
scol[1] = unit_float_to_ushort_clamp(BLI_color_from_srgb_table[mcol2->g]);
scol[2] = unit_float_to_ushort_clamp(BLI_color_from_srgb_table[mcol2->b]);
scol[3] = unit_float_to_ushort_clamp(mcol2->a * (1.0f / 255.0f));
}
memcpy(GPU_vertbuf_raw_step(&col_step), scol, sizeof(scol));
}
}
}
for (uint i = 0; i < buffers->face_indices_len; i++) {
const MLoopTri *lt = &buffers->looptri[buffers->face_indices[i]];
const uint vtri[3] = {
buffers->mloop[lt->tri[0]].v,
buffers->mloop[lt->tri[1]].v,
buffers->mloop[lt->tri[2]].v,
};
if (!gpu_pbvh_is_looptri_visible(lt, mvert, buffers->mloop, sculpt_face_sets)) {
continue;
}
/* Face normal and mask */
if (lt->poly != mpoly_prev && !buffers->smooth) {
const MPoly *mp = &buffers->mpoly[lt->poly];
float fno[3];
BKE_mesh_calc_poly_normal(mp, &buffers->mloop[mp->loopstart], mvert, fno);
normal_float_to_short_v3(no, fno);
mpoly_prev = lt->poly;
}
uchar face_set_color[4] = {UCHAR_MAX, UCHAR_MAX, UCHAR_MAX, UCHAR_MAX};
if (show_face_sets) {
const int fset = abs(sculpt_face_sets[lt->poly]);
/* 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;
}
}
float fmask = 0.0f;
uchar cmask = 0;
if (show_mask && !buffers->smooth) {
fmask = (vmask[vtri[0]] + vmask[vtri[1]] + vmask[vtri[2]]) / 3.0f;
cmask = (uchar)(fmask * 255);
}
for (uint j = 0; j < 3; j++) {
const MVert *v = &mvert[vtri[j]];
copy_v3_v3(GPU_vertbuf_raw_step(&pos_step), v->co);
if (buffers->smooth) {
normal_float_to_short_v3(no, vert_normals[vtri[j]]);
}
copy_v3_v3_short(GPU_vertbuf_raw_step(&nor_step), no);
if (show_mask && buffers->smooth) {
cmask = (uchar)(vmask[vtri[j]] * 255);
}
*(uchar *)GPU_vertbuf_raw_step(&msk_step) = cmask;
empty_mask = empty_mask && (cmask == 0);
/* Face Sets. */
memcpy(GPU_vertbuf_raw_step(&fset_step), face_set_color, sizeof(uchar[3]));
}
}
}
gpu_pbvh_batch_init(buffers, GPU_PRIM_TRIS);
}
/* Get material index from the first face of this buffer. */
const MLoopTri *lt = &buffers->looptri[buffers->face_indices[0]];
const MPoly *mp = &buffers->mpoly[lt->poly];
buffers->material_index = mp->mat_nr;
buffers->show_overlay = !empty_mask || !default_face_set;
buffers->mvert = mvert;
}
GPU_PBVH_Buffers *GPU_pbvh_mesh_buffers_build(const Mesh *mesh,
const MVert *vertices,
const MLoopTri *looptri,
const int *sculpt_face_sets,
const int *face_indices,
const int face_indices_len)
{
GPU_PBVH_Buffers *buffers;
int i, tottri;
int tot_real_edges = 0;
const MPoly *mpoly = mesh->mpoly;
const MLoop *mloop = mesh->mloop;
buffers = MEM_callocN(sizeof(GPU_PBVH_Buffers), "GPU_Buffers");
/* smooth or flat for all */
buffers->smooth = mpoly[looptri[face_indices[0]].poly].flag & ME_SMOOTH;
buffers->show_overlay = false;
/* Count the number of visible triangles */
for (i = 0, tottri = 0; i < face_indices_len; i++) {
const MLoopTri *lt = &looptri[face_indices[i]];
if (gpu_pbvh_is_looptri_visible(lt, vertices, mloop, sculpt_face_sets)) {
int r_edges[3];
BKE_mesh_looptri_get_real_edges(mesh, lt, r_edges);
for (int j = 0; j < 3; j++) {
if (r_edges[j] != -1) {
tot_real_edges++;
}
}
tottri++;
}
}
if (tottri == 0) {
buffers->tot_tri = 0;
buffers->mpoly = mpoly;
buffers->mloop = mloop;
buffers->looptri = looptri;
buffers->face_indices = face_indices;
buffers->face_indices_len = 0;
return buffers;
}
/* Fill the only the line buffer. */
GPUIndexBufBuilder elb_lines;
GPU_indexbuf_init(&elb_lines, GPU_PRIM_LINES, tot_real_edges, INT_MAX);
int vert_idx = 0;
for (i = 0; i < face_indices_len; i++) {
const MLoopTri *lt = &looptri[face_indices[i]];
/* Skip hidden faces */
if (!gpu_pbvh_is_looptri_visible(lt, vertices, mloop, sculpt_face_sets)) {
continue;
}
int r_edges[3];
BKE_mesh_looptri_get_real_edges(mesh, lt, r_edges);
if (r_edges[0] != -1) {
GPU_indexbuf_add_line_verts(&elb_lines, vert_idx * 3 + 0, vert_idx * 3 + 1);
}
if (r_edges[1] != -1) {
GPU_indexbuf_add_line_verts(&elb_lines, vert_idx * 3 + 1, vert_idx * 3 + 2);
}
if (r_edges[2] != -1) {
GPU_indexbuf_add_line_verts(&elb_lines, vert_idx * 3 + 2, vert_idx * 3 + 0);
}
vert_idx++;
}
buffers->index_lines_buf = GPU_indexbuf_build(&elb_lines);
buffers->tot_tri = tottri;
buffers->mpoly = mpoly;
buffers->mloop = mloop;
buffers->looptri = looptri;
buffers->face_indices = face_indices;
buffers->face_indices_len = face_indices_len;
return buffers;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Grid PBVH
* \{ */
static void gpu_pbvh_grid_fill_index_buffers(GPU_PBVH_Buffers *buffers,
SubdivCCG *UNUSED(subdiv_ccg),
const int *UNUSED(face_sets),
const int *grid_indices,
uint visible_quad_len,
int totgrid,
int gridsize)
{
GPUIndexBufBuilder elb, elb_lines;
GPUIndexBufBuilder elb_fast, elb_lines_fast;
GPU_indexbuf_init(&elb, GPU_PRIM_TRIS, 2 * visible_quad_len, INT_MAX);
GPU_indexbuf_init(&elb_fast, GPU_PRIM_TRIS, 2 * totgrid, INT_MAX);
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);
}
}
void GPU_pbvh_grid_buffers_update(PBVHGPUFormat *vbo_id,
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;
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(vbo_id, 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, 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, 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, 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, vbo_id->col[0], vbo_index, &vcol);
}
GPU_vertbuf_attr_set(buffers->vert_buf, 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, vbo_id->pos, vbo_index + 0, co[0]);
GPU_vertbuf_attr_set(buffers->vert_buf, vbo_id->nor, vbo_index + 0, no_short);
GPU_vertbuf_attr_set(buffers->vert_buf, vbo_id->pos, vbo_index + 1, co[1]);
GPU_vertbuf_attr_set(buffers->vert_buf, vbo_id->nor, vbo_index + 1, no_short);
GPU_vertbuf_attr_set(buffers->vert_buf, vbo_id->pos, vbo_index + 2, co[2]);
GPU_vertbuf_attr_set(buffers->vert_buf, vbo_id->nor, vbo_index + 2, no_short);
GPU_vertbuf_attr_set(buffers->vert_buf, vbo_id->pos, vbo_index + 3, co[3]);
GPU_vertbuf_attr_set(buffers->vert_buf, 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, vbo_id->msk, vbo_index + 0, &cmask);
GPU_vertbuf_attr_set(buffers->vert_buf, vbo_id->msk, vbo_index + 1, &cmask);
GPU_vertbuf_attr_set(buffers->vert_buf, vbo_id->msk, vbo_index + 2, &cmask);
GPU_vertbuf_attr_set(buffers->vert_buf, 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, vbo_id->col[0], vbo_index + 0, &vcol);
GPU_vertbuf_attr_set(buffers->vert_buf, vbo_id->col[0], vbo_index + 1, &vcol);
GPU_vertbuf_attr_set(buffers->vert_buf, vbo_id->col[0], vbo_index + 2, &vcol);
GPU_vertbuf_attr_set(buffers->vert_buf, vbo_id->col[0], vbo_index + 3, &vcol);
GPU_vertbuf_attr_set(buffers->vert_buf, vbo_id->fset, vbo_index + 0, &face_set_color);
GPU_vertbuf_attr_set(buffers->vert_buf, vbo_id->fset, vbo_index + 1, &face_set_color);
GPU_vertbuf_attr_set(buffers->vert_buf, vbo_id->fset, vbo_index + 2, &face_set_color);
GPU_vertbuf_attr_set(buffers->vert_buf, 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;
}
GPU_PBVH_Buffers *GPU_pbvh_grid_buffers_build(int totgrid, BLI_bitmap **grid_hidden, bool smooth)
{
GPU_PBVH_Buffers *buffers;
buffers = MEM_callocN(sizeof(GPU_PBVH_Buffers), "GPU_Buffers");
buffers->grid_hidden = grid_hidden;
buffers->totgrid = totgrid;
buffers->smooth = smooth;
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(PBVHGPUFormat *vbo_id,
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, 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, 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, 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, vbo_id->col[0], 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, 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);
}
}
void GPU_pbvh_bmesh_buffers_update(PBVHGPUFormat *vbo_id,
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(vbo_id, 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(vbo_id,
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(vbo_id,
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
* \{ */
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;
}
/**
* Builds a list of attributes from a set of domains and a set of
* customdata types.
*
* \param active_only: Returns only one item, a #GPUAttrRef to active_layer.
* \param active_layer: #CustomDataLayer to use for the active layer.
* \param active_layer: #CustomDataLayer to use for the render layer.
*/
static int gpu_pbvh_make_attr_offs(eAttrDomainMask domain_mask,
eCustomDataMask type_mask,
const CustomData *vdata,
const CustomData *edata,
const CustomData *ldata,
const CustomData *pdata,
GPUAttrRef r_cd_attrs[MAX_GPU_ATTR],
bool active_only,
int active_type,
int active_domain,
const CustomDataLayer *active_layer,
const CustomDataLayer *render_layer)
{
const CustomData *cdata_active = active_domain == ATTR_DOMAIN_POINT ? vdata : ldata;
if (!cdata_active) {
return 0;
}
if (active_only) {
int idx = active_layer ? active_layer - cdata_active->layers : -1;
if (idx >= 0 && idx < cdata_active->totlayer) {
r_cd_attrs[0].cd_offset = cdata_active->layers[idx].offset;
r_cd_attrs[0].domain = active_domain;
r_cd_attrs[0].type = active_type;
r_cd_attrs[0].layer_idx = idx;
return 1;
}
return 0;
}
const CustomData *datas[4] = {vdata, edata, pdata, ldata};
int count = 0;
for (eAttrDomain domain = 0; domain < 4; domain++) {
const CustomData *cdata = datas[domain];
if (!cdata || !((1 << domain) & domain_mask)) {
continue;
}
CustomDataLayer *cl = cdata->layers;
for (int i = 0; count < MAX_GPU_ATTR && i < cdata->totlayer; i++, cl++) {
if ((CD_TYPE_AS_MASK(cl->type) & type_mask) && !(cl->flag & CD_FLAG_TEMPORARY)) {
GPUAttrRef *ref = r_cd_attrs + count;
ref->cd_offset = cl->offset;
ref->type = cl->type;
ref->layer_idx = i;
ref->domain = domain;
count++;
}
}
}
/* Ensure render layer is last, draw cache code seems to need this. */
for (int i = 0; i < count; i++) {
GPUAttrRef *ref = r_cd_attrs + i;
const CustomData *cdata = datas[ref->domain];
if (cdata->layers + ref->layer_idx == render_layer) {
SWAP(GPUAttrRef, r_cd_attrs[i], r_cd_attrs[count - 1]);
break;
}
}
return count;
}
static bool gpu_pbvh_format_equals(PBVHGPUFormat *a, PBVHGPUFormat *b)
{
bool bad = false;
bad |= a->active_attrs_only != b->active_attrs_only;
bad |= a->pos != b->pos;
bad |= a->fset != b->fset;
bad |= a->msk != b->msk;
bad |= a->nor != b->nor;
for (int i = 0; i < MIN2(a->totuv, b->totuv); i++) {
bad |= a->uv[i] != b->uv[i];
}
for (int i = 0; i < MIN2(a->totcol, b->totcol); i++) {
bad |= a->col[i] != b->col[i];
}
bad |= a->totuv != b->totuv;
bad |= a->totcol != b->totcol;
return !bad;
}
bool GPU_pbvh_attribute_names_update(PBVHType pbvh_type,
PBVHGPUFormat *vbo_id,
const CustomData *vdata,
const CustomData *ldata,
bool active_attrs_only)
{
const bool active_only = active_attrs_only;
PBVHGPUFormat old_format = *vbo_id;
GPU_vertformat_clear(&vbo_id->format);
vbo_id->active_attrs_only = active_attrs_only;
if (vbo_id->format.attr_len == 0) {
vbo_id->pos = GPU_vertformat_attr_add(
&vbo_id->format, "pos", GPU_COMP_F32, 3, GPU_FETCH_FLOAT);
vbo_id->nor = GPU_vertformat_attr_add(
&vbo_id->format, "nor", GPU_COMP_I16, 3, GPU_FETCH_INT_TO_FLOAT_UNIT);
/* TODO: Do not allocate these `.msk` and `.col` when they are not used. */
vbo_id->msk = GPU_vertformat_attr_add(
&vbo_id->format, "msk", GPU_COMP_U8, 1, GPU_FETCH_INT_TO_FLOAT_UNIT);
vbo_id->totcol = 0;
if (pbvh_type == PBVH_FACES) {
int ci = 0;
Mesh me_query;
BKE_id_attribute_copy_domains_temp(ID_ME, vdata, NULL, ldata, NULL, NULL, &me_query.id);
CustomDataLayer *active_color_layer = BKE_id_attributes_active_color_get(&me_query.id);
CustomDataLayer *render_color_layer = BKE_id_attributes_render_color_get(&me_query.id);
eAttrDomain active_color_domain = active_color_layer ?
BKE_id_attribute_domain(&me_query.id,
active_color_layer) :
ATTR_DOMAIN_NUM;
GPUAttrRef vcol_layers[MAX_GPU_ATTR];
int totlayer = gpu_pbvh_make_attr_offs(ATTR_DOMAIN_MASK_COLOR,
CD_MASK_COLOR_ALL,
vdata,
NULL,
ldata,
NULL,
vcol_layers,
active_only,
active_color_layer ? active_color_layer->type : -1,
active_color_domain,
active_color_layer,
render_color_layer);
for (int i = 0; i < totlayer; i++) {
GPUAttrRef *ref = vcol_layers + i;
const CustomData *cdata = ref->domain == ATTR_DOMAIN_POINT ? vdata : ldata;
const CustomDataLayer *layer = cdata->layers + ref->layer_idx;
if (vbo_id->totcol < MAX_GPU_ATTR) {
vbo_id->col[ci++] = GPU_vertformat_attr_add(
&vbo_id->format, "c", GPU_COMP_U16, 4, GPU_FETCH_INT_TO_FLOAT_UNIT);
vbo_id->totcol++;
bool is_render = render_color_layer == layer;
bool is_active = active_color_layer == layer;
DRW_cdlayer_attr_aliases_add(&vbo_id->format, "c", cdata, layer, is_render, is_active);
}
}
}
/* ensure at least one vertex color layer */
if (vbo_id->totcol == 0) {
vbo_id->col[0] = GPU_vertformat_attr_add(
&vbo_id->format, "c", GPU_COMP_U16, 4, GPU_FETCH_INT_TO_FLOAT_UNIT);
vbo_id->totcol = 1;
GPU_vertformat_alias_add(&vbo_id->format, "ac");
}
vbo_id->fset = GPU_vertformat_attr_add(
&vbo_id->format, "fset", GPU_COMP_U8, 3, GPU_FETCH_INT_TO_FLOAT_UNIT);
vbo_id->totuv = 0;
if (pbvh_type == PBVH_FACES && ldata && CustomData_has_layer(ldata, CD_MLOOPUV)) {
GPUAttrRef uv_layers[MAX_GPU_ATTR];
CustomDataLayer *active = NULL, *render = NULL;
active = get_active_layer(ldata, CD_MLOOPUV);
render = get_render_layer(ldata, CD_MLOOPUV);
int totlayer = gpu_pbvh_make_attr_offs(ATTR_DOMAIN_MASK_CORNER,
CD_MASK_MLOOPUV,
NULL,
NULL,
ldata,
NULL,
uv_layers,
active_only,
CD_MLOOPUV,
ATTR_DOMAIN_CORNER,
active,
render);
vbo_id->totuv = totlayer;
for (int i = 0; i < totlayer; i++) {
GPUAttrRef *ref = uv_layers + i;
vbo_id->uv[i] = GPU_vertformat_attr_add(
&vbo_id->format, "uvs", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
CustomDataLayer *cl = ldata->layers + ref->layer_idx;
bool is_active = ref->layer_idx == CustomData_get_active_layer_index(ldata, CD_MLOOPUV);
DRW_cdlayer_attr_aliases_add(&vbo_id->format, "u", ldata, cl, cl == render, is_active);
/* Apparently the render attribute is 'a' while active is 'au',
* at least going by the draw cache extractor code.
*/
if (cl == render) {
GPU_vertformat_alias_add(&vbo_id->format, "a");
}
}
}
}
if (!gpu_pbvh_format_equals(&old_format, vbo_id)) {
return true;
}
return false;
}
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);
}
}
/** \} */