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blender-archive/source/blender/draw/intern/draw_cache_extract.hh
Joseph Eagar 65900d88a8 Sculpt: Rewrite PBVH draw
Rewrite PBVH draw to allocate attributes into individual VBOs.
The old system tried to create a single VBO that could feed
every open viewport.  This required uploading every color and
UV attribute  to the viewport whether needed or not, often exceeding
the VBO limit.

This new system creates one VBO per attribute.  Each attribute layout is
given its own GPU batch which is cached inside the owning PBVH node.

Notes:

* This is a full C++ rewrite.  The old code is still there; ripping it out
can happen later.
* PBVH nodes now have a collection of batches, PBVHBatches, that keeps
track of all the batches inside the node.
* Batches are built exclusively from a list of attributes.
* Each attribute has its own VBO.
* Overlays, workbench and EEVEE can all have different attribute
  layouts, each of which will get its own batch.

Reviewed by: Clement Foucault
Differential Revision: https://developer.blender.org/D15428
Ref D15428
2022-09-28 14:51:23 -07:00

331 lines
10 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2019 Blender Foundation. */
/** \file
* \ingroup draw
*/
#pragma once
#include <algorithm>
#include "BLI_utildefines.h"
#include "DNA_customdata_types.h"
#include "DNA_mesh_types.h"
#include "DNA_view3d_enums.h"
#include "BKE_attribute.h"
#include "BKE_object.h"
#include "GPU_batch.h"
#include "GPU_index_buffer.h"
#include "GPU_vertex_buffer.h"
#include "draw_attributes.h"
struct DRWSubdivCache;
struct MeshRenderData;
struct TaskGraph;
/* Vertex Group Selection and display options */
struct DRW_MeshWeightState {
int defgroup_active;
int defgroup_len;
short flags;
char alert_mode;
/* Set of all selected bones for Multi-paint. */
bool *defgroup_sel; /* #defgroup_len */
int defgroup_sel_count;
/* Set of all locked and unlocked deform bones for Lock Relative mode. */
bool *defgroup_locked; /* #defgroup_len */
bool *defgroup_unlocked; /* #defgroup_len */
};
/* DRW_MeshWeightState.flags */
enum {
DRW_MESH_WEIGHT_STATE_MULTIPAINT = (1 << 0),
DRW_MESH_WEIGHT_STATE_AUTO_NORMALIZE = (1 << 1),
DRW_MESH_WEIGHT_STATE_LOCK_RELATIVE = (1 << 2),
};
enum eMRIterType {
MR_ITER_LOOPTRI = 1 << 0,
MR_ITER_POLY = 1 << 1,
MR_ITER_LEDGE = 1 << 2,
MR_ITER_LVERT = 1 << 3,
};
ENUM_OPERATORS(eMRIterType, MR_ITER_LVERT)
enum eMRDataType {
MR_DATA_NONE = 0,
MR_DATA_POLY_NOR = 1 << 1,
MR_DATA_LOOP_NOR = 1 << 2,
MR_DATA_LOOPTRI = 1 << 3,
MR_DATA_LOOSE_GEOM = 1 << 4,
/** Force loop normals calculation. */
MR_DATA_TAN_LOOP_NOR = 1 << 5,
MR_DATA_POLYS_SORTED = 1 << 6,
};
ENUM_OPERATORS(eMRDataType, MR_DATA_POLYS_SORTED)
BLI_INLINE int mesh_render_mat_len_get(const Object *object, const Mesh *me)
{
if (me->edit_mesh != NULL) {
const Mesh *editmesh_eval_final = BKE_object_get_editmesh_eval_final(object);
if (editmesh_eval_final != NULL) {
return std::max<int>(1, editmesh_eval_final->totcol);
}
}
return std::max<int>(1, me->totcol);
}
struct MeshBufferList {
/* Every VBO below contains at least enough data for every loop in the mesh
* (except fdots and skin roots). For some VBOs, it extends to (in this exact order) :
* loops + loose_edges * 2 + loose_verts */
struct {
GPUVertBuf *pos_nor; /* extend */
GPUVertBuf *lnor; /* extend */
GPUVertBuf *edge_fac; /* extend */
GPUVertBuf *weights; /* extend */
GPUVertBuf *uv;
GPUVertBuf *tan;
GPUVertBuf *sculpt_data;
GPUVertBuf *orco;
/* Only for edit mode. */
GPUVertBuf *edit_data; /* extend */
GPUVertBuf *edituv_data;
GPUVertBuf *edituv_stretch_area;
GPUVertBuf *edituv_stretch_angle;
GPUVertBuf *mesh_analysis;
GPUVertBuf *fdots_pos;
GPUVertBuf *fdots_nor;
GPUVertBuf *fdots_uv;
// GPUVertBuf *fdots_edit_data; /* inside fdots_nor for now. */
GPUVertBuf *fdots_edituv_data;
GPUVertBuf *skin_roots;
/* Selection */
GPUVertBuf *vert_idx; /* extend */
GPUVertBuf *edge_idx; /* extend */
GPUVertBuf *poly_idx;
GPUVertBuf *fdot_idx;
GPUVertBuf *attr[GPU_MAX_ATTR];
GPUVertBuf *attr_viewer;
} vbo;
/* Index Buffers:
* Only need to be updated when topology changes. */
struct {
/* Indices to vloops. Ordered per material. */
GPUIndexBuf *tris;
/* Loose edges last. */
GPUIndexBuf *lines;
/* Sub buffer of `lines` only containing the loose edges. */
GPUIndexBuf *lines_loose;
GPUIndexBuf *points;
GPUIndexBuf *fdots;
/* 3D overlays. */
/* no loose edges. */
GPUIndexBuf *lines_paint_mask;
GPUIndexBuf *lines_adjacency;
/* Uv overlays. (visibility can differ from 3D view) */
GPUIndexBuf *edituv_tris;
GPUIndexBuf *edituv_lines;
GPUIndexBuf *edituv_points;
GPUIndexBuf *edituv_fdots;
} ibo;
};
struct MeshBatchList {
/* Surfaces / Render */
GPUBatch *surface;
GPUBatch *surface_weights;
/* Edit mode */
GPUBatch *edit_triangles;
GPUBatch *edit_vertices;
GPUBatch *edit_edges;
GPUBatch *edit_vnor;
GPUBatch *edit_lnor;
GPUBatch *edit_fdots;
GPUBatch *edit_mesh_analysis;
GPUBatch *edit_skin_roots;
/* Edit UVs */
GPUBatch *edituv_faces_stretch_area;
GPUBatch *edituv_faces_stretch_angle;
GPUBatch *edituv_faces;
GPUBatch *edituv_edges;
GPUBatch *edituv_verts;
GPUBatch *edituv_fdots;
/* Edit selection */
GPUBatch *edit_selection_verts;
GPUBatch *edit_selection_edges;
GPUBatch *edit_selection_faces;
GPUBatch *edit_selection_fdots;
/* Common display / Other */
GPUBatch *all_verts;
GPUBatch *all_edges;
GPUBatch *loose_edges;
GPUBatch *edge_detection;
/* Individual edges with face normals. */
GPUBatch *wire_edges;
/* Loops around faces. no edges between selected faces */
GPUBatch *wire_loops;
/* Same as wire_loops but only has uvs. */
GPUBatch *wire_loops_uvs;
GPUBatch *sculpt_overlays;
GPUBatch *surface_viewer_attribute;
};
#define MBC_BATCH_LEN (sizeof(MeshBatchList) / sizeof(void *))
#define MBC_VBO_LEN (sizeof(MeshBufferList::vbo) / sizeof(void *))
#define MBC_IBO_LEN (sizeof(MeshBufferList::ibo) / sizeof(void *))
#define MBC_BATCH_INDEX(batch) (offsetof(MeshBatchList, batch) / sizeof(void *))
enum DRWBatchFlag {
MBC_SURFACE = (1u << MBC_BATCH_INDEX(surface)),
MBC_SURFACE_WEIGHTS = (1u << MBC_BATCH_INDEX(surface_weights)),
MBC_EDIT_TRIANGLES = (1u << MBC_BATCH_INDEX(edit_triangles)),
MBC_EDIT_VERTICES = (1u << MBC_BATCH_INDEX(edit_vertices)),
MBC_EDIT_EDGES = (1u << MBC_BATCH_INDEX(edit_edges)),
MBC_EDIT_VNOR = (1u << MBC_BATCH_INDEX(edit_vnor)),
MBC_EDIT_LNOR = (1u << MBC_BATCH_INDEX(edit_lnor)),
MBC_EDIT_FACEDOTS = (1u << MBC_BATCH_INDEX(edit_fdots)),
MBC_EDIT_MESH_ANALYSIS = (1u << MBC_BATCH_INDEX(edit_mesh_analysis)),
MBC_SKIN_ROOTS = (1u << MBC_BATCH_INDEX(edit_skin_roots)),
MBC_EDITUV_FACES_STRETCH_AREA = (1u << MBC_BATCH_INDEX(edituv_faces_stretch_area)),
MBC_EDITUV_FACES_STRETCH_ANGLE = (1u << MBC_BATCH_INDEX(edituv_faces_stretch_angle)),
MBC_EDITUV_FACES = (1u << MBC_BATCH_INDEX(edituv_faces)),
MBC_EDITUV_EDGES = (1u << MBC_BATCH_INDEX(edituv_edges)),
MBC_EDITUV_VERTS = (1u << MBC_BATCH_INDEX(edituv_verts)),
MBC_EDITUV_FACEDOTS = (1u << MBC_BATCH_INDEX(edituv_fdots)),
MBC_EDIT_SELECTION_VERTS = (1u << MBC_BATCH_INDEX(edit_selection_verts)),
MBC_EDIT_SELECTION_EDGES = (1u << MBC_BATCH_INDEX(edit_selection_edges)),
MBC_EDIT_SELECTION_FACES = (1u << MBC_BATCH_INDEX(edit_selection_faces)),
MBC_EDIT_SELECTION_FACEDOTS = (1u << MBC_BATCH_INDEX(edit_selection_fdots)),
MBC_ALL_VERTS = (1u << MBC_BATCH_INDEX(all_verts)),
MBC_ALL_EDGES = (1u << MBC_BATCH_INDEX(all_edges)),
MBC_LOOSE_EDGES = (1u << MBC_BATCH_INDEX(loose_edges)),
MBC_EDGE_DETECTION = (1u << MBC_BATCH_INDEX(edge_detection)),
MBC_WIRE_EDGES = (1u << MBC_BATCH_INDEX(wire_edges)),
MBC_WIRE_LOOPS = (1u << MBC_BATCH_INDEX(wire_loops)),
MBC_WIRE_LOOPS_UVS = (1u << MBC_BATCH_INDEX(wire_loops_uvs)),
MBC_SCULPT_OVERLAYS = (1u << MBC_BATCH_INDEX(sculpt_overlays)),
MBC_VIEWER_ATTRIBUTE_OVERLAY = (1u << MBC_BATCH_INDEX(surface_viewer_attribute)),
MBC_SURFACE_PER_MAT = (1u << MBC_BATCH_LEN),
};
ENUM_OPERATORS(DRWBatchFlag, MBC_SURFACE_PER_MAT);
BLI_STATIC_ASSERT(MBC_BATCH_LEN < 32, "Number of batches exceeded the limit of bit fields");
struct MeshExtractLooseGeom {
int edge_len;
int vert_len;
int *verts;
int *edges;
};
/**
* Data that are kept around between extractions to reduce rebuilding time.
*
* - Loose geometry.
*/
struct MeshBufferCache {
MeshBufferList buff;
MeshExtractLooseGeom loose_geom;
struct {
int *tri_first_index;
int *mat_tri_len;
int visible_tri_len;
} poly_sorted;
};
#define FOREACH_MESH_BUFFER_CACHE(batch_cache, mbc) \
for (MeshBufferCache *mbc = &batch_cache->final; \
mbc == &batch_cache->final || mbc == &batch_cache->cage || mbc == &batch_cache->uv_cage; \
mbc = (mbc == &batch_cache->final) ? \
&batch_cache->cage : \
((mbc == &batch_cache->cage) ? &batch_cache->uv_cage : NULL))
struct MeshBatchCache {
MeshBufferCache final, cage, uv_cage;
MeshBatchList batch;
/* Index buffer per material. These are subranges of `ibo.tris` */
GPUIndexBuf **tris_per_mat;
GPUBatch **surface_per_mat;
DRWSubdivCache *subdiv_cache;
DRWBatchFlag batch_requested;
DRWBatchFlag batch_ready;
/* Settings to determine if cache is invalid. */
int edge_len;
int tri_len;
int poly_len;
int vert_len;
int mat_len;
/* Instantly invalidates cache, skipping mesh check */
bool is_dirty;
bool is_editmode;
bool is_uvsyncsel;
DRW_MeshWeightState weight_state;
DRW_MeshCDMask cd_used, cd_needed, cd_used_over_time;
DRW_Attributes attr_used, attr_needed, attr_used_over_time;
int lastmatch;
/* Valid only if edge_detection is up to date. */
bool is_manifold;
/* Total areas for drawing UV Stretching. Contains the summed area in mesh
* space (`tot_area`) and the summed area in uv space (`tot_uvarea`).
*
* Only valid after `DRW_mesh_batch_cache_create_requested` has been called. */
float tot_area, tot_uv_area;
bool no_loose_wire;
eV3DShadingColorType color_type;
bool pbvh_is_drawing;
};
#define MBC_EDITUV \
(MBC_EDITUV_FACES_STRETCH_AREA | MBC_EDITUV_FACES_STRETCH_ANGLE | MBC_EDITUV_FACES | \
MBC_EDITUV_EDGES | MBC_EDITUV_VERTS | MBC_EDITUV_FACEDOTS | MBC_WIRE_LOOPS_UVS)
namespace blender::draw {
void mesh_buffer_cache_create_requested(TaskGraph *task_graph,
MeshBatchCache *cache,
MeshBufferCache *mbc,
Object *object,
Mesh *me,
bool is_editmode,
bool is_paint_mode,
bool is_mode_active,
const float obmat[4][4],
bool do_final,
bool do_uvedit,
const Scene *scene,
const ToolSettings *ts,
bool use_hide);
void mesh_buffer_cache_create_requested_subdiv(MeshBatchCache *cache,
MeshBufferCache *mbc,
DRWSubdivCache *subdiv_cache,
MeshRenderData *mr);
} // namespace blender::draw