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blender-archive/source/blender/gpu/intern/gpu_batch_presets.c
Clément Foucault fa7e4cc685 WM/GPU: Clear VAO cache of batch preset when switching context.
This is needed for multiple windows to draw the batch presets.
This will not be needed once we use only one context for UI.
2018-02-26 19:49:06 +01:00

215 lines
6.5 KiB
C

/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2016 Blender Foundation.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): Mike Erwin
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/gpu/intern/gpu_batch_presets.c
* \ingroup gpu
*/
#include "BLI_utildefines.h"
#include "BLI_math.h"
#include "BLI_threads.h"
#include "GPU_batch.h"
#include "gpu_shader_private.h"
/* Struct to store 3D Batches and their format */
static struct {
struct {
Gwn_Batch *sphere_high;
Gwn_Batch *sphere_med;
Gwn_Batch *sphere_low;
Gwn_Batch *sphere_wire_low;
Gwn_Batch *sphere_wire_med;
} batch;
Gwn_VertFormat format;
struct {
uint pos, nor;
} attr_id;
} g_presets_3d = {0};
/* We may want 2D presets later. */
/* -------------------------------------------------------------------- */
/** \name 3D Primitives
* \{ */
static void batch_sphere_lat_lon_vert(
Gwn_VertBufRaw *pos_step, Gwn_VertBufRaw *nor_step,
float lat, float lon)
{
float pos[3];
pos[0] = sinf(lat) * cosf(lon);
pos[1] = cosf(lat);
pos[2] = sinf(lat) * sinf(lon);
copy_v3_v3(GWN_vertbuf_raw_step(pos_step), pos);
copy_v3_v3(GWN_vertbuf_raw_step(nor_step), pos);
}
/* Replacement for gluSphere */
Gwn_Batch *gpu_batch_sphere(int lat_res, int lon_res)
{
const float lon_inc = 2 * M_PI / lon_res;
const float lat_inc = M_PI / lat_res;
float lon, lat;
Gwn_VertBuf *vbo = GWN_vertbuf_create_with_format(&g_presets_3d.format);
const uint vbo_len = (lat_res - 1) * lon_res * 6;
GWN_vertbuf_data_alloc(vbo, vbo_len);
Gwn_VertBufRaw pos_step, nor_step;
GWN_vertbuf_attr_get_raw_data(vbo, g_presets_3d.attr_id.pos, &pos_step);
GWN_vertbuf_attr_get_raw_data(vbo, g_presets_3d.attr_id.nor, &nor_step);
lon = 0.0f;
for (int i = 0; i < lon_res; i++, lon += lon_inc) {
lat = 0.0f;
for (int j = 0; j < lat_res; j++, lat += lat_inc) {
if (j != lat_res - 1) { /* Pole */
batch_sphere_lat_lon_vert(&pos_step, &nor_step, lat + lat_inc, lon + lon_inc);
batch_sphere_lat_lon_vert(&pos_step, &nor_step, lat + lat_inc, lon);
batch_sphere_lat_lon_vert(&pos_step, &nor_step, lat, lon);
}
if (j != 0) { /* Pole */
batch_sphere_lat_lon_vert(&pos_step, &nor_step, lat, lon + lon_inc);
batch_sphere_lat_lon_vert(&pos_step, &nor_step, lat + lat_inc, lon + lon_inc);
batch_sphere_lat_lon_vert(&pos_step, &nor_step, lat, lon);
}
}
}
BLI_assert(vbo_len == GWN_vertbuf_raw_used(&pos_step));
BLI_assert(vbo_len == GWN_vertbuf_raw_used(&nor_step));
return GWN_batch_create_ex(GWN_PRIM_TRIS, vbo, NULL, GWN_BATCH_OWNS_VBO);
}
static Gwn_Batch *batch_sphere_wire(int lat_res, int lon_res)
{
const float lon_inc = 2 * M_PI / lon_res;
const float lat_inc = M_PI / lat_res;
float lon, lat;
Gwn_VertBuf *vbo = GWN_vertbuf_create_with_format(&g_presets_3d.format);
const uint vbo_len = (lat_res * lon_res * 2) + ((lat_res - 1) * lon_res * 2);
GWN_vertbuf_data_alloc(vbo, vbo_len);
Gwn_VertBufRaw pos_step, nor_step;
GWN_vertbuf_attr_get_raw_data(vbo, g_presets_3d.attr_id.pos, &pos_step);
GWN_vertbuf_attr_get_raw_data(vbo, g_presets_3d.attr_id.nor, &nor_step);
lon = 0.0f;
for (int i = 0; i < lon_res; i++, lon += lon_inc) {
lat = 0.0f;
for (int j = 0; j < lat_res; j++, lat += lat_inc) {
batch_sphere_lat_lon_vert(&pos_step, &nor_step, lat + lat_inc, lon);
batch_sphere_lat_lon_vert(&pos_step, &nor_step, lat, lon);
if (j != lat_res - 1) { /* Pole */
batch_sphere_lat_lon_vert(&pos_step, &nor_step, lat + lat_inc, lon + lon_inc);
batch_sphere_lat_lon_vert(&pos_step, &nor_step, lat + lat_inc, lon);
}
}
}
BLI_assert(vbo_len == GWN_vertbuf_raw_used(&pos_step));
BLI_assert(vbo_len == GWN_vertbuf_raw_used(&nor_step));
return GWN_batch_create_ex(GWN_PRIM_LINES, vbo, NULL, GWN_BATCH_OWNS_VBO);
}
Gwn_Batch *GPU_batch_preset_sphere(int lod)
{
BLI_assert(lod >= 0 && lod <= 2);
BLI_assert(BLI_thread_is_main());
if (lod == 0) {
return g_presets_3d.batch.sphere_low;
}
else if (lod == 1) {
return g_presets_3d.batch.sphere_med;
}
else {
return g_presets_3d.batch.sphere_high;
}
}
Gwn_Batch *GPU_batch_preset_sphere_wire(int lod)
{
BLI_assert(lod >= 0 && lod <= 1);
BLI_assert(BLI_thread_is_main());
if (lod == 0) {
return g_presets_3d.batch.sphere_wire_low;
}
else {
return g_presets_3d.batch.sphere_wire_med;
}
}
/** \} */
void gpu_batch_presets_init(void)
{
if (g_presets_3d.format.attrib_ct == 0) {
Gwn_VertFormat *format = &g_presets_3d.format;
g_presets_3d.attr_id.pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
g_presets_3d.attr_id.nor = GWN_vertformat_attr_add(format, "nor", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
}
/* Hard coded resolution */
g_presets_3d.batch.sphere_low = gpu_batch_sphere(8, 16);
g_presets_3d.batch.sphere_med = gpu_batch_sphere(16, 10);
g_presets_3d.batch.sphere_high = gpu_batch_sphere(32, 24);
g_presets_3d.batch.sphere_wire_low = batch_sphere_wire(6, 8);
g_presets_3d.batch.sphere_wire_med = batch_sphere_wire(8, 16);
}
void gpu_batch_presets_reset(void)
{
/* Reset vao caches for these every time we switch opengl context.
* This way they will draw correctly for each window. */
gwn_batch_vao_cache_clear(g_presets_3d.batch.sphere_low);
gwn_batch_vao_cache_clear(g_presets_3d.batch.sphere_med);
gwn_batch_vao_cache_clear(g_presets_3d.batch.sphere_high);
gwn_batch_vao_cache_clear(g_presets_3d.batch.sphere_wire_low);
gwn_batch_vao_cache_clear(g_presets_3d.batch.sphere_wire_med);
}
void gpu_batch_presets_exit(void)
{
GWN_batch_discard(g_presets_3d.batch.sphere_low);
GWN_batch_discard(g_presets_3d.batch.sphere_med);
GWN_batch_discard(g_presets_3d.batch.sphere_high);
GWN_batch_discard(g_presets_3d.batch.sphere_wire_low);
GWN_batch_discard(g_presets_3d.batch.sphere_wire_med);
}