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blender-archive/source/blender/draw/intern/draw_cache_impl_pointcloud.cc
Hans Goudey c15a63d21e Cleanup: MIscellaneous improvements to pointcloud draw cache
- Use references
- Reorder functions to remove unnecessary prototype
- Use the attribute API
- Use const where possible
- Split no-radius extraction a bit more, add multithreading
2022-08-09 12:37:09 -05:00

283 lines
8.3 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2017 Blender Foundation. All rights reserved. */
/** \file
* \ingroup draw
*
* \brief PointCloud API for render engines
*/
#include <string.h>
#include "MEM_guardedalloc.h"
#include "BLI_math_base.h"
#include "BLI_math_vector.h"
#include "BLI_task.hh"
#include "BLI_utildefines.h"
#include "DNA_object_types.h"
#include "DNA_pointcloud_types.h"
#include "BKE_attribute.hh"
#include "BKE_pointcloud.h"
#include "GPU_batch.h"
#include "draw_cache_impl.h" /* own include */
/* ---------------------------------------------------------------------- */
/* PointCloud GPUBatch Cache */
struct PointCloudBatchCache {
GPUVertBuf *pos; /* Position and radius. */
GPUVertBuf *geom; /* Instanced geometry for each point in the cloud (small sphere). */
GPUIndexBuf *geom_indices;
GPUBatch *dots;
GPUBatch *surface;
GPUBatch **surface_per_mat;
/* settings to determine if cache is invalid */
bool is_dirty;
int mat_len;
};
/* GPUBatch cache management. */
static PointCloudBatchCache *pointcloud_batch_cache_get(PointCloud &pointcloud)
{
return static_cast<PointCloudBatchCache *>(pointcloud.batch_cache);
}
static bool pointcloud_batch_cache_valid(PointCloud &pointcloud)
{
PointCloudBatchCache *cache = pointcloud_batch_cache_get(pointcloud);
if (cache == NULL) {
return false;
}
if (cache->mat_len != DRW_pointcloud_material_count_get(&pointcloud)) {
return false;
}
return cache->is_dirty == false;
}
static void pointcloud_batch_cache_init(PointCloud &pointcloud)
{
PointCloudBatchCache *cache = pointcloud_batch_cache_get(pointcloud);
if (!cache) {
cache = MEM_cnew<PointCloudBatchCache>(__func__);
pointcloud.batch_cache = cache;
}
else {
memset(cache, 0, sizeof(*cache));
}
cache->mat_len = DRW_pointcloud_material_count_get(&pointcloud);
cache->surface_per_mat = static_cast<GPUBatch **>(
MEM_callocN(sizeof(GPUBatch *) * cache->mat_len, __func__));
cache->is_dirty = false;
}
void DRW_pointcloud_batch_cache_dirty_tag(PointCloud *pointcloud, int mode)
{
PointCloudBatchCache *cache = pointcloud_batch_cache_get(*pointcloud);
if (cache == NULL) {
return;
}
switch (mode) {
case BKE_POINTCLOUD_BATCH_DIRTY_ALL:
cache->is_dirty = true;
break;
default:
BLI_assert(0);
}
}
static void pointcloud_batch_cache_clear(PointCloud &pointcloud)
{
PointCloudBatchCache *cache = pointcloud_batch_cache_get(pointcloud);
if (!cache) {
return;
}
GPU_BATCH_DISCARD_SAFE(cache->dots);
GPU_BATCH_DISCARD_SAFE(cache->surface);
GPU_VERTBUF_DISCARD_SAFE(cache->pos);
GPU_VERTBUF_DISCARD_SAFE(cache->geom);
GPU_INDEXBUF_DISCARD_SAFE(cache->geom_indices);
if (cache->surface_per_mat) {
for (int i = 0; i < cache->mat_len; i++) {
GPU_BATCH_DISCARD_SAFE(cache->surface_per_mat[i]);
}
}
MEM_SAFE_FREE(cache->surface_per_mat);
}
void DRW_pointcloud_batch_cache_validate(PointCloud *pointcloud)
{
if (!pointcloud_batch_cache_valid(*pointcloud)) {
pointcloud_batch_cache_clear(*pointcloud);
pointcloud_batch_cache_init(*pointcloud);
}
}
void DRW_pointcloud_batch_cache_free(PointCloud *pointcloud)
{
pointcloud_batch_cache_clear(*pointcloud);
MEM_SAFE_FREE(pointcloud->batch_cache);
}
static void pointcloud_batch_cache_ensure_pos(const PointCloud &pointcloud,
PointCloudBatchCache &cache)
{
using namespace blender;
if (cache.pos != NULL) {
return;
}
const bke::AttributeAccessor attributes = bke::pointcloud_attributes(pointcloud);
const VArraySpan<float3> positions = attributes.lookup<float3>("position", ATTR_DOMAIN_POINT);
const VArray<float> radii = attributes.lookup<float>("radius", ATTR_DOMAIN_POINT);
/* From the opengl wiki:
* Note that size does not have to exactly match the size used by the vertex shader. If the
* vertex shader has fewer components than the attribute provides, then the extras are ignored.
* If the vertex shader has more components than the array provides, the extras are given
* values from the vector (0, 0, 0, 1) for the missing XYZW components. */
if (radii) {
static GPUVertFormat format = {0};
if (format.attr_len == 0) {
GPU_vertformat_attr_add(&format, "pos", GPU_COMP_F32, 4, GPU_FETCH_FLOAT);
}
cache.pos = GPU_vertbuf_create_with_format(&format);
GPU_vertbuf_data_alloc(cache.pos, positions.size());
const VArraySpan<float> radii_span(radii);
MutableSpan<float4> vbo_data{static_cast<float4 *>(GPU_vertbuf_get_data(cache.pos)),
pointcloud.totpoint};
threading::parallel_for(vbo_data.index_range(), 4096, [&](IndexRange range) {
for (const int i : range) {
vbo_data[i].x = positions[i].x;
vbo_data[i].y = positions[i].y;
vbo_data[i].z = positions[i].z;
/* TODO(fclem): remove multiplication. Here only for keeping the size correct for now. */
vbo_data[i].w = radii_span[i] * 100.0f;
}
});
}
else {
static GPUVertFormat format = {0};
static uint pos;
if (format.attr_len == 0) {
pos = GPU_vertformat_attr_add(&format, "pos", GPU_COMP_F32, 3, GPU_FETCH_FLOAT);
}
cache.pos = GPU_vertbuf_create_with_format(&format);
GPU_vertbuf_data_alloc(cache.pos, positions.size());
GPU_vertbuf_attr_fill(cache.pos, pos, positions.data());
}
}
static const float half_octahedron_normals[5][3] = {
{0.0f, 0.0f, 1.0f},
{1.0f, 0.0f, 0.0f},
{0.0f, 1.0f, 0.0f},
{-1.0f, 0.0f, 0.0f},
{0.0f, -1.0f, 0.0f},
};
static const uint half_octahedron_tris[4][3] = {
{0, 1, 2},
{0, 2, 3},
{0, 3, 4},
{0, 4, 1},
};
static void pointcloud_batch_cache_ensure_geom(PointCloudBatchCache &cache)
{
if (cache.geom != NULL) {
return;
}
static GPUVertFormat format = {0};
static uint pos;
if (format.attr_len == 0) {
pos = GPU_vertformat_attr_add(&format, "pos_inst", GPU_COMP_F32, 3, GPU_FETCH_FLOAT);
GPU_vertformat_alias_add(&format, "nor");
}
cache.geom = GPU_vertbuf_create_with_format(&format);
GPU_vertbuf_data_alloc(cache.geom, ARRAY_SIZE(half_octahedron_normals));
GPU_vertbuf_attr_fill(cache.geom, pos, half_octahedron_normals);
GPUIndexBufBuilder builder;
GPU_indexbuf_init(&builder,
GPU_PRIM_TRIS,
ARRAY_SIZE(half_octahedron_tris),
ARRAY_SIZE(half_octahedron_normals));
for (int i = 0; i < ARRAY_SIZE(half_octahedron_tris); i++) {
GPU_indexbuf_add_tri_verts(&builder, UNPACK3(half_octahedron_tris[i]));
}
cache.geom_indices = GPU_indexbuf_build(&builder);
}
GPUBatch *DRW_pointcloud_batch_cache_get_dots(Object *ob)
{
PointCloud &pointcloud = *static_cast<PointCloud *>(ob->data);
PointCloudBatchCache *cache = pointcloud_batch_cache_get(pointcloud);
if (cache->dots == NULL) {
pointcloud_batch_cache_ensure_pos(pointcloud, *cache);
cache->dots = GPU_batch_create(GPU_PRIM_POINTS, cache->pos, NULL);
}
return cache->dots;
}
GPUBatch *DRW_pointcloud_batch_cache_get_surface(Object *ob)
{
PointCloud &pointcloud = *static_cast<PointCloud *>(ob->data);
PointCloudBatchCache *cache = pointcloud_batch_cache_get(pointcloud);
if (cache->surface == NULL) {
pointcloud_batch_cache_ensure_pos(pointcloud, *cache);
pointcloud_batch_cache_ensure_geom(*cache);
cache->surface = GPU_batch_create(GPU_PRIM_TRIS, cache->geom, cache->geom_indices);
GPU_batch_instbuf_add_ex(cache->surface, cache->pos, false);
}
return cache->surface;
}
GPUBatch **DRW_cache_pointcloud_surface_shaded_get(Object *ob,
struct GPUMaterial **UNUSED(gpumat_array),
uint gpumat_array_len)
{
PointCloud &pointcloud = *static_cast<PointCloud *>(ob->data);
PointCloudBatchCache *cache = pointcloud_batch_cache_get(pointcloud);
BLI_assert(cache->mat_len == gpumat_array_len);
UNUSED_VARS(gpumat_array_len);
if (cache->surface_per_mat[0] == NULL) {
pointcloud_batch_cache_ensure_pos(pointcloud, *cache);
pointcloud_batch_cache_ensure_geom(*cache);
cache->surface_per_mat[0] = GPU_batch_create(GPU_PRIM_TRIS, cache->geom, cache->geom_indices);
GPU_batch_instbuf_add_ex(cache->surface_per_mat[0], cache->pos, false);
}
return cache->surface_per_mat;
}
int DRW_pointcloud_material_count_get(PointCloud *pointcloud)
{
return max_ii(1, pointcloud->totcol);
}