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blender-archive/source/blender/gpu/intern/gpu_buffers.c
Bastien Montagne c795505a2c Cleanup: dyntopo sculpt draw update: use same BM_face_as_array_vert_tri for indexbuf generation.
It's cleaner, and actually assert that BMFace is a triangle. Same code
as when generating vertexbuf for flat shading!
2018-06-26 11:43:17 +02:00

1099 lines
32 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) 2005 Blender Foundation.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): Brecht Van Lommel.
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/gpu/intern/gpu_buffers.c
* \ingroup gpu
*
* Mesh drawing using OpenGL VBO (Vertex Buffer Objects)
*/
#include <limits.h>
#include <stddef.h>
#include <string.h>
#include "MEM_guardedalloc.h"
#include "BLI_bitmap.h"
#include "BLI_math.h"
#include "BLI_utildefines.h"
#include "BLI_ghash.h"
#include "BLI_threads.h"
#include "DNA_meshdata_types.h"
#include "BKE_ccg.h"
#include "BKE_DerivedMesh.h"
#include "BKE_paint.h"
#include "BKE_mesh.h"
#include "BKE_pbvh.h"
#include "GPU_buffers.h"
#include "GPU_draw.h"
#include "GPU_immediate.h"
#include "GPU_batch.h"
#include "bmesh.h"
static ThreadMutex buffer_mutex = BLI_MUTEX_INITIALIZER;
/* multires global buffer, can be used for many grids having the same grid size */
typedef struct GridCommonGPUBuffer {
Gwn_IndexBuf *mres_buffer;
int mres_prev_gridsize;
unsigned mres_prev_totquad;
} GridCommonGPUBuffer;
/* XXX: the rest of the code in this file is used for optimized PBVH
* drawing and doesn't interact at all with the buffer code above */
struct GPU_PBVH_Buffers {
Gwn_IndexBuf *index_buf, *index_buf_fast;
Gwn_VertBuf *vert_buf;
Gwn_Batch *triangles;
Gwn_Batch *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;
const float *vmask;
/* grid pointers */
CCGKey gridkey;
CCGElem **grids;
const DMFlagMat *grid_flag_mats;
BLI_bitmap * const *grid_hidden;
const int *grid_indices;
int totgrid;
bool has_hidden;
bool is_index_buf_global; /* Means index_buf uses global bvh's grid_common_gpu_buffer, **DO NOT** free it! */
bool use_bmesh;
unsigned int tot_tri, tot_quad;
/* The PBVH ensures that either all faces in the node are
* smooth-shaded or all faces are flat-shaded */
bool smooth;
bool show_diffuse_color;
bool show_mask;
float diffuse_color[4];
};
static struct {
uint pos, nor, col;
} g_vbo_id = {0};
static void gpu_material_diffuse_get(int UNUSED(nr), float diff[4])
{
/* TODO: sculpt diffuse color option not supported in 2.8 yet. */
diff[0] = 0.8f;
diff[1] = 0.8f;
diff[2] = 0.8f;
diff[3] = 1.0f;
}
/* 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(GPU_PBVH_Buffers *buffers, unsigned int vert_ct)
{
if (buffers->vert_buf == NULL) {
/* Initialize vertex buffer */
/* match 'VertexBufferFormat' */
static Gwn_VertFormat format = {0};
if (format.attrib_ct == 0) {
g_vbo_id.pos = GWN_vertformat_attr_add(&format, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
g_vbo_id.nor = GWN_vertformat_attr_add(&format, "nor", GWN_COMP_I16, 3, GWN_FETCH_INT_TO_FLOAT_UNIT);
g_vbo_id.col = GWN_vertformat_attr_add(&format, "color", GWN_COMP_U8, 3, GWN_FETCH_INT_TO_FLOAT_UNIT);
}
#if 0
buffers->vert_buf = GWN_vertbuf_create_with_format_ex(&format, GWN_USAGE_DYNAMIC);
GWN_vertbuf_data_alloc(buffers->vert_buf, vert_ct);
}
else if (vert_ct != buffers->vert_buf->vertex_ct) {
GWN_vertbuf_data_resize(buffers->vert_buf, vert_ct);
}
#else
buffers->vert_buf = GWN_vertbuf_create_with_format_ex(&format, GWN_USAGE_STATIC);
}
GWN_vertbuf_data_alloc(buffers->vert_buf, vert_ct);
#endif
return buffers->vert_buf->data != NULL;
}
static void gpu_pbvh_batch_init(GPU_PBVH_Buffers *buffers)
{
/* force flushing to the GPU */
if (buffers->vert_buf->data) {
GWN_vertbuf_use(buffers->vert_buf);
}
if (buffers->triangles == NULL) {
buffers->triangles = GWN_batch_create(
GWN_PRIM_TRIS, buffers->vert_buf,
/* can be NULL */
buffers->index_buf);
}
if ((buffers->triangles_fast == NULL) && buffers->index_buf_fast) {
buffers->triangles_fast = GWN_batch_create(
GWN_PRIM_TRIS, buffers->vert_buf,
/* can be NULL */
buffers->index_buf_fast);
}
}
static float gpu_color_from_mask(float mask)
{
return 1.0f - mask * 0.75f;
}
static void gpu_color_from_mask_copy(float mask, const float diffuse_color[4], unsigned char out[3])
{
float mask_color;
mask_color = gpu_color_from_mask(mask) * 255.0f;
out[0] = diffuse_color[0] * mask_color;
out[1] = diffuse_color[1] * mask_color;
out[2] = diffuse_color[2] * mask_color;
}
static void gpu_color_from_mask_quad_copy(const CCGKey *key,
CCGElem *a, CCGElem *b,
CCGElem *c, CCGElem *d,
const float *diffuse_color,
unsigned char out[3])
{
float mask_color =
gpu_color_from_mask((*CCG_elem_mask(key, a) +
*CCG_elem_mask(key, b) +
*CCG_elem_mask(key, c) +
*CCG_elem_mask(key, d)) * 0.25f) * 255.0f;
out[0] = diffuse_color[0] * mask_color;
out[1] = diffuse_color[1] * mask_color;
out[2] = diffuse_color[2] * mask_color;
}
void GPU_pbvh_mesh_buffers_update(
GPU_PBVH_Buffers *buffers, const MVert *mvert,
const int *vert_indices, int totvert, const float *vmask,
const int (*face_vert_indices)[3],
const int update_flags)
{
const bool show_diffuse_color = (update_flags & GPU_PBVH_BUFFERS_SHOW_DIFFUSE_COLOR) != 0;
const bool show_mask = (update_flags & GPU_PBVH_BUFFERS_SHOW_MASK) != 0;
buffers->vmask = vmask;
buffers->show_diffuse_color = show_diffuse_color;
buffers->show_mask = show_mask;
{
int totelem = (buffers->smooth ? totvert : (buffers->tot_tri * 3));
float diffuse_color[4] = {0.8f, 0.8f, 0.8f, 0.8f};
if (show_diffuse_color) {
const MLoopTri *lt = &buffers->looptri[buffers->face_indices[0]];
const MPoly *mp = &buffers->mpoly[lt->poly];
gpu_material_diffuse_get(mp->mat_nr + 1, diffuse_color);
}
copy_v4_v4(buffers->diffuse_color, diffuse_color);
uchar diffuse_color_ub[4];
rgba_float_to_uchar(diffuse_color_ub, diffuse_color);
/* Build VBO */
if (gpu_pbvh_vert_buf_data_set(buffers, totelem)) {
/* Vertex data is shared if smooth-shaded, but separate
* copies are made for flat shading because normals
* shouldn't be shared. */
if (buffers->smooth) {
for (uint i = 0; i < totvert; ++i) {
const MVert *v = &mvert[vert_indices[i]];
GWN_vertbuf_attr_set(buffers->vert_buf, g_vbo_id.pos, i, v->co);
GWN_vertbuf_attr_set(buffers->vert_buf, g_vbo_id.nor, i, v->no);
}
for (uint i = 0; i < buffers->face_indices_len; i++) {
const MLoopTri *lt = &buffers->looptri[buffers->face_indices[i]];
for (uint j = 0; j < 3; j++) {
int vidx = face_vert_indices[i][j];
if (vmask && show_mask) {
int v_index = buffers->mloop[lt->tri[j]].v;
uchar color_ub[3];
gpu_color_from_mask_copy(vmask[v_index], diffuse_color, color_ub);
GWN_vertbuf_attr_set(buffers->vert_buf, g_vbo_id.col, vidx, color_ub);
}
else {
GWN_vertbuf_attr_set(buffers->vert_buf, g_vbo_id.col, vidx, diffuse_color_ub);
}
}
}
}
else {
/* calculate normal for each polygon only once */
unsigned int mpoly_prev = UINT_MAX;
short no[3];
int vbo_index = 0;
for (uint i = 0; i < buffers->face_indices_len; i++) {
const MLoopTri *lt = &buffers->looptri[buffers->face_indices[i]];
const unsigned int vtri[3] = {
buffers->mloop[lt->tri[0]].v,
buffers->mloop[lt->tri[1]].v,
buffers->mloop[lt->tri[2]].v,
};
if (paint_is_face_hidden(lt, mvert, buffers->mloop))
continue;
/* Face normal and mask */
if (lt->poly != mpoly_prev) {
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 color_ub[3];
if (vmask && show_mask) {
float fmask = (vmask[vtri[0]] + vmask[vtri[1]] + vmask[vtri[2]]) / 3.0f;
gpu_color_from_mask_copy(fmask, diffuse_color, color_ub);
}
else {
copy_v3_v3_uchar(color_ub, diffuse_color_ub);
}
for (uint j = 0; j < 3; j++) {
const MVert *v = &mvert[vtri[j]];
GWN_vertbuf_attr_set(buffers->vert_buf, g_vbo_id.pos, vbo_index, v->co);
GWN_vertbuf_attr_set(buffers->vert_buf, g_vbo_id.nor, vbo_index, no);
GWN_vertbuf_attr_set(buffers->vert_buf, g_vbo_id.col, vbo_index, color_ub);
vbo_index++;
}
}
}
gpu_pbvh_batch_init(buffers);
}
}
buffers->mvert = mvert;
}
GPU_PBVH_Buffers *GPU_pbvh_mesh_buffers_build(
const int (*face_vert_indices)[3],
const MPoly *mpoly, const MLoop *mloop, const MLoopTri *looptri,
const MVert *mvert,
const int *face_indices,
const int face_indices_len)
{
GPU_PBVH_Buffers *buffers;
int i, tottri;
buffers = MEM_callocN(sizeof(GPU_PBVH_Buffers), "GPU_Buffers");
/* smooth or flat for all */
#if 0
buffers->smooth = mpoly[looptri[face_indices[0]].poly].flag & ME_SMOOTH;
#else
/* for DrawManager we dont support mixed smooth/flat */
buffers->smooth = (mpoly[0].flag & ME_SMOOTH) != 0;
#endif
buffers->show_diffuse_color = false;
buffers->show_mask = true;
/* Count the number of visible triangles */
for (i = 0, tottri = 0; i < face_indices_len; ++i) {
const MLoopTri *lt = &looptri[face_indices[i]];
if (!paint_is_face_hidden(lt, mvert, mloop))
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;
}
/* An element index buffer is used for smooth shading, but flat
* shading requires separate vertex normals so an index buffer is
* can't be used there. */
if (buffers->smooth) {
/* Fill the triangle buffer */
buffers->index_buf = NULL;
Gwn_IndexBufBuilder elb;
GWN_indexbuf_init(&elb, GWN_PRIM_TRIS, tottri, INT_MAX);
for (i = 0; i < face_indices_len; ++i) {
const MLoopTri *lt = &looptri[face_indices[i]];
/* Skip hidden faces */
if (paint_is_face_hidden(lt, mvert, mloop))
continue;
GWN_indexbuf_add_tri_verts(&elb, UNPACK3(face_vert_indices[i]));
}
buffers->index_buf = GWN_indexbuf_build(&elb);
}
else {
if (!buffers->is_index_buf_global) {
GWN_INDEXBUF_DISCARD_SAFE(buffers->index_buf);
}
buffers->index_buf = NULL;
buffers->is_index_buf_global = false;
}
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;
}
void GPU_pbvh_grid_buffers_update(
GPU_PBVH_Buffers *buffers, CCGElem **grids,
const DMFlagMat *grid_flag_mats, int *grid_indices,
int totgrid, const CCGKey *key,
const int update_flags)
{
const bool show_diffuse_color = (update_flags & GPU_PBVH_BUFFERS_SHOW_DIFFUSE_COLOR) != 0;
const bool show_mask = (update_flags & GPU_PBVH_BUFFERS_SHOW_MASK) != 0;
int i, j, k, x, y;
buffers->show_diffuse_color = show_diffuse_color;
buffers->show_mask = show_mask;
buffers->smooth = grid_flag_mats[grid_indices[0]].flag & ME_SMOOTH;
/* Build VBO */
if (buffers->index_buf) {
const int has_mask = key->has_mask;
float diffuse_color[4] = {0.8f, 0.8f, 0.8f, 1.0f};
if (show_diffuse_color) {
const DMFlagMat *flags = &grid_flag_mats[grid_indices[0]];
gpu_material_diffuse_get(flags->mat_nr + 1, diffuse_color);
}
copy_v4_v4(buffers->diffuse_color, diffuse_color);
uint vbo_index_offset = 0;
/* Build VBO */
if (gpu_pbvh_vert_buf_data_set(buffers, totgrid * key->grid_area)) {
for (i = 0; i < totgrid; ++i) {
CCGElem *grid = grids[grid_indices[i]];
int vbo_index = vbo_index_offset;
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);
GWN_vertbuf_attr_set(buffers->vert_buf, g_vbo_id.pos, vbo_index, CCG_elem_co(key, elem));
if (buffers->smooth) {
short no_short[3];
normal_float_to_short_v3(no_short, CCG_elem_no(key, elem));
GWN_vertbuf_attr_set(buffers->vert_buf, g_vbo_id.nor, vbo_index, no_short);
if (has_mask) {
uchar color_ub[3];
if (show_mask) {
gpu_color_from_mask_copy(*CCG_elem_mask(key, elem),
diffuse_color, color_ub);
}
else {
unit_float_to_uchar_clamp_v3(color_ub, diffuse_color);
}
GWN_vertbuf_attr_set(buffers->vert_buf, g_vbo_id.col, vbo_index, color_ub);
}
}
vbo_index += 1;
}
}
if (!buffers->smooth) {
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 + 1),
CCG_grid_elem(key, grid, k + 1, j + 1),
CCG_grid_elem(key, grid, k + 1, j),
CCG_grid_elem(key, grid, k, j)
};
float fno[3];
normal_quad_v3(fno,
CCG_elem_co(key, elems[0]),
CCG_elem_co(key, elems[1]),
CCG_elem_co(key, elems[2]),
CCG_elem_co(key, elems[3]));
vbo_index = vbo_index_offset + ((j + 1) * key->grid_size + k);
short no_short[3];
normal_float_to_short_v3(no_short, fno);
GWN_vertbuf_attr_set(buffers->vert_buf, g_vbo_id.nor, vbo_index, no_short);
if (has_mask) {
uchar color_ub[3];
if (show_mask) {
gpu_color_from_mask_quad_copy(key,
elems[0],
elems[1],
elems[2],
elems[3],
diffuse_color,
color_ub);
}
else {
unit_float_to_uchar_clamp_v3(color_ub, diffuse_color);
}
GWN_vertbuf_attr_set(buffers->vert_buf, g_vbo_id.col, vbo_index, color_ub);
}
}
}
}
vbo_index_offset += key->grid_area;
}
gpu_pbvh_batch_init(buffers);
}
}
buffers->grids = grids;
buffers->grid_indices = grid_indices;
buffers->totgrid = totgrid;
buffers->grid_flag_mats = grid_flag_mats;
buffers->gridkey = *key;
//printf("node updated %p\n", buffers);
}
/* Build the element array buffer of grid indices using either
* unsigned shorts or unsigned ints. */
#define FILL_QUAD_BUFFER(max_vert_, tot_quad_, buffer_) \
{ \
int offset = 0; \
int i, j, k; \
\
Gwn_IndexBufBuilder elb; \
GWN_indexbuf_init( \
&elb, GWN_PRIM_TRIS, tot_quad_ * 2, max_vert_); \
\
/* Fill the buffer */ \
for (i = 0; i < totgrid; ++i) { \
BLI_bitmap *gh = NULL; \
if (grid_hidden) \
gh = grid_hidden[(grid_indices)[i]]; \
\
for (j = 0; j < gridsize - 1; ++j) { \
for (k = 0; k < gridsize - 1; ++k) { \
/* Skip hidden grid face */ \
if (gh && paint_is_grid_face_hidden( \
gh, gridsize, k, j)) \
{ \
continue; \
} \
GWN_indexbuf_add_generic_vert(&elb, offset + j * gridsize + k + 1); \
GWN_indexbuf_add_generic_vert(&elb, offset + j * gridsize + k); \
GWN_indexbuf_add_generic_vert(&elb, offset + (j + 1) * gridsize + k); \
\
GWN_indexbuf_add_generic_vert(&elb, offset + (j + 1) * gridsize + k + 1); \
GWN_indexbuf_add_generic_vert(&elb, offset + j * gridsize + k + 1); \
GWN_indexbuf_add_generic_vert(&elb, offset + (j + 1) * gridsize + k); \
} \
} \
\
offset += gridsize * gridsize; \
} \
buffer_ = GWN_indexbuf_build(&elb); \
} (void)0
/* end FILL_QUAD_BUFFER */
static Gwn_IndexBuf *gpu_get_grid_buffer(
int gridsize, unsigned *totquad, GridCommonGPUBuffer **grid_common_gpu_buffer,
/* remove this arg when gawain gets base-vertex support! */
int totgrid)
{
/* used in the FILL_QUAD_BUFFER macro */
BLI_bitmap * const *grid_hidden = NULL;
const int *grid_indices = NULL;
// int totgrid = 1;
GridCommonGPUBuffer *gridbuff = *grid_common_gpu_buffer;
if (gridbuff == NULL) {
*grid_common_gpu_buffer = gridbuff = MEM_mallocN(sizeof(GridCommonGPUBuffer), __func__);
gridbuff->mres_buffer = NULL;
gridbuff->mres_prev_gridsize = -1;
gridbuff->mres_prev_totquad = 0;
}
/* VBO is already built */
if (gridbuff->mres_buffer && gridbuff->mres_prev_gridsize == gridsize) {
*totquad = gridbuff->mres_prev_totquad;
return gridbuff->mres_buffer;
}
/* we can't reuse old, delete the existing buffer */
else if (gridbuff->mres_buffer) {
GWN_indexbuf_discard(gridbuff->mres_buffer);
gridbuff->mres_buffer = NULL;
}
/* Build new VBO */
*totquad = (gridsize - 1) * (gridsize - 1) * totgrid;
int max_vert = gridsize * gridsize * totgrid;
FILL_QUAD_BUFFER(max_vert, *totquad, gridbuff->mres_buffer);
gridbuff->mres_prev_gridsize = gridsize;
gridbuff->mres_prev_totquad = *totquad;
return gridbuff->mres_buffer;
}
#define FILL_FAST_BUFFER() \
{ \
Gwn_IndexBufBuilder elb; \
GWN_indexbuf_init(&elb, GWN_PRIM_TRIS, 6 * totgrid, INT_MAX); \
for (int i = 0; i < totgrid; i++) { \
GWN_indexbuf_add_generic_vert(&elb, i * gridsize * gridsize + gridsize - 1); \
GWN_indexbuf_add_generic_vert(&elb, i * gridsize * gridsize); \
GWN_indexbuf_add_generic_vert(&elb, (i + 1) * gridsize * gridsize - gridsize); \
GWN_indexbuf_add_generic_vert(&elb, (i + 1) * gridsize * gridsize - 1); \
GWN_indexbuf_add_generic_vert(&elb, i * gridsize * gridsize + gridsize - 1); \
GWN_indexbuf_add_generic_vert(&elb, (i + 1) * gridsize * gridsize - gridsize); \
} \
buffers->index_buf_fast = GWN_indexbuf_build(&elb); \
} (void)0
GPU_PBVH_Buffers *GPU_pbvh_grid_buffers_build(
int *grid_indices, int totgrid, BLI_bitmap **grid_hidden, int gridsize, const CCGKey *UNUSED(key),
GridCommonGPUBuffer **grid_common_gpu_buffer)
{
GPU_PBVH_Buffers *buffers;
int totquad;
int fully_visible_totquad = (gridsize - 1) * (gridsize - 1) * totgrid;
buffers = MEM_callocN(sizeof(GPU_PBVH_Buffers), "GPU_Buffers");
buffers->grid_hidden = grid_hidden;
buffers->totgrid = totgrid;
buffers->show_diffuse_color = false;
buffers->show_mask = true;
/* Count the number of quads */
totquad = BKE_pbvh_count_grid_quads(grid_hidden, grid_indices, totgrid, gridsize);
/* totally hidden node, return here to avoid BufferData with zero below. */
if (totquad == 0)
return buffers;
/* create and fill indices of the fast buffer too */
FILL_FAST_BUFFER();
if (totquad == fully_visible_totquad) {
buffers->index_buf = gpu_get_grid_buffer(
gridsize, &buffers->tot_quad, grid_common_gpu_buffer, totgrid);
buffers->has_hidden = false;
buffers->is_index_buf_global = true;
}
else {
uint max_vert = totgrid * gridsize * gridsize;
buffers->tot_quad = totquad;
FILL_QUAD_BUFFER(max_vert, totquad, buffers->index_buf);
buffers->has_hidden = false;
buffers->is_index_buf_global = false;
}
#ifdef USE_BASE_ELEM
/* Build coord/normal VBO */
if (GLEW_ARB_draw_elements_base_vertex /* 3.2 */) {
int i;
buffers->baseelemarray = MEM_mallocN(sizeof(int) * totgrid * 2, "GPU_PBVH_Buffers.baseelemarray");
buffers->baseindex = MEM_mallocN(sizeof(void *) * totgrid, "GPU_PBVH_Buffers.baseindex");
for (i = 0; i < totgrid; i++) {
buffers->baseelemarray[i] = buffers->tot_quad * 6;
buffers->baseelemarray[i + totgrid] = i * key->grid_area;
buffers->baseindex[i] = NULL;
}
}
#endif
return buffers;
}
#undef FILL_QUAD_BUFFER
/* Output a BMVert into a VertexBufferFormat array
*
* The vertex is skipped if hidden, otherwise the output goes into
* index '*v_index' in the 'vert_data' array and '*v_index' is
* incremented.
*/
static void gpu_bmesh_vert_to_buffer_copy__gwn(
BMVert *v,
Gwn_VertBuf *vert_buf,
int *v_index,
const float fno[3],
const float *fmask,
const int cd_vert_mask_offset,
const float diffuse_color[4],
const bool show_mask)
{
if (!BM_elem_flag_test(v, BM_ELEM_HIDDEN)) {
/* Set coord, normal, and mask */
GWN_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);
GWN_vertbuf_attr_set(vert_buf, g_vbo_id.nor, *v_index, no_short);
}
{
uchar color_ub[3];
float effective_mask;
if (show_mask) {
effective_mask = fmask ? *fmask
: BM_ELEM_CD_GET_FLOAT(v, cd_vert_mask_offset);
}
else {
effective_mask = 0.0f;
}
gpu_color_from_mask_copy(
effective_mask,
diffuse_color,
color_ub);
GWN_vertbuf_attr_set(vert_buf, g_vbo_id.col, *v_index, color_ub);
}
/* Assign index for use in the triangle index buffer */
/* note: caller must set: bm->elem_index_dirty |= BM_VERT; */
BM_elem_index_set(v, (*v_index)); /* set_dirty! */
(*v_index)++;
}
}
/* 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;
}
/* Creates a vertex buffer (coordinate, normal, color) and, if smooth
* shading, an element index buffer. */
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_diffuse_color = (update_flags & GPU_PBVH_BUFFERS_SHOW_DIFFUSE_COLOR) != 0;
const bool show_mask = (update_flags & GPU_PBVH_BUFFERS_SHOW_MASK) != 0;
int tottri, totvert, maxvert = 0;
float diffuse_color[4] = {0.8f, 0.8f, 0.8f, 1.0f};
/* TODO, make mask layer optional for bmesh buffer */
const int cd_vert_mask_offset = CustomData_get_offset(&bm->vdata, CD_PAINT_MASK);
buffers->show_diffuse_color = show_diffuse_color;
buffers->show_mask = show_mask;
/* Count visible triangles */
tottri = gpu_bmesh_face_visible_count(bm_faces);
if (buffers->smooth) {
/* Smooth needs to recreate index buffer, so we have to invalidate the batch. */
GWN_BATCH_DISCARD_SAFE(buffers->triangles);
/* Count visible vertices */
totvert = gpu_bmesh_vert_visible_count(bm_unique_verts, bm_other_verts);
}
else {
totvert = tottri * 3;
}
if (!tottri) {
buffers->tot_tri = 0;
return;
}
if (show_diffuse_color) {
/* due to dynamic nature of dyntopo, only get first material */
GSetIterator gs_iter;
BMFace *f;
BLI_gsetIterator_init(&gs_iter, bm_faces);
f = BLI_gsetIterator_getKey(&gs_iter);
gpu_material_diffuse_get(f->mat_nr + 1, diffuse_color);
}
copy_v4_v4(buffers->diffuse_color, diffuse_color);
/* Fill vertex buffer */
if (gpu_pbvh_vert_buf_data_set(buffers, totvert)) {
int v_index = 0;
if (buffers->smooth) {
GSetIterator gs_iter;
/* Vertices get an index assigned for use in the triangle
* index buffer */
bm->elem_index_dirty |= BM_VERT;
GSET_ITER (gs_iter, bm_unique_verts) {
gpu_bmesh_vert_to_buffer_copy__gwn(
BLI_gsetIterator_getKey(&gs_iter),
buffers->vert_buf, &v_index, NULL, NULL,
cd_vert_mask_offset, diffuse_color,
show_mask);
}
GSET_ITER (gs_iter, bm_other_verts) {
gpu_bmesh_vert_to_buffer_copy__gwn(
BLI_gsetIterator_getKey(&gs_iter),
buffers->vert_buf, &v_index, NULL, NULL,
cd_vert_mask_offset, diffuse_color,
show_mask);
}
maxvert = v_index;
}
else {
GSetIterator gs_iter;
GSET_ITER (gs_iter, bm_faces) {
BMFace *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;
int i;
#if 0
BM_iter_as_array(bm, BM_VERTS_OF_FACE, f, (void **)v, 3);
#endif
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;
for (i = 0; i < 3; i++) {
gpu_bmesh_vert_to_buffer_copy__gwn(
v[i], buffers->vert_buf,
&v_index, f->no, &fmask,
cd_vert_mask_offset, diffuse_color,
show_mask);
}
}
}
buffers->tot_tri = tottri;
}
/* gpu_bmesh_vert_to_buffer_copy sets dirty index values */
bm->elem_index_dirty |= BM_VERT;
}
else {
/* Memory map failed */
return;
}
if (buffers->smooth) {
/* Fill the triangle buffer */
buffers->index_buf = NULL;
Gwn_IndexBufBuilder elb;
GWN_indexbuf_init(&elb, GWN_PRIM_TRIS, tottri, maxvert);
/* Initialize triangle index buffer */
buffers->is_index_buf_global = false;
/* Fill triangle index buffer */
{
GSetIterator gs_iter;
GSET_ITER (gs_iter, bm_faces) {
BMFace *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);
GWN_indexbuf_add_tri_verts(
&elb, BM_elem_index_get(v[0]), BM_elem_index_get(v[1]), BM_elem_index_get(v[2]));
}
}
buffers->tot_tri = tottri;
if (buffers->index_buf == NULL) {
buffers->index_buf = GWN_indexbuf_build(&elb);
}
else {
GWN_indexbuf_build_in_place(&elb, buffers->index_buf);
}
}
}
else if (buffers->index_buf) {
if (!buffers->is_index_buf_global) {
GWN_INDEXBUF_DISCARD_SAFE(buffers->index_buf);
}
buffers->index_buf = NULL;
buffers->is_index_buf_global = false;
}
gpu_pbvh_batch_init(buffers);
}
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_diffuse_color = false;
buffers->show_mask = true;
return buffers;
}
Gwn_Batch *GPU_pbvh_buffers_batch_get(GPU_PBVH_Buffers *buffers, bool fast)
{
return (fast && buffers->triangles_fast) ?
buffers->triangles_fast : buffers->triangles;
}
bool GPU_pbvh_buffers_diffuse_changed(GPU_PBVH_Buffers *buffers, GSet *bm_faces, bool show_diffuse_color)
{
float diffuse_color[4];
if (buffers->show_diffuse_color != show_diffuse_color)
return true;
if (buffers->show_diffuse_color == false)
return false;
if (buffers->looptri) {
const MLoopTri *lt = &buffers->looptri[buffers->face_indices[0]];
const MPoly *mp = &buffers->mpoly[lt->poly];
gpu_material_diffuse_get(mp->mat_nr + 1, diffuse_color);
}
else if (buffers->use_bmesh) {
/* due to dynamic nature of dyntopo, only get first material */
if (BLI_gset_len(bm_faces) > 0) {
GSetIterator gs_iter;
BMFace *f;
BLI_gsetIterator_init(&gs_iter, bm_faces);
f = BLI_gsetIterator_getKey(&gs_iter);
gpu_material_diffuse_get(f->mat_nr + 1, diffuse_color);
}
else {
return false;
}
}
else {
const DMFlagMat *flags = &buffers->grid_flag_mats[buffers->grid_indices[0]];
gpu_material_diffuse_get(flags->mat_nr + 1, diffuse_color);
}
return !equals_v3v3(diffuse_color, buffers->diffuse_color);
}
bool GPU_pbvh_buffers_mask_changed(GPU_PBVH_Buffers *buffers, bool show_mask)
{
return (buffers->show_mask != show_mask);
}
void GPU_pbvh_buffers_free(GPU_PBVH_Buffers *buffers)
{
if (buffers) {
GWN_BATCH_DISCARD_SAFE(buffers->triangles);
GWN_BATCH_DISCARD_SAFE(buffers->triangles_fast);
if (!buffers->is_index_buf_global) {
GWN_INDEXBUF_DISCARD_SAFE(buffers->index_buf);
}
GWN_INDEXBUF_DISCARD_SAFE(buffers->index_buf_fast);
GWN_VERTBUF_DISCARD_SAFE(buffers->vert_buf);
#ifdef USE_BASE_ELEM
if (buffers->baseelemarray)
MEM_freeN(buffers->baseelemarray);
if (buffers->baseindex)
MEM_freeN(buffers->baseindex);
#endif
MEM_freeN(buffers);
}
}
void GPU_pbvh_multires_buffers_free(GridCommonGPUBuffer **grid_common_gpu_buffer)
{
GridCommonGPUBuffer *gridbuff = *grid_common_gpu_buffer;
if (gridbuff) {
if (gridbuff->mres_buffer) {
BLI_mutex_lock(&buffer_mutex);
GWN_INDEXBUF_DISCARD_SAFE(gridbuff->mres_buffer);
BLI_mutex_unlock(&buffer_mutex);
}
MEM_freeN(gridbuff);
*grid_common_gpu_buffer = NULL;
}
}
/* debug function, draws the pbvh BB */
void GPU_pbvh_BB_draw(float min[3], float max[3], bool leaf, unsigned int pos)
{
if (leaf)
immUniformColor4f(0.0, 1.0, 0.0, 0.5);
else
immUniformColor4f(1.0, 0.0, 0.0, 0.5);
/* TODO(merwin): revisit this after we have mutable VertexBuffers
* could keep a static batch & index buffer, change the VBO contents per draw
*/
immBegin(GWN_PRIM_LINES, 24);
/* top */
immVertex3f(pos, min[0], min[1], max[2]);
immVertex3f(pos, min[0], max[1], max[2]);
immVertex3f(pos, min[0], max[1], max[2]);
immVertex3f(pos, max[0], max[1], max[2]);
immVertex3f(pos, max[0], max[1], max[2]);
immVertex3f(pos, max[0], min[1], max[2]);
immVertex3f(pos, max[0], min[1], max[2]);
immVertex3f(pos, min[0], min[1], max[2]);
/* bottom */
immVertex3f(pos, min[0], min[1], min[2]);
immVertex3f(pos, min[0], max[1], min[2]);
immVertex3f(pos, min[0], max[1], min[2]);
immVertex3f(pos, max[0], max[1], min[2]);
immVertex3f(pos, max[0], max[1], min[2]);
immVertex3f(pos, max[0], min[1], min[2]);
immVertex3f(pos, max[0], min[1], min[2]);
immVertex3f(pos, min[0], min[1], min[2]);
/* sides */
immVertex3f(pos, min[0], min[1], min[2]);
immVertex3f(pos, min[0], min[1], max[2]);
immVertex3f(pos, min[0], max[1], min[2]);
immVertex3f(pos, min[0], max[1], max[2]);
immVertex3f(pos, max[0], max[1], min[2]);
immVertex3f(pos, max[0], max[1], max[2]);
immVertex3f(pos, max[0], min[1], min[2]);
immVertex3f(pos, max[0], min[1], max[2]);
immEnd();
}
void GPU_pbvh_fix_linking()
{
}