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blender-archive/source/blender/gpu/GPU_buffers.h
Hans Goudey 2480b55f21 Mesh: Move hide flags to generic attributes
This commit moves the hide status of mesh vertices, edges, and faces
from the `ME_FLAG` to optional generic boolean attributes. Storing this
data as generic attributes can significantly simplify and improve code,
as described in T95965.

The attributes are called `.hide_vert`, `.hide_edge`, and `.hide_poly`,
using the attribute name semantics discussed in T97452. The `.` prefix
means they are "UI attributes", so they still contain original data
edited by users, but they aren't meant to be accessed procedurally by
the user in arbitrary situations. They are also be hidden in the
spreadsheet and the attribute list by default,

Until 4.0, the attributes are still written to and read from the mesh
in the old way, so neither forward nor backward compatibility are
affected. This means memory requirements will be increased by one byte
per element when the hide status is used. When the flags are removed
completely, requirements will decrease when hiding is unused.

Further notes:
 * Some code can be further simplified to skip some processing when the
   hide attributes don't exist.
 * The data is still stored in flags for `BMesh`, necessitating some
   complexity in the conversion to and from `Mesh`.
 * Access to the "hide" property of mesh elements in RNA is slower.
   The separate boolean arrays should be used where possible.

Ref T95965

Differential Revision: https://developer.blender.org/D14685
2022-08-11 12:59:06 -04:00

159 lines
5.2 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2005 Blender Foundation. All rights reserved. */
/** \file
* \ingroup gpu
*/
#pragma once
#include <stddef.h>
#include "BKE_attribute.h"
#include "BKE_pbvh.h"
#ifdef __cplusplus
extern "C" {
#endif
struct BMesh;
struct CCGElem;
struct CCGKey;
struct DMFlagMat;
struct GSet;
struct TableGSet;
struct Mesh;
struct MLoop;
struct MLoopCol;
struct MLoopTri;
struct MPoly;
struct MPropCol;
struct MVert;
struct Mesh;
struct PBVH;
struct SubdivCCG;
struct CustomData;
typedef struct PBVHGPUFormat PBVHGPUFormat;
/**
* Buffers for drawing from PBVH grids.
*/
typedef struct GPU_PBVH_Buffers GPU_PBVH_Buffers;
/**
* Build must be called once before using the other functions,
* used every time mesh topology changes.
*
* Threaded: do not call any functions that use OpenGL calls!
*/
GPU_PBVH_Buffers *GPU_pbvh_mesh_buffers_build(const struct Mesh *mesh,
const struct MLoopTri *looptri,
const int *sculpt_face_sets,
const int *face_indices,
int face_indices_len);
/**
* Threaded: do not call any functions that use OpenGL calls!
*/
GPU_PBVH_Buffers *GPU_pbvh_grid_buffers_build(int totgrid,
unsigned int **grid_hidden,
bool smooth);
/**
* Threaded: do not call any functions that use OpenGL calls!
*/
GPU_PBVH_Buffers *GPU_pbvh_bmesh_buffers_build(bool smooth_shading);
/**
* Free part of data for update. Not thread safe, must run in OpenGL main thread.
*/
void GPU_pbvh_bmesh_buffers_update_free(GPU_PBVH_Buffers *buffers);
void GPU_pbvh_grid_buffers_update_free(GPU_PBVH_Buffers *buffers,
const struct DMFlagMat *grid_flag_mats,
const int *grid_indices);
/**
* Update mesh buffers without topology changes. Threaded.
*/
enum {
GPU_PBVH_BUFFERS_SHOW_MASK = (1 << 1),
GPU_PBVH_BUFFERS_SHOW_VCOL = (1 << 2),
GPU_PBVH_BUFFERS_SHOW_SCULPT_FACE_SETS = (1 << 3),
};
/**
* Creates a vertex buffer (coordinate, normal, color) and,
* if smooth shading, an element index buffer.
* Threaded: do not call any functions that use OpenGL calls!
*/
void GPU_pbvh_mesh_buffers_update(PBVHGPUFormat *vbo_id,
GPU_PBVH_Buffers *buffers,
const struct Mesh *mesh,
const struct MVert *mvert,
const float *vmask,
const int *sculpt_face_sets,
const int face_sets_color_seed,
const int face_sets_color_default,
const int update_flags,
const float (*vert_normals)[3]);
bool GPU_pbvh_attribute_names_update(PBVHType pbvh_type,
PBVHGPUFormat *vbo_id,
const struct CustomData *vdata,
const struct CustomData *ldata,
bool active_attrs_only);
/**
* Creates a vertex buffer (coordinate, normal, color) and,
* if smooth shading, an element index buffer.
* Threaded: do not call any functions that use OpenGL calls!
*/
void GPU_pbvh_bmesh_buffers_update(PBVHGPUFormat *vbo_id,
struct GPU_PBVH_Buffers *buffers,
struct BMesh *bm,
struct GSet *bm_faces,
struct GSet *bm_unique_verts,
struct GSet *bm_other_verts,
const int update_flags);
/**
* Threaded: do not call any functions that use OpenGL calls!
*/
void GPU_pbvh_grid_buffers_update(PBVHGPUFormat *vbo_id,
GPU_PBVH_Buffers *buffers,
struct SubdivCCG *subdiv_ccg,
struct CCGElem **grids,
const struct DMFlagMat *grid_flag_mats,
int *grid_indices,
int totgrid,
const int *sculpt_face_sets,
int face_sets_color_seed,
int face_sets_color_default,
const struct CCGKey *key,
int update_flags);
/**
* Finish update. Not thread safe, must run in OpenGL main
* thread.
*/
void GPU_pbvh_buffers_update_flush(GPU_PBVH_Buffers *buffers);
/**
* Free buffers. Not thread safe, must run in OpenGL main thread.
*/
void GPU_pbvh_buffers_free(GPU_PBVH_Buffers *buffers);
/** Draw. */
struct GPUBatch *GPU_pbvh_buffers_batch_get(GPU_PBVH_Buffers *buffers, bool fast, bool wires);
short GPU_pbvh_buffers_material_index_get(GPU_PBVH_Buffers *buffers);
bool GPU_pbvh_buffers_has_overlays(GPU_PBVH_Buffers *buffers);
PBVHGPUFormat *GPU_pbvh_make_format(void);
void GPU_pbvh_free_format(PBVHGPUFormat *vbo_id);
#ifdef __cplusplus
}
#endif