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blender-archive/source/blender/gpu/intern/gpu_buffers.c
2021-04-29 08:01:32 -07:00

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C

/*
* 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.
*/
/** \file
* \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_ghash.h"
#include "BLI_hash.h"
#include "BLI_math.h"
#include "BLI_math_color.h"
#include "BLI_math_color_blend.h"
#include "BLI_utildefines.h"
#include "DNA_meshdata_types.h"
#include "DNA_userdef_types.h"
#include "BKE_DerivedMesh.h"
#include "BKE_ccg.h"
#include "BKE_global.h"
#include "BKE_mesh.h"
#include "BKE_paint.h"
#include "BKE_pbvh.h"
#include "BKE_subdiv_ccg.h"
#include "GPU_batch.h"
#include "GPU_buffers.h"
#include "DRW_engine.h"
#include "gpu_private.h"
#include "bmesh.h"
/* 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 {
GPUIndexBuf *index_buf, *index_buf_fast;
GPUIndexBuf *index_lines_buf, *index_lines_buf_fast;
GPUVertBuf *vert_buf;
GPUBatch *lines;
GPUBatch *lines_fast;
GPUBatch *triangles;
GPUBatch *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;
/* grid pointers */
CCGKey gridkey;
CCGElem **grids;
const DMFlagMat *grid_flag_mats;
BLI_bitmap *const *grid_hidden;
const int *grid_indices;
int totgrid;
bool use_bmesh;
bool clear_bmesh_on_flush;
uint tot_tri, tot_quad;
short material_index;
/* The PBVH ensures that either all faces in the node are
* smooth-shaded or all faces are flat-shaded */
bool smooth;
bool show_overlay;
};
static struct {
GPUVertFormat format;
uint pos, nor, msk, fset, uv;
uint col[MAX_MCOL];
int totcol;
} g_vbo_id = {{0}};
/** \} */
/* -------------------------------------------------------------------- */
/** \name PBVH Utils
* \{ */
void gpu_pbvh_init()
{
GPU_pbvh_update_attribute_names(NULL, NULL, false);
}
void gpu_pbvh_exit()
{
/* Nothing to do. */
}
/* 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, uint vert_len)
{
/* Keep so we can test #GPU_USAGE_DYNAMIC buffer use.
* Not that format initialization match in both blocks.
* Do this to keep braces balanced - otherwise indentation breaks. */
#if 0
if (buffers->vert_buf == NULL) {
/* Initialize vertex buffer (match 'VertexBufferFormat'). */
buffers->vert_buf = GPU_vertbuf_create_with_format_ex(&g_vbo_id.format, GPU_USAGE_DYNAMIC);
}
if (GPU_vertbuf_get_data(buffers->vert_buf) == NULL ||
GPU_vertbuf_get_vertex_len(buffers->vert_buf) != vert_len) {
/* Allocate buffer if not allocated yet or size changed. */
GPU_vertbuf_data_alloc(buffers->vert_buf, vert_len);
}
#else
if (buffers->vert_buf == NULL) {
/* Initialize vertex buffer (match 'VertexBufferFormat'). */
buffers->vert_buf = GPU_vertbuf_create_with_format_ex(&g_vbo_id.format, GPU_USAGE_STATIC);
}
if (GPU_vertbuf_get_data(buffers->vert_buf) == NULL ||
GPU_vertbuf_get_vertex_len(buffers->vert_buf) != vert_len) {
/* Allocate buffer if not allocated yet or size changed. */
GPU_vertbuf_data_alloc(buffers->vert_buf, vert_len);
}
#endif
return GPU_vertbuf_get_data(buffers->vert_buf) != NULL;
}
static void gpu_pbvh_batch_init(GPU_PBVH_Buffers *buffers, GPUPrimType prim)
{
if (buffers->triangles == NULL) {
buffers->triangles = GPU_batch_create(prim,
buffers->vert_buf,
/* can be NULL if buffer is empty */
buffers->index_buf);
}
if ((buffers->triangles_fast == NULL) && buffers->index_buf_fast) {
buffers->triangles_fast = GPU_batch_create(prim, buffers->vert_buf, buffers->index_buf_fast);
}
if (buffers->lines == NULL) {
buffers->lines = GPU_batch_create(GPU_PRIM_LINES,
buffers->vert_buf,
/* can be NULL if buffer is empty */
buffers->index_lines_buf);
}
if ((buffers->lines_fast == NULL) && buffers->index_lines_buf_fast) {
buffers->lines_fast = GPU_batch_create(
GPU_PRIM_LINES, buffers->vert_buf, buffers->index_lines_buf_fast);
}
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Mesh PBVH
* \{ */
static bool gpu_pbvh_is_looptri_visible(const MLoopTri *lt,
const MVert *mvert,
const MLoop *mloop,
const int *sculpt_face_sets)
{
return (!paint_is_face_hidden(lt, mvert, mloop) && sculpt_face_sets &&
sculpt_face_sets[lt->poly] > SCULPT_FACE_SET_NONE);
}
/* Threaded - do not call any functions that use OpenGL calls! */
void GPU_pbvh_mesh_buffers_update(GPU_PBVH_Buffers *buffers,
const MVert *mvert,
const float *vmask,
const MLoopCol *vcol,
const int *sculpt_face_sets,
const int face_sets_color_seed,
const int face_sets_color_default,
const MPropCol *vtcol,
const int update_flags)
{
const bool show_mask = vmask && (update_flags & GPU_PBVH_BUFFERS_SHOW_MASK) != 0;
const bool show_face_sets = sculpt_face_sets &&
(update_flags & GPU_PBVH_BUFFERS_SHOW_SCULPT_FACE_SETS) != 0;
const bool show_vcol = (vcol || (vtcol && U.experimental.use_sculpt_vertex_colors)) &&
(update_flags & GPU_PBVH_BUFFERS_SHOW_VCOL) != 0;
bool empty_mask = true;
bool default_face_set = true;
{
const int totelem = buffers->tot_tri * 3;
/* Build VBO */
if (gpu_pbvh_vert_buf_data_set(buffers, totelem)) {
GPUVertBufRaw pos_step = {0};
GPUVertBufRaw nor_step = {0};
GPUVertBufRaw msk_step = {0};
GPUVertBufRaw fset_step = {0};
GPUVertBufRaw col_step = {0};
GPU_vertbuf_attr_get_raw_data(buffers->vert_buf, g_vbo_id.pos, &pos_step);
GPU_vertbuf_attr_get_raw_data(buffers->vert_buf, g_vbo_id.nor, &nor_step);
GPU_vertbuf_attr_get_raw_data(buffers->vert_buf, g_vbo_id.msk, &msk_step);
GPU_vertbuf_attr_get_raw_data(buffers->vert_buf, g_vbo_id.fset, &fset_step);
if (show_vcol) {
GPU_vertbuf_attr_get_raw_data(buffers->vert_buf, g_vbo_id.col[0], &col_step);
}
/* calculate normal for each polygon only once */
uint mpoly_prev = UINT_MAX;
short no[3] = {0, 0, 0};
for (uint i = 0; i < buffers->face_indices_len; i++) {
const MLoopTri *lt = &buffers->looptri[buffers->face_indices[i]];
const uint vtri[3] = {
buffers->mloop[lt->tri[0]].v,
buffers->mloop[lt->tri[1]].v,
buffers->mloop[lt->tri[2]].v,
};
if (!gpu_pbvh_is_looptri_visible(lt, mvert, buffers->mloop, sculpt_face_sets)) {
continue;
}
/* Face normal and mask */
if (lt->poly != mpoly_prev && !buffers->smooth) {
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 face_set_color[4] = {UCHAR_MAX, UCHAR_MAX, UCHAR_MAX, UCHAR_MAX};
if (show_face_sets) {
const int fset = abs(sculpt_face_sets[lt->poly]);
/* Skip for the default color Face Set to render it white. */
if (fset != face_sets_color_default) {
BKE_paint_face_set_overlay_color_get(fset, face_sets_color_seed, face_set_color);
default_face_set = false;
}
}
float fmask = 0.0f;
uchar cmask = 0;
if (show_mask && !buffers->smooth) {
fmask = (vmask[vtri[0]] + vmask[vtri[1]] + vmask[vtri[2]]) / 3.0f;
cmask = (uchar)(fmask * 255);
}
for (uint j = 0; j < 3; j++) {
const MVert *v = &mvert[vtri[j]];
copy_v3_v3(GPU_vertbuf_raw_step(&pos_step), v->co);
if (buffers->smooth) {
copy_v3_v3_short(no, v->no);
}
copy_v3_v3_short(GPU_vertbuf_raw_step(&nor_step), no);
if (show_mask && buffers->smooth) {
cmask = (uchar)(vmask[vtri[j]] * 255);
}
*(uchar *)GPU_vertbuf_raw_step(&msk_step) = cmask;
empty_mask = empty_mask && (cmask == 0);
/* Vertex Colors. */
if (show_vcol) {
ushort scol[4] = {USHRT_MAX, USHRT_MAX, USHRT_MAX, USHRT_MAX};
if (vtcol && U.experimental.use_sculpt_vertex_colors) {
scol[0] = unit_float_to_ushort_clamp(vtcol[vtri[j]].color[0]);
scol[1] = unit_float_to_ushort_clamp(vtcol[vtri[j]].color[1]);
scol[2] = unit_float_to_ushort_clamp(vtcol[vtri[j]].color[2]);
scol[3] = unit_float_to_ushort_clamp(vtcol[vtri[j]].color[3]);
memcpy(GPU_vertbuf_raw_step(&col_step), scol, sizeof(scol));
}
else {
const uint loop_index = lt->tri[j];
const MLoopCol *mcol = &vcol[loop_index];
scol[0] = unit_float_to_ushort_clamp(BLI_color_from_srgb_table[mcol->r]);
scol[1] = unit_float_to_ushort_clamp(BLI_color_from_srgb_table[mcol->g]);
scol[2] = unit_float_to_ushort_clamp(BLI_color_from_srgb_table[mcol->b]);
scol[3] = unit_float_to_ushort_clamp(mcol->a * (1.0f / 255.0f));
memcpy(GPU_vertbuf_raw_step(&col_step), scol, sizeof(scol));
}
}
/* Face Sets. */
memcpy(GPU_vertbuf_raw_step(&fset_step), face_set_color, sizeof(uchar[3]));
}
}
}
gpu_pbvh_batch_init(buffers, GPU_PRIM_TRIS);
}
/* Get material index from the first face of this buffer. */
const MLoopTri *lt = &buffers->looptri[buffers->face_indices[0]];
const MPoly *mp = &buffers->mpoly[lt->poly];
buffers->material_index = mp->mat_nr;
buffers->show_overlay = !empty_mask || !default_face_set;
buffers->mvert = mvert;
}
/* Threaded - do not call any functions that use OpenGL calls! */
GPU_PBVH_Buffers *GPU_pbvh_mesh_buffers_build(const MPoly *mpoly,
const MLoop *mloop,
const MLoopTri *looptri,
const MVert *mvert,
const int *face_indices,
const int *sculpt_face_sets,
const int face_indices_len,
const struct Mesh *mesh)
{
GPU_PBVH_Buffers *buffers;
int i, tottri;
int tot_real_edges = 0;
buffers = MEM_callocN(sizeof(GPU_PBVH_Buffers), "GPU_Buffers");
/* smooth or flat for all */
buffers->smooth = mpoly[looptri[face_indices[0]].poly].flag & ME_SMOOTH;
buffers->show_overlay = false;
/* Count the number of visible triangles */
for (i = 0, tottri = 0; i < face_indices_len; i++) {
const MLoopTri *lt = &looptri[face_indices[i]];
if (gpu_pbvh_is_looptri_visible(lt, mvert, mloop, sculpt_face_sets)) {
int r_edges[3];
BKE_mesh_looptri_get_real_edges(mesh, lt, r_edges);
for (int j = 0; j < 3; j++) {
if (r_edges[j] != -1) {
tot_real_edges++;
}
}
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;
}
/* Fill the only the line buffer. */
GPUIndexBufBuilder elb_lines;
GPU_indexbuf_init(&elb_lines, GPU_PRIM_LINES, tot_real_edges, INT_MAX);
int vert_idx = 0;
for (i = 0; i < face_indices_len; i++) {
const MLoopTri *lt = &looptri[face_indices[i]];
/* Skip hidden faces */
if (!gpu_pbvh_is_looptri_visible(lt, mvert, mloop, sculpt_face_sets)) {
continue;
}
int r_edges[3];
BKE_mesh_looptri_get_real_edges(mesh, lt, r_edges);
if (r_edges[0] != -1) {
GPU_indexbuf_add_line_verts(&elb_lines, vert_idx * 3 + 0, vert_idx * 3 + 1);
}
if (r_edges[1] != -1) {
GPU_indexbuf_add_line_verts(&elb_lines, vert_idx * 3 + 1, vert_idx * 3 + 2);
}
if (r_edges[2] != -1) {
GPU_indexbuf_add_line_verts(&elb_lines, vert_idx * 3 + 2, vert_idx * 3 + 0);
}
vert_idx++;
}
buffers->index_lines_buf = GPU_indexbuf_build(&elb_lines);
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;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Grid PBVH
* \{ */
static void gpu_pbvh_grid_fill_index_buffers(GPU_PBVH_Buffers *buffers,
SubdivCCG *UNUSED(subdiv_ccg),
const int *UNUSED(face_sets),
const int *grid_indices,
uint visible_quad_len,
int totgrid,
int gridsize)
{
GPUIndexBufBuilder elb, elb_lines;
GPUIndexBufBuilder elb_fast, elb_lines_fast;
GPU_indexbuf_init(&elb, GPU_PRIM_TRIS, 2 * visible_quad_len, INT_MAX);
GPU_indexbuf_init(&elb_fast, GPU_PRIM_TRIS, 2 * totgrid, INT_MAX);
GPU_indexbuf_init(&elb_lines, GPU_PRIM_LINES, 2 * totgrid * gridsize * (gridsize - 1), INT_MAX);
GPU_indexbuf_init(&elb_lines_fast, GPU_PRIM_LINES, 4 * totgrid, INT_MAX);
if (buffers->smooth) {
uint offset = 0;
const uint grid_vert_len = gridsize * gridsize;
for (int i = 0; i < totgrid; i++, offset += grid_vert_len) {
uint v0, v1, v2, v3;
bool grid_visible = false;
BLI_bitmap *gh = buffers->grid_hidden[grid_indices[i]];
for (int j = 0; j < gridsize - 1; j++) {
for (int k = 0; k < gridsize - 1; k++) {
/* Skip hidden grid face */
if (gh && paint_is_grid_face_hidden(gh, gridsize, k, j)) {
continue;
}
/* Indices in a Clockwise QUAD disposition. */
v0 = offset + j * gridsize + k;
v1 = v0 + 1;
v2 = v1 + gridsize;
v3 = v2 - 1;
GPU_indexbuf_add_tri_verts(&elb, v0, v2, v1);
GPU_indexbuf_add_tri_verts(&elb, v0, v3, v2);
GPU_indexbuf_add_line_verts(&elb_lines, v0, v1);
GPU_indexbuf_add_line_verts(&elb_lines, v0, v3);
if (j + 2 == gridsize) {
GPU_indexbuf_add_line_verts(&elb_lines, v2, v3);
}
grid_visible = true;
}
if (grid_visible) {
GPU_indexbuf_add_line_verts(&elb_lines, v1, v2);
}
}
if (grid_visible) {
/* Grid corners */
v0 = offset;
v1 = offset + gridsize - 1;
v2 = offset + grid_vert_len - 1;
v3 = offset + grid_vert_len - gridsize;
GPU_indexbuf_add_tri_verts(&elb_fast, v0, v2, v1);
GPU_indexbuf_add_tri_verts(&elb_fast, v0, v3, v2);
GPU_indexbuf_add_line_verts(&elb_lines_fast, v0, v1);
GPU_indexbuf_add_line_verts(&elb_lines_fast, v1, v2);
GPU_indexbuf_add_line_verts(&elb_lines_fast, v2, v3);
GPU_indexbuf_add_line_verts(&elb_lines_fast, v3, v0);
}
}
}
else {
uint offset = 0;
const uint grid_vert_len = square_uint(gridsize - 1) * 4;
for (int i = 0; i < totgrid; i++, offset += grid_vert_len) {
bool grid_visible = false;
BLI_bitmap *gh = buffers->grid_hidden[grid_indices[i]];
uint v0, v1, v2, v3;
for (int j = 0; j < gridsize - 1; j++) {
for (int k = 0; k < gridsize - 1; k++) {
/* Skip hidden grid face */
if (gh && paint_is_grid_face_hidden(gh, gridsize, k, j)) {
continue;
}
/* VBO data are in a Clockwise QUAD disposition. */
v0 = offset + (j * (gridsize - 1) + k) * 4;
v1 = v0 + 1;
v2 = v0 + 2;
v3 = v0 + 3;
GPU_indexbuf_add_tri_verts(&elb, v0, v2, v1);
GPU_indexbuf_add_tri_verts(&elb, v0, v3, v2);
GPU_indexbuf_add_line_verts(&elb_lines, v0, v1);
GPU_indexbuf_add_line_verts(&elb_lines, v0, v3);
if (j + 2 == gridsize) {
GPU_indexbuf_add_line_verts(&elb_lines, v2, v3);
}
grid_visible = true;
}
if (grid_visible) {
GPU_indexbuf_add_line_verts(&elb_lines, v1, v2);
}
}
if (grid_visible) {
/* Grid corners */
v0 = offset;
v1 = offset + (gridsize - 1) * 4 - 3;
v2 = offset + grid_vert_len - 2;
v3 = offset + grid_vert_len - (gridsize - 1) * 4 + 3;
GPU_indexbuf_add_tri_verts(&elb_fast, v0, v2, v1);
GPU_indexbuf_add_tri_verts(&elb_fast, v0, v3, v2);
GPU_indexbuf_add_line_verts(&elb_lines_fast, v0, v1);
GPU_indexbuf_add_line_verts(&elb_lines_fast, v1, v2);
GPU_indexbuf_add_line_verts(&elb_lines_fast, v2, v3);
GPU_indexbuf_add_line_verts(&elb_lines_fast, v3, v0);
}
}
}
buffers->index_buf = GPU_indexbuf_build(&elb);
buffers->index_buf_fast = GPU_indexbuf_build(&elb_fast);
buffers->index_lines_buf = GPU_indexbuf_build(&elb_lines);
buffers->index_lines_buf_fast = GPU_indexbuf_build(&elb_lines_fast);
}
void GPU_pbvh_grid_buffers_update_free(GPU_PBVH_Buffers *buffers,
const struct DMFlagMat *grid_flag_mats,
const int *grid_indices)
{
const bool smooth = grid_flag_mats[grid_indices[0]].flag & ME_SMOOTH;
if (buffers->smooth != smooth) {
buffers->smooth = smooth;
GPU_BATCH_DISCARD_SAFE(buffers->triangles);
GPU_BATCH_DISCARD_SAFE(buffers->triangles_fast);
GPU_BATCH_DISCARD_SAFE(buffers->lines);
GPU_BATCH_DISCARD_SAFE(buffers->lines_fast);
GPU_INDEXBUF_DISCARD_SAFE(buffers->index_buf);
GPU_INDEXBUF_DISCARD_SAFE(buffers->index_buf_fast);
GPU_INDEXBUF_DISCARD_SAFE(buffers->index_lines_buf);
GPU_INDEXBUF_DISCARD_SAFE(buffers->index_lines_buf_fast);
}
}
/* Threaded - do not call any functions that use OpenGL calls! */
void GPU_pbvh_grid_buffers_update(GPU_PBVH_Buffers *buffers,
SubdivCCG *subdiv_ccg,
CCGElem **grids,
const struct DMFlagMat *grid_flag_mats,
int *grid_indices,
int totgrid,
const int *sculpt_face_sets,
const int face_sets_color_seed,
const int face_sets_color_default,
const struct CCGKey *key,
const int update_flags)
{
const bool show_mask = (update_flags & GPU_PBVH_BUFFERS_SHOW_MASK) != 0;
const bool show_vcol = (update_flags & GPU_PBVH_BUFFERS_SHOW_VCOL) != 0;
const bool show_face_sets = sculpt_face_sets &&
(update_flags & GPU_PBVH_BUFFERS_SHOW_SCULPT_FACE_SETS) != 0;
bool empty_mask = true;
bool default_face_set = true;
int i, j, k, x, y;
/* Build VBO */
const int has_mask = key->has_mask;
buffers->smooth = grid_flag_mats[grid_indices[0]].flag & ME_SMOOTH;
uint vert_per_grid = (buffers->smooth) ? key->grid_area : (square_i(key->grid_size - 1) * 4);
uint vert_count = totgrid * vert_per_grid;
if (buffers->index_buf == NULL) {
uint visible_quad_len = BKE_pbvh_count_grid_quads(
(BLI_bitmap **)buffers->grid_hidden, grid_indices, totgrid, key->grid_size);
/* totally hidden node, return here to avoid BufferData with zero below. */
if (visible_quad_len == 0) {
return;
}
gpu_pbvh_grid_fill_index_buffers(buffers,
subdiv_ccg,
sculpt_face_sets,
grid_indices,
visible_quad_len,
totgrid,
key->grid_size);
}
uint vbo_index_offset = 0;
/* Build VBO */
if (gpu_pbvh_vert_buf_data_set(buffers, vert_count)) {
GPUIndexBufBuilder elb_lines;
if (buffers->index_lines_buf == NULL) {
GPU_indexbuf_init(&elb_lines, GPU_PRIM_LINES, totgrid * key->grid_area * 2, vert_count);
}
for (i = 0; i < totgrid; i++) {
const int grid_index = grid_indices[i];
CCGElem *grid = grids[grid_index];
int vbo_index = vbo_index_offset;
uchar face_set_color[4] = {UCHAR_MAX, UCHAR_MAX, UCHAR_MAX, UCHAR_MAX};
if (show_face_sets && subdiv_ccg && sculpt_face_sets) {
const int face_index = BKE_subdiv_ccg_grid_to_face_index(subdiv_ccg, grid_index);
const int fset = abs(sculpt_face_sets[face_index]);
/* Skip for the default color Face Set to render it white. */
if (fset != face_sets_color_default) {
BKE_paint_face_set_overlay_color_get(fset, face_sets_color_seed, face_set_color);
default_face_set = false;
}
}
if (buffers->smooth) {
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);
GPU_vertbuf_attr_set(
buffers->vert_buf, g_vbo_id.pos, vbo_index, CCG_elem_co(key, elem));
short no_short[3];
normal_float_to_short_v3(no_short, CCG_elem_no(key, elem));
GPU_vertbuf_attr_set(buffers->vert_buf, g_vbo_id.nor, vbo_index, no_short);
if (has_mask && show_mask) {
float fmask = *CCG_elem_mask(key, elem);
uchar cmask = (uchar)(fmask * 255);
GPU_vertbuf_attr_set(buffers->vert_buf, g_vbo_id.msk, vbo_index, &cmask);
empty_mask = empty_mask && (cmask == 0);
}
if (show_vcol) {
const ushort vcol[4] = {USHRT_MAX, USHRT_MAX, USHRT_MAX, USHRT_MAX};
GPU_vertbuf_attr_set(buffers->vert_buf, g_vbo_id.col[0], vbo_index, &vcol);
}
GPU_vertbuf_attr_set(buffers->vert_buf, g_vbo_id.fset, vbo_index, &face_set_color);
vbo_index += 1;
}
}
vbo_index_offset += key->grid_area;
}
else {
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),
CCG_grid_elem(key, grid, k + 1, j),
CCG_grid_elem(key, grid, k + 1, j + 1),
CCG_grid_elem(key, grid, k, j + 1),
};
float *co[4] = {
CCG_elem_co(key, elems[0]),
CCG_elem_co(key, elems[1]),
CCG_elem_co(key, elems[2]),
CCG_elem_co(key, elems[3]),
};
float fno[3];
short no_short[3];
/* Note: Clockwise indices ordering, that's why we invert order here. */
normal_quad_v3(fno, co[3], co[2], co[1], co[0]);
normal_float_to_short_v3(no_short, fno);
GPU_vertbuf_attr_set(buffers->vert_buf, g_vbo_id.pos, vbo_index + 0, co[0]);
GPU_vertbuf_attr_set(buffers->vert_buf, g_vbo_id.nor, vbo_index + 0, no_short);
GPU_vertbuf_attr_set(buffers->vert_buf, g_vbo_id.pos, vbo_index + 1, co[1]);
GPU_vertbuf_attr_set(buffers->vert_buf, g_vbo_id.nor, vbo_index + 1, no_short);
GPU_vertbuf_attr_set(buffers->vert_buf, g_vbo_id.pos, vbo_index + 2, co[2]);
GPU_vertbuf_attr_set(buffers->vert_buf, g_vbo_id.nor, vbo_index + 2, no_short);
GPU_vertbuf_attr_set(buffers->vert_buf, g_vbo_id.pos, vbo_index + 3, co[3]);
GPU_vertbuf_attr_set(buffers->vert_buf, g_vbo_id.nor, vbo_index + 3, no_short);
if (has_mask && show_mask) {
float fmask = (*CCG_elem_mask(key, elems[0]) + *CCG_elem_mask(key, elems[1]) +
*CCG_elem_mask(key, elems[2]) + *CCG_elem_mask(key, elems[3])) *
0.25f;
uchar cmask = (uchar)(fmask * 255);
GPU_vertbuf_attr_set(buffers->vert_buf, g_vbo_id.msk, vbo_index + 0, &cmask);
GPU_vertbuf_attr_set(buffers->vert_buf, g_vbo_id.msk, vbo_index + 1, &cmask);
GPU_vertbuf_attr_set(buffers->vert_buf, g_vbo_id.msk, vbo_index + 2, &cmask);
GPU_vertbuf_attr_set(buffers->vert_buf, g_vbo_id.msk, vbo_index + 3, &cmask);
empty_mask = empty_mask && (cmask == 0);
}
const ushort vcol[4] = {USHRT_MAX, USHRT_MAX, USHRT_MAX, USHRT_MAX};
GPU_vertbuf_attr_set(buffers->vert_buf, g_vbo_id.col[0], vbo_index + 0, &vcol);
GPU_vertbuf_attr_set(buffers->vert_buf, g_vbo_id.col[0], vbo_index + 1, &vcol);
GPU_vertbuf_attr_set(buffers->vert_buf, g_vbo_id.col[0], vbo_index + 2, &vcol);
GPU_vertbuf_attr_set(buffers->vert_buf, g_vbo_id.col[0], vbo_index + 3, &vcol);
GPU_vertbuf_attr_set(buffers->vert_buf, g_vbo_id.fset, vbo_index + 0, &face_set_color);
GPU_vertbuf_attr_set(buffers->vert_buf, g_vbo_id.fset, vbo_index + 1, &face_set_color);
GPU_vertbuf_attr_set(buffers->vert_buf, g_vbo_id.fset, vbo_index + 2, &face_set_color);
GPU_vertbuf_attr_set(buffers->vert_buf, g_vbo_id.fset, vbo_index + 3, &face_set_color);
vbo_index += 4;
}
}
vbo_index_offset += square_i(key->grid_size - 1) * 4;
}
}
gpu_pbvh_batch_init(buffers, GPU_PRIM_TRIS);
}
/* Get material index from the first face of this buffer. */
buffers->material_index = grid_flag_mats[grid_indices[0]].mat_nr;
buffers->grids = grids;
buffers->grid_indices = grid_indices;
buffers->totgrid = totgrid;
buffers->grid_flag_mats = grid_flag_mats;
buffers->gridkey = *key;
buffers->show_overlay = !empty_mask || !default_face_set;
}
/* Threaded - do not call any functions that use OpenGL calls! */
GPU_PBVH_Buffers *GPU_pbvh_grid_buffers_build(int totgrid, BLI_bitmap **grid_hidden)
{
GPU_PBVH_Buffers *buffers;
buffers = MEM_callocN(sizeof(GPU_PBVH_Buffers), "GPU_Buffers");
buffers->grid_hidden = grid_hidden;
buffers->totgrid = totgrid;
buffers->show_overlay = false;
return buffers;
}
#undef FILL_QUAD_BUFFER
/** \} */
/* -------------------------------------------------------------------- */
/** \name BMesh PBVH
* \{ */
/* Output a BMVert into a VertexBufferFormat array at v_index. */
static void gpu_bmesh_vert_to_buffer_copy(BMVert *v,
GPUVertBuf *vert_buf,
int v_index,
const float fno[3],
const float *fmask,
const int cd_vert_mask_offset,
const int cd_vert_node_offset,
const bool show_mask,
const bool show_vcol,
bool *empty_mask,
const int cd_vcol_offsets[MAX_MCOL],
int totvcol)
{
/* Vertex should always be visible if it's used by a visible face. */
BLI_assert(!BM_elem_flag_test(v, BM_ELEM_HIDDEN));
/* Set coord, normal, and mask */
GPU_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);
GPU_vertbuf_attr_set(vert_buf, g_vbo_id.nor, v_index, no_short);
if (show_mask) {
float effective_mask = fmask ? *fmask : BM_ELEM_CD_GET_FLOAT(v, cd_vert_mask_offset);
if (G.debug_value == 889) {
int ni = BM_ELEM_CD_GET_INT(v, cd_vert_node_offset);
effective_mask = ni == -1 ? 0.0f : (float)((ni * 50) % 32) / 32.0f;
}
uchar cmask = (uchar)(effective_mask * 255);
GPU_vertbuf_attr_set(vert_buf, g_vbo_id.msk, v_index, &cmask);
*empty_mask = *empty_mask && (cmask == 0);
}
if (show_vcol && totvcol > 0) {
for (int i = 0; i < totvcol; i++) {
ushort vcol[4] = {USHRT_MAX, USHRT_MAX, USHRT_MAX, USHRT_MAX};
MPropCol *col = BM_ELEM_CD_GET_VOID_P(v, cd_vcol_offsets[i]);
vcol[0] = unit_float_to_ushort_clamp(col->color[0]);
vcol[1] = unit_float_to_ushort_clamp(col->color[1]);
vcol[2] = unit_float_to_ushort_clamp(col->color[2]);
vcol[3] = unit_float_to_ushort_clamp(col->color[3]);
// const ushort vcol[4] = {USHRT_MAX, USHRT_MAX, USHRT_MAX, USHRT_MAX};
GPU_vertbuf_attr_set(vert_buf, g_vbo_id.col[i], v_index, vcol);
}
}
else if (show_vcol) { // ensure first vcol attribute is not zero
const ushort vcol[4] = {USHRT_MAX, USHRT_MAX, USHRT_MAX, USHRT_MAX};
GPU_vertbuf_attr_set(vert_buf, g_vbo_id.col[0], v_index, vcol);
}
/* Add default face sets color to avoid artifacts. */
const uchar face_set[3] = {UCHAR_MAX, UCHAR_MAX, UCHAR_MAX};
GPU_vertbuf_attr_set(vert_buf, g_vbo_id.fset, v_index, &face_set);
}
/* Return the total number of vertices that don't have BM_ELEM_HIDDEN set */
static int gpu_bmesh_vert_visible_count(TableGSet *bm_unique_verts, TableGSet *bm_other_verts)
{
int totvert = 0;
BMVert *v;
TGSET_ITER (v, bm_unique_verts) {
if (!BM_elem_flag_test(v, BM_ELEM_HIDDEN)) {
totvert++;
}
}
TGSET_ITER_END
TGSET_ITER (v, bm_other_verts) {
if (!BM_elem_flag_test(v, BM_ELEM_HIDDEN)) {
totvert++;
}
}
TGSET_ITER_END
return totvert;
}
/* Return the total number of visible faces */
static int gpu_bmesh_face_visible_count(TableGSet *bm_faces)
{
int totface = 0;
BMFace *f;
TGSET_ITER (f, bm_faces) {
if (!BM_elem_flag_test(f, BM_ELEM_HIDDEN)) {
totface++;
}
}
TGSET_ITER_END
return totface;
}
void GPU_pbvh_bmesh_buffers_update_free(GPU_PBVH_Buffers *buffers)
{
if (buffers->smooth) {
/* Smooth needs to recreate index buffer, so we have to invalidate the batch. */
GPU_BATCH_DISCARD_SAFE(buffers->triangles);
GPU_BATCH_DISCARD_SAFE(buffers->lines);
GPU_INDEXBUF_DISCARD_SAFE(buffers->index_lines_buf);
GPU_INDEXBUF_DISCARD_SAFE(buffers->index_buf);
}
else {
GPU_BATCH_DISCARD_SAFE(buffers->lines);
GPU_INDEXBUF_DISCARD_SAFE(buffers->index_lines_buf);
}
}
static int gpu_pbvh_bmesh_make_vcol_offs(CustomData *vdata,
int r_cd_vcols[MAX_MCOL],
int r_cd_layers[MAX_MCOL],
bool active_only)
{
if (active_only) {
int idx = CustomData_get_offset(vdata, CD_PROP_COLOR);
if (idx >= 0) {
r_cd_vcols[0] = idx;
r_cd_layers[0] = CustomData_get_active_layer_index(vdata, CD_PROP_COLOR);
return 1;
}
return 0;
}
int count = 0;
int tot = CustomData_number_of_layers(vdata, CD_PROP_COLOR);
for (int i = 0; i < tot; i++) {
int idx = CustomData_get_layer_index_n(vdata, CD_PROP_COLOR, i);
// idx = CustomData_get_active_layer_index(vdata, CD_PROP_COLOR);
if (idx < 0) {
printf("eek, corruption in customdata!\n");
break;
}
CustomDataLayer *cl = vdata->layers + idx;
if (cl->flag & CD_FLAG_TEMPORARY) {
continue; // ignore original color layer
}
r_cd_layers[count] = idx;
r_cd_vcols[count] = CustomData_get_n_offset(vdata, CD_PROP_COLOR, i);
count++;
}
// ensure render layer is last
// draw cache code seems to need this
int render = CustomData_get_render_layer_index(vdata, CD_PROP_COLOR);
for (int i = 0; i < count; i++) {
if (r_cd_layers[i] == render) {
SWAP(int, r_cd_layers[i], r_cd_layers[count - 1]);
SWAP(int, r_cd_vcols[i], r_cd_vcols[count - 1]);
break;
}
}
return count;
}
void GPU_pbvh_update_attribute_names(CustomData *vdata, CustomData *ldata, bool active_only)
{
GPU_vertformat_clear(&g_vbo_id.format);
/* Initialize vertex buffer (match 'VertexBufferFormat'). */
if (g_vbo_id.format.attr_len == 0) {
g_vbo_id.pos = GPU_vertformat_attr_add(
&g_vbo_id.format, "pos", GPU_COMP_F32, 3, GPU_FETCH_FLOAT);
g_vbo_id.nor = GPU_vertformat_attr_add(
&g_vbo_id.format, "nor", GPU_COMP_I16, 3, GPU_FETCH_INT_TO_FLOAT_UNIT);
/* TODO: Do not allocate these `.msk` and `.col` when they are not used. */
g_vbo_id.msk = GPU_vertformat_attr_add(
&g_vbo_id.format, "msk", GPU_COMP_U8, 1, GPU_FETCH_INT_TO_FLOAT_UNIT);
g_vbo_id.totcol = 0;
if (vdata && CustomData_has_layer(vdata, CD_PROP_COLOR)) {
const int cd_vcol_index = CustomData_get_layer_index(vdata, CD_PROP_COLOR);
const int act = CustomData_get_active_layer_index(vdata, CD_PROP_COLOR);
int ci = 0;
int cd_vcol_offs[MAX_MCOL];
int cd_vcol_layers[MAX_MCOL];
int totlayer = gpu_pbvh_bmesh_make_vcol_offs(
vdata, cd_vcol_offs, cd_vcol_layers, active_only);
for (int i = 0; i < totlayer; i++) {
int idx = cd_vcol_layers[i];
CustomDataLayer *cl = vdata->layers + idx;
if (g_vbo_id.totcol < MAX_MCOL) {
g_vbo_id.col[ci++] = GPU_vertformat_attr_add(
&g_vbo_id.format, "c", GPU_COMP_U16, 4, GPU_FETCH_INT_TO_FLOAT_UNIT);
g_vbo_id.totcol++;
DRW_make_cdlayer_attr_aliases(&g_vbo_id.format, "c", vdata, cl);
if (idx == act) {
GPU_vertformat_alias_add(&g_vbo_id.format, "ac");
}
}
}
}
// ensure at least one vertex color layer
if (g_vbo_id.totcol == 0) {
g_vbo_id.col[0] = GPU_vertformat_attr_add(
&g_vbo_id.format, "c", GPU_COMP_U16, 4, GPU_FETCH_INT_TO_FLOAT_UNIT);
g_vbo_id.totcol = 1;
GPU_vertformat_alias_add(&g_vbo_id.format, "ac");
}
g_vbo_id.fset = GPU_vertformat_attr_add(
&g_vbo_id.format, "fset", GPU_COMP_U8, 3, GPU_FETCH_INT_TO_FLOAT_UNIT);
g_vbo_id.uv = GPU_vertformat_attr_add(
&g_vbo_id.format, "uvs", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
GPU_vertformat_alias_add(&g_vbo_id.format, "u");
if (ldata && CustomData_has_layer(ldata, CD_MLOOPUV)) {
const int cd_uv_index = CustomData_get_layer_index(ldata, CD_MLOOPUV);
CustomDataLayer *cl = ldata->layers + cd_uv_index;
cl += cl->active;
DRW_make_cdlayer_attr_aliases(&g_vbo_id.format, "u", ldata, cl);
}
}
}
static void gpu_flat_vcol_make_vert(float co[3],
BMVert *v,
GPUVertBuf *vert_buf,
int v_index,
const int cd_vcol_offsets[MAX_MCOL],
int totoffsets,
const float fno[3])
{
for (int i = 0; i < totoffsets; i++) {
MPropCol *mp = BM_ELEM_CD_GET_VOID_P(v, cd_vcol_offsets[i]);
ushort vcol[4];
// printf(
// "%.2f %.2f %.2f %.2f\n", mp->color[0], mp->color[1], mp->color[2], mp->color[3]);
vcol[0] = unit_float_to_ushort_clamp(mp->color[0]);
vcol[1] = unit_float_to_ushort_clamp(mp->color[1]);
vcol[2] = unit_float_to_ushort_clamp(mp->color[2]);
vcol[3] = unit_float_to_ushort_clamp(mp->color[3]);
GPU_vertbuf_attr_set(vert_buf, g_vbo_id.col[i], v_index, vcol);
}
/* Set coord, normal, and mask */
GPU_vertbuf_attr_set(vert_buf, g_vbo_id.pos, v_index, co);
short no_short[3];
normal_float_to_short_v3(no_short, fno ? fno : v->no);
GPU_vertbuf_attr_set(vert_buf, g_vbo_id.nor, v_index, no_short);
}
/* 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! */
static void GPU_pbvh_bmesh_buffers_update_flat_vcol(GPU_PBVH_Buffers *buffers,
BMesh *bm,
TableGSet *bm_faces,
TableGSet *bm_unique_verts,
TableGSet *bm_other_verts,
const int update_flags,
const int cd_vert_node_offset,
int face_sets_color_seed,
int face_sets_color_default,
bool active_vcol_only)
{
const bool have_uv = CustomData_has_layer(&bm->ldata, CD_MLOOPUV);
const bool show_mask = (update_flags & GPU_PBVH_BUFFERS_SHOW_MASK) != 0;
const bool show_vcol = (update_flags & GPU_PBVH_BUFFERS_SHOW_VCOL) != 0;
const bool show_face_sets = CustomData_has_layer(&bm->pdata, CD_SCULPT_FACE_SETS) &&
(update_flags & GPU_PBVH_BUFFERS_SHOW_SCULPT_FACE_SETS) != 0;
int tottri, totvert;
bool empty_mask = true;
BMFace *f = NULL;
int cd_vcol_offset = CustomData_get_offset(&bm->vdata, CD_PROP_COLOR);
int cd_fset_offset = CustomData_get_offset(&bm->pdata, CD_SCULPT_FACE_SETS);
int cd_vcols[MAX_MCOL];
int cd_vcol_layers[MAX_MCOL];
const int cd_vcol_count = gpu_pbvh_bmesh_make_vcol_offs(
&bm->vdata, cd_vcols, cd_vcol_layers, active_vcol_only);
/* Count visible triangles */
tottri = gpu_bmesh_face_visible_count(bm_faces) * 6;
// XXX disable indexed verts for now
totvert = tottri * 3;
if (!tottri) {
if (BLI_table_gset_len(bm_faces) != 0) {
/* Node is just hidden. */
}
else {
buffers->clear_bmesh_on_flush = true;
}
buffers->tot_tri = 0;
return;
}
/* TODO, make mask layer optional for bmesh buffer */
const int cd_vert_mask_offset = CustomData_get_offset(&bm->vdata, CD_PAINT_MASK);
const int cd_mcol_offset = CustomData_get_offset(&bm->ldata, CD_MLOOPCOL);
const int cd_uv_offset = CustomData_get_offset(&bm->ldata, CD_MLOOPUV);
bool default_face_set = true;
/* Fill vertex buffer */
if (!gpu_pbvh_vert_buf_data_set(buffers, totvert)) {
/* Memory map failed */
return;
}
int v_index = 0;
// disable shared vertex mode for now
GPUIndexBufBuilder elb_lines;
GPU_indexbuf_init(&elb_lines, GPU_PRIM_LINES, tottri * 3, tottri * 3);
TGSET_ITER (f, bm_faces) {
BLI_assert(f->len == 3);
if (!BM_elem_flag_test(f, BM_ELEM_HIDDEN)) {
BMVert *v[3];
BMLoop *l[3] = {f->l_first, f->l_first->next, f->l_first->prev};
float fmask = 0.0f;
int i;
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;
uchar face_set_color[4] = {UCHAR_MAX, UCHAR_MAX, UCHAR_MAX, UCHAR_MAX};
if (show_face_sets && cd_fset_offset >= 0) {
const int fset = BM_ELEM_CD_GET_INT(f, cd_fset_offset);
/* Skip for the default color Face Set to render it white. */
if (fset != face_sets_color_default) {
BKE_paint_face_set_overlay_color_get(fset, face_sets_color_seed, face_set_color);
default_face_set = false;
}
}
float cent[3] = {0.0f, 0.0f, 0.0f};
add_v3_v3(cent, v[0]->co);
add_v3_v3(cent, v[1]->co);
add_v3_v3(cent, v[2]->co);
mul_v3_fl(cent, 1.0 / 3.0);
float cos[7][3];
copy_v3_v3(cos[0], v[0]->co);
copy_v3_v3(cos[1], v[1]->co);
copy_v3_v3(cos[2], v[2]->co);
float v3[3];
float v4[3];
float v5[3];
float v6[3];
copy_v3_v3(cos[6], cent);
interp_v3_v3v3(cos[3], v[0]->co, v[1]->co, 0.5f);
interp_v3_v3v3(cos[4], v[1]->co, v[2]->co, 0.5f);
interp_v3_v3v3(cos[5], v[2]->co, v[0]->co, 0.5f);
const int v_start = v_index;
for (int j = 0; j < 3; j++) {
int next = 3 + ((j) % 3);
int prev = 3 + ((j + 3 - 1) % 3);
gpu_flat_vcol_make_vert(
v[j]->co, v[j], buffers->vert_buf, v_index, cd_vcols, cd_vcol_count, f->no);
gpu_flat_vcol_make_vert(
cos[next], v[j], buffers->vert_buf, v_index + 1, cd_vcols, cd_vcol_count, f->no);
gpu_flat_vcol_make_vert(
cos[6], v[j], buffers->vert_buf, v_index + 2, cd_vcols, cd_vcol_count, f->no);
gpu_flat_vcol_make_vert(
v[j]->co, v[j], buffers->vert_buf, v_index + 3, cd_vcols, cd_vcol_count, f->no);
gpu_flat_vcol_make_vert(
cos[6], v[j], buffers->vert_buf, v_index + 4, cd_vcols, cd_vcol_count, f->no);
gpu_flat_vcol_make_vert(
cos[prev], v[j], buffers->vert_buf, v_index + 5, cd_vcols, cd_vcol_count, f->no);
/*
v1
|\
| \
v3 v4
| v6 \
| \
v0---v5---v2
*/
next = j == 2 ? v_start : v_index + 6;
GPU_indexbuf_add_line_verts(&elb_lines, v_index, next);
// GPU_indexbuf_add_line_verts(&elb_lines, v_index + 1, v_index + 2);
// GPU_indexbuf_add_line_verts(&elb_lines, v_index + 2, v_index + 0);
v_index += 6;
}
/*
if (have_uv) {
MLoopUV *mu = BM_ELEM_CD_GET_VOID_P(l[i], cd_uv_offset);
GPU_vertbuf_attr_set(buffers->vert_buf, g_vbo_id.uv, v_index, mu->uv);
}
*/
}
}
TGSET_ITER_END
buffers->index_lines_buf = GPU_indexbuf_build(&elb_lines);
buffers->tot_tri = tottri;
/* Get material index from the last face we iterated on. */
buffers->material_index = (f) ? f->mat_nr : 0;
buffers->show_overlay = !empty_mask || !default_face_set;
gpu_pbvh_batch_init(buffers, GPU_PRIM_TRIS);
}
/* 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(GPU_PBVH_Buffers *buffers,
BMesh *bm,
TableGSet *bm_faces,
TableGSet *bm_unique_verts,
TableGSet *bm_other_verts,
PBVHTriBuf *tribuf,
const int update_flags,
const int cd_vert_node_offset,
int face_sets_color_seed,
int face_sets_color_default,
bool flat_vcol,
bool active_vcol_only)
{
if (flat_vcol && CustomData_has_layer(&bm->vdata, CD_PROP_COLOR)) {
GPU_pbvh_bmesh_buffers_update_flat_vcol(buffers,
bm,
bm_faces,
bm_unique_verts,
bm_other_verts,
update_flags,
cd_vert_node_offset,
face_sets_color_seed,
face_sets_color_default,
active_vcol_only);
return;
}
const bool have_uv = CustomData_has_layer(&bm->ldata, CD_MLOOPUV);
const bool show_mask = (update_flags & GPU_PBVH_BUFFERS_SHOW_MASK) != 0;
const bool show_vcol = (update_flags & GPU_PBVH_BUFFERS_SHOW_VCOL) != 0;
const bool show_face_sets = CustomData_has_layer(&bm->pdata, CD_SCULPT_FACE_SETS) &&
(update_flags & GPU_PBVH_BUFFERS_SHOW_SCULPT_FACE_SETS) != 0;
int tottri, totvert;
bool empty_mask = true;
BMFace *f = NULL;
int cd_vcol_offset = CustomData_get_offset(&bm->vdata, CD_PROP_COLOR);
int cd_fset_offset = CustomData_get_offset(&bm->pdata, CD_SCULPT_FACE_SETS);
int cd_vcols[MAX_MCOL];
int cd_vcol_layers[MAX_MCOL];
int cd_vcol_count = gpu_pbvh_bmesh_make_vcol_offs(
&bm->vdata, cd_vcols, cd_vcol_layers, active_vcol_only);
/* Count visible triangles */
const bool indexed = buffers->smooth && tribuf && !have_uv;
tottri = indexed ? tribuf->tottri : gpu_bmesh_face_visible_count(bm_faces);
// XXX disable indexed verts for now
if (indexed) {
/* Count visible vertices */
totvert = tribuf->totvert;
}
else {
totvert = tottri * 3;
}
if (!tottri) {
if (BLI_table_gset_len(bm_faces) != 0) {
/* Node is just hidden. */
}
else {
buffers->clear_bmesh_on_flush = true;
}
buffers->tot_tri = 0;
return;
}
/* TODO, make mask layer optional for bmesh buffer */
const int cd_vert_mask_offset = CustomData_get_offset(&bm->vdata, CD_PAINT_MASK);
const int cd_mcol_offset = CustomData_get_offset(&bm->ldata, CD_MLOOPCOL);
const int cd_uv_offset = CustomData_get_offset(&bm->ldata, CD_MLOOPUV);
bool default_face_set = true;
/* Fill vertex buffer */
if (!gpu_pbvh_vert_buf_data_set(buffers, totvert)) {
/* Memory map failed */
return;
}
int v_index = 0;
if (indexed) {
/* Fill the vertex and triangle buffer in one pass over faces. */
GPUIndexBufBuilder elb, elb_lines;
GPU_indexbuf_init(&elb, GPU_PRIM_TRIS, tottri, totvert);
GPU_indexbuf_init(&elb_lines, GPU_PRIM_LINES, tottri * 3, totvert);
GHash *bm_vert_to_index = BLI_ghash_int_new_ex("bm_vert_to_index", totvert);
BMFace *f;
for (int i = 0; i < tribuf->totvert; i++) {
BMVert *v = (BMVert *)tribuf->verts[i].i;
gpu_bmesh_vert_to_buffer_copy(v,
buffers->vert_buf,
i,
NULL,
NULL,
cd_vert_mask_offset,
cd_vert_node_offset,
show_mask,
show_vcol,
&empty_mask,
cd_vcols,
cd_vcol_count);
}
for (int i = 0; i < tribuf->tottri; i++) {
PBVHTri *tri = tribuf->tris + i;
GPU_indexbuf_add_tri_verts(&elb, tri->v[0], tri->v[1], tri->v[2]);
GPU_indexbuf_add_line_verts(&elb_lines, tri->v[0], tri->v[1]);
GPU_indexbuf_add_line_verts(&elb_lines, tri->v[1], tri->v[2]);
GPU_indexbuf_add_line_verts(&elb_lines, tri->v[2], tri->v[0]);
}
buffers->tot_tri = tottri;
if (buffers->index_buf == NULL) {
buffers->index_buf = GPU_indexbuf_build(&elb);
}
else {
GPU_indexbuf_build_in_place(&elb, buffers->index_buf);
}
buffers->index_lines_buf = GPU_indexbuf_build(&elb_lines);
}
else {
GPUIndexBufBuilder elb_lines;
GPU_indexbuf_init(&elb_lines, GPU_PRIM_LINES, tottri * 3, tottri * 3);
BMFace *f;
TGSET_ITER (f, bm_faces) {
BLI_assert(f->len == 3);
if (!BM_elem_flag_test(f, BM_ELEM_HIDDEN)) {
BMVert *v[3];
BMLoop *l[3] = {f->l_first, f->l_first->next, f->l_first->prev};
float fmask = 0.0f;
int i;
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;
GPU_indexbuf_add_line_verts(&elb_lines, v_index + 0, v_index + 1);
GPU_indexbuf_add_line_verts(&elb_lines, v_index + 1, v_index + 2);
GPU_indexbuf_add_line_verts(&elb_lines, v_index + 2, v_index + 0);
uchar face_set_color[4] = {UCHAR_MAX, UCHAR_MAX, UCHAR_MAX, UCHAR_MAX};
if (show_face_sets && cd_fset_offset >= 0) {
const int fset = BM_ELEM_CD_GET_INT(f, cd_fset_offset);
/* Skip for the default color Face Set to render it white. */
if (fset != face_sets_color_default) {
BKE_paint_face_set_overlay_color_get(fset, face_sets_color_seed, face_set_color);
default_face_set = false;
}
}
for (i = 0; i < 3; i++) {
float *no = buffers->smooth ? v[i]->no : f->no;
gpu_bmesh_vert_to_buffer_copy(v[i],
buffers->vert_buf,
v_index,
no,
&fmask,
cd_vert_mask_offset,
cd_vert_node_offset,
show_mask,
false,
&empty_mask,
NULL,
0);
if (cd_vcol_count >= 0) {
for (int j = 0; j < cd_vcol_count; j++) {
MPropCol *mp = BM_ELEM_CD_GET_VOID_P(l[i]->v, cd_vcols[j]);
ushort vcol[4];
// printf(
// "%.2f %.2f %.2f %.2f\n", mp->color[0], mp->color[1], mp->color[2],
// mp->color[3]);
vcol[0] = unit_float_to_ushort_clamp(mp->color[0]);
vcol[1] = unit_float_to_ushort_clamp(mp->color[1]);
vcol[2] = unit_float_to_ushort_clamp(mp->color[2]);
vcol[3] = unit_float_to_ushort_clamp(mp->color[3]);
GPU_vertbuf_attr_set(buffers->vert_buf, g_vbo_id.col[j], v_index, vcol);
}
}
else if (cd_mcol_offset >= 0) {
ushort vcol[4];
MLoopCol *ml = BM_ELEM_CD_GET_VOID_P(l[i], cd_mcol_offset);
vcol[0] = ml->r * 257;
vcol[1] = ml->g * 257;
vcol[2] = ml->b * 257;
vcol[3] = ml->a * 257;
GPU_vertbuf_attr_set(buffers->vert_buf, g_vbo_id.col[0], v_index, vcol);
}
if (have_uv) {
MLoopUV *mu = BM_ELEM_CD_GET_VOID_P(l[i], cd_uv_offset);
GPU_vertbuf_attr_set(buffers->vert_buf, g_vbo_id.uv, v_index, mu->uv);
}
GPU_vertbuf_attr_set(buffers->vert_buf, g_vbo_id.fset, v_index, face_set_color);
v_index++;
}
}
}
TGSET_ITER_END
buffers->index_lines_buf = GPU_indexbuf_build(&elb_lines);
buffers->tot_tri = tottri;
}
/* Get material index from the last face we iterated on. */
buffers->material_index = (f) ? f->mat_nr : 0;
buffers->show_overlay = !empty_mask || !default_face_set;
gpu_pbvh_batch_init(buffers, GPU_PRIM_TRIS);
}
/* -------------------------------------------------------------------- */
/** \name Generic
* \{ */
/* Threaded - do not call any functions that use OpenGL calls! */
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_overlay = true;
return buffers;
}
GPUBatch *GPU_pbvh_buffers_batch_get(GPU_PBVH_Buffers *buffers, bool fast, bool wires)
{
if (wires) {
return (fast && buffers->lines_fast) ? buffers->lines_fast : buffers->lines;
}
return (fast && buffers->triangles_fast) ? buffers->triangles_fast : buffers->triangles;
}
bool GPU_pbvh_buffers_has_overlays(GPU_PBVH_Buffers *buffers)
{
return buffers->show_overlay;
}
short GPU_pbvh_buffers_material_index_get(GPU_PBVH_Buffers *buffers)
{
return buffers->material_index;
}
static void gpu_pbvh_buffers_clear(GPU_PBVH_Buffers *buffers)
{
GPU_BATCH_DISCARD_SAFE(buffers->lines);
GPU_BATCH_DISCARD_SAFE(buffers->lines_fast);
GPU_BATCH_DISCARD_SAFE(buffers->triangles);
GPU_BATCH_DISCARD_SAFE(buffers->triangles_fast);
GPU_INDEXBUF_DISCARD_SAFE(buffers->index_lines_buf_fast);
GPU_INDEXBUF_DISCARD_SAFE(buffers->index_lines_buf);
GPU_INDEXBUF_DISCARD_SAFE(buffers->index_buf_fast);
GPU_INDEXBUF_DISCARD_SAFE(buffers->index_buf);
GPU_VERTBUF_DISCARD_SAFE(buffers->vert_buf);
}
void GPU_pbvh_buffers_update_flush(GPU_PBVH_Buffers *buffers)
{
/* Free empty bmesh node buffers. */
if (buffers->clear_bmesh_on_flush) {
gpu_pbvh_buffers_clear(buffers);
buffers->clear_bmesh_on_flush = false;
}
/* Force flushing to the GPU. */
if (buffers->vert_buf && GPU_vertbuf_get_data(buffers->vert_buf)) {
GPU_vertbuf_use(buffers->vert_buf);
}
}
void GPU_pbvh_buffers_free(GPU_PBVH_Buffers *buffers)
{
if (buffers) {
gpu_pbvh_buffers_clear(buffers);
MEM_freeN(buffers);
}
}
/** \} */