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authorClément Foucault <foucault.clem@gmail.com>2020-01-17 18:05:19 +0300
committerClément Foucault <foucault.clem@gmail.com>2020-01-17 18:29:20 +0300
commit6eaf51ef3e5b7d37170473449bcda60bad025e67 (patch)
tree4dff167f66b8d2befe0303fff168573ad943379c /source/blender/draw/intern/draw_cache_extract_mesh.c
parent9410e5dc97c4f21e19865ca8a9e1e185fcf5a1d4 (diff)
DRW: Use USHORT for vertex color and upload them in linear color to the GPU
This way we remove the need for the srgb boolean uniform and a lot of code complexity. However, mesh update is going to be a bit slower. I did not benchmark the performance impact. This also fix a typo in draw_cache_impl_particles.c and fix hair not using vertex color in workbench. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D6610
Diffstat (limited to 'source/blender/draw/intern/draw_cache_extract_mesh.c')
-rw-r--r--source/blender/draw/intern/draw_cache_extract_mesh.c18
1 files changed, 13 insertions, 5 deletions
diff --git a/source/blender/draw/intern/draw_cache_extract_mesh.c b/source/blender/draw/intern/draw_cache_extract_mesh.c
index c98494ebdd9..ee0597c6b21 100644
--- a/source/blender/draw/intern/draw_cache_extract_mesh.c
+++ b/source/blender/draw/intern/draw_cache_extract_mesh.c
@@ -1928,7 +1928,7 @@ static void *extract_vcol_init(const MeshRenderData *mr, void *buf)
GPU_vertformat_safe_attrib_name(layer_name, attr_safe_name, GPU_MAX_SAFE_ATTRIB_NAME);
BLI_snprintf(attr_name, sizeof(attr_name), "c%s", attr_safe_name);
- GPU_vertformat_attr_add(&format, attr_name, GPU_COMP_U8, 4, GPU_FETCH_INT_TO_FLOAT_UNIT);
+ GPU_vertformat_attr_add(&format, attr_name, GPU_COMP_U16, 4, GPU_FETCH_INT_TO_FLOAT_UNIT);
if (i == CustomData_get_render_layer(cd_ldata, CD_MLOOPCOL)) {
GPU_vertformat_alias_add(&format, "c");
@@ -1948,12 +1948,20 @@ static void *extract_vcol_init(const MeshRenderData *mr, void *buf)
GPU_vertbuf_init_with_format(vbo, &format);
GPU_vertbuf_data_alloc(vbo, mr->loop_len);
- MLoopCol *vcol_data = (MLoopCol *)vbo->data;
+ typedef struct gpuMeshVcol {
+ ushort r, g, b, a;
+ } gpuMeshVcol;
+
+ gpuMeshVcol *vcol_data = (gpuMeshVcol *)vbo->data;
for (int i = 0; i < 8; i++) {
if (vcol_layers & (1 << i)) {
- void *layer_data = CustomData_get_layer_n(cd_ldata, CD_MLOOPCOL, i);
- memcpy(vcol_data, layer_data, sizeof(*vcol_data) * mr->loop_len);
- vcol_data += mr->loop_len;
+ MLoopCol *mcol = (MLoopCol *)CustomData_get_layer_n(cd_ldata, CD_MLOOPCOL, i);
+ for (int l = 0; l < mr->loop_len; l++, mcol++, vcol_data++) {
+ vcol_data->r = unit_float_to_ushort_clamp(BLI_color_from_srgb_table[mcol->r]);
+ vcol_data->g = unit_float_to_ushort_clamp(BLI_color_from_srgb_table[mcol->g]);
+ vcol_data->b = unit_float_to_ushort_clamp(BLI_color_from_srgb_table[mcol->b]);
+ vcol_data->a = unit_float_to_ushort_clamp(mcol->a * (1.0f / 255.0f));
+ }
}
}
return NULL;