Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorJeroen Bakker <jeroen@blender.org>2021-06-07 17:49:44 +0300
committerJeroen Bakker <jeroen@blender.org>2021-06-07 17:57:21 +0300
commit4a9c5c60b71c29817effba8f4ac18d2248a7ea71 (patch)
tree07ad02fe722b3f9ff5ab51fb9ea9d1849a9ccf1b /source/blender/draw/intern/mesh_extractors
parent0e285fa23cab7ae6f17c2711a0d0a7f82a05d7bc (diff)
Cleanup: Move extract lines to compile unit.
Diffstat (limited to 'source/blender/draw/intern/mesh_extractors')
-rw-r--r--source/blender/draw/intern/mesh_extractors/extract_mesh_ibo_lines.cc246
1 files changed, 246 insertions, 0 deletions
diff --git a/source/blender/draw/intern/mesh_extractors/extract_mesh_ibo_lines.cc b/source/blender/draw/intern/mesh_extractors/extract_mesh_ibo_lines.cc
new file mode 100644
index 00000000000..ccc382c1b06
--- /dev/null
+++ b/source/blender/draw/intern/mesh_extractors/extract_mesh_ibo_lines.cc
@@ -0,0 +1,246 @@
+/*
+ * 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) 2021 by Blender Foundation.
+ * All rights reserved.
+ */
+
+/** \file
+ * \ingroup draw
+ */
+
+#include "draw_cache_extract_mesh_private.h"
+
+#include "MEM_guardedalloc.h"
+
+namespace blender::draw {
+
+/* ---------------------------------------------------------------------- */
+/** \name Extract Edges Indices
+ * \{ */
+
+static void *extract_lines_init(const MeshRenderData *mr,
+ struct MeshBatchCache *UNUSED(cache),
+ void *UNUSED(buf))
+{
+ GPUIndexBufBuilder *elb = static_cast<GPUIndexBufBuilder *>(MEM_mallocN(sizeof(*elb), __func__));
+ /* Put loose edges at the end. */
+ GPU_indexbuf_init(
+ elb, GPU_PRIM_LINES, mr->edge_len + mr->edge_loose_len, mr->loop_len + mr->loop_loose_len);
+ return elb;
+}
+
+static void extract_lines_iter_poly_bm(const MeshRenderData *UNUSED(mr),
+ BMFace *f,
+ const int UNUSED(f_index),
+ void *data)
+{
+ GPUIndexBufBuilder *elb = static_cast<GPUIndexBufBuilder *>(data);
+ BMLoop *l_iter, *l_first;
+ /* Use #BMLoop.prev to match mesh order (to avoid minor differences in data extraction). */
+ l_iter = l_first = BM_FACE_FIRST_LOOP(f)->prev;
+ do {
+ if (!BM_elem_flag_test(l_iter->e, BM_ELEM_HIDDEN)) {
+ GPU_indexbuf_set_line_verts(elb,
+ BM_elem_index_get(l_iter->e),
+ BM_elem_index_get(l_iter),
+ BM_elem_index_get(l_iter->next));
+ }
+ else {
+ GPU_indexbuf_set_line_restart(elb, BM_elem_index_get(l_iter->e));
+ }
+ } while ((l_iter = l_iter->next) != l_first);
+}
+
+static void extract_lines_iter_poly_mesh(const MeshRenderData *mr,
+ const MPoly *mp,
+ const int UNUSED(mp_index),
+ void *data)
+{
+ GPUIndexBufBuilder *elb = static_cast<GPUIndexBufBuilder *>(data);
+ /* Using poly & loop iterator would complicate accessing the adjacent loop. */
+ const MLoop *mloop = mr->mloop;
+ const MEdge *medge = mr->medge;
+ if (mr->use_hide || (mr->extract_type == MR_EXTRACT_MAPPED) || (mr->e_origindex != NULL)) {
+ const int ml_index_last = mp->loopstart + (mp->totloop - 1);
+ int ml_index = ml_index_last, ml_index_next = mp->loopstart;
+ do {
+ const MLoop *ml = &mloop[ml_index];
+ const MEdge *med = &medge[ml->e];
+ if (!((mr->use_hide && (med->flag & ME_HIDE)) ||
+ ((mr->extract_type == MR_EXTRACT_MAPPED) && (mr->e_origindex) &&
+ (mr->e_origindex[ml->e] == ORIGINDEX_NONE)))) {
+ GPU_indexbuf_set_line_verts(elb, ml->e, ml_index, ml_index_next);
+ }
+ else {
+ GPU_indexbuf_set_line_restart(elb, ml->e);
+ }
+ } while ((ml_index = ml_index_next++) != ml_index_last);
+ }
+ else {
+ const int ml_index_last = mp->loopstart + (mp->totloop - 1);
+ int ml_index = ml_index_last, ml_index_next = mp->loopstart;
+ do {
+ const MLoop *ml = &mloop[ml_index];
+ GPU_indexbuf_set_line_verts(elb, ml->e, ml_index, ml_index_next);
+ } while ((ml_index = ml_index_next++) != ml_index_last);
+ }
+}
+
+static void extract_lines_iter_ledge_bm(const MeshRenderData *mr,
+ BMEdge *eed,
+ const int ledge_index,
+ void *data)
+{
+ GPUIndexBufBuilder *elb = static_cast<GPUIndexBufBuilder *>(data);
+ const int l_index_offset = mr->edge_len + ledge_index;
+ if (!BM_elem_flag_test(eed, BM_ELEM_HIDDEN)) {
+ const int l_index = mr->loop_len + ledge_index * 2;
+ GPU_indexbuf_set_line_verts(elb, l_index_offset, l_index, l_index + 1);
+ }
+ else {
+ GPU_indexbuf_set_line_restart(elb, l_index_offset);
+ }
+ /* Don't render the edge twice. */
+ GPU_indexbuf_set_line_restart(elb, BM_elem_index_get(eed));
+}
+
+static void extract_lines_iter_ledge_mesh(const MeshRenderData *mr,
+ const MEdge *med,
+ const int ledge_index,
+ void *data)
+{
+ GPUIndexBufBuilder *elb = static_cast<GPUIndexBufBuilder *>(data);
+ const int l_index_offset = mr->edge_len + ledge_index;
+ const int e_index = mr->ledges[ledge_index];
+ if (!((mr->use_hide && (med->flag & ME_HIDE)) ||
+ ((mr->extract_type == MR_EXTRACT_MAPPED) && (mr->e_origindex) &&
+ (mr->e_origindex[e_index] == ORIGINDEX_NONE)))) {
+ const int l_index = mr->loop_len + ledge_index * 2;
+ GPU_indexbuf_set_line_verts(elb, l_index_offset, l_index, l_index + 1);
+ }
+ else {
+ GPU_indexbuf_set_line_restart(elb, l_index_offset);
+ }
+ /* Don't render the edge twice. */
+ GPU_indexbuf_set_line_restart(elb, e_index);
+}
+
+static void extract_lines_finish(const MeshRenderData *UNUSED(mr),
+ struct MeshBatchCache *UNUSED(cache),
+ void *buf,
+ void *data)
+{
+ GPUIndexBufBuilder *elb = static_cast<GPUIndexBufBuilder *>(data);
+ GPUIndexBuf *ibo = static_cast<GPUIndexBuf *>(buf);
+ GPU_indexbuf_build_in_place(elb, ibo);
+ MEM_freeN(elb);
+}
+
+constexpr MeshExtract create_extractor_lines()
+{
+ MeshExtract extractor = {0};
+ extractor.init = extract_lines_init;
+ extractor.iter_poly_bm = extract_lines_iter_poly_bm;
+ extractor.iter_poly_mesh = extract_lines_iter_poly_mesh;
+ extractor.iter_ledge_bm = extract_lines_iter_ledge_bm;
+ extractor.iter_ledge_mesh = extract_lines_iter_ledge_mesh;
+ extractor.finish = extract_lines_finish;
+ extractor.data_type = MR_DATA_NONE;
+ extractor.use_threading = false;
+ extractor.mesh_buffer_offset = offsetof(MeshBufferCache, ibo.lines);
+ return extractor;
+}
+
+/** \} */
+
+/* ---------------------------------------------------------------------- */
+/** \name Extract Lines and Loose Edges Sub Buffer
+ * \{ */
+
+static void extract_lines_loose_subbuffer(const MeshRenderData *mr, struct MeshBatchCache *cache)
+{
+ BLI_assert(cache->final.ibo.lines);
+ /* Multiply by 2 because these are edges indices. */
+ const int start = mr->edge_len * 2;
+ const int len = mr->edge_loose_len * 2;
+ GPU_indexbuf_create_subrange_in_place(
+ cache->final.ibo.lines_loose, cache->final.ibo.lines, start, len);
+ cache->no_loose_wire = (len == 0);
+}
+
+static void extract_lines_with_lines_loose_finish(const MeshRenderData *mr,
+ struct MeshBatchCache *cache,
+ void *buf,
+ void *data)
+{
+ GPUIndexBufBuilder *elb = static_cast<GPUIndexBufBuilder *>(data);
+ GPUIndexBuf *ibo = static_cast<GPUIndexBuf *>(buf);
+ GPU_indexbuf_build_in_place(elb, ibo);
+ extract_lines_loose_subbuffer(mr, cache);
+ MEM_freeN(elb);
+}
+
+constexpr MeshExtract create_extractor_lines_with_lines_loose()
+{
+ MeshExtract extractor = {0};
+ extractor.init = extract_lines_init;
+ extractor.iter_poly_bm = extract_lines_iter_poly_bm;
+ extractor.iter_poly_mesh = extract_lines_iter_poly_mesh;
+ extractor.iter_ledge_bm = extract_lines_iter_ledge_bm;
+ extractor.iter_ledge_mesh = extract_lines_iter_ledge_mesh;
+ extractor.finish = extract_lines_with_lines_loose_finish;
+ extractor.data_type = MR_DATA_NONE;
+ extractor.use_threading = false;
+ extractor.mesh_buffer_offset = offsetof(MeshBufferCache, ibo.lines);
+ return extractor;
+}
+
+/** \} */
+
+/* ---------------------------------------------------------------------- */
+/** \name Extract Loose Edges Sub Buffer
+ * \{ */
+
+static void *extract_lines_loose_only_init(const MeshRenderData *mr,
+ struct MeshBatchCache *cache,
+ void *buf)
+{
+ BLI_assert(buf == cache->final.ibo.lines_loose);
+ UNUSED_VARS_NDEBUG(buf);
+ extract_lines_loose_subbuffer(mr, cache);
+ return NULL;
+}
+
+constexpr MeshExtract create_extractor_lines_loose_only()
+{
+ MeshExtract extractor = {0};
+ extractor.init = extract_lines_loose_only_init;
+ extractor.data_type = MR_DATA_NONE;
+ extractor.use_threading = false;
+ extractor.mesh_buffer_offset = offsetof(MeshBufferCache, ibo.lines_loose);
+ return extractor;
+}
+
+/** \} */
+
+} // namespace blender::draw
+
+extern "C" {
+const MeshExtract extract_lines = blender::draw::create_extractor_lines();
+const MeshExtract extract_lines_with_lines_loose =
+ blender::draw::create_extractor_lines_with_lines_loose();
+const MeshExtract extract_lines_loose_only = blender::draw::create_extractor_lines_loose_only();
+}