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-rw-r--r--source/blender/draw/intern/draw_manager.c7
-rw-r--r--source/blender/draw/modes/object_mode.c2
-rw-r--r--source/blender/draw/modes/sculpt_mode.c24
-rw-r--r--source/blender/gpu/CMakeLists.txt2
-rw-r--r--source/blender/gpu/GPU_shader.h1
-rw-r--r--source/blender/gpu/intern/gpu_buffers.c721
-rw-r--r--source/blender/gpu/intern/gpu_shader.c3
-rw-r--r--source/blender/gpu/shaders/gpu_shader_3D_normal_flat_color_vert.glsl26
-rw-r--r--source/blender/gpu/shaders/gpu_shader_simple_lighting_flat_color_frag.glsl17
9 files changed, 391 insertions, 412 deletions
diff --git a/source/blender/draw/intern/draw_manager.c b/source/blender/draw/intern/draw_manager.c
index 831ffe528e0..427ebbab71e 100644
--- a/source/blender/draw/intern/draw_manager.c
+++ b/source/blender/draw/intern/draw_manager.c
@@ -1690,9 +1690,16 @@ struct DRWTextStore *DRW_text_cache_ensure(void)
bool DRW_object_is_renderable(Object *ob)
{
Scene *scene = DST.draw_ctx.scene;
+ SceneLayer *sl = DST.draw_ctx.sl;
Object *obedit = scene->obedit;
+ Object *obact = OBACT_NEW;
if (ob->type == OB_MESH) {
+ if (ob == obact) {
+ if (ob->mode & OB_MODE_SCULPT) {
+ return false;
+ }
+ }
if (ob == obedit) {
IDProperty *props = BKE_layer_collection_engine_evaluated_get(ob, COLLECTION_MODE_EDIT, "");
bool do_show_occlude_wire = BKE_collection_engine_property_value_get_bool(props, "show_occlude_wire");
diff --git a/source/blender/draw/modes/object_mode.c b/source/blender/draw/modes/object_mode.c
index 97fa1fb7122..ff8118c6378 100644
--- a/source/blender/draw/modes/object_mode.c
+++ b/source/blender/draw/modes/object_mode.c
@@ -1192,7 +1192,7 @@ static void OBJECT_cache_populate(void *vedata, Object *ob)
if (do_outlines) {
Object *obedit = scene->obedit;
- if (ob != obedit && !(OBACT_NEW == ob && ob->mode & (OB_MODE_WEIGHT_PAINT | OB_MODE_VERTEX_PAINT))) {
+ if (ob != obedit && !(OBACT_NEW == ob && ob->mode & OB_MODE_ALL_PAINT)) {
struct Batch *geom = DRW_cache_object_surface_get(ob);
if (geom) {
theme_id = DRW_object_wire_theme_get(ob, sl, NULL);
diff --git a/source/blender/draw/modes/sculpt_mode.c b/source/blender/draw/modes/sculpt_mode.c
index 015baf2a317..114bc8c96c4 100644
--- a/source/blender/draw/modes/sculpt_mode.c
+++ b/source/blender/draw/modes/sculpt_mode.c
@@ -26,8 +26,14 @@
#include "DRW_engine.h"
#include "DRW_render.h"
+#include "DNA_object_types.h"
+
+#include "BKE_pbvh.h"
+#include "BKE_paint.h"
+
/* If builtin shaders are needed */
#include "GPU_shader.h"
+#include "GPU_matrix.h"
#include "draw_common.h"
@@ -192,7 +198,7 @@ static void SCULPT_cache_finish(void *vedata)
/* Draw time ! Control rendering pipeline from here */
static void SCULPT_draw_scene(void *vedata)
{
- SCULPT_PassList *psl = ((SCULPT_Data *)vedata)->psl;
+// SCULPT_PassList *psl = ((SCULPT_Data *)vedata)->psl;
SCULPT_FramebufferList *fbl = ((SCULPT_Data *)vedata)->fbl;
/* Default framebuffer and texture */
@@ -211,7 +217,21 @@ static void SCULPT_draw_scene(void *vedata)
*/
/* ... or just render passes on default framebuffer. */
- DRW_draw_pass(psl->pass);
+// DRW_draw_pass(psl->pass);
+
+ {
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ SceneLayer *sl = draw_ctx->sl;
+ Object *ob = OBACT_NEW;
+
+ PBVH *pbvh = ob->sculpt->pbvh;
+
+ /* this shader is used inside draw call */
+ gpuPushMatrix();
+ gpuMultMatrix(ob->obmat);
+ BKE_pbvh_draw(pbvh, NULL, NULL, NULL, false, false);
+ gpuPopMatrix();
+ }
/* If you changed framebuffer, double check you rebind
* the default one with its textures attached before finishing */
diff --git a/source/blender/gpu/CMakeLists.txt b/source/blender/gpu/CMakeLists.txt
index eaa0ec65d00..52c80448df1 100644
--- a/source/blender/gpu/CMakeLists.txt
+++ b/source/blender/gpu/CMakeLists.txt
@@ -128,6 +128,7 @@ data_to_c_simple(shaders/gpu_shader_uniform_color_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_checker_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_diag_stripes_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_simple_lighting_frag.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_simple_lighting_flat_color_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_simple_lighting_smooth_color_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_simple_lighting_smooth_color_alpha_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_flat_color_frag.glsl SRC)
@@ -156,6 +157,7 @@ data_to_c_simple(shaders/gpu_shader_3D_flat_color_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_3D_line_dashed_legacy_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_3D_line_dashed_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_3D_smooth_color_vert.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_3D_normal_flat_color_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_3D_normal_smooth_color_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_3D_smooth_color_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_3D_passthrough_vert.glsl SRC)
diff --git a/source/blender/gpu/GPU_shader.h b/source/blender/gpu/GPU_shader.h
index d6e3585b686..631970bf01a 100644
--- a/source/blender/gpu/GPU_shader.h
+++ b/source/blender/gpu/GPU_shader.h
@@ -105,6 +105,7 @@ typedef enum GPUBuiltinShader {
GPU_SHADER_EDGES_OVERLAY,
GPU_SHADER_KEYFRAME_DIAMOND,
GPU_SHADER_SIMPLE_LIGHTING,
+ GPU_SHADER_SIMPLE_LIGHTING_FLAT_COLOR,
GPU_SHADER_SIMPLE_LIGHTING_SMOOTH_COLOR,
GPU_SHADER_SIMPLE_LIGHTING_SMOOTH_COLOR_ALPHA,
/* for simple 2D drawing */
diff --git a/source/blender/gpu/intern/gpu_buffers.c b/source/blender/gpu/intern/gpu_buffers.c
index 054803f468a..7a5ed4784d4 100644
--- a/source/blender/gpu/intern/gpu_buffers.c
+++ b/source/blender/gpu/intern/gpu_buffers.c
@@ -35,8 +35,6 @@
#include <stddef.h>
#include <string.h>
-#include "GPU_glew.h"
-
#include "MEM_guardedalloc.h"
#include "BLI_bitmap.h"
@@ -53,13 +51,21 @@
#include "BKE_mesh.h"
#include "BKE_pbvh.h"
+#include "GPU_glew.h"
+#include "GPU_shader.h"
+
#include "GPU_buffers.h"
#include "GPU_draw.h"
#include "GPU_basic_shader.h"
#include "GPU_immediate.h"
+#include "GPU_batch.h"
+
#include "bmesh.h"
+/* TODO: gawain support for baseelemarray */
+// #define USE_BASE_ELEM
+
typedef enum {
GPU_BUFFER_VERTEX_STATE = (1 << 0),
GPU_BUFFER_NORMAL_STATE = (1 << 1),
@@ -107,9 +113,8 @@ static ThreadMutex buffer_mutex = BLI_MUTEX_INITIALIZER;
/* multires global buffer, can be used for many grids having the same grid size */
typedef struct GridCommonGPUBuffer {
- GPUBuffer *mres_buffer;
+ ElementList *mres_buffer;
int mres_prev_gridsize;
- GLenum mres_prev_index_type;
unsigned mres_prev_totquad;
} GridCommonGPUBuffer;
@@ -958,12 +963,11 @@ typedef struct {
} VertexBufferFormat;
struct GPU_PBVH_Buffers {
- /* opengl buffer handles */
- GPUBuffer *vert_buf, *index_buf, *index_buf_fast;
- GLenum index_type;
+ ElementList *index_buf, *index_buf_fast;
+ VertexBuffer *vert_buf;
- int *baseelemarray;
- void **baseindex;
+ Batch *triangles;
+ Batch *triangles_fast;
/* mesh pointers in case buffer allocation fails */
const MPoly *mpoly;
@@ -998,6 +1002,51 @@ struct GPU_PBVH_Buffers {
float diffuse_color[4];
};
+typedef struct {
+ uint pos, nor, col;
+} VertexBufferAttrID;
+
+static void gpu_pbvh_vert_format_init__gwn(VertexFormat *format, VertexBufferAttrID *vbo_id)
+{
+ vbo_id->pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 3, KEEP_FLOAT);
+ vbo_id->nor = VertexFormat_add_attrib(format, "nor", COMP_I16, 3, NORMALIZE_INT_TO_FLOAT);
+ vbo_id->col = VertexFormat_add_attrib(format, "color", COMP_U8, 3, NORMALIZE_INT_TO_FLOAT);
+}
+
+static void gpu_pbvh_batch_init(GPU_PBVH_Buffers *buffers)
+{
+ GPUBuiltinShader shader_id =
+ buffers->smooth ? GPU_SHADER_SIMPLE_LIGHTING_SMOOTH_COLOR : GPU_SHADER_SIMPLE_LIGHTING_FLAT_COLOR;
+ GPUShader *shader = GPU_shader_get_builtin_shader(shader_id);
+
+ /* force flushing to the GPU */
+ if (buffers->vert_buf->data) {
+ VertexBuffer_use(buffers->vert_buf);
+ }
+
+ BATCH_DISCARD_SAFE(buffers->triangles);
+ buffers->triangles = Batch_create(
+ PRIM_TRIANGLES, buffers->vert_buf,
+ /* can be NULL */
+ buffers->index_buf);
+ Batch_set_program(
+ buffers->triangles,
+ GPU_shader_get_program(shader), GPU_shader_get_interface(shader));
+
+
+ BATCH_DISCARD_SAFE(buffers->triangles_fast);
+ if (buffers->index_buf_fast) {
+ buffers->triangles_fast = Batch_create(
+ PRIM_TRIANGLES, buffers->vert_buf,
+ /* can be NULL */
+ buffers->index_buf_fast);
+
+ Batch_set_program(
+ buffers->triangles_fast,
+ GPU_shader_get_program(shader), GPU_shader_get_interface(shader));
+ }
+}
+
static float gpu_color_from_mask(float mask)
{
return 1.0f - mask * 0.75f;
@@ -1036,9 +1085,6 @@ void GPU_update_mesh_pbvh_buffers(
const int *vert_indices, int totvert, const float *vmask,
const int (*face_vert_indices)[3], bool show_diffuse_color)
{
- VertexBufferFormat *vert_data;
- int i, j;
-
buffers->vmask = vmask;
buffers->show_diffuse_color = show_diffuse_color;
buffers->use_matcaps = GPU_material_use_matcaps_get();
@@ -1059,53 +1105,50 @@ void GPU_update_mesh_pbvh_buffers(
copy_v4_v4(buffers->diffuse_color, diffuse_color);
/* Build VBO */
- if (buffers->vert_buf)
- GPU_buffer_free(buffers->vert_buf);
- buffers->vert_buf = GPU_buffer_alloc(sizeof(VertexBufferFormat) * totelem);
- vert_data = GPU_buffer_lock(buffers->vert_buf, GPU_BINDING_ARRAY);
+ VERTEXBUFFER_DISCARD_SAFE(buffers->vert_buf);
+
+ /* match 'VertexBufferFormat' */
+ VertexFormat format = {0};
+ VertexBufferAttrID vbo_id;
+ gpu_pbvh_vert_format_init__gwn(&format, &vbo_id);
+
+ buffers->vert_buf = VertexBuffer_create_with_format(&format);
+ VertexBuffer_allocate_data(buffers->vert_buf, totelem);
- if (vert_data) {
+ if (buffers->vert_buf->data) {
/* 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 (i = 0; i < totvert; ++i) {
+ for (uint i = 0; i < totvert; ++i) {
const MVert *v = &mvert[vert_indices[i]];
- VertexBufferFormat *out = vert_data + i;
-
- copy_v3_v3(out->co, v->co);
- memcpy(out->no, v->no, sizeof(short) * 3);
+ VertexBuffer_set_attrib(buffers->vert_buf, vbo_id.pos, i, v->co);
+ VertexBuffer_set_attrib(buffers->vert_buf, vbo_id.nor, i, v->no);
}
-#define UPDATE_VERTEX(face, vertex, index, diffuse_color) \
- { \
- VertexBufferFormat *out = vert_data + face_vert_indices[face][index]; \
- if (vmask) \
- gpu_color_from_mask_copy(vmask[vertex], diffuse_color, out->color); \
- else \
- rgb_float_to_uchar(out->color, diffuse_color); \
- } (void)0
-
- for (i = 0; i < buffers->face_indices_len; i++) {
+ 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,
- };
-
- UPDATE_VERTEX(i, vtri[0], 0, diffuse_color);
- UPDATE_VERTEX(i, vtri[1], 1, diffuse_color);
- UPDATE_VERTEX(i, vtri[2], 2, diffuse_color);
+ for (uint j = 0; j < 3; j++) {
+ int v_orig = buffers->mloop[lt->tri[j]].v;
+ int v_index = face_vert_indices[i][j];
+ uchar color_ub[3];
+ if (vmask) {
+ gpu_color_from_mask_copy(vmask[v_orig], diffuse_color, color_ub);
+ }
+ else {
+ rgb_float_to_uchar(color_ub, diffuse_color);
+ }
+ VertexBuffer_set_attrib(buffers->vert_buf, vbo_id.col, v_index, color_ub);
+ }
}
-#undef UPDATE_VERTEX
}
else {
/* calculate normal for each polygon only once */
unsigned int mpoly_prev = UINT_MAX;
short no[3];
+ int vbo_index = 0;
- for (i = 0; i < buffers->face_indices_len; ++i) {
+ 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,
@@ -1133,28 +1176,29 @@ void GPU_update_mesh_pbvh_buffers(
vmask[vtri[2]]) / 3.0f;
}
- for (j = 0; j < 3; j++) {
+ for (uint j = 0; j < 3; j++) {
const MVert *v = &mvert[vtri[j]];
- VertexBufferFormat *out = vert_data;
- copy_v3_v3(out->co, v->co);
- copy_v3_v3_short(out->no, no);
+ VertexBuffer_set_attrib(buffers->vert_buf, vbo_id.pos, vbo_index, v->co);
+ VertexBuffer_set_attrib(buffers->vert_buf, vbo_id.nor, vbo_index, no);
+ uchar color_ub[3]; \
if (vmask)
- gpu_color_from_mask_copy(fmask, diffuse_color, out->color);
+ gpu_color_from_mask_copy(fmask, diffuse_color, color_ub);
else
- rgb_float_to_uchar(out->color, diffuse_color);
+ rgb_float_to_uchar(color_ub, diffuse_color);
+
+ VertexBuffer_set_attrib(buffers->vert_buf, vbo_id.col, vbo_index, color_ub);
- vert_data++;
+ vbo_index++;
}
}
}
- GPU_buffer_unlock(buffers->vert_buf, GPU_BINDING_ARRAY);
+ gpu_pbvh_batch_init(buffers);
}
else {
- GPU_buffer_free(buffers->vert_buf);
- buffers->vert_buf = NULL;
+ VERTEXBUFFER_DISCARD_SAFE(buffers->vert_buf);
}
}
@@ -1169,11 +1213,10 @@ GPU_PBVH_Buffers *GPU_build_mesh_pbvh_buffers(
const int face_indices_len)
{
GPU_PBVH_Buffers *buffers;
- unsigned short *tri_data;
- int i, j, tottri;
+ int i, tottri;
buffers = MEM_callocN(sizeof(GPU_PBVH_Buffers), "GPU_Buffers");
- buffers->index_type = GL_UNSIGNED_SHORT;
+
buffers->smooth = mpoly[looptri[face_indices[0]].poly].flag & ME_SMOOTH;
buffers->show_diffuse_color = false;
@@ -1202,35 +1245,28 @@ GPU_PBVH_Buffers *GPU_build_mesh_pbvh_buffers(
* shading requires separate vertex normals so an index buffer is
* can't be used there. */
if (buffers->smooth) {
- buffers->index_buf = GPU_buffer_alloc(sizeof(unsigned short) * tottri * 3);
- buffers->is_index_buf_global = false;
- }
-
- if (buffers->index_buf) {
/* Fill the triangle buffer */
- tri_data = GPU_buffer_lock(buffers->index_buf, GPU_BINDING_INDEX);
- if (tri_data) {
- 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;
-
- for (j = 0; j < 3; ++j) {
- *tri_data = face_vert_indices[i][j];
- tri_data++;
- }
- }
- GPU_buffer_unlock(buffers->index_buf, GPU_BINDING_INDEX);
+ buffers->index_buf = NULL;
+ ElementListBuilder elb;
+ ElementListBuilder_init(&elb, PRIM_TRIANGLES, 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;
+
+ add_triangle_vertices(&elb, UNPACK3(face_vert_indices[i]));
}
- else {
- if (!buffers->is_index_buf_global) {
- GPU_buffer_free(buffers->index_buf);
- }
- buffers->index_buf = NULL;
- buffers->is_index_buf_global = false;
+ buffers->index_buf = ElementList_build(&elb);
+ }
+ else {
+ if (!buffers->is_index_buf_global) {
+ ELEMENTLIST_DISCARD_SAFE(buffers->index_buf);
}
+ buffers->index_buf = NULL;
+ buffers->is_index_buf_global = false;
}
buffers->tot_tri = tottri;
@@ -1245,11 +1281,11 @@ GPU_PBVH_Buffers *GPU_build_mesh_pbvh_buffers(
return buffers;
}
-void GPU_update_grid_pbvh_buffers(GPU_PBVH_Buffers *buffers, CCGElem **grids,
- const DMFlagMat *grid_flag_mats, int *grid_indices,
- int totgrid, const CCGKey *key, bool show_diffuse_color)
+void GPU_update_grid_pbvh_buffers(
+ GPU_PBVH_Buffers *buffers, CCGElem **grids,
+ const DMFlagMat *grid_flag_mats, int *grid_indices,
+ int totgrid, const CCGKey *key, bool show_diffuse_color)
{
- VertexBufferFormat *vert_data;
int i, j, k, x, y;
buffers->show_diffuse_color = show_diffuse_color;
@@ -1257,12 +1293,13 @@ void GPU_update_grid_pbvh_buffers(GPU_PBVH_Buffers *buffers, CCGElem **grids,
buffers->smooth = grid_flag_mats[grid_indices[0]].flag & ME_SMOOTH;
/* Build VBO */
- if (buffers->vert_buf) {
+ if (buffers->index_buf) {
const int has_mask = key->has_mask;
float diffuse_color[4] = {0.8f, 0.8f, 0.8f, 1.0f};
- if (buffers->use_matcaps)
+ if (buffers->use_matcaps) {
diffuse_color[0] = diffuse_color[1] = diffuse_color[2] = 1.0;
+ }
else if (show_diffuse_color) {
const DMFlagMat *flags = &grid_flag_mats[grid_indices[0]];
@@ -1271,33 +1308,43 @@ void GPU_update_grid_pbvh_buffers(GPU_PBVH_Buffers *buffers, CCGElem **grids,
copy_v4_v4(buffers->diffuse_color, diffuse_color);
- vert_data = GPU_buffer_lock_stream(buffers->vert_buf, GPU_BINDING_ARRAY);
- if (vert_data) {
+ VertexFormat format = {0};
+ VertexBufferAttrID vbo_id;
+ gpu_pbvh_vert_format_init__gwn(&format, &vbo_id);
+
+ /* Build coord/normal VBO */
+ VERTEXBUFFER_DISCARD_SAFE(buffers->vert_buf);
+ buffers->vert_buf = VertexBuffer_create_with_format(&format);
+ VertexBuffer_allocate_data(buffers->vert_buf, totgrid * key->grid_area);
+
+ uint vbo_index_offset = 0;
+ if (buffers->vert_buf->data) {
for (i = 0; i < totgrid; ++i) {
- VertexBufferFormat *vd = vert_data;
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);
-
- copy_v3_v3(vd->co, CCG_elem_co(key, elem));
+ VertexBuffer_set_attrib(buffers->vert_buf, vbo_id.pos, vbo_index, CCG_elem_co(key, elem));
+
if (buffers->smooth) {
- normal_float_to_short_v3(vd->no, CCG_elem_no(key, elem));
+ short no_short[3];
+ normal_float_to_short_v3(no_short, CCG_elem_no(key, elem));
+ VertexBuffer_set_attrib(buffers->vert_buf, vbo_id.nor, vbo_index, no_short);
if (has_mask) {
+ uchar color_ub[3];
gpu_color_from_mask_copy(*CCG_elem_mask(key, elem),
- diffuse_color, vd->color);
+ diffuse_color, color_ub);
+ VertexBuffer_set_attrib(buffers->vert_buf, vbo_id.col, vbo_index, color_ub);
}
}
- vd++;
+ vbo_index += 1;
}
}
if (!buffers->smooth) {
- /* for flat shading, recalc normals and set the last vertex of
- * each triangle in the index buffer to have the flat normal as
- * that is what opengl will use */
for (j = 0; j < key->grid_size - 1; j++) {
for (k = 0; k < key->grid_size - 1; k++) {
CCGElem *elems[4] = {
@@ -1314,30 +1361,33 @@ void GPU_update_grid_pbvh_buffers(GPU_PBVH_Buffers *buffers, CCGElem **grids,
CCG_elem_co(key, elems[2]),
CCG_elem_co(key, elems[3]));
- vd = vert_data + (j + 1) * key->grid_size + k;
- normal_float_to_short_v3(vd->no, fno);
+ vbo_index = vbo_index_offset + ((j + 1) * key->grid_size + k);
+ short no_short[3];
+ normal_float_to_short_v3(no_short, fno);
+ VertexBuffer_set_attrib(buffers->vert_buf, vbo_id.nor, vbo_index, no_short);
if (has_mask) {
+ uchar color_ub[3];
gpu_color_from_mask_quad_copy(key,
elems[0],
elems[1],
elems[2],
elems[3],
diffuse_color,
- vd->color);
+ color_ub);
+ VertexBuffer_set_attrib(buffers->vert_buf, vbo_id.col, vbo_index, color_ub);
}
}
}
}
- vert_data += key->grid_area;
+ vbo_index_offset += key->grid_area;
}
- GPU_buffer_unlock(buffers->vert_buf, GPU_BINDING_ARRAY);
+ gpu_pbvh_batch_init(buffers);
}
else {
- GPU_buffer_free(buffers->vert_buf);
- buffers->vert_buf = NULL;
+ VERTEXBUFFER_DISCARD_SAFE(buffers->vert_buf);
}
}
@@ -1352,57 +1402,54 @@ void GPU_update_grid_pbvh_buffers(GPU_PBVH_Buffers *buffers, CCGElem **grids,
/* Build the element array buffer of grid indices using either
* unsigned shorts or unsigned ints. */
-#define FILL_QUAD_BUFFER(type_, tot_quad_, buffer_) \
+#define FILL_QUAD_BUFFER(max_vert_, tot_quad_, buffer_) \
{ \
- type_ *tri_data; \
int offset = 0; \
int i, j, k; \
- buffer_ = GPU_buffer_alloc(sizeof(type_) * (tot_quad_) * 6); \
+ \
+ ElementListBuilder elb; \
+ ElementListBuilder_init( \
+ &elb, PRIM_TRIANGLES, tot_quad_ * 2, max_vert_); \
\
/* Fill the buffer */ \
- tri_data = GPU_buffer_lock(buffer_, GPU_BINDING_INDEX); \
- if (tri_data) { \
- for (i = 0; i < totgrid; ++i) { \
- BLI_bitmap *gh = NULL; \
- if (grid_hidden) \
- gh = grid_hidden[(grid_indices)[i]]; \
+ 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; \
- \
- *(tri_data++) = offset + j * gridsize + k + 1; \
- *(tri_data++) = offset + j * gridsize + k; \
- *(tri_data++) = offset + (j + 1) * gridsize + k; \
- \
- *(tri_data++) = offset + (j + 1) * gridsize + k + 1; \
- *(tri_data++) = offset + j * gridsize + k + 1; \
- *(tri_data++) = offset + (j + 1) * gridsize + k; \
- } \
- } \
- \
- offset += gridsize * gridsize; \
+ 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; \
+ } \
+ add_generic_vertex(&elb, offset + j * gridsize + k + 1); \
+ add_generic_vertex(&elb, offset + j * gridsize + k); \
+ add_generic_vertex(&elb, offset + (j + 1) * gridsize + k); \
+ \
+ add_generic_vertex(&elb, offset + (j + 1) * gridsize + k + 1); \
+ add_generic_vertex(&elb, offset + j * gridsize + k + 1); \
+ add_generic_vertex(&elb, offset + (j + 1) * gridsize + k); \
+ } \
} \
- GPU_buffer_unlock(buffer_, GPU_BINDING_INDEX); \
- } \
- else { \
- GPU_buffer_free(buffer_); \
- (buffer_) = NULL; \
+ \
+ offset += gridsize * gridsize; \
} \
+ buffer_ = ElementList_build(&elb); \
} (void)0
/* end FILL_QUAD_BUFFER */
-static GPUBuffer *gpu_get_grid_buffer(
- int gridsize, GLenum *index_type, unsigned *totquad, GridCommonGPUBuffer **grid_common_gpu_buffer)
+static ElementList *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;
+ // int totgrid = 1;
GridCommonGPUBuffer *gridbuff = *grid_common_gpu_buffer;
@@ -1410,65 +1457,48 @@ static GPUBuffer *gpu_get_grid_buffer(
*grid_common_gpu_buffer = gridbuff = MEM_mallocN(sizeof(GridCommonGPUBuffer), __func__);
gridbuff->mres_buffer = NULL;
gridbuff->mres_prev_gridsize = -1;
- gridbuff->mres_prev_index_type = 0;
gridbuff->mres_prev_totquad = 0;
}
/* VBO is already built */
if (gridbuff->mres_buffer && gridbuff->mres_prev_gridsize == gridsize) {
- *index_type = gridbuff->mres_prev_index_type;
*totquad = gridbuff->mres_prev_totquad;
return gridbuff->mres_buffer;
}
/* we can't reuse old, delete the existing buffer */
else if (gridbuff->mres_buffer) {
- GPU_buffer_free(gridbuff->mres_buffer);
+ ElementList_discard(gridbuff->mres_buffer);
+ gridbuff->mres_buffer = NULL;
}
/* Build new VBO */
- *totquad = (gridsize - 1) * (gridsize - 1);
+ *totquad = (gridsize - 1) * (gridsize - 1) * totgrid;
+ int max_vert = gridsize * gridsize * totgrid;
- if (gridsize * gridsize < USHRT_MAX) {
- *index_type = GL_UNSIGNED_SHORT;
- FILL_QUAD_BUFFER(unsigned short, *totquad, gridbuff->mres_buffer);
- }
- else {
- *index_type = GL_UNSIGNED_INT;
- FILL_QUAD_BUFFER(unsigned int, *totquad, gridbuff->mres_buffer);
- }
+ FILL_QUAD_BUFFER(max_vert, *totquad, gridbuff->mres_buffer);
gridbuff->mres_prev_gridsize = gridsize;
- gridbuff->mres_prev_index_type = *index_type;
gridbuff->mres_prev_totquad = *totquad;
return gridbuff->mres_buffer;
}
-#define FILL_FAST_BUFFER(type_) \
+#define FILL_FAST_BUFFER() \
{ \
- type_ *buffer; \
- buffers->index_buf_fast = GPU_buffer_alloc(sizeof(type_) * 6 * totgrid); \
- buffer = GPU_buffer_lock(buffers->index_buf_fast, GPU_BINDING_INDEX); \
- if (buffer) { \
- int i; \
- for (i = 0; i < totgrid; i++) { \
- int currentquad = i * 6; \
- buffer[currentquad] = i * gridsize * gridsize + gridsize - 1; \
- buffer[currentquad + 1] = i * gridsize * gridsize; \
- buffer[currentquad + 2] = (i + 1) * gridsize * gridsize - gridsize; \
- buffer[currentquad + 3] = (i + 1) * gridsize * gridsize - 1; \
- buffer[currentquad + 4] = i * gridsize * gridsize + gridsize - 1; \
- buffer[currentquad + 5] = (i + 1) * gridsize * gridsize - gridsize; \
- } \
- GPU_buffer_unlock(buffers->index_buf_fast, GPU_BINDING_INDEX); \
- } \
- else { \
- GPU_buffer_free(buffers->index_buf_fast); \
- buffers->index_buf_fast = NULL; \
+ ElementListBuilder elb; \
+ ElementListBuilder_init(&elb, PRIM_TRIANGLES, 6 * totgrid, INT_MAX); \
+ for (int i = 0; i < totgrid; i++) { \
+ add_generic_vertex(&elb, i * gridsize * gridsize + gridsize - 1); \
+ add_generic_vertex(&elb, i * gridsize * gridsize); \
+ add_generic_vertex(&elb, (i + 1) * gridsize * gridsize - gridsize); \
+ add_generic_vertex(&elb, (i + 1) * gridsize * gridsize - 1); \
+ add_generic_vertex(&elb, i * gridsize * gridsize + gridsize - 1); \
+ add_generic_vertex(&elb, (i + 1) * gridsize * gridsize - gridsize); \
} \
+ buffers->index_buf_fast = ElementList_build(&elb); \
} (void)0
GPU_PBVH_Buffers *GPU_build_grid_pbvh_buffers(
- int *grid_indices, int totgrid, BLI_bitmap **grid_hidden, int gridsize, const CCGKey *key,
+ int *grid_indices, int totgrid, BLI_bitmap **grid_hidden, int gridsize, const CCGKey *UNUSED(key),
GridCommonGPUBuffer **grid_common_gpu_buffer)
{
GPU_PBVH_Buffers *buffers;
@@ -1490,39 +1520,26 @@ GPU_PBVH_Buffers *GPU_build_grid_pbvh_buffers(
return buffers;
/* create and fill indices of the fast buffer too */
- if (totgrid * gridsize * gridsize < USHRT_MAX) {
- FILL_FAST_BUFFER(unsigned short);
- }
- else {
- FILL_FAST_BUFFER(unsigned int);
- }
+ FILL_FAST_BUFFER();
if (totquad == fully_visible_totquad) {
buffers->index_buf = gpu_get_grid_buffer(
- gridsize, &buffers->index_type, &buffers->tot_quad, grid_common_gpu_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;
- if (totgrid * gridsize * gridsize < USHRT_MAX) {
- buffers->index_type = GL_UNSIGNED_SHORT;
- FILL_QUAD_BUFFER(unsigned short, totquad, buffers->index_buf);
- }
- else {
- buffers->index_type = GL_UNSIGNED_INT;
- FILL_QUAD_BUFFER(unsigned int, totquad, buffers->index_buf);
- }
+ FILL_QUAD_BUFFER(max_vert, totquad, buffers->index_buf);
- buffers->has_hidden = true;
+ buffers->has_hidden = false;
buffers->is_index_buf_global = false;
}
+#ifdef USE_BASE_ELEM
/* Build coord/normal VBO */
- if (buffers->index_buf)
- buffers->vert_buf = GPU_buffer_alloc(sizeof(VertexBufferFormat) * totgrid * key->grid_area);
-
if (GLEW_ARB_draw_elements_base_vertex /* 3.2 */) {
int i;
buffers->baseelemarray = MEM_mallocN(sizeof(int) * totgrid * 2, "GPU_PBVH_Buffers.baseelemarray");
@@ -1533,6 +1550,7 @@ GPU_PBVH_Buffers *GPU_build_grid_pbvh_buffers(
buffers->baseindex[i] = NULL;
}
}
+#endif
return buffers;
}
@@ -1545,26 +1563,36 @@ GPU_PBVH_Buffers *GPU_build_grid_pbvh_buffers(
* index '*v_index' in the 'vert_data' array and '*v_index' is
* incremented.
*/
-static void gpu_bmesh_vert_to_buffer_copy(BMVert *v,
- VertexBufferFormat *vert_data,
- int *v_index,
- const float fno[3],
- const float *fmask,
- const int cd_vert_mask_offset,
- const float diffuse_color[4])
+static void gpu_bmesh_vert_to_buffer_copy__gwn(
+ BMVert *v,
+ VertexBuffer *vert_buf,
+ const VertexBufferAttrID *vbo_id,
+ int *v_index,
+ const float fno[3],
+ const float *fmask,
+ const int cd_vert_mask_offset,
+ const float diffuse_color[4])
{
if (!BM_elem_flag_test(v, BM_ELEM_HIDDEN)) {
- VertexBufferFormat *vd = &vert_data[*v_index];
/* Set coord, normal, and mask */
- copy_v3_v3(vd->co, v->co);
- normal_float_to_short_v3(vd->no, fno ? fno : v->no);
+ VertexBuffer_set_attrib(vert_buf, vbo_id->pos, *v_index, v->co);
- gpu_color_from_mask_copy(
- fmask ? *fmask :
- BM_ELEM_CD_GET_FLOAT(v, cd_vert_mask_offset),
- diffuse_color,
- vd->color);
+ {
+ short no_short[3];
+ normal_float_to_short_v3(no_short, fno ? fno : v->no);
+ VertexBuffer_set_attrib(vert_buf, vbo_id->nor, *v_index, no_short);
+ }
+
+ {
+ uchar color_ub[3];
+ gpu_color_from_mask_copy(
+ fmask ? *fmask :
+ BM_ELEM_CD_GET_FLOAT(v, cd_vert_mask_offset),
+ diffuse_color,
+ color_ub);
+ VertexBuffer_set_attrib(vert_buf, 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; */
@@ -1613,15 +1641,14 @@ static int gpu_bmesh_face_visible_count(GSet *bm_faces)
/* Creates a vertex buffer (coordinate, normal, color) and, if smooth
* shading, an element index buffer. */
-void GPU_update_bmesh_pbvh_buffers(GPU_PBVH_Buffers *buffers,
- BMesh *bm,
- GSet *bm_faces,
- GSet *bm_unique_verts,
- GSet *bm_other_verts,
- bool show_diffuse_color)
+void GPU_update_bmesh_pbvh_buffers(
+ GPU_PBVH_Buffers *buffers,
+ BMesh *bm,
+ GSet *bm_faces,
+ GSet *bm_unique_verts,
+ GSet *bm_other_verts,
+ bool show_diffuse_color)
{
- VertexBufferFormat *vert_data;
- void *tri_data;
int tottri, totvert, maxvert = 0;
float diffuse_color[4] = {0.8f, 0.8f, 0.8f, 1.0f};
@@ -1660,13 +1687,17 @@ void GPU_update_bmesh_pbvh_buffers(GPU_PBVH_Buffers *buffers,
copy_v4_v4(buffers->diffuse_color, diffuse_color);
/* Initialize vertex buffer */
- if (buffers->vert_buf)
- GPU_buffer_free(buffers->vert_buf);
- buffers->vert_buf = GPU_buffer_alloc(sizeof(VertexBufferFormat) * totvert);
+ VERTEXBUFFER_DISCARD_SAFE(buffers->vert_buf);
+ /* match 'VertexBufferFormat' */
+ VertexFormat format = {0};
+ VertexBufferAttrID vbo_id;
+ gpu_pbvh_vert_format_init__gwn(&format, &vbo_id);
+
+ buffers->vert_buf = VertexBuffer_create_with_format(&format);
+ VertexBuffer_allocate_data(buffers->vert_buf, totvert);
/* Fill vertex buffer */
- vert_data = GPU_buffer_lock(buffers->vert_buf, GPU_BINDING_ARRAY);
- if (vert_data) {
+ if (buffers->vert_buf->data) {
int v_index = 0;
if (buffers->smooth) {
@@ -1677,15 +1708,17 @@ void GPU_update_bmesh_pbvh_buffers(GPU_PBVH_Buffers *buffers,
bm->elem_index_dirty |= BM_VERT;
GSET_ITER (gs_iter, bm_unique_verts) {
- gpu_bmesh_vert_to_buffer_copy(BLI_gsetIterator_getKey(&gs_iter),
- vert_data, &v_index, NULL, NULL,
- cd_vert_mask_offset, diffuse_color);
+ gpu_bmesh_vert_to_buffer_copy__gwn(
+ BLI_gsetIterator_getKey(&gs_iter),
+ buffers->vert_buf, &vbo_id, &v_index, NULL, NULL,
+ cd_vert_mask_offset, diffuse_color);
}
GSET_ITER (gs_iter, bm_other_verts) {
- gpu_bmesh_vert_to_buffer_copy(BLI_gsetIterator_getKey(&gs_iter),
- vert_data, &v_index, NULL, NULL,
- cd_vert_mask_offset, diffuse_color);
+ gpu_bmesh_vert_to_buffer_copy__gwn(
+ BLI_gsetIterator_getKey(&gs_iter),
+ buffers->vert_buf, &vbo_id, &v_index, NULL, NULL,
+ cd_vert_mask_offset, diffuse_color);
}
maxvert = v_index;
@@ -1715,9 +1748,10 @@ void GPU_update_bmesh_pbvh_buffers(GPU_PBVH_Buffers *buffers,
fmask /= 3.0f;
for (i = 0; i < 3; i++) {
- gpu_bmesh_vert_to_buffer_copy(v[i], vert_data,
- &v_index, f->no, &fmask,
- cd_vert_mask_offset, diffuse_color);
+ gpu_bmesh_vert_to_buffer_copy__gwn(
+ v[i], buffers->vert_buf, &vbo_id,
+ &v_index, f->no, &fmask,
+ cd_vert_mask_offset, diffuse_color);
}
}
}
@@ -1725,32 +1759,30 @@ void GPU_update_bmesh_pbvh_buffers(GPU_PBVH_Buffers *buffers,
buffers->tot_tri = tottri;
}
- GPU_buffer_unlock(buffers->vert_buf, GPU_BINDING_ARRAY);
-
/* gpu_bmesh_vert_to_buffer_copy sets dirty index values */
bm->elem_index_dirty |= BM_VERT;
}
else {
+ VERTEXBUFFER_DISCARD_SAFE(buffers->vert_buf);
/* Memory map failed */
- GPU_buffer_free(buffers->vert_buf);
- buffers->vert_buf = NULL;
return;
}
if (buffers->smooth) {
- const int use_short = (maxvert < USHRT_MAX);
+ /* Fill the triangle buffer */
+ buffers->index_buf = NULL;
+ ElementListBuilder elb;
+ ElementListBuilder_init(&elb, PRIM_TRIANGLES, tottri, maxvert);
/* Initialize triangle index buffer */
- if (buffers->index_buf && !buffers->is_index_buf_global)
- GPU_buffer_free(buffers->index_buf);
+ if (buffers->triangles && !buffers->is_index_buf_global) {
+ BATCH_DISCARD_SAFE(buffers->triangles);
+ }
buffers->is_index_buf_global = false;
- buffers->index_buf = GPU_buffer_alloc((use_short ?
- sizeof(unsigned short) :
- sizeof(unsigned int)) * 3 * tottri);
/* Fill triangle index buffer */
- tri_data = GPU_buffer_lock(buffers->index_buf, GPU_BINDING_INDEX);
- if (tri_data) {
+
+ {
GSetIterator gs_iter;
GSET_ITER (gs_iter, bm_faces) {
@@ -1762,46 +1794,25 @@ void GPU_update_bmesh_pbvh_buffers(GPU_PBVH_Buffers *buffers,
l_iter = l_first = BM_FACE_FIRST_LOOP(f);
do {
- BMVert *v = l_iter->v;
- if (use_short) {
- unsigned short *elem = tri_data;
- (*elem) = BM_elem_index_get(v);
- elem++;
- tri_data = elem;
- }
- else {
- unsigned int *elem = tri_data;
- (*elem) = BM_elem_index_get(v);
- elem++;
- tri_data = elem;
- }
+ add_generic_vertex(&elb, BM_elem_index_get(l_iter->v));
} while ((l_iter = l_iter->next) != l_first);
}
}
- GPU_buffer_unlock(buffers->index_buf, GPU_BINDING_INDEX);
-
buffers->tot_tri = tottri;
- buffers->index_type = (use_short ?
- GL_UNSIGNED_SHORT :
- GL_UNSIGNED_INT);
- }
- else {
- /* Memory map failed */
- if (!buffers->is_index_buf_global) {
- GPU_buffer_free(buffers->index_buf);
- }
- buffers->index_buf = NULL;
- buffers->is_index_buf_global = false;
+
+ buffers->index_buf = ElementList_build(&elb);
}
}
else if (buffers->index_buf) {
if (!buffers->is_index_buf_global) {
- GPU_buffer_free(buffers->index_buf);
+ ELEMENTLIST_DISCARD_SAFE(buffers->index_buf);
}
buffers->index_buf = NULL;
buffers->is_index_buf_global = false;
}
+
+ gpu_pbvh_batch_init(buffers);
}
GPU_PBVH_Buffers *GPU_build_bmesh_pbvh_buffers(bool smooth_shading)
@@ -1817,143 +1828,31 @@ GPU_PBVH_Buffers *GPU_build_bmesh_pbvh_buffers(bool smooth_shading)
return buffers;
}
-void GPU_draw_pbvh_buffers(GPU_PBVH_Buffers *buffers, DMSetMaterial setMaterial,
- bool wireframe, bool fast)
+void GPU_draw_pbvh_buffers(
+ GPU_PBVH_Buffers *buffers, DMSetMaterial setMaterial,
+ bool wireframe, bool fast)
{
- bool do_fast = fast && buffers->index_buf_fast;
- /* sets material from the first face, to solve properly face would need to
- * be sorted in buckets by materials */
- if (setMaterial) {
- if (buffers->face_indices_len) {
- const MLoopTri *lt = &buffers->looptri[buffers->face_indices[0]];
- const MPoly *mp = &buffers->mpoly[lt->poly];
- if (!setMaterial(mp->mat_nr + 1, NULL))
- return;
- }
- else if (buffers->totgrid) {
- const DMFlagMat *f = &buffers->grid_flag_mats[buffers->grid_indices[0]];
- if (!setMaterial(f->mat_nr + 1, NULL))
- return;
- }
- else {
- if (!setMaterial(1, NULL))
- return;
- }
- }
+ UNUSED_VARS(wireframe, fast, setMaterial);
- if (buffers->vert_buf) {
- char *base = NULL;
- char *index_base = NULL;
- /* weak inspection of bound options, should not be necessary ideally */
- const int bound_options_old = GPU_basic_shader_bound_options();
- int bound_options_new = 0;
- glEnableClientState(GL_VERTEX_ARRAY);
- if (!wireframe) {
- glEnableClientState(GL_NORMAL_ARRAY);
- glEnableClientState(GL_COLOR_ARRAY);
-
- bound_options_new |= GPU_SHADER_USE_COLOR;
- }
-
- GPU_buffer_bind(buffers->vert_buf, GPU_BINDING_ARRAY);
-
- if (do_fast) {
- GPU_buffer_bind(buffers->index_buf_fast, GPU_BINDING_INDEX);
- }
- else if (buffers->index_buf) {
- GPU_buffer_bind(buffers->index_buf, GPU_BINDING_INDEX);
- }
-
- if (wireframe) {
- glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
- }
- else {
- if ((buffers->smooth == false) && (buffers->face_indices_len == 0)) {
- bound_options_new |= GPU_SHADER_FLAT_NORMAL;
- }
- }
-
- if (bound_options_new & ~bound_options_old) {
- GPU_basic_shader_bind(bound_options_old | bound_options_new);
- }
-
- if (buffers->tot_quad) {
- const char *offset = base;
- const bool drawall = !(buffers->has_hidden || do_fast);
-
- if (GLEW_ARB_draw_elements_base_vertex && drawall) {
-
- glVertexPointer(3, GL_FLOAT, sizeof(VertexBufferFormat),
- offset + offsetof(VertexBufferFormat, co));
- if (!wireframe) {
- glNormalPointer(GL_SHORT, sizeof(VertexBufferFormat),
- offset + offsetof(VertexBufferFormat, no));
- glColorPointer(3, GL_UNSIGNED_BYTE, sizeof(VertexBufferFormat),
- offset + offsetof(VertexBufferFormat, color));
- }
-
- glMultiDrawElementsBaseVertex(GL_TRIANGLES, buffers->baseelemarray, buffers->index_type,
- (const void * const *)buffers->baseindex,
- buffers->totgrid, &buffers->baseelemarray[buffers->totgrid]);
- }
- else {
- int i, last = drawall ? buffers->totgrid : 1;
-
- /* we could optimize this to one draw call, but it would need more memory */
- for (i = 0; i < last; i++) {
- glVertexPointer(3, GL_FLOAT, sizeof(VertexBufferFormat),
- offset + offsetof(VertexBufferFormat, co));
- if (!wireframe) {
- glNormalPointer(GL_SHORT, sizeof(VertexBufferFormat),
- offset + offsetof(VertexBufferFormat, no));
- glColorPointer(3, GL_UNSIGNED_BYTE, sizeof(VertexBufferFormat),
- offset + offsetof(VertexBufferFormat, color));
- }
-
- if (do_fast)
- glDrawElements(GL_TRIANGLES, buffers->totgrid * 6, buffers->index_type, index_base);
- else
- glDrawElements(GL_TRIANGLES, buffers->tot_quad * 6, buffers->index_type, index_base);
-
- offset += buffers->gridkey.grid_area * sizeof(VertexBufferFormat);
- }
- }
- }
- else if (buffers->tot_tri) {
- int totelem = buffers->tot_tri * 3;
-
- glVertexPointer(3, GL_FLOAT, sizeof(VertexBufferFormat),
- (void *)(base + offsetof(VertexBufferFormat, co)));
-
- if (!wireframe) {
- glNormalPointer(GL_SHORT, sizeof(VertexBufferFormat),
- (void *)(base + offsetof(VertexBufferFormat, no)));
- glColorPointer(3, GL_UNSIGNED_BYTE, sizeof(VertexBufferFormat),
- (void *)(base + offsetof(VertexBufferFormat, color)));
- }
+ {
+ GPUBuiltinShader shader_id =
+ buffers->smooth ? GPU_SHADER_SIMPLE_LIGHTING_SMOOTH_COLOR : GPU_SHADER_SIMPLE_LIGHTING_FLAT_COLOR;
+ GPUShader *shader = GPU_shader_get_builtin_shader(shader_id);
- if (buffers->index_buf)
- glDrawElements(GL_TRIANGLES, totelem, buffers->index_type, index_base);
- else
- glDrawArrays(GL_TRIANGLES, 0, totelem);
- }
+ static float light[3] = {-0.3f, 0.5f, 1.0f};
+ static float alpha = 1.0f;
+ static float world_light = 1.0f;
- if (wireframe)
- glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
+ GPU_shader_uniform_vector(shader, GPU_shader_get_uniform(shader, "light"), 3, 1, light);
+ GPU_shader_uniform_vector(shader, GPU_shader_get_uniform(shader, "alpha"), 1, 1, &alpha);
+ GPU_shader_uniform_vector(shader, GPU_shader_get_uniform(shader, "global"), 1, 1, &world_light);
+ }
- GPU_buffer_unbind(buffers->vert_buf, GPU_BINDING_ARRAY);
- if (buffers->index_buf || do_fast)
- GPU_buffer_unbind(do_fast ? buffers->index_buf_fast : buffers->index_buf, GPU_BINDING_INDEX);
+ bool do_fast = fast && buffers->triangles_fast;
+ Batch *triangles = do_fast ? buffers->triangles_fast : buffers->triangles;
- glDisableClientState(GL_VERTEX_ARRAY);
- if (!wireframe) {
- glDisableClientState(GL_NORMAL_ARRAY);
- glDisableClientState(GL_COLOR_ARRAY);
- }
-
- if (bound_options_new & ~bound_options_old) {
- GPU_basic_shader_bind(bound_options_old);
- }
+ if (triangles) {
+ Batch_draw(triangles);
}
}
@@ -2003,16 +1902,20 @@ bool GPU_pbvh_buffers_diffuse_changed(GPU_PBVH_Buffers *buffers, GSet *bm_faces,
void GPU_free_pbvh_buffers(GPU_PBVH_Buffers *buffers)
{
if (buffers) {
- if (buffers->vert_buf)
- GPU_buffer_free(buffers->vert_buf);
- if (buffers->index_buf && !buffers->is_index_buf_global)
- GPU_buffer_free(buffers->index_buf);
- if (buffers->index_buf_fast)
- GPU_buffer_free(buffers->index_buf_fast);
+ BATCH_DISCARD_SAFE(buffers->triangles);
+ BATCH_DISCARD_SAFE(buffers->triangles_fast);
+ if (!buffers->is_index_buf_global) {
+ ELEMENTLIST_DISCARD_SAFE(buffers->index_buf);
+ }
+ ELEMENTLIST_DISCARD_SAFE(buffers->index_buf_fast);
+ VertexBuffer_discard(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);
}
@@ -2025,7 +1928,7 @@ void GPU_free_pbvh_buffer_multires(GridCommonGPUBuffer **grid_common_gpu_buffer)
if (gridbuff) {
if (gridbuff->mres_buffer) {
BLI_mutex_lock(&buffer_mutex);
- gpu_buffer_free_intern(gridbuff->mres_buffer);
+ ELEMENTLIST_DISCARD_SAFE(gridbuff->mres_buffer);
BLI_mutex_unlock(&buffer_mutex);
}
MEM_freeN(gridbuff);
diff --git a/source/blender/gpu/intern/gpu_shader.c b/source/blender/gpu/intern/gpu_shader.c
index 431bc4f5d43..6710a557093 100644
--- a/source/blender/gpu/intern/gpu_shader.c
+++ b/source/blender/gpu/intern/gpu_shader.c
@@ -52,6 +52,7 @@ extern char datatoc_gpu_shader_uniform_color_frag_glsl[];
extern char datatoc_gpu_shader_checker_frag_glsl[];
extern char datatoc_gpu_shader_diag_stripes_frag_glsl[];
extern char datatoc_gpu_shader_simple_lighting_frag_glsl[];
+extern char datatoc_gpu_shader_simple_lighting_flat_color_frag_glsl[];
extern char datatoc_gpu_shader_simple_lighting_smooth_color_frag_glsl[];
extern char datatoc_gpu_shader_simple_lighting_smooth_color_alpha_frag_glsl[];
extern char datatoc_gpu_shader_flat_color_frag_glsl[];
@@ -75,6 +76,7 @@ extern char datatoc_gpu_shader_3D_vert_glsl[];
extern char datatoc_gpu_shader_3D_normal_vert_glsl[];
extern char datatoc_gpu_shader_3D_flat_color_vert_glsl[];
extern char datatoc_gpu_shader_3D_smooth_color_vert_glsl[];
+extern char datatoc_gpu_shader_3D_normal_flat_color_vert_glsl[];
extern char datatoc_gpu_shader_3D_normal_smooth_color_vert_glsl[];
extern char datatoc_gpu_shader_3D_smooth_color_frag_glsl[];
extern char datatoc_gpu_shader_3D_passthrough_vert_glsl[];
@@ -670,6 +672,7 @@ GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader)
datatoc_gpu_shader_edges_overlay_frag_glsl,
datatoc_gpu_shader_edges_overlay_geom_glsl },
[GPU_SHADER_SIMPLE_LIGHTING] = { datatoc_gpu_shader_3D_normal_vert_glsl, datatoc_gpu_shader_simple_lighting_frag_glsl },
+ [GPU_SHADER_SIMPLE_LIGHTING_FLAT_COLOR] = { datatoc_gpu_shader_3D_normal_flat_color_vert_glsl, datatoc_gpu_shader_simple_lighting_flat_color_frag_glsl },
[GPU_SHADER_SIMPLE_LIGHTING_SMOOTH_COLOR] = { datatoc_gpu_shader_3D_normal_smooth_color_vert_glsl, datatoc_gpu_shader_simple_lighting_smooth_color_frag_glsl },
[GPU_SHADER_SIMPLE_LIGHTING_SMOOTH_COLOR_ALPHA] = { datatoc_gpu_shader_3D_normal_smooth_color_vert_glsl, datatoc_gpu_shader_simple_lighting_smooth_color_alpha_frag_glsl },
diff --git a/source/blender/gpu/shaders/gpu_shader_3D_normal_flat_color_vert.glsl b/source/blender/gpu/shaders/gpu_shader_3D_normal_flat_color_vert.glsl
new file mode 100644
index 00000000000..8665cb795bc
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_3D_normal_flat_color_vert.glsl
@@ -0,0 +1,26 @@
+
+uniform mat4 ModelViewProjectionMatrix;
+uniform mat3 NormalMatrix;
+
+#if __VERSION__ == 120
+ attribute vec3 pos;
+ attribute vec3 nor;
+ attribute vec4 color;
+
+ flat varying vec4 finalColor;
+ flat varying vec3 normal;
+#else
+ in vec3 pos;
+ in vec3 nor;
+ in vec4 color;
+
+ flat out vec3 normal;
+ flat out vec4 finalColor;
+#endif
+
+void main()
+{
+ normal = normalize(NormalMatrix * nor);
+ gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
+ finalColor = color;
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_simple_lighting_flat_color_frag.glsl b/source/blender/gpu/shaders/gpu_shader_simple_lighting_flat_color_frag.glsl
new file mode 100644
index 00000000000..d93d0532651
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_simple_lighting_flat_color_frag.glsl
@@ -0,0 +1,17 @@
+
+uniform vec3 light;
+
+#if __VERSION__ == 120
+ flat varying vec3 normal;
+ flat varying vec4 finalColor;
+ #define fragColor gl_FragColor
+#else
+ flat in vec3 normal;
+ flat in vec4 finalColor;
+ out vec4 fragColor;
+#endif
+
+void main()
+{
+ fragColor = finalColor * max(0.0, dot(normalize(normal), light));
+}