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Diffstat (limited to 'source/blender/draw/intern/mesh_extractors/extract_mesh_vbo_edituv_stretch_angle.cc')
-rw-r--r--source/blender/draw/intern/mesh_extractors/extract_mesh_vbo_edituv_stretch_angle.cc236
1 files changed, 236 insertions, 0 deletions
diff --git a/source/blender/draw/intern/mesh_extractors/extract_mesh_vbo_edituv_stretch_angle.cc b/source/blender/draw/intern/mesh_extractors/extract_mesh_vbo_edituv_stretch_angle.cc
new file mode 100644
index 00000000000..63b52a4ad9a
--- /dev/null
+++ b/source/blender/draw/intern/mesh_extractors/extract_mesh_vbo_edituv_stretch_angle.cc
@@ -0,0 +1,236 @@
+/*
+ * 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 "MEM_guardedalloc.h"
+
+#include "BKE_mesh.h"
+
+#include "draw_cache_extract_mesh_private.h"
+
+namespace blender::draw {
+
+/* ---------------------------------------------------------------------- */
+/** \name Extract Edit UV angle stretch
+ * \{ */
+
+typedef struct UVStretchAngle {
+ int16_t angle;
+ int16_t uv_angles[2];
+} UVStretchAngle;
+
+typedef struct MeshExtract_StretchAngle_Data {
+ UVStretchAngle *vbo_data;
+ MLoopUV *luv;
+ float auv[2][2], last_auv[2];
+ float av[2][3], last_av[3];
+ int cd_ofs;
+} MeshExtract_StretchAngle_Data;
+
+static void compute_normalize_edge_vectors(float auv[2][2],
+ float av[2][3],
+ const float uv[2],
+ const float uv_prev[2],
+ const float co[3],
+ const float co_prev[3])
+{
+ /* Move previous edge. */
+ copy_v2_v2(auv[0], auv[1]);
+ copy_v3_v3(av[0], av[1]);
+ /* 2d edge */
+ sub_v2_v2v2(auv[1], uv_prev, uv);
+ normalize_v2(auv[1]);
+ /* 3d edge */
+ sub_v3_v3v3(av[1], co_prev, co);
+ normalize_v3(av[1]);
+}
+
+static short v2_to_short_angle(const float v[2])
+{
+ return atan2f(v[1], v[0]) * (float)M_1_PI * SHRT_MAX;
+}
+
+static void edituv_get_edituv_stretch_angle(float auv[2][2],
+ const float av[2][3],
+ UVStretchAngle *r_stretch)
+{
+ /* Send UV's to the shader and let it compute the aspect corrected angle. */
+ r_stretch->uv_angles[0] = v2_to_short_angle(auv[0]);
+ r_stretch->uv_angles[1] = v2_to_short_angle(auv[1]);
+ /* Compute 3D angle here. */
+ r_stretch->angle = angle_normalized_v3v3(av[0], av[1]) * (float)M_1_PI * SHRT_MAX;
+
+#if 0 /* here for reference, this is done in shader now. */
+ float uvang = angle_normalized_v2v2(auv0, auv1);
+ float ang = angle_normalized_v3v3(av0, av1);
+ float stretch = fabsf(uvang - ang) / (float)M_PI;
+ return 1.0f - pow2f(1.0f - stretch);
+#endif
+}
+
+static void extract_edituv_stretch_angle_init(const MeshRenderData *mr,
+ struct MeshBatchCache *UNUSED(cache),
+ void *buf,
+ void *tls_data)
+{
+ GPUVertBuf *vbo = static_cast<GPUVertBuf *>(buf);
+ static GPUVertFormat format = {0};
+ if (format.attr_len == 0) {
+ /* Waning: adjust #UVStretchAngle struct accordingly. */
+ GPU_vertformat_attr_add(&format, "angle", GPU_COMP_I16, 1, GPU_FETCH_INT_TO_FLOAT_UNIT);
+ GPU_vertformat_attr_add(&format, "uv_angles", GPU_COMP_I16, 2, GPU_FETCH_INT_TO_FLOAT_UNIT);
+ }
+
+ GPU_vertbuf_init_with_format(vbo, &format);
+ GPU_vertbuf_data_alloc(vbo, mr->loop_len);
+
+ MeshExtract_StretchAngle_Data *data = static_cast<MeshExtract_StretchAngle_Data *>(tls_data);
+ data->vbo_data = (UVStretchAngle *)GPU_vertbuf_get_data(vbo);
+
+ /* Special iterator needed to save about half of the computing cost. */
+ if (mr->extract_type == MR_EXTRACT_BMESH) {
+ data->cd_ofs = CustomData_get_offset(&mr->bm->ldata, CD_MLOOPUV);
+ }
+ else {
+ BLI_assert(ELEM(mr->extract_type, MR_EXTRACT_MAPPED, MR_EXTRACT_MESH));
+ data->luv = (MLoopUV *)CustomData_get_layer(&mr->me->ldata, CD_MLOOPUV);
+ }
+}
+
+static void extract_edituv_stretch_angle_iter_poly_bm(const MeshRenderData *mr,
+ const BMFace *f,
+ const int UNUSED(f_index),
+ void *_data)
+{
+ MeshExtract_StretchAngle_Data *data = static_cast<MeshExtract_StretchAngle_Data *>(_data);
+ float(*auv)[2] = data->auv, *last_auv = data->last_auv;
+ float(*av)[3] = data->av, *last_av = data->last_av;
+ BMLoop *l_iter, *l_first;
+ l_iter = l_first = BM_FACE_FIRST_LOOP(f);
+ do {
+ const int l_index = BM_elem_index_get(l_iter);
+
+ const MLoopUV *luv, *luv_next;
+ BMLoop *l_next = l_iter->next;
+ if (l_iter == BM_FACE_FIRST_LOOP(f)) {
+ /* First loop in face. */
+ BMLoop *l_tmp = l_iter->prev;
+ BMLoop *l_next_tmp = l_iter;
+ luv = (const MLoopUV *)BM_ELEM_CD_GET_VOID_P(l_tmp, data->cd_ofs);
+ luv_next = (const MLoopUV *)BM_ELEM_CD_GET_VOID_P(l_next_tmp, data->cd_ofs);
+ compute_normalize_edge_vectors(auv,
+ av,
+ luv->uv,
+ luv_next->uv,
+ bm_vert_co_get(mr, l_tmp->v),
+ bm_vert_co_get(mr, l_next_tmp->v));
+ /* Save last edge. */
+ copy_v2_v2(last_auv, auv[1]);
+ copy_v3_v3(last_av, av[1]);
+ }
+ if (l_next == BM_FACE_FIRST_LOOP(f)) {
+ /* Move previous edge. */
+ copy_v2_v2(auv[0], auv[1]);
+ copy_v3_v3(av[0], av[1]);
+ /* Copy already calculated last edge. */
+ copy_v2_v2(auv[1], last_auv);
+ copy_v3_v3(av[1], last_av);
+ }
+ else {
+ luv = (const MLoopUV *)BM_ELEM_CD_GET_VOID_P(l_iter, data->cd_ofs);
+ luv_next = (const MLoopUV *)BM_ELEM_CD_GET_VOID_P(l_next, data->cd_ofs);
+ compute_normalize_edge_vectors(auv,
+ av,
+ luv->uv,
+ luv_next->uv,
+ bm_vert_co_get(mr, l_iter->v),
+ bm_vert_co_get(mr, l_next->v));
+ }
+ edituv_get_edituv_stretch_angle(auv, av, &data->vbo_data[l_index]);
+ } while ((l_iter = l_iter->next) != l_first);
+}
+
+static void extract_edituv_stretch_angle_iter_poly_mesh(const MeshRenderData *mr,
+ const MPoly *mp,
+ const int UNUSED(mp_index),
+ void *_data)
+{
+ MeshExtract_StretchAngle_Data *data = static_cast<MeshExtract_StretchAngle_Data *>(_data);
+
+ const int ml_index_end = mp->loopstart + mp->totloop;
+ for (int ml_index = mp->loopstart; ml_index < ml_index_end; ml_index += 1) {
+ float(*auv)[2] = data->auv, *last_auv = data->last_auv;
+ float(*av)[3] = data->av, *last_av = data->last_av;
+ int l_next = ml_index + 1;
+ const MVert *v, *v_next;
+ if (ml_index == mp->loopstart) {
+ /* First loop in face. */
+ const int ml_index_last = ml_index_end - 1;
+ const int l_next_tmp = mp->loopstart;
+ v = &mr->mvert[mr->mloop[ml_index_last].v];
+ v_next = &mr->mvert[mr->mloop[l_next_tmp].v];
+ compute_normalize_edge_vectors(
+ auv, av, data->luv[ml_index_last].uv, data->luv[l_next_tmp].uv, v->co, v_next->co);
+ /* Save last edge. */
+ copy_v2_v2(last_auv, auv[1]);
+ copy_v3_v3(last_av, av[1]);
+ }
+ if (l_next == ml_index_end) {
+ l_next = mp->loopstart;
+ /* Move previous edge. */
+ copy_v2_v2(auv[0], auv[1]);
+ copy_v3_v3(av[0], av[1]);
+ /* Copy already calculated last edge. */
+ copy_v2_v2(auv[1], last_auv);
+ copy_v3_v3(av[1], last_av);
+ }
+ else {
+ v = &mr->mvert[mr->mloop[ml_index].v];
+ v_next = &mr->mvert[mr->mloop[l_next].v];
+ compute_normalize_edge_vectors(
+ auv, av, data->luv[ml_index].uv, data->luv[l_next].uv, v->co, v_next->co);
+ }
+ edituv_get_edituv_stretch_angle(auv, av, &data->vbo_data[ml_index]);
+ }
+}
+
+constexpr MeshExtract create_extractor_edituv_edituv_stretch_angle()
+{
+ MeshExtract extractor = {nullptr};
+ extractor.init = extract_edituv_stretch_angle_init;
+ extractor.iter_poly_bm = extract_edituv_stretch_angle_iter_poly_bm;
+ extractor.iter_poly_mesh = extract_edituv_stretch_angle_iter_poly_mesh;
+ extractor.data_type = MR_DATA_NONE;
+ extractor.data_size = sizeof(MeshExtract_StretchAngle_Data);
+ extractor.use_threading = false;
+ extractor.mesh_buffer_offset = offsetof(MeshBufferCache, vbo.edituv_stretch_angle);
+ return extractor;
+}
+
+/** \} */
+
+} // namespace blender::draw
+
+extern "C" {
+const MeshExtract extract_edituv_stretch_angle =
+ blender::draw::create_extractor_edituv_edituv_stretch_angle();
+}