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Diffstat (limited to 'source/blender/draw/intern/mesh_extractors/extract_mesh_vbo_pos_nor.cc')
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diff --git a/source/blender/draw/intern/mesh_extractors/extract_mesh_vbo_pos_nor.cc b/source/blender/draw/intern/mesh_extractors/extract_mesh_vbo_pos_nor.cc
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+++ b/source/blender/draw/intern/mesh_extractors/extract_mesh_vbo_pos_nor.cc
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+/*
+ * 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 "draw_cache_extract_mesh_private.h"
+
+namespace blender::draw {
+
+/* ---------------------------------------------------------------------- */
+/** \name Extract Position and Vertex Normal
+ * \{ */
+
+struct PosNorLoop {
+ float pos[3];
+ GPUPackedNormal nor;
+};
+
+struct MeshExtract_PosNor_Data {
+ PosNorLoop *vbo_data;
+ GPUNormal *normals;
+};
+
+static void extract_pos_nor_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) {
+ /* WARNING Adjust #PosNorLoop struct accordingly. */
+ GPU_vertformat_attr_add(&format, "pos", GPU_COMP_F32, 3, GPU_FETCH_FLOAT);
+ GPU_vertformat_attr_add(&format, "nor", GPU_COMP_I10, 4, GPU_FETCH_INT_TO_FLOAT_UNIT);
+ GPU_vertformat_alias_add(&format, "vnor");
+ }
+ GPU_vertbuf_init_with_format(vbo, &format);
+ GPU_vertbuf_data_alloc(vbo, mr->loop_len + mr->loop_loose_len);
+
+ /* Pack normals per vert, reduce amount of computation. */
+ MeshExtract_PosNor_Data *data = static_cast<MeshExtract_PosNor_Data *>(tls_data);
+ data->vbo_data = static_cast<PosNorLoop *>(GPU_vertbuf_get_data(vbo));
+ data->normals = (GPUNormal *)MEM_mallocN(sizeof(GPUNormal) * mr->vert_len, __func__);
+
+ /* Quicker than doing it for each loop. */
+ if (mr->extract_type == MR_EXTRACT_BMESH) {
+ BMIter iter;
+ BMVert *eve;
+ int v;
+ BM_ITER_MESH_INDEX (eve, &iter, mr->bm, BM_VERTS_OF_MESH, v) {
+ data->normals[v].low = GPU_normal_convert_i10_v3(bm_vert_no_get(mr, eve));
+ }
+ }
+ else {
+ const MVert *mv = mr->mvert;
+ for (int v = 0; v < mr->vert_len; v++, mv++) {
+ data->normals[v].low = GPU_normal_convert_i10_s3(mv->no);
+ }
+ }
+}
+
+static void extract_pos_nor_iter_poly_bm(const MeshRenderData *mr,
+ const BMFace *f,
+ const int UNUSED(f_index),
+ void *_data)
+{
+ MeshExtract_PosNor_Data *data = static_cast<MeshExtract_PosNor_Data *>(_data);
+ 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);
+ PosNorLoop *vert = &data->vbo_data[l_index];
+ copy_v3_v3(vert->pos, bm_vert_co_get(mr, l_iter->v));
+ vert->nor = data->normals[BM_elem_index_get(l_iter->v)].low;
+ vert->nor.w = BM_elem_flag_test(f, BM_ELEM_HIDDEN) ? -1 : 0;
+ } while ((l_iter = l_iter->next) != l_first);
+}
+
+static void extract_pos_nor_iter_poly_mesh(const MeshRenderData *mr,
+ const MPoly *mp,
+ const int UNUSED(mp_index),
+ void *_data)
+{
+ MeshExtract_PosNor_Data *data = static_cast<MeshExtract_PosNor_Data *>(_data);
+
+ const MLoop *mloop = mr->mloop;
+ const int ml_index_end = mp->loopstart + mp->totloop;
+ for (int ml_index = mp->loopstart; ml_index < ml_index_end; ml_index += 1) {
+ const MLoop *ml = &mloop[ml_index];
+
+ PosNorLoop *vert = &data->vbo_data[ml_index];
+ const MVert *mv = &mr->mvert[ml->v];
+ copy_v3_v3(vert->pos, mv->co);
+ vert->nor = data->normals[ml->v].low;
+ /* Flag for paint mode overlay. */
+ if (mp->flag & ME_HIDE || mv->flag & ME_HIDE ||
+ ((mr->extract_type == MR_EXTRACT_MAPPED) && (mr->v_origindex) &&
+ (mr->v_origindex[ml->v] == ORIGINDEX_NONE))) {
+ vert->nor.w = -1;
+ }
+ else if (mv->flag & SELECT) {
+ vert->nor.w = 1;
+ }
+ else {
+ vert->nor.w = 0;
+ }
+ }
+}
+
+static void extract_pos_nor_iter_ledge_bm(const MeshRenderData *mr,
+ const BMEdge *eed,
+ const int ledge_index,
+ void *_data)
+{
+ MeshExtract_PosNor_Data *data = static_cast<MeshExtract_PosNor_Data *>(_data);
+
+ int l_index = mr->loop_len + ledge_index * 2;
+ PosNorLoop *vert = &data->vbo_data[l_index];
+ copy_v3_v3(vert[0].pos, bm_vert_co_get(mr, eed->v1));
+ copy_v3_v3(vert[1].pos, bm_vert_co_get(mr, eed->v2));
+ vert[0].nor = data->normals[BM_elem_index_get(eed->v1)].low;
+ vert[1].nor = data->normals[BM_elem_index_get(eed->v2)].low;
+}
+
+static void extract_pos_nor_iter_ledge_mesh(const MeshRenderData *mr,
+ const MEdge *med,
+ const int ledge_index,
+ void *_data)
+{
+ MeshExtract_PosNor_Data *data = static_cast<MeshExtract_PosNor_Data *>(_data);
+ const int ml_index = mr->loop_len + ledge_index * 2;
+ PosNorLoop *vert = &data->vbo_data[ml_index];
+ copy_v3_v3(vert[0].pos, mr->mvert[med->v1].co);
+ copy_v3_v3(vert[1].pos, mr->mvert[med->v2].co);
+ vert[0].nor = data->normals[med->v1].low;
+ vert[1].nor = data->normals[med->v2].low;
+}
+
+static void extract_pos_nor_iter_lvert_bm(const MeshRenderData *mr,
+ const BMVert *eve,
+ const int lvert_index,
+ void *_data)
+{
+ MeshExtract_PosNor_Data *data = static_cast<MeshExtract_PosNor_Data *>(_data);
+ const int offset = mr->loop_len + (mr->edge_loose_len * 2);
+
+ const int l_index = offset + lvert_index;
+ PosNorLoop *vert = &data->vbo_data[l_index];
+ copy_v3_v3(vert->pos, bm_vert_co_get(mr, eve));
+ vert->nor = data->normals[BM_elem_index_get(eve)].low;
+}
+
+static void extract_pos_nor_iter_lvert_mesh(const MeshRenderData *mr,
+ const MVert *mv,
+ const int lvert_index,
+ void *_data)
+{
+ MeshExtract_PosNor_Data *data = static_cast<MeshExtract_PosNor_Data *>(_data);
+ const int offset = mr->loop_len + (mr->edge_loose_len * 2);
+
+ const int ml_index = offset + lvert_index;
+ const int v_index = mr->lverts[lvert_index];
+ PosNorLoop *vert = &data->vbo_data[ml_index];
+ copy_v3_v3(vert->pos, mv->co);
+ vert->nor = data->normals[v_index].low;
+}
+
+static void extract_pos_nor_finish(const MeshRenderData *UNUSED(mr),
+ struct MeshBatchCache *UNUSED(cache),
+ void *UNUSED(buf),
+ void *_data)
+{
+ MeshExtract_PosNor_Data *data = static_cast<MeshExtract_PosNor_Data *>(_data);
+ MEM_freeN(data->normals);
+}
+
+constexpr MeshExtract create_extractor_pos_nor()
+{
+ MeshExtract extractor = {nullptr};
+ extractor.init = extract_pos_nor_init;
+ extractor.iter_poly_bm = extract_pos_nor_iter_poly_bm;
+ extractor.iter_poly_mesh = extract_pos_nor_iter_poly_mesh;
+ extractor.iter_ledge_bm = extract_pos_nor_iter_ledge_bm;
+ extractor.iter_ledge_mesh = extract_pos_nor_iter_ledge_mesh;
+ extractor.iter_lvert_bm = extract_pos_nor_iter_lvert_bm;
+ extractor.iter_lvert_mesh = extract_pos_nor_iter_lvert_mesh;
+ extractor.finish = extract_pos_nor_finish;
+ extractor.data_type = MR_DATA_NONE;
+ extractor.data_size = sizeof(MeshExtract_PosNor_Data);
+ extractor.use_threading = true;
+ extractor.mesh_buffer_offset = offsetof(MeshBufferCache, vbo.pos_nor);
+ return extractor;
+}
+
+/** \} */
+
+/* ---------------------------------------------------------------------- */
+/** \name Extract Position and High Quality Vertex Normal
+ * \{ */
+
+struct PosNorHQLoop {
+ float pos[3];
+ short nor[4];
+};
+
+struct MeshExtract_PosNorHQ_Data {
+ PosNorHQLoop *vbo_data;
+ GPUNormal *normals;
+};
+
+static void extract_pos_nor_hq_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) {
+ /* WARNING Adjust #PosNorHQLoop struct accordingly. */
+ GPU_vertformat_attr_add(&format, "pos", GPU_COMP_F32, 3, GPU_FETCH_FLOAT);
+ GPU_vertformat_attr_add(&format, "nor", GPU_COMP_I16, 4, GPU_FETCH_INT_TO_FLOAT_UNIT);
+ GPU_vertformat_alias_add(&format, "vnor");
+ }
+ GPU_vertbuf_init_with_format(vbo, &format);
+ GPU_vertbuf_data_alloc(vbo, mr->loop_len + mr->loop_loose_len);
+
+ /* Pack normals per vert, reduce amount of computation. */
+ MeshExtract_PosNorHQ_Data *data = static_cast<MeshExtract_PosNorHQ_Data *>(tls_data);
+ data->vbo_data = static_cast<PosNorHQLoop *>(GPU_vertbuf_get_data(vbo));
+ data->normals = (GPUNormal *)MEM_mallocN(sizeof(GPUNormal) * mr->vert_len, __func__);
+
+ /* Quicker than doing it for each loop. */
+ if (mr->extract_type == MR_EXTRACT_BMESH) {
+ BMIter iter;
+ BMVert *eve;
+ int v;
+ BM_ITER_MESH_INDEX (eve, &iter, mr->bm, BM_VERTS_OF_MESH, v) {
+ normal_float_to_short_v3(data->normals[v].high, bm_vert_no_get(mr, eve));
+ }
+ }
+ else {
+ const MVert *mv = mr->mvert;
+ for (int v = 0; v < mr->vert_len; v++, mv++) {
+ copy_v3_v3_short(data->normals[v].high, mv->no);
+ }
+ }
+}
+
+static void extract_pos_nor_hq_iter_poly_bm(const MeshRenderData *mr,
+ const BMFace *f,
+ const int UNUSED(f_index),
+ void *_data)
+{
+ MeshExtract_PosNorHQ_Data *data = static_cast<MeshExtract_PosNorHQ_Data *>(_data);
+ 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);
+ PosNorHQLoop *vert = &data->vbo_data[l_index];
+ copy_v3_v3(vert->pos, bm_vert_co_get(mr, l_iter->v));
+ copy_v3_v3_short(vert->nor, data->normals[BM_elem_index_get(l_iter->v)].high);
+
+ vert->nor[3] = BM_elem_flag_test(f, BM_ELEM_HIDDEN) ? -1 : 0;
+ } while ((l_iter = l_iter->next) != l_first);
+}
+
+static void extract_pos_nor_hq_iter_poly_mesh(const MeshRenderData *mr,
+ const MPoly *mp,
+ const int UNUSED(mp_index),
+ void *_data)
+{
+ MeshExtract_PosNorHQ_Data *data = static_cast<MeshExtract_PosNorHQ_Data *>(_data);
+ const MLoop *mloop = mr->mloop;
+ const int ml_index_end = mp->loopstart + mp->totloop;
+ for (int ml_index = mp->loopstart; ml_index < ml_index_end; ml_index += 1) {
+ const MLoop *ml = &mloop[ml_index];
+
+ PosNorHQLoop *vert = &data->vbo_data[ml_index];
+ const MVert *mv = &mr->mvert[ml->v];
+ copy_v3_v3(vert->pos, mv->co);
+ copy_v3_v3_short(vert->nor, data->normals[ml->v].high);
+
+ /* Flag for paint mode overlay. */
+ if (mp->flag & ME_HIDE || mv->flag & ME_HIDE ||
+ ((mr->extract_type == MR_EXTRACT_MAPPED) && (mr->v_origindex) &&
+ (mr->v_origindex[ml->v] == ORIGINDEX_NONE))) {
+ vert->nor[3] = -1;
+ }
+ else if (mv->flag & SELECT) {
+ vert->nor[3] = 1;
+ }
+ else {
+ vert->nor[3] = 0;
+ }
+ }
+}
+
+static void extract_pos_nor_hq_iter_ledge_bm(const MeshRenderData *mr,
+ const BMEdge *eed,
+ const int ledge_index,
+ void *_data)
+{
+ MeshExtract_PosNorHQ_Data *data = static_cast<MeshExtract_PosNorHQ_Data *>(_data);
+ int l_index = mr->loop_len + ledge_index * 2;
+ PosNorHQLoop *vert = &data->vbo_data[l_index];
+ copy_v3_v3(vert[0].pos, bm_vert_co_get(mr, eed->v1));
+ copy_v3_v3(vert[1].pos, bm_vert_co_get(mr, eed->v2));
+ copy_v3_v3_short(vert[0].nor, data->normals[BM_elem_index_get(eed->v1)].high);
+ vert[0].nor[3] = 0;
+ copy_v3_v3_short(vert[1].nor, data->normals[BM_elem_index_get(eed->v2)].high);
+ vert[1].nor[3] = 0;
+}
+
+static void extract_pos_nor_hq_iter_ledge_mesh(const MeshRenderData *mr,
+ const MEdge *med,
+ const int ledge_index,
+ void *_data)
+{
+ MeshExtract_PosNorHQ_Data *data = static_cast<MeshExtract_PosNorHQ_Data *>(_data);
+ const int ml_index = mr->loop_len + ledge_index * 2;
+ PosNorHQLoop *vert = &data->vbo_data[ml_index];
+ copy_v3_v3(vert[0].pos, mr->mvert[med->v1].co);
+ copy_v3_v3(vert[1].pos, mr->mvert[med->v2].co);
+ copy_v3_v3_short(vert[0].nor, data->normals[med->v1].high);
+ vert[0].nor[3] = 0;
+ copy_v3_v3_short(vert[1].nor, data->normals[med->v2].high);
+ vert[1].nor[3] = 0;
+}
+
+static void extract_pos_nor_hq_iter_lvert_bm(const MeshRenderData *mr,
+ const BMVert *eve,
+ const int lvert_index,
+ void *_data)
+{
+ MeshExtract_PosNorHQ_Data *data = static_cast<MeshExtract_PosNorHQ_Data *>(_data);
+ const int offset = mr->loop_len + (mr->edge_loose_len * 2);
+
+ const int l_index = offset + lvert_index;
+ PosNorHQLoop *vert = &data->vbo_data[l_index];
+ copy_v3_v3(vert->pos, bm_vert_co_get(mr, eve));
+ copy_v3_v3_short(vert->nor, data->normals[BM_elem_index_get(eve)].high);
+ vert->nor[3] = 0;
+}
+
+static void extract_pos_nor_hq_iter_lvert_mesh(const MeshRenderData *mr,
+ const MVert *mv,
+ const int lvert_index,
+ void *_data)
+{
+ MeshExtract_PosNorHQ_Data *data = static_cast<MeshExtract_PosNorHQ_Data *>(_data);
+ const int offset = mr->loop_len + (mr->edge_loose_len * 2);
+
+ const int ml_index = offset + lvert_index;
+ const int v_index = mr->lverts[lvert_index];
+ PosNorHQLoop *vert = &data->vbo_data[ml_index];
+ copy_v3_v3(vert->pos, mv->co);
+ copy_v3_v3_short(vert->nor, data->normals[v_index].high);
+ vert->nor[3] = 0;
+}
+
+static void extract_pos_nor_hq_finish(const MeshRenderData *UNUSED(mr),
+ struct MeshBatchCache *UNUSED(cache),
+ void *UNUSED(buf),
+ void *_data)
+{
+ MeshExtract_PosNorHQ_Data *data = static_cast<MeshExtract_PosNorHQ_Data *>(_data);
+ MEM_freeN(data->normals);
+}
+
+constexpr MeshExtract create_extractor_pos_nor_hq()
+{
+ MeshExtract extractor = {nullptr};
+ extractor.init = extract_pos_nor_hq_init;
+ extractor.iter_poly_bm = extract_pos_nor_hq_iter_poly_bm;
+ extractor.iter_poly_mesh = extract_pos_nor_hq_iter_poly_mesh;
+ extractor.iter_ledge_bm = extract_pos_nor_hq_iter_ledge_bm;
+ extractor.iter_ledge_mesh = extract_pos_nor_hq_iter_ledge_mesh;
+ extractor.iter_lvert_bm = extract_pos_nor_hq_iter_lvert_bm;
+ extractor.iter_lvert_mesh = extract_pos_nor_hq_iter_lvert_mesh;
+ extractor.finish = extract_pos_nor_hq_finish;
+ extractor.data_type = MR_DATA_NONE;
+ extractor.data_size = sizeof(MeshExtract_PosNorHQ_Data);
+ extractor.use_threading = true;
+ extractor.mesh_buffer_offset = offsetof(MeshBufferCache, vbo.pos_nor);
+ return extractor;
+}
+
+/** \} */
+
+} // namespace blender::draw
+
+extern "C" {
+const MeshExtract extract_pos_nor = blender::draw::create_extractor_pos_nor();
+const MeshExtract extract_pos_nor_hq = blender::draw::create_extractor_pos_nor_hq();
+}