diff options
Diffstat (limited to 'source/blender/draw/intern/mesh_extractors/extract_mesh_vbo_pos_nor.cc')
-rw-r--r-- | source/blender/draw/intern/mesh_extractors/extract_mesh_vbo_pos_nor.cc | 415 |
1 files changed, 415 insertions, 0 deletions
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 new file mode 100644 index 00000000000..01212935b87 --- /dev/null +++ b/source/blender/draw/intern/mesh_extractors/extract_mesh_vbo_pos_nor.cc @@ -0,0 +1,415 @@ +/* + * 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 + * \{ */ + +typedef struct PosNorLoop { + float pos[3]; + GPUPackedNormal nor; +} PosNorLoop; + +typedef struct MeshExtract_PosNor_Data { + PosNorLoop *vbo_data; + GPUNormal *normals; +} MeshExtract_PosNor_Data; + +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 + * \{ */ + +typedef struct PosNorHQLoop { + float pos[3]; + short nor[4]; +} PosNorHQLoop; + +typedef struct MeshExtract_PosNorHQ_Data { + PosNorHQLoop *vbo_data; + GPUNormal *normals; +} MeshExtract_PosNorHQ_Data; + +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(); +} |