/* * 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 = new GPUIndexBufBuilder(); /* 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(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(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(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(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(data); GPUIndexBuf *ibo = static_cast(buf); GPU_indexbuf_build_in_place(elb, ibo); delete 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(data); GPUIndexBuf *ibo = static_cast(buf); GPU_indexbuf_build_in_place(elb, ibo); extract_lines_loose_subbuffer(mr, cache); delete(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 nullptr; } 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(); }