/* SPDX-License-Identifier: GPL-2.0-or-later * Copyright 2021 Blender Foundation. All rights reserved. */ /** \file * \ingroup draw */ #include "MEM_guardedalloc.h" #include "extract_mesh.hh" #include "draw_subdivision.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(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(tls_data); data->vbo_data = static_cast(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 { for (int v = 0; v < mr->vert_len; v++) { data->normals[v].low = GPU_normal_convert_i10_v3(mr->vert_normals[v]); } } } 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(_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(_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(_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(_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(_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(_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(_data); MEM_freeN(data->normals); } static GPUVertFormat *get_normals_format() { static GPUVertFormat format = {0}; if (format.attr_len == 0) { GPU_vertformat_attr_add(&format, "nor", GPU_COMP_F32, 4, GPU_FETCH_FLOAT); GPU_vertformat_alias_add(&format, "lnor"); } return &format; } static GPUVertFormat *get_custom_normals_format() { static GPUVertFormat format = {0}; if (format.attr_len == 0) { GPU_vertformat_attr_add(&format, "nor", GPU_COMP_F32, 3, GPU_FETCH_FLOAT); GPU_vertformat_alias_add(&format, "lnor"); } return &format; } static void extract_pos_nor_init_subdiv(const DRWSubdivCache *subdiv_cache, const MeshRenderData *UNUSED(mr), struct MeshBatchCache *cache, void *buffer, void *UNUSED(data)) { GPUVertBuf *vbo = static_cast(buffer); const DRWSubdivLooseGeom &loose_geom = subdiv_cache->loose_geom; /* Initialize the vertex buffer, it was already allocated. */ GPU_vertbuf_init_build_on_device( vbo, draw_subdiv_get_pos_nor_format(), subdiv_cache->num_subdiv_loops + loose_geom.loop_len); if (subdiv_cache->num_subdiv_loops == 0) { return; } GPUVertBuf *orco_vbo = cache->final.buff.vbo.orco; if (orco_vbo) { static GPUVertFormat format = {0}; if (format.attr_len == 0) { /* FIXME(fclem): We use the last component as a way to differentiate from generic vertex * attributes. This is a substantial waste of video-ram and should be done another way. * Unfortunately, at the time of writing, I did not found any other "non disruptive" * alternative. */ GPU_vertformat_attr_add(&format, "orco", GPU_COMP_F32, 4, GPU_FETCH_FLOAT); } GPU_vertbuf_init_build_on_device(orco_vbo, &format, subdiv_cache->num_subdiv_loops); } draw_subdiv_extract_pos_nor(subdiv_cache, vbo, orco_vbo); if (subdiv_cache->use_custom_loop_normals) { Mesh *coarse_mesh = subdiv_cache->mesh; const float(*lnors)[3] = static_cast( CustomData_get_layer(&coarse_mesh->ldata, CD_NORMAL)); BLI_assert(lnors != nullptr); GPUVertBuf *src_custom_normals = GPU_vertbuf_calloc(); GPU_vertbuf_init_with_format(src_custom_normals, get_custom_normals_format()); GPU_vertbuf_data_alloc(src_custom_normals, coarse_mesh->totloop); memcpy( GPU_vertbuf_get_data(src_custom_normals), lnors, sizeof(float[3]) * coarse_mesh->totloop); GPUVertBuf *dst_custom_normals = GPU_vertbuf_calloc(); GPU_vertbuf_init_build_on_device( dst_custom_normals, get_custom_normals_format(), subdiv_cache->num_subdiv_loops); draw_subdiv_interp_custom_data( subdiv_cache, src_custom_normals, dst_custom_normals, 3, 0, false); draw_subdiv_finalize_custom_normals(subdiv_cache, dst_custom_normals, vbo); GPU_vertbuf_discard(src_custom_normals); GPU_vertbuf_discard(dst_custom_normals); } else { /* We cannot evaluate vertex normals using the limit surface, so compute them manually. */ GPUVertBuf *subdiv_loop_subdiv_vert_index = draw_subdiv_build_origindex_buffer( subdiv_cache->subdiv_loop_subdiv_vert_index, subdiv_cache->num_subdiv_loops); GPUVertBuf *vertex_normals = GPU_vertbuf_calloc(); GPU_vertbuf_init_build_on_device( vertex_normals, get_normals_format(), subdiv_cache->num_subdiv_verts); draw_subdiv_accumulate_normals(subdiv_cache, vbo, subdiv_cache->subdiv_vertex_face_adjacency_offsets, subdiv_cache->subdiv_vertex_face_adjacency, subdiv_loop_subdiv_vert_index, vertex_normals); draw_subdiv_finalize_normals(subdiv_cache, vertex_normals, subdiv_loop_subdiv_vert_index, vbo); GPU_vertbuf_discard(vertex_normals); GPU_vertbuf_discard(subdiv_loop_subdiv_vert_index); } } static void extract_pos_nor_loose_geom_subdiv(const DRWSubdivCache *subdiv_cache, const MeshRenderData *UNUSED(mr), void *buffer, void *UNUSED(data)) { const DRWSubdivLooseGeom &loose_geom = subdiv_cache->loose_geom; if (loose_geom.loop_len == 0) { return; } GPUVertBuf *vbo = static_cast(buffer); uint offset = subdiv_cache->num_subdiv_loops; /* TODO(@kevindietrich): replace this when compressed normals are supported. */ struct SubdivPosNorLoop { float pos[3]; float nor[3]; float flag; }; /* Make sure buffer is active for sending loose data. */ GPU_vertbuf_use(vbo); blender::Span loose_edges = draw_subdiv_cache_get_loose_edges(subdiv_cache); SubdivPosNorLoop edge_data[2]; memset(edge_data, 0, sizeof(SubdivPosNorLoop) * 2); for (const DRWSubdivLooseEdge &loose_edge : loose_edges) { const DRWSubdivLooseVertex &v1 = loose_geom.verts[loose_edge.loose_subdiv_v1_index]; const DRWSubdivLooseVertex &v2 = loose_geom.verts[loose_edge.loose_subdiv_v2_index]; copy_v3_v3(edge_data[0].pos, v1.co); copy_v3_v3(edge_data[1].pos, v2.co); GPU_vertbuf_update_sub( vbo, offset * sizeof(SubdivPosNorLoop), sizeof(SubdivPosNorLoop) * 2, &edge_data); offset += 2; } SubdivPosNorLoop vert_data; memset(&vert_data, 0, sizeof(SubdivPosNorLoop)); blender::Span loose_verts = draw_subdiv_cache_get_loose_verts( subdiv_cache); for (const DRWSubdivLooseVertex &loose_vert : loose_verts) { copy_v3_v3(vert_data.pos, loose_vert.co); GPU_vertbuf_update_sub( vbo, offset * sizeof(SubdivPosNorLoop), sizeof(SubdivPosNorLoop), &vert_data); offset += 1; } } 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.init_subdiv = extract_pos_nor_init_subdiv; extractor.iter_loose_geom_subdiv = extract_pos_nor_loose_geom_subdiv; extractor.data_type = MR_DATA_NONE; extractor.data_size = sizeof(MeshExtract_PosNor_Data); extractor.use_threading = true; extractor.mesh_buffer_offset = offsetof(MeshBufferList, 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(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(tls_data); data->vbo_data = static_cast(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 { for (int v = 0; v < mr->vert_len; v++) { normal_float_to_short_v3(data->normals[v].high, mr->vert_normals[v]); } } } 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(_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(_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(_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(_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(_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(_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(_data); MEM_freeN(data->normals); } constexpr MeshExtract create_extractor_pos_nor_hq() { MeshExtract extractor = {nullptr}; extractor.init = extract_pos_nor_hq_init; extractor.init_subdiv = extract_pos_nor_init_subdiv; 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(MeshBufferList, vbo.pos_nor); return extractor; } /** \} */ } // namespace blender::draw const MeshExtract extract_pos_nor = blender::draw::create_extractor_pos_nor(); const MeshExtract extract_pos_nor_hq = blender::draw::create_extractor_pos_nor_hq();