/* * ***** BEGIN GPL LICENSE BLOCK ***** * * 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) 2016 Blender Foundation. * All rights reserved. * * The Original Code is: all of this file. * * Contributor(s): Mike Erwin * * ***** END GPL LICENSE BLOCK ***** */ /** \file blender/gpu/intern/gpu_batch_presets.c * \ingroup gpu */ #include "BLI_utildefines.h" #include "BLI_math.h" #include "BLI_threads.h" #include "BLI_listbase.h" #include "MEM_guardedalloc.h" #include "UI_interface.h" #include "GPU_batch.h" #include "GPU_batch_utils.h" #include "GPU_batch_presets.h" /* own include */ #include "gpu_shader_private.h" /* Struct to store 3D Batches and their format */ static struct { struct { GPUBatch *sphere_high; GPUBatch *sphere_med; GPUBatch *sphere_low; GPUBatch *sphere_wire_low; GPUBatch *sphere_wire_med; } batch; GPUVertFormat format; struct { uint pos, nor; } attr_id; } g_presets_3d = {{0}}; static ListBase presets_list = {NULL, NULL}; /* -------------------------------------------------------------------- */ /** \name 3D Primitives * \{ */ static GPUVertFormat *preset_3d_format(void) { if (g_presets_3d.format.attr_len == 0) { GPUVertFormat *format = &g_presets_3d.format; g_presets_3d.attr_id.pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 3, GPU_FETCH_FLOAT); g_presets_3d.attr_id.nor = GPU_vertformat_attr_add(format, "nor", GPU_COMP_F32, 3, GPU_FETCH_FLOAT); } return &g_presets_3d.format; } static void batch_sphere_lat_lon_vert( GPUVertBufRaw *pos_step, GPUVertBufRaw *nor_step, float lat, float lon) { float pos[3]; pos[0] = sinf(lat) * cosf(lon); pos[1] = cosf(lat); pos[2] = sinf(lat) * sinf(lon); copy_v3_v3(GPU_vertbuf_raw_step(pos_step), pos); copy_v3_v3(GPU_vertbuf_raw_step(nor_step), pos); } GPUBatch *GPU_batch_preset_sphere(int lod) { BLI_assert(lod >= 0 && lod <= 2); BLI_assert(BLI_thread_is_main()); if (lod == 0) { return g_presets_3d.batch.sphere_low; } else if (lod == 1) { return g_presets_3d.batch.sphere_med; } else { return g_presets_3d.batch.sphere_high; } } GPUBatch *GPU_batch_preset_sphere_wire(int lod) { BLI_assert(lod >= 0 && lod <= 1); BLI_assert(BLI_thread_is_main()); if (lod == 0) { return g_presets_3d.batch.sphere_wire_low; } else { return g_presets_3d.batch.sphere_wire_med; } } /** \} */ /* -------------------------------------------------------------------- */ /** \name Create Sphere (3D) * \{ */ /* Replacement for gluSphere */ GPUBatch *gpu_batch_sphere(int lat_res, int lon_res) { const float lon_inc = 2 * M_PI / lon_res; const float lat_inc = M_PI / lat_res; float lon, lat; GPUVertBuf *vbo = GPU_vertbuf_create_with_format(preset_3d_format()); const uint vbo_len = (lat_res - 1) * lon_res * 6; GPU_vertbuf_data_alloc(vbo, vbo_len); GPUVertBufRaw pos_step, nor_step; GPU_vertbuf_attr_get_raw_data(vbo, g_presets_3d.attr_id.pos, &pos_step); GPU_vertbuf_attr_get_raw_data(vbo, g_presets_3d.attr_id.nor, &nor_step); lon = 0.0f; for (int i = 0; i < lon_res; i++, lon += lon_inc) { lat = 0.0f; for (int j = 0; j < lat_res; j++, lat += lat_inc) { if (j != lat_res - 1) { /* Pole */ batch_sphere_lat_lon_vert(&pos_step, &nor_step, lat + lat_inc, lon + lon_inc); batch_sphere_lat_lon_vert(&pos_step, &nor_step, lat + lat_inc, lon); batch_sphere_lat_lon_vert(&pos_step, &nor_step, lat, lon); } if (j != 0) { /* Pole */ batch_sphere_lat_lon_vert(&pos_step, &nor_step, lat, lon + lon_inc); batch_sphere_lat_lon_vert(&pos_step, &nor_step, lat + lat_inc, lon + lon_inc); batch_sphere_lat_lon_vert(&pos_step, &nor_step, lat, lon); } } } BLI_assert(vbo_len == GPU_vertbuf_raw_used(&pos_step)); BLI_assert(vbo_len == GPU_vertbuf_raw_used(&nor_step)); return GPU_batch_create_ex(GPU_PRIM_TRIS, vbo, NULL, GPU_BATCH_OWNS_VBO); } static GPUBatch *batch_sphere_wire(int lat_res, int lon_res) { const float lon_inc = 2 * M_PI / lon_res; const float lat_inc = M_PI / lat_res; float lon, lat; GPUVertBuf *vbo = GPU_vertbuf_create_with_format(preset_3d_format()); const uint vbo_len = (lat_res * lon_res * 2) + ((lat_res - 1) * lon_res * 2); GPU_vertbuf_data_alloc(vbo, vbo_len); GPUVertBufRaw pos_step, nor_step; GPU_vertbuf_attr_get_raw_data(vbo, g_presets_3d.attr_id.pos, &pos_step); GPU_vertbuf_attr_get_raw_data(vbo, g_presets_3d.attr_id.nor, &nor_step); lon = 0.0f; for (int i = 0; i < lon_res; i++, lon += lon_inc) { lat = 0.0f; for (int j = 0; j < lat_res; j++, lat += lat_inc) { batch_sphere_lat_lon_vert(&pos_step, &nor_step, lat + lat_inc, lon); batch_sphere_lat_lon_vert(&pos_step, &nor_step, lat, lon); if (j != lat_res - 1) { /* Pole */ batch_sphere_lat_lon_vert(&pos_step, &nor_step, lat + lat_inc, lon + lon_inc); batch_sphere_lat_lon_vert(&pos_step, &nor_step, lat + lat_inc, lon); } } } BLI_assert(vbo_len == GPU_vertbuf_raw_used(&pos_step)); BLI_assert(vbo_len == GPU_vertbuf_raw_used(&nor_step)); return GPU_batch_create_ex(GPU_PRIM_LINES, vbo, NULL, GPU_BATCH_OWNS_VBO); } /** \} */ void gpu_batch_presets_init(void) { /* Hard coded resolution */ g_presets_3d.batch.sphere_low = gpu_batch_sphere(8, 16); gpu_batch_presets_register(g_presets_3d.batch.sphere_low); g_presets_3d.batch.sphere_med = gpu_batch_sphere(16, 10); gpu_batch_presets_register(g_presets_3d.batch.sphere_med); g_presets_3d.batch.sphere_high = gpu_batch_sphere(32, 24); gpu_batch_presets_register(g_presets_3d.batch.sphere_high); g_presets_3d.batch.sphere_wire_low = batch_sphere_wire(6, 8); gpu_batch_presets_register(g_presets_3d.batch.sphere_wire_low); g_presets_3d.batch.sphere_wire_med = batch_sphere_wire(8, 16); gpu_batch_presets_register(g_presets_3d.batch.sphere_wire_med); } void gpu_batch_presets_register(GPUBatch *preset_batch) { BLI_addtail(&presets_list, BLI_genericNodeN(preset_batch)); } void gpu_batch_presets_reset(void) { /* Reset vao caches for these every time we switch opengl context. * This way they will draw correctly for each window. */ LinkData *link = presets_list.first; for (link = presets_list.first; link; link = link->next) { GPUBatch *preset = link->data; GPU_batch_vao_cache_clear(preset); } } void gpu_batch_presets_exit(void) { LinkData *link; while ((link = BLI_pophead(&presets_list))) { GPUBatch *preset = link->data; GPU_batch_discard(preset); MEM_freeN(link); } }