/* * 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) 2005 Blender Foundation. * All rights reserved. */ /** \file \ingroup gpu * * Mesh drawing using OpenGL VBO (Vertex Buffer Objects) */ #include #include #include #include "MEM_guardedalloc.h" #include "BLI_bitmap.h" #include "BLI_math.h" #include "BLI_utildefines.h" #include "BLI_ghash.h" #include "DNA_meshdata_types.h" #include "BKE_ccg.h" #include "BKE_DerivedMesh.h" #include "BKE_paint.h" #include "BKE_mesh.h" #include "BKE_pbvh.h" #include "GPU_buffers.h" #include "GPU_draw.h" #include "GPU_immediate.h" #include "GPU_batch.h" #include "bmesh.h" /* XXX: the rest of the code in this file is used for optimized PBVH * drawing and doesn't interact at all with the buffer code above */ struct GPU_PBVH_Buffers { GPUIndexBuf *index_buf, *index_buf_fast; GPUVertBuf *vert_buf; GPUBatch *triangles; GPUBatch *triangles_fast; /* mesh pointers in case buffer allocation fails */ const MPoly *mpoly; const MLoop *mloop; const MLoopTri *looptri; const MVert *mvert; const int *face_indices; int face_indices_len; /* grid pointers */ CCGKey gridkey; CCGElem **grids; const DMFlagMat *grid_flag_mats; BLI_bitmap * const *grid_hidden; const int *grid_indices; int totgrid; bool has_hidden; bool is_index_buf_global; /* Means index_buf uses global bvh's grid_common_gpu_buffer, **DO NOT** free it! */ bool use_bmesh; uint tot_tri, tot_quad; /* The PBVH ensures that either all faces in the node are * smooth-shaded or all faces are flat-shaded */ bool smooth; bool show_mask; }; static struct { uint pos, nor, msk; } g_vbo_id = {0}; /* Allocates a non-initialized buffer to be sent to GPU. * Return is false it indicates that the memory map failed. */ static bool gpu_pbvh_vert_buf_data_set(GPU_PBVH_Buffers *buffers, uint vert_len) { if (buffers->vert_buf == NULL) { /* Initialize vertex buffer */ /* match 'VertexBufferFormat' */ static GPUVertFormat format = {0}; if (format.attr_len == 0) { g_vbo_id.pos = GPU_vertformat_attr_add(&format, "pos", GPU_COMP_F32, 3, GPU_FETCH_FLOAT); g_vbo_id.nor = GPU_vertformat_attr_add(&format, "nor", GPU_COMP_I16, 3, GPU_FETCH_INT_TO_FLOAT_UNIT); g_vbo_id.msk = GPU_vertformat_attr_add(&format, "msk", GPU_COMP_F32, 1, GPU_FETCH_FLOAT); } #if 0 buffers->vert_buf = GPU_vertbuf_create_with_format_ex(&format, GPU_USAGE_DYNAMIC); GPU_vertbuf_data_alloc(buffers->vert_buf, vert_len); } else if (vert_len != buffers->vert_buf->vertex_len) { GPU_vertbuf_data_resize(buffers->vert_buf, vert_len); } #else buffers->vert_buf = GPU_vertbuf_create_with_format_ex(&format, GPU_USAGE_STATIC); } GPU_vertbuf_data_alloc(buffers->vert_buf, vert_len); #endif return buffers->vert_buf->data != NULL; } static void gpu_pbvh_batch_init(GPU_PBVH_Buffers *buffers, GPUPrimType prim) { /* force flushing to the GPU */ if (buffers->vert_buf->data) { GPU_vertbuf_use(buffers->vert_buf); } if (buffers->triangles == NULL) { buffers->triangles = GPU_batch_create( prim, buffers->vert_buf, /* can be NULL */ buffers->index_buf); } if ((buffers->triangles_fast == NULL) && buffers->index_buf_fast) { buffers->triangles_fast = GPU_batch_create( prim, buffers->vert_buf, buffers->index_buf_fast); } } void GPU_pbvh_mesh_buffers_update( GPU_PBVH_Buffers *buffers, const MVert *mvert, const int *vert_indices, int totvert, const float *vmask, const int (*face_vert_indices)[3], const int update_flags) { const bool show_mask = (update_flags & GPU_PBVH_BUFFERS_SHOW_MASK) != 0; bool empty_mask = true; { int totelem = (buffers->smooth ? totvert : (buffers->tot_tri * 3)); /* Build VBO */ if (gpu_pbvh_vert_buf_data_set(buffers, totelem)) { /* Vertex data is shared if smooth-shaded, but separate * copies are made for flat shading because normals * shouldn't be shared. */ if (buffers->smooth) { for (uint i = 0; i < totvert; ++i) { const MVert *v = &mvert[vert_indices[i]]; GPU_vertbuf_attr_set(buffers->vert_buf, g_vbo_id.pos, i, v->co); GPU_vertbuf_attr_set(buffers->vert_buf, g_vbo_id.nor, i, v->no); } if (vmask && show_mask) { for (uint i = 0; i < buffers->face_indices_len; i++) { const MLoopTri *lt = &buffers->looptri[buffers->face_indices[i]]; for (uint j = 0; j < 3; j++) { int vidx = face_vert_indices[i][j]; int v_index = buffers->mloop[lt->tri[j]].v; float fmask = vmask[v_index]; GPU_vertbuf_attr_set(buffers->vert_buf, g_vbo_id.msk, vidx, &fmask); empty_mask = empty_mask && (fmask == 0.0f); } } } } else { /* calculate normal for each polygon only once */ uint mpoly_prev = UINT_MAX; short no[3]; int vbo_index = 0; for (uint i = 0; i < buffers->face_indices_len; i++) { const MLoopTri *lt = &buffers->looptri[buffers->face_indices[i]]; const uint vtri[3] = { buffers->mloop[lt->tri[0]].v, buffers->mloop[lt->tri[1]].v, buffers->mloop[lt->tri[2]].v, }; if (paint_is_face_hidden(lt, mvert, buffers->mloop)) continue; /* Face normal and mask */ if (lt->poly != mpoly_prev) { const MPoly *mp = &buffers->mpoly[lt->poly]; float fno[3]; BKE_mesh_calc_poly_normal(mp, &buffers->mloop[mp->loopstart], mvert, fno); normal_float_to_short_v3(no, fno); mpoly_prev = lt->poly; } float fmask = 0.0f; if (vmask && show_mask) { fmask = (vmask[vtri[0]] + vmask[vtri[1]] + vmask[vtri[2]]) / 3.0f; } for (uint j = 0; j < 3; j++) { const MVert *v = &mvert[vtri[j]]; GPU_vertbuf_attr_set(buffers->vert_buf, g_vbo_id.pos, vbo_index, v->co); GPU_vertbuf_attr_set(buffers->vert_buf, g_vbo_id.nor, vbo_index, no); GPU_vertbuf_attr_set(buffers->vert_buf, g_vbo_id.msk, vbo_index, &fmask); vbo_index++; } empty_mask = empty_mask && (fmask == 0.0f); } } gpu_pbvh_batch_init(buffers, GPU_PRIM_TRIS); } } buffers->show_mask = !empty_mask; buffers->mvert = mvert; } GPU_PBVH_Buffers *GPU_pbvh_mesh_buffers_build( const int (*face_vert_indices)[3], const MPoly *mpoly, const MLoop *mloop, const MLoopTri *looptri, const MVert *mvert, const int *face_indices, const int face_indices_len) { GPU_PBVH_Buffers *buffers; int i, tottri; buffers = MEM_callocN(sizeof(GPU_PBVH_Buffers), "GPU_Buffers"); /* smooth or flat for all */ #if 0 buffers->smooth = mpoly[looptri[face_indices[0]].poly].flag & ME_SMOOTH; #else /* for DrawManager we dont support mixed smooth/flat */ buffers->smooth = (mpoly[0].flag & ME_SMOOTH) != 0; #endif buffers->show_mask = false; /* Count the number of visible triangles */ for (i = 0, tottri = 0; i < face_indices_len; ++i) { const MLoopTri *lt = &looptri[face_indices[i]]; if (!paint_is_face_hidden(lt, mvert, mloop)) tottri++; } if (tottri == 0) { buffers->tot_tri = 0; buffers->mpoly = mpoly; buffers->mloop = mloop; buffers->looptri = looptri; buffers->face_indices = face_indices; buffers->face_indices_len = 0; return buffers; } /* An element index buffer is used for smooth shading, but flat * shading requires separate vertex normals so an index buffer is * can't be used there. */ if (buffers->smooth) { /* Fill the triangle buffer */ buffers->index_buf = NULL; GPUIndexBufBuilder elb; GPU_indexbuf_init(&elb, GPU_PRIM_TRIS, tottri, INT_MAX); for (i = 0; i < face_indices_len; ++i) { const MLoopTri *lt = &looptri[face_indices[i]]; /* Skip hidden faces */ if (paint_is_face_hidden(lt, mvert, mloop)) continue; GPU_indexbuf_add_tri_verts(&elb, UNPACK3(face_vert_indices[i])); } buffers->index_buf = GPU_indexbuf_build(&elb); } else { if (!buffers->is_index_buf_global) { GPU_INDEXBUF_DISCARD_SAFE(buffers->index_buf); } buffers->index_buf = NULL; buffers->is_index_buf_global = false; } buffers->tot_tri = tottri; buffers->mpoly = mpoly; buffers->mloop = mloop; buffers->looptri = looptri; buffers->face_indices = face_indices; buffers->face_indices_len = face_indices_len; return buffers; } static void gpu_pbvh_grid_fill_fast_buffer(GPU_PBVH_Buffers *buffers, int totgrid, int gridsize) { GPUIndexBufBuilder elb; if (buffers->smooth) { GPU_indexbuf_init(&elb, GPU_PRIM_TRIS, 6 * totgrid, INT_MAX); for (int i = 0; i < totgrid; i++) { GPU_indexbuf_add_generic_vert(&elb, i * gridsize * gridsize + gridsize - 1); GPU_indexbuf_add_generic_vert(&elb, i * gridsize * gridsize); GPU_indexbuf_add_generic_vert(&elb, (i + 1) * gridsize * gridsize - gridsize); GPU_indexbuf_add_generic_vert(&elb, (i + 1) * gridsize * gridsize - 1); GPU_indexbuf_add_generic_vert(&elb, i * gridsize * gridsize + gridsize - 1); GPU_indexbuf_add_generic_vert(&elb, (i + 1) * gridsize * gridsize - gridsize); } } else { GPU_indexbuf_init_ex(&elb, GPU_PRIM_TRI_STRIP, 5 * totgrid, INT_MAX, true); uint vbo_index_offset = 0; for (int i = 0; i < totgrid; i++) { uint grid_indices[4] = {0, 0, 0, 0}; for (int j = 0; j < gridsize - 1; j++) { for (int k = 0; k < gridsize - 1; k++) { const bool is_row_start = (k == 0); const bool is_row_end = (k == gridsize - 2); const bool is_grid_start = (j == 0); const bool is_grid_end = (j == gridsize - 2); const bool is_first_grid = (i == 0); const bool is_last_grid = (i == totgrid - 1); if (is_row_start && !(is_grid_start && is_first_grid)) { vbo_index_offset += 1; } if (is_grid_start && is_row_start) { grid_indices[0] = vbo_index_offset + 0; } else if (is_grid_start && is_row_end) { grid_indices[1] = vbo_index_offset + 2; } else if (is_grid_end && is_row_start) { grid_indices[2] = vbo_index_offset + 1; } else if (is_grid_end && is_row_end) { grid_indices[3] = vbo_index_offset + 3; } vbo_index_offset += 4; if (is_row_end && !(is_grid_end && is_last_grid)) { vbo_index_offset += 1; } } } GPU_indexbuf_add_generic_vert(&elb, grid_indices[1]); GPU_indexbuf_add_generic_vert(&elb, grid_indices[0]); GPU_indexbuf_add_generic_vert(&elb, grid_indices[3]); GPU_indexbuf_add_generic_vert(&elb, grid_indices[2]); GPU_indexbuf_add_primitive_restart(&elb); } } buffers->index_buf_fast = GPU_indexbuf_build(&elb); } void GPU_pbvh_grid_buffers_update( GPU_PBVH_Buffers *buffers, CCGElem **grids, const DMFlagMat *grid_flag_mats, int *grid_indices, int totgrid, const CCGKey *key, const int update_flags) { const bool show_mask = (update_flags & GPU_PBVH_BUFFERS_SHOW_MASK) != 0; bool empty_mask = true; int i, j, k, x, y; buffers->smooth = grid_flag_mats[grid_indices[0]].flag & ME_SMOOTH; /* Build VBO */ const int has_mask = key->has_mask; uint vert_count = totgrid * key->grid_area; if (!buffers->smooth) { vert_count = totgrid * (key->grid_size - 1) * (key->grid_size - 1) * 4; /* Count strip restart verts (2 verts between each row and grid) */ vert_count += ((totgrid - 1) + totgrid * (key->grid_size - 2)) * 2; } if (buffers->smooth && buffers->index_buf == NULL) { /* Not sure if really needed. */ GPU_BATCH_DISCARD_SAFE(buffers->triangles_fast); GPU_INDEXBUF_DISCARD_SAFE(buffers->index_buf_fast); } else if (!buffers->smooth && buffers->index_buf != NULL) { /* Discard unnecessary index buffers. */ GPU_BATCH_DISCARD_SAFE(buffers->triangles); GPU_BATCH_DISCARD_SAFE(buffers->triangles_fast); GPU_INDEXBUF_DISCARD_SAFE(buffers->index_buf); GPU_INDEXBUF_DISCARD_SAFE(buffers->index_buf_fast); } if (buffers->index_buf_fast == NULL) { gpu_pbvh_grid_fill_fast_buffer(buffers, totgrid, key->grid_size); } uint vbo_index_offset = 0; /* Build VBO */ if (gpu_pbvh_vert_buf_data_set(buffers, vert_count)) { for (i = 0; i < totgrid; ++i) { CCGElem *grid = grids[grid_indices[i]]; int vbo_index = vbo_index_offset; if (buffers->smooth) { for (y = 0; y < key->grid_size; y++) { for (x = 0; x < key->grid_size; x++) { CCGElem *elem = CCG_grid_elem(key, grid, x, y); GPU_vertbuf_attr_set(buffers->vert_buf, g_vbo_id.pos, vbo_index, CCG_elem_co(key, elem)); short no_short[3]; normal_float_to_short_v3(no_short, CCG_elem_no(key, elem)); GPU_vertbuf_attr_set(buffers->vert_buf, g_vbo_id.nor, vbo_index, no_short); if (has_mask && show_mask) { float fmask = *CCG_elem_mask(key, elem); GPU_vertbuf_attr_set(buffers->vert_buf, g_vbo_id.msk, vbo_index, &fmask); empty_mask = empty_mask && (fmask == 0.0f); } vbo_index += 1; } } vbo_index_offset += key->grid_area; } else { for (j = 0; j < key->grid_size - 1; j++) { for (k = 0; k < key->grid_size - 1; k++) { const bool is_row_start = (k == 0); const bool is_row_end = (k == key->grid_size - 2); const bool is_grid_start = (j == 0); const bool is_grid_end = (j == key->grid_size - 2); const bool is_first_grid = (i == 0); const bool is_last_grid = (i == totgrid - 1); CCGElem *elems[4] = { CCG_grid_elem(key, grid, k, j + 1), CCG_grid_elem(key, grid, k + 1, j + 1), CCG_grid_elem(key, grid, k + 1, j), CCG_grid_elem(key, grid, k, j), }; float *co[4] = { CCG_elem_co(key, elems[0]), CCG_elem_co(key, elems[1]), CCG_elem_co(key, elems[2]), CCG_elem_co(key, elems[3]), }; float fno[3]; short no_short[3]; normal_quad_v3(fno, co[0], co[1], co[2], co[3]); normal_float_to_short_v3(no_short, fno); if (is_row_start && !(is_grid_start && is_first_grid)) { /* Duplicate first vert * (only pos is needed since the triangle will be degenerate) */ GPU_vertbuf_attr_set(buffers->vert_buf, g_vbo_id.pos, vbo_index, co[3]); vbo_index += 1; vbo_index_offset += 1; } /* Note indices orders (3, 0, 2, 1); we are drawing a triangle strip. */ GPU_vertbuf_attr_set(buffers->vert_buf, g_vbo_id.pos, vbo_index, co[3]); GPU_vertbuf_attr_set(buffers->vert_buf, g_vbo_id.nor, vbo_index, no_short); GPU_vertbuf_attr_set(buffers->vert_buf, g_vbo_id.pos, vbo_index + 1, co[0]); GPU_vertbuf_attr_set(buffers->vert_buf, g_vbo_id.nor, vbo_index + 1, no_short); GPU_vertbuf_attr_set(buffers->vert_buf, g_vbo_id.pos, vbo_index + 2, co[2]); GPU_vertbuf_attr_set(buffers->vert_buf, g_vbo_id.nor, vbo_index + 2, no_short); GPU_vertbuf_attr_set(buffers->vert_buf, g_vbo_id.pos, vbo_index + 3, co[1]); GPU_vertbuf_attr_set(buffers->vert_buf, g_vbo_id.nor, vbo_index + 3, no_short); if (has_mask && show_mask) { float fmask = (*CCG_elem_mask(key, elems[0]) + *CCG_elem_mask(key, elems[1]) + *CCG_elem_mask(key, elems[2]) + *CCG_elem_mask(key, elems[3])) * 0.25f; GPU_vertbuf_attr_set(buffers->vert_buf, g_vbo_id.msk, vbo_index, &fmask); GPU_vertbuf_attr_set(buffers->vert_buf, g_vbo_id.msk, vbo_index + 1, &fmask); GPU_vertbuf_attr_set(buffers->vert_buf, g_vbo_id.msk, vbo_index + 2, &fmask); GPU_vertbuf_attr_set(buffers->vert_buf, g_vbo_id.msk, vbo_index + 3, &fmask); empty_mask = empty_mask && (fmask == 0.0f); } if (is_row_end && !(is_grid_end && is_last_grid)) { /* Duplicate last vert * (only pos is needed since the triangle will be degenerate) */ GPU_vertbuf_attr_set(buffers->vert_buf, g_vbo_id.pos, vbo_index + 4, co[1]); vbo_index += 1; vbo_index_offset += 1; } vbo_index += 4; } } vbo_index_offset += (key->grid_size - 1) * (key->grid_size - 1) * 4; } } gpu_pbvh_batch_init(buffers, buffers->smooth ? GPU_PRIM_TRIS : GPU_PRIM_TRI_STRIP); } buffers->grids = grids; buffers->grid_indices = grid_indices; buffers->totgrid = totgrid; buffers->grid_flag_mats = grid_flag_mats; buffers->gridkey = *key; buffers->show_mask = !empty_mask; //printf("node updated %p\n", buffers); } /* Build the element array buffer of grid indices using either * ushorts or uints. */ #define FILL_QUAD_BUFFER(max_vert_, tot_quad_, buffer_) \ { \ int offset = 0; \ int i, j, k; \ \ GPUIndexBufBuilder elb; \ GPU_indexbuf_init( \ &elb, GPU_PRIM_TRIS, tot_quad_ * 2, max_vert_); \ \ /* Fill the buffer */ \ for (i = 0; i < totgrid; ++i) { \ BLI_bitmap *gh = NULL; \ if (grid_hidden) \ gh = grid_hidden[(grid_indices)[i]]; \ \ for (j = 0; j < gridsize - 1; ++j) { \ for (k = 0; k < gridsize - 1; ++k) { \ /* Skip hidden grid face */ \ if (gh && paint_is_grid_face_hidden( \ gh, gridsize, k, j)) \ { \ continue; \ } \ GPU_indexbuf_add_generic_vert(&elb, offset + j * gridsize + k + 1); \ GPU_indexbuf_add_generic_vert(&elb, offset + j * gridsize + k); \ GPU_indexbuf_add_generic_vert(&elb, offset + (j + 1) * gridsize + k); \ \ GPU_indexbuf_add_generic_vert(&elb, offset + (j + 1) * gridsize + k + 1); \ GPU_indexbuf_add_generic_vert(&elb, offset + j * gridsize + k + 1); \ GPU_indexbuf_add_generic_vert(&elb, offset + (j + 1) * gridsize + k); \ } \ } \ \ offset += gridsize * gridsize; \ } \ buffer_ = GPU_indexbuf_build(&elb); \ } (void)0 /* end FILL_QUAD_BUFFER */ static GPUIndexBuf *gpu_get_grid_buffer( int gridsize, uint *totquad, /* remove this arg when GPU gets base-vertex support! */ int totgrid) { /* used in the FILL_QUAD_BUFFER macro */ BLI_bitmap * const *grid_hidden = NULL; const int *grid_indices = NULL; /* Build new VBO */ *totquad = (gridsize - 1) * (gridsize - 1) * totgrid; int max_vert = gridsize * gridsize * totgrid; GPUIndexBuf *mres_buffer; FILL_QUAD_BUFFER(max_vert, *totquad, mres_buffer); return mres_buffer; } GPU_PBVH_Buffers *GPU_pbvh_grid_buffers_build( int *grid_indices, int totgrid, BLI_bitmap **grid_hidden, int gridsize, const CCGKey *UNUSED(key)) { GPU_PBVH_Buffers *buffers; int totquad; int fully_visible_totquad = (gridsize - 1) * (gridsize - 1) * totgrid; buffers = MEM_callocN(sizeof(GPU_PBVH_Buffers), "GPU_Buffers"); buffers->grid_hidden = grid_hidden; buffers->totgrid = totgrid; buffers->show_mask = false; /* Count the number of quads */ totquad = BKE_pbvh_count_grid_quads(grid_hidden, grid_indices, totgrid, gridsize); /* totally hidden node, return here to avoid BufferData with zero below. */ if (totquad == 0) return buffers; /* TODO(fclem) this needs a bit of cleanup. It's only needed for smooth grids. * Could be moved to the update function somehow. */ if (totquad == fully_visible_totquad) { buffers->index_buf = gpu_get_grid_buffer(gridsize, &buffers->tot_quad, totgrid); buffers->has_hidden = false; buffers->is_index_buf_global = false; } else { uint max_vert = totgrid * gridsize * gridsize; buffers->tot_quad = totquad; FILL_QUAD_BUFFER(max_vert, totquad, buffers->index_buf); buffers->has_hidden = false; buffers->is_index_buf_global = false; } return buffers; } #undef FILL_QUAD_BUFFER /* Output a BMVert into a VertexBufferFormat array * * The vertex is skipped if hidden, otherwise the output goes into * index '*v_index' in the 'vert_data' array and '*v_index' is * incremented. */ static void gpu_bmesh_vert_to_buffer_copy__gwn( BMVert *v, GPUVertBuf *vert_buf, int *v_index, const float fno[3], const float *fmask, const int cd_vert_mask_offset, const bool show_mask, bool *empty_mask) { if (!BM_elem_flag_test(v, BM_ELEM_HIDDEN)) { /* Set coord, normal, and mask */ GPU_vertbuf_attr_set(vert_buf, g_vbo_id.pos, *v_index, v->co); short no_short[3]; normal_float_to_short_v3(no_short, fno ? fno : v->no); GPU_vertbuf_attr_set(vert_buf, g_vbo_id.nor, *v_index, no_short); if (show_mask) { float effective_mask = fmask ? *fmask : BM_ELEM_CD_GET_FLOAT(v, cd_vert_mask_offset); GPU_vertbuf_attr_set(vert_buf, g_vbo_id.msk, *v_index, &effective_mask); *empty_mask = *empty_mask && (effective_mask == 0.0f); } /* Assign index for use in the triangle index buffer */ /* note: caller must set: bm->elem_index_dirty |= BM_VERT; */ BM_elem_index_set(v, (*v_index)); /* set_dirty! */ (*v_index)++; } } /* Return the total number of vertices that don't have BM_ELEM_HIDDEN set */ static int gpu_bmesh_vert_visible_count(GSet *bm_unique_verts, GSet *bm_other_verts) { GSetIterator gs_iter; int totvert = 0; GSET_ITER (gs_iter, bm_unique_verts) { BMVert *v = BLI_gsetIterator_getKey(&gs_iter); if (!BM_elem_flag_test(v, BM_ELEM_HIDDEN)) totvert++; } GSET_ITER (gs_iter, bm_other_verts) { BMVert *v = BLI_gsetIterator_getKey(&gs_iter); if (!BM_elem_flag_test(v, BM_ELEM_HIDDEN)) totvert++; } return totvert; } /* Return the total number of visible faces */ static int gpu_bmesh_face_visible_count(GSet *bm_faces) { GSetIterator gh_iter; int totface = 0; GSET_ITER (gh_iter, bm_faces) { BMFace *f = BLI_gsetIterator_getKey(&gh_iter); if (!BM_elem_flag_test(f, BM_ELEM_HIDDEN)) totface++; } return totface; } /* Creates a vertex buffer (coordinate, normal, color) and, if smooth * shading, an element index buffer. */ void GPU_pbvh_bmesh_buffers_update( GPU_PBVH_Buffers *buffers, BMesh *bm, GSet *bm_faces, GSet *bm_unique_verts, GSet *bm_other_verts, const int update_flags) { const bool show_mask = (update_flags & GPU_PBVH_BUFFERS_SHOW_MASK) != 0; int tottri, totvert, maxvert = 0; bool empty_mask = true; /* TODO, make mask layer optional for bmesh buffer */ const int cd_vert_mask_offset = CustomData_get_offset(&bm->vdata, CD_PAINT_MASK); /* Count visible triangles */ tottri = gpu_bmesh_face_visible_count(bm_faces); if (buffers->smooth) { /* Smooth needs to recreate index buffer, so we have to invalidate the batch. */ GPU_BATCH_DISCARD_SAFE(buffers->triangles); /* Count visible vertices */ totvert = gpu_bmesh_vert_visible_count(bm_unique_verts, bm_other_verts); } else { totvert = tottri * 3; } if (!tottri) { buffers->tot_tri = 0; return; } /* Fill vertex buffer */ if (gpu_pbvh_vert_buf_data_set(buffers, totvert)) { int v_index = 0; if (buffers->smooth) { GSetIterator gs_iter; /* Vertices get an index assigned for use in the triangle * index buffer */ bm->elem_index_dirty |= BM_VERT; GSET_ITER (gs_iter, bm_unique_verts) { gpu_bmesh_vert_to_buffer_copy__gwn( BLI_gsetIterator_getKey(&gs_iter), buffers->vert_buf, &v_index, NULL, NULL, cd_vert_mask_offset, show_mask, &empty_mask); } GSET_ITER (gs_iter, bm_other_verts) { gpu_bmesh_vert_to_buffer_copy__gwn( BLI_gsetIterator_getKey(&gs_iter), buffers->vert_buf, &v_index, NULL, NULL, cd_vert_mask_offset, show_mask, &empty_mask); } maxvert = v_index; } else { GSetIterator gs_iter; GSET_ITER (gs_iter, bm_faces) { BMFace *f = BLI_gsetIterator_getKey(&gs_iter); BLI_assert(f->len == 3); if (!BM_elem_flag_test(f, BM_ELEM_HIDDEN)) { BMVert *v[3]; float fmask = 0.0f; int i; #if 0 BM_iter_as_array(bm, BM_VERTS_OF_FACE, f, (void **)v, 3); #endif BM_face_as_array_vert_tri(f, v); /* Average mask value */ for (i = 0; i < 3; i++) { fmask += BM_ELEM_CD_GET_FLOAT(v[i], cd_vert_mask_offset); } fmask /= 3.0f; for (i = 0; i < 3; i++) { gpu_bmesh_vert_to_buffer_copy__gwn( v[i], buffers->vert_buf, &v_index, f->no, &fmask, cd_vert_mask_offset, show_mask, &empty_mask); } } } buffers->tot_tri = tottri; } /* gpu_bmesh_vert_to_buffer_copy sets dirty index values */ bm->elem_index_dirty |= BM_VERT; } else { /* Memory map failed */ return; } if (buffers->smooth) { /* Fill the triangle buffer */ buffers->index_buf = NULL; GPUIndexBufBuilder elb; GPU_indexbuf_init(&elb, GPU_PRIM_TRIS, tottri, maxvert); /* Initialize triangle index buffer */ buffers->is_index_buf_global = false; /* Fill triangle index buffer */ { GSetIterator gs_iter; GSET_ITER (gs_iter, bm_faces) { BMFace *f = BLI_gsetIterator_getKey(&gs_iter); if (!BM_elem_flag_test(f, BM_ELEM_HIDDEN)) { BMVert *v[3]; BM_face_as_array_vert_tri(f, v); GPU_indexbuf_add_tri_verts( &elb, BM_elem_index_get(v[0]), BM_elem_index_get(v[1]), BM_elem_index_get(v[2])); } } buffers->tot_tri = tottri; if (buffers->index_buf == NULL) { buffers->index_buf = GPU_indexbuf_build(&elb); } else { GPU_indexbuf_build_in_place(&elb, buffers->index_buf); } } } else if (buffers->index_buf) { if (!buffers->is_index_buf_global) { GPU_INDEXBUF_DISCARD_SAFE(buffers->index_buf); } buffers->index_buf = NULL; buffers->is_index_buf_global = false; } buffers->show_mask = !empty_mask; gpu_pbvh_batch_init(buffers, GPU_PRIM_TRIS); } GPU_PBVH_Buffers *GPU_pbvh_bmesh_buffers_build(bool smooth_shading) { GPU_PBVH_Buffers *buffers; buffers = MEM_callocN(sizeof(GPU_PBVH_Buffers), "GPU_Buffers"); buffers->use_bmesh = true; buffers->smooth = smooth_shading; buffers->show_mask = true; return buffers; } GPUBatch *GPU_pbvh_buffers_batch_get(GPU_PBVH_Buffers *buffers, bool fast) { return (fast && buffers->triangles_fast) ? buffers->triangles_fast : buffers->triangles; } bool GPU_pbvh_buffers_has_mask(GPU_PBVH_Buffers *buffers) { return buffers->show_mask; } void GPU_pbvh_buffers_free(GPU_PBVH_Buffers *buffers) { if (buffers) { GPU_BATCH_DISCARD_SAFE(buffers->triangles); GPU_BATCH_DISCARD_SAFE(buffers->triangles_fast); if (!buffers->is_index_buf_global) { GPU_INDEXBUF_DISCARD_SAFE(buffers->index_buf); } GPU_INDEXBUF_DISCARD_SAFE(buffers->index_buf_fast); GPU_VERTBUF_DISCARD_SAFE(buffers->vert_buf); MEM_freeN(buffers); } } /* debug function, draws the pbvh BB */ void GPU_pbvh_BB_draw(float min[3], float max[3], bool leaf, uint pos) { if (leaf) immUniformColor4f(0.0, 1.0, 0.0, 0.5); else immUniformColor4f(1.0, 0.0, 0.0, 0.5); /* TODO(merwin): revisit this after we have mutable VertexBuffers * could keep a static batch & index buffer, change the VBO contents per draw */ immBegin(GPU_PRIM_LINES, 24); /* top */ immVertex3f(pos, min[0], min[1], max[2]); immVertex3f(pos, min[0], max[1], max[2]); immVertex3f(pos, min[0], max[1], max[2]); immVertex3f(pos, max[0], max[1], max[2]); immVertex3f(pos, max[0], max[1], max[2]); immVertex3f(pos, max[0], min[1], max[2]); immVertex3f(pos, max[0], min[1], max[2]); immVertex3f(pos, min[0], min[1], max[2]); /* bottom */ immVertex3f(pos, min[0], min[1], min[2]); immVertex3f(pos, min[0], max[1], min[2]); immVertex3f(pos, min[0], max[1], min[2]); immVertex3f(pos, max[0], max[1], min[2]); immVertex3f(pos, max[0], max[1], min[2]); immVertex3f(pos, max[0], min[1], min[2]); immVertex3f(pos, max[0], min[1], min[2]); immVertex3f(pos, min[0], min[1], min[2]); /* sides */ immVertex3f(pos, min[0], min[1], min[2]); immVertex3f(pos, min[0], min[1], max[2]); immVertex3f(pos, min[0], max[1], min[2]); immVertex3f(pos, min[0], max[1], max[2]); immVertex3f(pos, max[0], max[1], min[2]); immVertex3f(pos, max[0], max[1], max[2]); immVertex3f(pos, max[0], min[1], min[2]); immVertex3f(pos, max[0], min[1], max[2]); immEnd(); } void GPU_pbvh_fix_linking() { }