/* * 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_ghash.h" #include "BLI_hash.h" #include "BLI_math.h" #include "BLI_math_color.h" #include "BLI_math_color_blend.h" #include "BLI_utildefines.h" #include "DNA_meshdata_types.h" #include "DNA_userdef_types.h" #include "BKE_DerivedMesh.h" #include "BKE_ccg.h" #include "BKE_mesh.h" #include "BKE_paint.h" #include "BKE_pbvh.h" #include "BKE_subdiv_ccg.h" #include "GPU_batch.h" #include "GPU_buffers.h" #include "gpu_private.h" #include "bmesh.h" #include "trimesh.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; GPUIndexBuf *index_lines_buf, *index_lines_buf_fast; GPUVertBuf *vert_buf; GPUBatch *lines; GPUBatch *lines_fast; 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 use_bmesh, use_trimesh; bool clear_bmesh_on_flush; uint tot_tri, tot_quad; short material_index; /* The PBVH ensures that either all faces in the node are * smooth-shaded or all faces are flat-shaded */ bool smooth; bool show_overlay; }; static struct { GPUVertFormat format; uint pos, nor, msk, col, fset; } g_vbo_id = {{0}}; /** \} */ /* -------------------------------------------------------------------- */ /** \name PBVH Utils * \{ */ void gpu_pbvh_init() { /* Initialize vertex buffer (match 'VertexBufferFormat'). */ if (g_vbo_id.format.attr_len == 0) { g_vbo_id.pos = GPU_vertformat_attr_add( &g_vbo_id.format, "pos", GPU_COMP_F32, 3, GPU_FETCH_FLOAT); g_vbo_id.nor = GPU_vertformat_attr_add( &g_vbo_id.format, "nor", GPU_COMP_I16, 3, GPU_FETCH_INT_TO_FLOAT_UNIT); /* TODO: Do not allocate these `.msk` and `.col` when they are not used. */ g_vbo_id.msk = GPU_vertformat_attr_add( &g_vbo_id.format, "msk", GPU_COMP_U8, 1, GPU_FETCH_INT_TO_FLOAT_UNIT); g_vbo_id.col = GPU_vertformat_attr_add( &g_vbo_id.format, "c", GPU_COMP_U16, 4, GPU_FETCH_INT_TO_FLOAT_UNIT); g_vbo_id.fset = GPU_vertformat_attr_add( &g_vbo_id.format, "fset", GPU_COMP_U8, 3, GPU_FETCH_INT_TO_FLOAT_UNIT); } } void gpu_pbvh_exit() { /* Nothing to do. */ } /* 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) { /* Keep so we can test #GPU_USAGE_DYNAMIC buffer use. * Not that format initialization match in both blocks. * Do this to keep braces balanced - otherwise indentation breaks. */ #if 0 if (buffers->vert_buf == NULL) { /* Initialize vertex buffer (match 'VertexBufferFormat'). */ buffers->vert_buf = GPU_vertbuf_create_with_format_ex(&g_vbo_id.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 if (buffers->vert_buf == NULL) { /* Initialize vertex buffer (match 'VertexBufferFormat'). */ buffers->vert_buf = GPU_vertbuf_create_with_format_ex(&g_vbo_id.format, GPU_USAGE_STATIC); } if (GPU_vertbuf_get_data(buffers->vert_buf) == NULL || GPU_vertbuf_get_vertex_len(buffers->vert_buf) != vert_len) { /* Allocate buffer if not allocated yet or size changed. */ GPU_vertbuf_data_alloc(buffers->vert_buf, vert_len); } #endif return GPU_vertbuf_get_data(buffers->vert_buf) != NULL; } static void gpu_pbvh_batch_init(GPU_PBVH_Buffers *buffers, GPUPrimType prim) { if (buffers->triangles == NULL) { buffers->triangles = GPU_batch_create(prim, buffers->vert_buf, /* can be NULL if buffer is empty */ 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); } if (buffers->lines == NULL) { buffers->lines = GPU_batch_create(GPU_PRIM_LINES, buffers->vert_buf, /* can be NULL if buffer is empty */ buffers->index_lines_buf); } if ((buffers->lines_fast == NULL) && buffers->index_lines_buf_fast) { buffers->lines_fast = GPU_batch_create( GPU_PRIM_LINES, buffers->vert_buf, buffers->index_lines_buf_fast); } } /** \} */ /* -------------------------------------------------------------------- */ /** \name Mesh PBVH * \{ */ static bool gpu_pbvh_is_looptri_visible(const MLoopTri *lt, const MVert *mvert, const MLoop *mloop, const int *sculpt_face_sets) { return (!paint_is_face_hidden(lt, mvert, mloop) && sculpt_face_sets && sculpt_face_sets[lt->poly] > SCULPT_FACE_SET_NONE); } /* Threaded - do not call any functions that use OpenGL calls! */ void GPU_pbvh_mesh_buffers_update(GPU_PBVH_Buffers *buffers, const MVert *mvert, const float *vmask, const MLoopCol *vcol, const int *sculpt_face_sets, const int face_sets_color_seed, const int face_sets_color_default, const MPropCol *vtcol, const int update_flags) { const bool show_mask = vmask && (update_flags & GPU_PBVH_BUFFERS_SHOW_MASK) != 0; const bool show_face_sets = sculpt_face_sets && (update_flags & GPU_PBVH_BUFFERS_SHOW_SCULPT_FACE_SETS) != 0; const bool show_vcol = (vcol || (vtcol && U.experimental.use_sculpt_vertex_colors)) && (update_flags & GPU_PBVH_BUFFERS_SHOW_VCOL) != 0; bool empty_mask = true; bool default_face_set = true; { const int totelem = buffers->tot_tri * 3; /* Build VBO */ if (gpu_pbvh_vert_buf_data_set(buffers, totelem)) { GPUVertBufRaw pos_step = {0}; GPUVertBufRaw nor_step = {0}; GPUVertBufRaw msk_step = {0}; GPUVertBufRaw fset_step = {0}; GPUVertBufRaw col_step = {0}; GPU_vertbuf_attr_get_raw_data(buffers->vert_buf, g_vbo_id.pos, &pos_step); GPU_vertbuf_attr_get_raw_data(buffers->vert_buf, g_vbo_id.nor, &nor_step); GPU_vertbuf_attr_get_raw_data(buffers->vert_buf, g_vbo_id.msk, &msk_step); GPU_vertbuf_attr_get_raw_data(buffers->vert_buf, g_vbo_id.fset, &fset_step); if (show_vcol) { GPU_vertbuf_attr_get_raw_data(buffers->vert_buf, g_vbo_id.col, &col_step); } /* calculate normal for each polygon only once */ uint mpoly_prev = UINT_MAX; short no[3] = {0, 0, 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 (!gpu_pbvh_is_looptri_visible(lt, mvert, buffers->mloop, sculpt_face_sets)) { continue; } /* Face normal and mask */ if (lt->poly != mpoly_prev && !buffers->smooth) { 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; } uchar face_set_color[4] = {UCHAR_MAX, UCHAR_MAX, UCHAR_MAX, UCHAR_MAX}; if (show_face_sets) { const int fset = abs(sculpt_face_sets[lt->poly]); /* Skip for the default color Face Set to render it white. */ if (fset != face_sets_color_default) { BKE_paint_face_set_overlay_color_get(fset, face_sets_color_seed, face_set_color); default_face_set = false; } } float fmask = 0.0f; uchar cmask = 0; if (show_mask && !buffers->smooth) { fmask = (vmask[vtri[0]] + vmask[vtri[1]] + vmask[vtri[2]]) / 3.0f; cmask = (uchar)(fmask * 255); } for (uint j = 0; j < 3; j++) { const MVert *v = &mvert[vtri[j]]; copy_v3_v3(GPU_vertbuf_raw_step(&pos_step), v->co); if (buffers->smooth) { copy_v3_v3_short(no, v->no); } copy_v3_v3_short(GPU_vertbuf_raw_step(&nor_step), no); if (show_mask && buffers->smooth) { cmask = (uchar)(vmask[vtri[j]] * 255); } *(uchar *)GPU_vertbuf_raw_step(&msk_step) = cmask; empty_mask = empty_mask && (cmask == 0); /* Vertex Colors. */ if (show_vcol) { ushort scol[4] = {USHRT_MAX, USHRT_MAX, USHRT_MAX, USHRT_MAX}; if (vtcol && U.experimental.use_sculpt_vertex_colors) { scol[0] = unit_float_to_ushort_clamp(vtcol[vtri[j]].color[0]); scol[1] = unit_float_to_ushort_clamp(vtcol[vtri[j]].color[1]); scol[2] = unit_float_to_ushort_clamp(vtcol[vtri[j]].color[2]); scol[3] = unit_float_to_ushort_clamp(vtcol[vtri[j]].color[3]); memcpy(GPU_vertbuf_raw_step(&col_step), scol, sizeof(scol)); } else { const uint loop_index = lt->tri[j]; const MLoopCol *mcol = &vcol[loop_index]; scol[0] = unit_float_to_ushort_clamp(BLI_color_from_srgb_table[mcol->r]); scol[1] = unit_float_to_ushort_clamp(BLI_color_from_srgb_table[mcol->g]); scol[2] = unit_float_to_ushort_clamp(BLI_color_from_srgb_table[mcol->b]); scol[3] = unit_float_to_ushort_clamp(mcol->a * (1.0f / 255.0f)); memcpy(GPU_vertbuf_raw_step(&col_step), scol, sizeof(scol)); } } /* Face Sets. */ memcpy(GPU_vertbuf_raw_step(&fset_step), face_set_color, sizeof(uchar[3])); } } } gpu_pbvh_batch_init(buffers, GPU_PRIM_TRIS); } /* Get material index from the first face of this buffer. */ const MLoopTri *lt = &buffers->looptri[buffers->face_indices[0]]; const MPoly *mp = &buffers->mpoly[lt->poly]; buffers->material_index = mp->mat_nr; buffers->show_overlay = !empty_mask || !default_face_set; buffers->mvert = mvert; } /* Threaded - do not call any functions that use OpenGL calls! */ GPU_PBVH_Buffers *GPU_pbvh_mesh_buffers_build(const MPoly *mpoly, const MLoop *mloop, const MLoopTri *looptri, const MVert *mvert, const int *face_indices, const int *sculpt_face_sets, const int face_indices_len, const struct Mesh *mesh) { GPU_PBVH_Buffers *buffers; int i, tottri; int tot_real_edges = 0; buffers = MEM_callocN(sizeof(GPU_PBVH_Buffers), "GPU_Buffers"); /* smooth or flat for all */ buffers->smooth = mpoly[looptri[face_indices[0]].poly].flag & ME_SMOOTH; buffers->show_overlay = 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 (gpu_pbvh_is_looptri_visible(lt, mvert, mloop, sculpt_face_sets)) { int r_edges[3]; BKE_mesh_looptri_get_real_edges(mesh, lt, r_edges); for (int j = 0; j < 3; j++) { if (r_edges[j] != -1) { tot_real_edges++; } } 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; } /* Fill the only the line buffer. */ GPUIndexBufBuilder elb_lines; GPU_indexbuf_init(&elb_lines, GPU_PRIM_LINES, tot_real_edges, INT_MAX); int vert_idx = 0; for (i = 0; i < face_indices_len; i++) { const MLoopTri *lt = &looptri[face_indices[i]]; /* Skip hidden faces */ if (!gpu_pbvh_is_looptri_visible(lt, mvert, mloop, sculpt_face_sets)) { continue; } int r_edges[3]; BKE_mesh_looptri_get_real_edges(mesh, lt, r_edges); if (r_edges[0] != -1) { GPU_indexbuf_add_line_verts(&elb_lines, vert_idx * 3 + 0, vert_idx * 3 + 1); } if (r_edges[1] != -1) { GPU_indexbuf_add_line_verts(&elb_lines, vert_idx * 3 + 1, vert_idx * 3 + 2); } if (r_edges[2] != -1) { GPU_indexbuf_add_line_verts(&elb_lines, vert_idx * 3 + 2, vert_idx * 3 + 0); } vert_idx++; } buffers->index_lines_buf = GPU_indexbuf_build(&elb_lines); 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; } /** \} */ /* -------------------------------------------------------------------- */ /** \name Grid PBVH * \{ */ static void gpu_pbvh_grid_fill_index_buffers(GPU_PBVH_Buffers *buffers, SubdivCCG *UNUSED(subdiv_ccg), const int *UNUSED(face_sets), const int *grid_indices, uint visible_quad_len, int totgrid, int gridsize) { GPUIndexBufBuilder elb, elb_lines; GPUIndexBufBuilder elb_fast, elb_lines_fast; GPU_indexbuf_init(&elb, GPU_PRIM_TRIS, 2 * visible_quad_len, INT_MAX); GPU_indexbuf_init(&elb_fast, GPU_PRIM_TRIS, 2 * totgrid, INT_MAX); GPU_indexbuf_init(&elb_lines, GPU_PRIM_LINES, 2 * totgrid * gridsize * (gridsize - 1), INT_MAX); GPU_indexbuf_init(&elb_lines_fast, GPU_PRIM_LINES, 4 * totgrid, INT_MAX); if (buffers->smooth) { uint offset = 0; const uint grid_vert_len = gridsize * gridsize; for (int i = 0; i < totgrid; i++, offset += grid_vert_len) { uint v0, v1, v2, v3; bool grid_visible = false; BLI_bitmap *gh = buffers->grid_hidden[grid_indices[i]]; for (int j = 0; j < gridsize - 1; j++) { for (int k = 0; k < gridsize - 1; k++) { /* Skip hidden grid face */ if (gh && paint_is_grid_face_hidden(gh, gridsize, k, j)) { continue; } /* Indices in a Clockwise QUAD disposition. */ v0 = offset + j * gridsize + k; v1 = v0 + 1; v2 = v1 + gridsize; v3 = v2 - 1; GPU_indexbuf_add_tri_verts(&elb, v0, v2, v1); GPU_indexbuf_add_tri_verts(&elb, v0, v3, v2); GPU_indexbuf_add_line_verts(&elb_lines, v0, v1); GPU_indexbuf_add_line_verts(&elb_lines, v0, v3); if (j + 2 == gridsize) { GPU_indexbuf_add_line_verts(&elb_lines, v2, v3); } grid_visible = true; } if (grid_visible) { GPU_indexbuf_add_line_verts(&elb_lines, v1, v2); } } if (grid_visible) { /* Grid corners */ v0 = offset; v1 = offset + gridsize - 1; v2 = offset + grid_vert_len - 1; v3 = offset + grid_vert_len - gridsize; GPU_indexbuf_add_tri_verts(&elb_fast, v0, v2, v1); GPU_indexbuf_add_tri_verts(&elb_fast, v0, v3, v2); GPU_indexbuf_add_line_verts(&elb_lines_fast, v0, v1); GPU_indexbuf_add_line_verts(&elb_lines_fast, v1, v2); GPU_indexbuf_add_line_verts(&elb_lines_fast, v2, v3); GPU_indexbuf_add_line_verts(&elb_lines_fast, v3, v0); } } } else { uint offset = 0; const uint grid_vert_len = square_uint(gridsize - 1) * 4; for (int i = 0; i < totgrid; i++, offset += grid_vert_len) { bool grid_visible = false; BLI_bitmap *gh = buffers->grid_hidden[grid_indices[i]]; uint v0, v1, v2, v3; for (int j = 0; j < gridsize - 1; j++) { for (int k = 0; k < gridsize - 1; k++) { /* Skip hidden grid face */ if (gh && paint_is_grid_face_hidden(gh, gridsize, k, j)) { continue; } /* VBO data are in a Clockwise QUAD disposition. */ v0 = offset + (j * (gridsize - 1) + k) * 4; v1 = v0 + 1; v2 = v0 + 2; v3 = v0 + 3; GPU_indexbuf_add_tri_verts(&elb, v0, v2, v1); GPU_indexbuf_add_tri_verts(&elb, v0, v3, v2); GPU_indexbuf_add_line_verts(&elb_lines, v0, v1); GPU_indexbuf_add_line_verts(&elb_lines, v0, v3); if (j + 2 == gridsize) { GPU_indexbuf_add_line_verts(&elb_lines, v2, v3); } grid_visible = true; } if (grid_visible) { GPU_indexbuf_add_line_verts(&elb_lines, v1, v2); } } if (grid_visible) { /* Grid corners */ v0 = offset; v1 = offset + (gridsize - 1) * 4 - 3; v2 = offset + grid_vert_len - 2; v3 = offset + grid_vert_len - (gridsize - 1) * 4 + 3; GPU_indexbuf_add_tri_verts(&elb_fast, v0, v2, v1); GPU_indexbuf_add_tri_verts(&elb_fast, v0, v3, v2); GPU_indexbuf_add_line_verts(&elb_lines_fast, v0, v1); GPU_indexbuf_add_line_verts(&elb_lines_fast, v1, v2); GPU_indexbuf_add_line_verts(&elb_lines_fast, v2, v3); GPU_indexbuf_add_line_verts(&elb_lines_fast, v3, v0); } } } buffers->index_buf = GPU_indexbuf_build(&elb); buffers->index_buf_fast = GPU_indexbuf_build(&elb_fast); buffers->index_lines_buf = GPU_indexbuf_build(&elb_lines); buffers->index_lines_buf_fast = GPU_indexbuf_build(&elb_lines_fast); } void GPU_pbvh_grid_buffers_update_free(GPU_PBVH_Buffers *buffers, const struct DMFlagMat *grid_flag_mats, const int *grid_indices) { const bool smooth = grid_flag_mats[grid_indices[0]].flag & ME_SMOOTH; if (buffers->smooth != smooth) { buffers->smooth = smooth; GPU_BATCH_DISCARD_SAFE(buffers->triangles); GPU_BATCH_DISCARD_SAFE(buffers->triangles_fast); GPU_BATCH_DISCARD_SAFE(buffers->lines); GPU_BATCH_DISCARD_SAFE(buffers->lines_fast); GPU_INDEXBUF_DISCARD_SAFE(buffers->index_buf); GPU_INDEXBUF_DISCARD_SAFE(buffers->index_buf_fast); GPU_INDEXBUF_DISCARD_SAFE(buffers->index_lines_buf); GPU_INDEXBUF_DISCARD_SAFE(buffers->index_lines_buf_fast); } } /* Threaded - do not call any functions that use OpenGL calls! */ void GPU_pbvh_grid_buffers_update(GPU_PBVH_Buffers *buffers, SubdivCCG *subdiv_ccg, CCGElem **grids, const struct DMFlagMat *grid_flag_mats, int *grid_indices, int totgrid, const int *sculpt_face_sets, const int face_sets_color_seed, const int face_sets_color_default, const struct CCGKey *key, const int update_flags) { const bool show_mask = (update_flags & GPU_PBVH_BUFFERS_SHOW_MASK) != 0; const bool show_vcol = (update_flags & GPU_PBVH_BUFFERS_SHOW_VCOL) != 0; const bool show_face_sets = sculpt_face_sets && (update_flags & GPU_PBVH_BUFFERS_SHOW_SCULPT_FACE_SETS) != 0; bool empty_mask = true; bool default_face_set = true; int i, j, k, x, y; /* Build VBO */ const int has_mask = key->has_mask; buffers->smooth = grid_flag_mats[grid_indices[0]].flag & ME_SMOOTH; uint vert_per_grid = (buffers->smooth) ? key->grid_area : (square_i(key->grid_size - 1) * 4); uint vert_count = totgrid * vert_per_grid; if (buffers->index_buf == NULL) { uint visible_quad_len = BKE_pbvh_count_grid_quads( (BLI_bitmap **)buffers->grid_hidden, grid_indices, totgrid, key->grid_size); /* totally hidden node, return here to avoid BufferData with zero below. */ if (visible_quad_len == 0) { return; } gpu_pbvh_grid_fill_index_buffers(buffers, subdiv_ccg, sculpt_face_sets, grid_indices, visible_quad_len, totgrid, key->grid_size); } uint vbo_index_offset = 0; /* Build VBO */ if (gpu_pbvh_vert_buf_data_set(buffers, vert_count)) { GPUIndexBufBuilder elb_lines; if (buffers->index_lines_buf == NULL) { GPU_indexbuf_init(&elb_lines, GPU_PRIM_LINES, totgrid * key->grid_area * 2, vert_count); } for (i = 0; i < totgrid; i++) { const int grid_index = grid_indices[i]; CCGElem *grid = grids[grid_index]; int vbo_index = vbo_index_offset; uchar face_set_color[4] = {UCHAR_MAX, UCHAR_MAX, UCHAR_MAX, UCHAR_MAX}; if (show_face_sets && subdiv_ccg && sculpt_face_sets) { const int face_index = BKE_subdiv_ccg_grid_to_face_index(subdiv_ccg, grid_index); const int fset = abs(sculpt_face_sets[face_index]); /* Skip for the default color Face Set to render it white. */ if (fset != face_sets_color_default) { BKE_paint_face_set_overlay_color_get(fset, face_sets_color_seed, face_set_color); default_face_set = false; } } 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); uchar cmask = (uchar)(fmask * 255); GPU_vertbuf_attr_set(buffers->vert_buf, g_vbo_id.msk, vbo_index, &cmask); empty_mask = empty_mask && (cmask == 0); } if (show_vcol) { const ushort vcol[4] = {USHRT_MAX, USHRT_MAX, USHRT_MAX, USHRT_MAX}; GPU_vertbuf_attr_set(buffers->vert_buf, g_vbo_id.col, vbo_index, &vcol); } GPU_vertbuf_attr_set(buffers->vert_buf, g_vbo_id.fset, vbo_index, &face_set_color); 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++) { CCGElem *elems[4] = { CCG_grid_elem(key, grid, k, j), CCG_grid_elem(key, grid, k + 1, j), CCG_grid_elem(key, grid, k + 1, j + 1), CCG_grid_elem(key, grid, k, j + 1), }; 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]; /* Note: Clockwise indices ordering, that's why we invert order here. */ normal_quad_v3(fno, co[3], co[2], co[1], co[0]); normal_float_to_short_v3(no_short, fno); GPU_vertbuf_attr_set(buffers->vert_buf, g_vbo_id.pos, vbo_index + 0, co[0]); GPU_vertbuf_attr_set(buffers->vert_buf, g_vbo_id.nor, vbo_index + 0, no_short); GPU_vertbuf_attr_set(buffers->vert_buf, g_vbo_id.pos, vbo_index + 1, co[1]); 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[3]); 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; uchar cmask = (uchar)(fmask * 255); GPU_vertbuf_attr_set(buffers->vert_buf, g_vbo_id.msk, vbo_index + 0, &cmask); GPU_vertbuf_attr_set(buffers->vert_buf, g_vbo_id.msk, vbo_index + 1, &cmask); GPU_vertbuf_attr_set(buffers->vert_buf, g_vbo_id.msk, vbo_index + 2, &cmask); GPU_vertbuf_attr_set(buffers->vert_buf, g_vbo_id.msk, vbo_index + 3, &cmask); empty_mask = empty_mask && (cmask == 0); } const ushort vcol[4] = {USHRT_MAX, USHRT_MAX, USHRT_MAX, USHRT_MAX}; GPU_vertbuf_attr_set(buffers->vert_buf, g_vbo_id.col, vbo_index + 0, &vcol); GPU_vertbuf_attr_set(buffers->vert_buf, g_vbo_id.col, vbo_index + 1, &vcol); GPU_vertbuf_attr_set(buffers->vert_buf, g_vbo_id.col, vbo_index + 2, &vcol); GPU_vertbuf_attr_set(buffers->vert_buf, g_vbo_id.col, vbo_index + 3, &vcol); GPU_vertbuf_attr_set(buffers->vert_buf, g_vbo_id.fset, vbo_index + 0, &face_set_color); GPU_vertbuf_attr_set(buffers->vert_buf, g_vbo_id.fset, vbo_index + 1, &face_set_color); GPU_vertbuf_attr_set(buffers->vert_buf, g_vbo_id.fset, vbo_index + 2, &face_set_color); GPU_vertbuf_attr_set(buffers->vert_buf, g_vbo_id.fset, vbo_index + 3, &face_set_color); vbo_index += 4; } } vbo_index_offset += square_i(key->grid_size - 1) * 4; } } gpu_pbvh_batch_init(buffers, GPU_PRIM_TRIS); } /* Get material index from the first face of this buffer. */ buffers->material_index = grid_flag_mats[grid_indices[0]].mat_nr; buffers->grids = grids; buffers->grid_indices = grid_indices; buffers->totgrid = totgrid; buffers->grid_flag_mats = grid_flag_mats; buffers->gridkey = *key; buffers->show_overlay = !empty_mask || !default_face_set; } /* Threaded - do not call any functions that use OpenGL calls! */ GPU_PBVH_Buffers *GPU_pbvh_grid_buffers_build(int totgrid, BLI_bitmap **grid_hidden) { GPU_PBVH_Buffers *buffers; buffers = MEM_callocN(sizeof(GPU_PBVH_Buffers), "GPU_Buffers"); buffers->grid_hidden = grid_hidden; buffers->totgrid = totgrid; buffers->show_overlay = false; return buffers; } #undef FILL_QUAD_BUFFER /** \} */ /* -------------------------------------------------------------------- */ /** \name BMesh PBVH * \{ */ /* Output a BMVert into a VertexBufferFormat array at v_index. */ static void gpu_bmesh_vert_to_buffer_copy(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, const bool show_vcol, bool *empty_mask, int cd_vcol_offset) { /* Vertex should always be visible if it's used by a visible face. */ BLI_assert(!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); uchar cmask = (uchar)(effective_mask * 255); GPU_vertbuf_attr_set(vert_buf, g_vbo_id.msk, v_index, &cmask); *empty_mask = *empty_mask && (cmask == 0); } if (show_vcol && cd_vcol_offset >= 0) { ushort vcol[4] = {USHRT_MAX, USHRT_MAX, USHRT_MAX, USHRT_MAX}; int col[4] = {0, 0, 0, 0}; int tot = 0; BMIter iter; BMLoop *l; BM_ITER_ELEM (l, &iter, v, BM_LOOPS_OF_VERT) { MLoopCol *ml = BM_ELEM_CD_GET_VOID_P(l, cd_vcol_offset); col[0] += ml->r; col[1] += ml->g; col[2] += ml->b; col[3] += ml->a; tot++; } if (tot) { col[0] /= tot; col[1] /= tot; col[2] /= tot; col[3] /= tot; vcol[0] = (ushort)(col[0] * 257); vcol[1] = (ushort)(col[1] * 257); vcol[2] = (ushort)(col[2] * 257); vcol[3] = (ushort)(col[3] * 257); // printf("%d %d %d %d %d\n", vcol[0], vcol[1], vcol[2], vcol[3], tot); } // const ushort vcol[4] = {USHRT_MAX, USHRT_MAX, USHRT_MAX, USHRT_MAX}; GPU_vertbuf_attr_set(vert_buf, g_vbo_id.col, v_index, vcol); } else if (show_vcol) { const ushort vcol[4] = {USHRT_MAX, USHRT_MAX, USHRT_MAX, USHRT_MAX}; GPU_vertbuf_attr_set(vert_buf, g_vbo_id.col, v_index, vcol); } /* Add default face sets color to avoid artifacts. */ const uchar face_set[3] = {UCHAR_MAX, UCHAR_MAX, UCHAR_MAX}; GPU_vertbuf_attr_set(vert_buf, g_vbo_id.fset, v_index, &face_set); } /* Output a BMVert into a VertexBufferFormat array at v_index. */ static void gpu_trimesh_vert_to_buffer_copy(TMVert *v, GPUVertBuf *vert_buf, int v_index, const float fno[3], const float *fmask, const int cd_vert_mask_offset, const int cd_vert_node_offset, const bool show_mask, const bool show_vcol, bool *empty_mask, int cd_vcol_offset) { /* Vertex should always be visible if it's used by a visible face. */ BLI_assert(!TM_elem_flag_test(v, TM_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 : TM_ELEM_CD_GET_FLOAT(v, cd_vert_mask_offset); // int ni = TM_ELEM_CD_GET_INT(v, cd_vert_node_offset); // float effective_mask = (float)(ni % 64) / 64.0f; uchar cmask = (uchar)(effective_mask * 255); GPU_vertbuf_attr_set(vert_buf, g_vbo_id.msk, v_index, &cmask); *empty_mask = *empty_mask && (cmask == 0); } if (show_vcol && cd_vcol_offset >= 0) { ushort vcol[4] = {USHRT_MAX, USHRT_MAX, USHRT_MAX, USHRT_MAX}; int col[4] = {0, 0, 0, 0}; int tot = 0; for (int i = 0; i < v->edges.length; i++) { TMEdge *e = v->edges.items[i]; for (int j = 0; j < e->tris.length; j++) { TMFace *t = e->tris.items[j]; TMLoopData *l = TM_GET_TRI_LOOP_EDGE(t, e); MLoopCol *ml = TM_ELEM_CD_GET_VOID_P(l, cd_vcol_offset); col[0] += ml->r; col[1] += ml->g; col[2] += ml->b; col[3] += ml->a; tot++; } } if (tot) { col[0] /= tot; col[1] /= tot; col[2] /= tot; col[3] /= tot; vcol[0] = (ushort)(col[0] * 257); vcol[1] = (ushort)(col[1] * 257); vcol[2] = (ushort)(col[2] * 257); vcol[3] = (ushort)(col[3] * 257); // printf("%d %d %d %d %d\n", vcol[0], vcol[1], vcol[2], vcol[3], tot); } // const ushort vcol[4] = {USHRT_MAX, USHRT_MAX, USHRT_MAX, USHRT_MAX}; GPU_vertbuf_attr_set(vert_buf, g_vbo_id.col, v_index, vcol); } else if (show_vcol) { const ushort vcol[4] = {USHRT_MAX, USHRT_MAX, USHRT_MAX, USHRT_MAX}; GPU_vertbuf_attr_set(vert_buf, g_vbo_id.col, v_index, vcol); } /* Add default face sets color to avoid artifacts. */ const uchar face_set[3] = {UCHAR_MAX, UCHAR_MAX, UCHAR_MAX}; GPU_vertbuf_attr_set(vert_buf, g_vbo_id.fset, v_index, face_set); } /* Return the total number of vertices that don't have BM_ELEM_HIDDEN set */ static int gpu_trimesh_vert_visible_count(TableGSet *bm_unique_verts, TableGSet *bm_other_verts) { int totvert = 0; TMVert *v; TMS_ITER (v, bm_unique_verts) { if (!TM_elem_flag_test(v, TM_ELEM_HIDDEN)) { totvert++; } } TMS_ITER_END TMS_ITER (v, bm_other_verts) { if (!TM_elem_flag_test(v, TM_ELEM_HIDDEN)) { totvert++; } } TMS_ITER_END return totvert; } /* 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; } /* Return the total number of visible faces */ static int gpu_trimesh_face_visible_count(GSet *bm_faces) { GSetIterator gh_iter; int totface = 0; GSET_ITER (gh_iter, bm_faces) { TMFace *f = BLI_gsetIterator_getKey(&gh_iter); if (!TM_elem_flag_test(f, TM_ELEM_HIDDEN)) { totface++; } } return totface; } void GPU_pbvh_bmesh_buffers_update_free(GPU_PBVH_Buffers *buffers) { if (buffers->smooth) { /* Smooth needs to recreate index buffer, so we have to invalidate the batch. */ GPU_BATCH_DISCARD_SAFE(buffers->triangles); GPU_BATCH_DISCARD_SAFE(buffers->lines); GPU_INDEXBUF_DISCARD_SAFE(buffers->index_lines_buf); GPU_INDEXBUF_DISCARD_SAFE(buffers->index_buf); } else { GPU_BATCH_DISCARD_SAFE(buffers->lines); GPU_INDEXBUF_DISCARD_SAFE(buffers->index_lines_buf); } } void GPU_pbvh_trimesh_buffers_update_free(GPU_PBVH_Buffers *buffers) { if (buffers->smooth) { /* Smooth needs to recreate index buffer, so we have to invalidate the batch. */ GPU_BATCH_DISCARD_SAFE(buffers->triangles); GPU_BATCH_DISCARD_SAFE(buffers->lines); GPU_INDEXBUF_DISCARD_SAFE(buffers->index_lines_buf); GPU_INDEXBUF_DISCARD_SAFE(buffers->index_buf); } else { GPU_BATCH_DISCARD_SAFE(buffers->lines); GPU_INDEXBUF_DISCARD_SAFE(buffers->index_lines_buf); } } /* Creates a vertex buffer (coordinate, normal, color) and, if smooth * shading, an element index buffer. * Threaded - do not call any functions that use OpenGL calls! */ 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; const bool show_vcol = (update_flags & GPU_PBVH_BUFFERS_SHOW_VCOL) != 0; int tottri, totvert; bool empty_mask = true; BMFace *f = NULL; /* Count visible triangles */ tottri = gpu_bmesh_face_visible_count(bm_faces); if (buffers->smooth) { /* Count visible vertices */ totvert = gpu_bmesh_vert_visible_count(bm_unique_verts, bm_other_verts); } else { totvert = tottri * 3; } if (!tottri) { if (BLI_gset_len(bm_faces) != 0) { /* Node is just hidden. */ } else { buffers->clear_bmesh_on_flush = true; } buffers->tot_tri = 0; return; } /* TODO, make mask layer optional for bmesh buffer */ const int cd_vert_mask_offset = CustomData_get_offset(&bm->vdata, CD_PAINT_MASK); const int cd_vcol_offset = CustomData_get_offset(&bm->vdata, CD_MLOOPCOL); /* Fill vertex buffer */ if (!gpu_pbvh_vert_buf_data_set(buffers, totvert)) { /* Memory map failed */ return; } int v_index = 0; if (buffers->smooth) { /* Fill the vertex and triangle buffer in one pass over faces. */ GPUIndexBufBuilder elb, elb_lines; GPU_indexbuf_init(&elb, GPU_PRIM_TRIS, tottri, totvert); GPU_indexbuf_init(&elb_lines, GPU_PRIM_LINES, tottri * 3, totvert); GHash *bm_vert_to_index = BLI_ghash_int_new_ex("bm_vert_to_index", totvert); GSetIterator gs_iter; GSET_ITER (gs_iter, bm_faces) { 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); uint idx[3]; for (int i = 0; i < 3; i++) { void **idx_p; if (!BLI_ghash_ensure_p(bm_vert_to_index, v[i], &idx_p)) { /* Add vertex to the vertex buffer each time a new one is encountered */ *idx_p = POINTER_FROM_UINT(v_index); gpu_bmesh_vert_to_buffer_copy(v[i], buffers->vert_buf, v_index, NULL, NULL, cd_vert_mask_offset, show_mask, show_vcol, &empty_mask, cd_vcol_offset); idx[i] = v_index; v_index++; } else { /* Vertex already in the vertex buffer, just get the index. */ idx[i] = POINTER_AS_UINT(*idx_p); } } GPU_indexbuf_add_tri_verts(&elb, idx[0], idx[1], idx[2]); GPU_indexbuf_add_line_verts(&elb_lines, idx[0], idx[1]); GPU_indexbuf_add_line_verts(&elb_lines, idx[1], idx[2]); GPU_indexbuf_add_line_verts(&elb_lines, idx[2], idx[0]); } } BLI_ghash_free(bm_vert_to_index, NULL, NULL); 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); } buffers->index_lines_buf = GPU_indexbuf_build(&elb_lines); } else { GSetIterator gs_iter; GPUIndexBufBuilder elb_lines; GPU_indexbuf_init(&elb_lines, GPU_PRIM_LINES, tottri * 3, tottri * 3); GSET_ITER (gs_iter, bm_faces) { 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; 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; GPU_indexbuf_add_line_verts(&elb_lines, v_index + 0, v_index + 1); GPU_indexbuf_add_line_verts(&elb_lines, v_index + 1, v_index + 2); GPU_indexbuf_add_line_verts(&elb_lines, v_index + 2, v_index + 0); for (i = 0; i < 3; i++) { gpu_bmesh_vert_to_buffer_copy(v[i], buffers->vert_buf, v_index++, f->no, &fmask, cd_vert_mask_offset, show_mask, show_vcol, &empty_mask, cd_vcol_offset); } } } buffers->index_lines_buf = GPU_indexbuf_build(&elb_lines); buffers->tot_tri = tottri; } /* Get material index from the last face we iterated on. */ buffers->material_index = (f) ? f->mat_nr : 0; buffers->show_overlay = !empty_mask; gpu_pbvh_batch_init(buffers, GPU_PRIM_TRIS); } /* Creates a vertex buffer (coordinate, normal, color) and, if smooth * shading, an element index buffer. * Threaded - do not call any functions that use OpenGL calls! */ void GPU_pbvh_trimesh_buffers_update(GPU_PBVH_Buffers *buffers, TM_TriMesh *bm, GSet *tm_faces, TableGSet *bm_unique_verts, TableGSet *bm_other_verts, const int update_flags, const int cd_vert_node_offset) { const bool show_mask = (update_flags & GPU_PBVH_BUFFERS_SHOW_MASK) != 0; const bool show_vcol = true; //(update_flags & GPU_PBVH_BUFFERS_SHOW_VCOL) != 0; int tottri, totvert; bool empty_mask = true; TMFace *f = NULL; /* Count visible triangles */ tottri = gpu_trimesh_face_visible_count(tm_faces); if (buffers->smooth) { /* Count visible vertices */ totvert = gpu_trimesh_vert_visible_count(bm_unique_verts, bm_other_verts); } else { totvert = tottri * 3; } if (!tottri) { if (BLI_gset_len(tm_faces) != 0) { /* Node is just hidden. */ } else { buffers->clear_bmesh_on_flush = true; } buffers->tot_tri = 0; return; } /* TODO, make mask layer optional for bmesh buffer */ const int cd_vert_mask_offset = CustomData_get_offset(&bm->vdata, CD_PAINT_MASK); /* Fill vertex buffer */ if (!gpu_pbvh_vert_buf_data_set(buffers, totvert)) { /* Memory map failed */ return; } int v_index = 0; int cd_vcol_off = CustomData_get_offset(&bm->ldata, CD_MLOOPCOL); if (buffers->smooth) { /* Fill the vertex and triangle buffer in one pass over faces. */ GPUIndexBufBuilder elb, elb_lines; GPU_indexbuf_init(&elb, GPU_PRIM_TRIS, tottri, totvert); GPU_indexbuf_init(&elb_lines, GPU_PRIM_LINES, tottri * 3, totvert); GHash *bm_vert_to_index = BLI_ghash_int_new_ex("bm_vert_to_index", totvert); GSetIterator gs_iter; GSET_ITER (gs_iter, tm_faces) { f = BLI_gsetIterator_getKey(&gs_iter); if (!TM_elem_flag_test(f, TM_ELEM_HIDDEN)) { uint idx[3]; for (int i = 0; i < 3; i++) { TMVert *v = TM_GET_TRI_VERT(f, i); void **idx_p; if (!BLI_ghash_ensure_p(bm_vert_to_index, v, &idx_p)) { /* Add vertex to the vertex buffer each time a new one is encountered */ *idx_p = POINTER_FROM_UINT(v_index); gpu_trimesh_vert_to_buffer_copy(v, buffers->vert_buf, v_index, NULL, NULL, cd_vert_mask_offset, cd_vert_node_offset, show_mask, show_vcol, &empty_mask, cd_vcol_off); idx[i] = v_index; v_index++; } else { /* Vertex already in the vertex buffer, just get the index. */ idx[i] = POINTER_AS_UINT(*idx_p); } } GPU_indexbuf_add_tri_verts(&elb, idx[0], idx[1], idx[2]); GPU_indexbuf_add_line_verts(&elb_lines, idx[0], idx[1]); GPU_indexbuf_add_line_verts(&elb_lines, idx[1], idx[2]); GPU_indexbuf_add_line_verts(&elb_lines, idx[2], idx[0]); } } BLI_ghash_free(bm_vert_to_index, NULL, NULL); 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); } buffers->index_lines_buf = GPU_indexbuf_build(&elb_lines); } else { GSetIterator gs_iter; GPUIndexBufBuilder elb_lines; GPU_indexbuf_init(&elb_lines, GPU_PRIM_LINES, tottri * 3, tottri * 3); int cd_vcol_offset = CustomData_get_offset(&bm->ldata, CD_MLOOPCOL); GSET_ITER (gs_iter, tm_faces) { f = BLI_gsetIterator_getKey(&gs_iter); BLI_assert(f->len == 3); if (!TM_elem_flag_test(f, TM_ELEM_HIDDEN)) { float fmask = 0.0f; int i; /* Average mask value */ for (i = 0; i < 3; i++) { TMVert *v2 = TM_GET_TRI_VERT(f, i); fmask += TM_ELEM_CD_GET_FLOAT(v2, cd_vert_mask_offset); } fmask /= 3.0f; GPU_indexbuf_add_line_verts(&elb_lines, v_index + 0, v_index + 1); GPU_indexbuf_add_line_verts(&elb_lines, v_index + 1, v_index + 2); GPU_indexbuf_add_line_verts(&elb_lines, v_index + 2, v_index + 0); for (i = 0; i < 3; i++) { TMVert *v2 = TM_GET_TRI_VERT(f, i); gpu_trimesh_vert_to_buffer_copy(v2, buffers->vert_buf, v_index++, f->no, &fmask, cd_vert_mask_offset, cd_vert_node_offset, show_mask, show_vcol, &empty_mask, cd_vcol_offset); } } } buffers->index_lines_buf = GPU_indexbuf_build(&elb_lines); buffers->tot_tri = tottri; } /* Get material index from the last face we iterated on. */ buffers->material_index = (f) ? f->mat_nr : 0; buffers->show_overlay = !empty_mask; gpu_pbvh_batch_init(buffers, GPU_PRIM_TRIS); } /** \} */ /* -------------------------------------------------------------------- */ /** \name Generic * \{ */ /* Threaded - do not call any functions that use OpenGL calls! */ 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_overlay = true; return buffers; } /* Threaded - do not call any functions that use OpenGL calls! */ GPU_PBVH_Buffers *GPU_pbvh_trimesh_buffers_build(bool smooth_shading) { GPU_PBVH_Buffers *buffers; buffers = MEM_callocN(sizeof(GPU_PBVH_Buffers), "GPU_Buffers"); buffers->use_trimesh = true; buffers->smooth = smooth_shading; buffers->show_overlay = true; return buffers; } GPUBatch *GPU_pbvh_buffers_batch_get(GPU_PBVH_Buffers *buffers, bool fast, bool wires) { if (wires) { return (fast && buffers->lines_fast) ? buffers->lines_fast : buffers->lines; } return (fast && buffers->triangles_fast) ? buffers->triangles_fast : buffers->triangles; } bool GPU_pbvh_buffers_has_overlays(GPU_PBVH_Buffers *buffers) { return buffers->show_overlay; } short GPU_pbvh_buffers_material_index_get(GPU_PBVH_Buffers *buffers) { return buffers->material_index; } static void gpu_pbvh_buffers_clear(GPU_PBVH_Buffers *buffers) { GPU_BATCH_DISCARD_SAFE(buffers->lines); GPU_BATCH_DISCARD_SAFE(buffers->lines_fast); GPU_BATCH_DISCARD_SAFE(buffers->triangles); GPU_BATCH_DISCARD_SAFE(buffers->triangles_fast); GPU_INDEXBUF_DISCARD_SAFE(buffers->index_lines_buf_fast); GPU_INDEXBUF_DISCARD_SAFE(buffers->index_lines_buf); GPU_INDEXBUF_DISCARD_SAFE(buffers->index_buf_fast); GPU_INDEXBUF_DISCARD_SAFE(buffers->index_buf); GPU_VERTBUF_DISCARD_SAFE(buffers->vert_buf); } void GPU_pbvh_buffers_update_flush(GPU_PBVH_Buffers *buffers) { /* Free empty bmesh node buffers. */ if (buffers->clear_bmesh_on_flush) { gpu_pbvh_buffers_clear(buffers); buffers->clear_bmesh_on_flush = false; } /* Force flushing to the GPU. */ if (buffers->vert_buf && GPU_vertbuf_get_data(buffers->vert_buf)) { GPU_vertbuf_use(buffers->vert_buf); } } void GPU_pbvh_buffers_free(GPU_PBVH_Buffers *buffers) { if (buffers) { gpu_pbvh_buffers_clear(buffers); MEM_freeN(buffers); } } /** \} */