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/* 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 {
static void extract_tris_mat_task_reduce(void *_userdata_to, void *_userdata_from)
{
GPUIndexBufBuilder *elb_to = static_cast<GPUIndexBufBuilder *>(_userdata_to);
GPUIndexBufBuilder *elb_from = static_cast<GPUIndexBufBuilder *>(_userdata_from);
GPU_indexbuf_join(elb_to, elb_from);
}
/* ---------------------------------------------------------------------- */
/** \name Extract Triangles Indices (multi material)
* \{ */
static void extract_tris_init(const MeshRenderData *mr,
MeshBatchCache * /*cache*/,
void * /*ibo*/,
void *tls_data)
{
GPUIndexBufBuilder *elb = static_cast<GPUIndexBufBuilder *>(tls_data);
GPU_indexbuf_init(elb, GPU_PRIM_TRIS, mr->poly_sorted.visible_tri_len, mr->loop_len);
}
static void extract_tris_iter_poly_bm(const MeshRenderData *mr,
const BMFace *f,
const int f_index,
void *_data)
{
int tri_first_index = mr->poly_sorted.tri_first_index[f_index];
if (tri_first_index == -1) {
return;
}
GPUIndexBufBuilder *elb = static_cast<GPUIndexBufBuilder *>(_data);
int tri_first_index_real = poly_to_tri_count(f_index, BM_elem_index_get(f->l_first));
struct BMLoop *(*looptris)[3] = mr->edit_bmesh->looptris;
int tri_len = f->len - 2;
for (int offs = 0; offs < tri_len; offs++) {
BMLoop **elt = looptris[tri_first_index_real + offs];
int tri_index = tri_first_index + offs;
GPU_indexbuf_set_tri_verts(elb,
tri_index,
BM_elem_index_get(elt[0]),
BM_elem_index_get(elt[1]),
BM_elem_index_get(elt[2]));
}
}
static void extract_tris_iter_poly_mesh(const MeshRenderData *mr,
const MPoly *mp,
const int mp_index,
void *_data)
{
int tri_first_index = mr->poly_sorted.tri_first_index[mp_index];
if (tri_first_index == -1) {
return;
}
GPUIndexBufBuilder *elb = static_cast<GPUIndexBufBuilder *>(_data);
int tri_first_index_real = poly_to_tri_count(mp_index, mp->loopstart);
int tri_len = mp->totloop - 2;
for (int offs = 0; offs < tri_len; offs++) {
const MLoopTri *mlt = &mr->mlooptri[tri_first_index_real + offs];
int tri_index = tri_first_index + offs;
GPU_indexbuf_set_tri_verts(elb, tri_index, mlt->tri[0], mlt->tri[1], mlt->tri[2]);
}
}
static void extract_tris_finish(const MeshRenderData *mr,
MeshBatchCache *cache,
void *buf,
void *_data)
{
GPUIndexBuf *ibo = static_cast<GPUIndexBuf *>(buf);
GPUIndexBufBuilder *elb = static_cast<GPUIndexBufBuilder *>(_data);
GPU_indexbuf_build_in_place(elb, ibo);
/* Create ibo sub-ranges. Always do this to avoid error when the standard surface batch
* is created before the surfaces-per-material. */
if (mr->use_final_mesh && cache->tris_per_mat) {
int mat_start = 0;
for (int i = 0; i < mr->mat_len; i++) {
/* These IBOs have not been queried yet but we create them just in case they are needed
* later since they are not tracked by mesh_buffer_cache_create_requested(). */
if (cache->tris_per_mat[i] == nullptr) {
cache->tris_per_mat[i] = GPU_indexbuf_calloc();
}
const int mat_tri_len = mr->poly_sorted.mat_tri_len[i];
/* Multiply by 3 because these are triangle indices. */
const int start = mat_start * 3;
const int len = mat_tri_len * 3;
GPU_indexbuf_create_subrange_in_place(cache->tris_per_mat[i], ibo, start, len);
mat_start += mat_tri_len;
}
}
}
static void extract_tris_init_subdiv(const DRWSubdivCache *subdiv_cache,
const MeshRenderData * /*mr*/,
MeshBatchCache *cache,
void *buffer,
void * /*data*/)
{
GPUIndexBuf *ibo = static_cast<GPUIndexBuf *>(buffer);
/* Initialize the index buffer, it was already allocated, it will be filled on the device. */
GPU_indexbuf_init_build_on_device(ibo, subdiv_cache->num_subdiv_triangles * 3);
if (cache->tris_per_mat) {
for (int i = 0; i < cache->mat_len; i++) {
if (cache->tris_per_mat[i] == nullptr) {
cache->tris_per_mat[i] = GPU_indexbuf_calloc();
}
/* Multiply by 6 since we have 2 triangles per quad. */
const int start = subdiv_cache->mat_start[i] * 6;
const int len = (subdiv_cache->mat_end[i] - subdiv_cache->mat_start[i]) * 6;
GPU_indexbuf_create_subrange_in_place(cache->tris_per_mat[i], ibo, start, len);
}
}
draw_subdiv_build_tris_buffer(subdiv_cache, ibo, cache->mat_len);
}
constexpr MeshExtract create_extractor_tris()
{
MeshExtract extractor = {nullptr};
extractor.init = extract_tris_init;
extractor.init_subdiv = extract_tris_init_subdiv;
extractor.iter_poly_bm = extract_tris_iter_poly_bm;
extractor.iter_poly_mesh = extract_tris_iter_poly_mesh;
extractor.task_reduce = extract_tris_mat_task_reduce;
extractor.finish = extract_tris_finish;
extractor.data_type = MR_DATA_LOOPTRI | MR_DATA_POLYS_SORTED;
extractor.data_size = sizeof(GPUIndexBufBuilder);
extractor.use_threading = true;
extractor.mesh_buffer_offset = offsetof(MeshBufferList, ibo.tris);
return extractor;
}
/** \} */
/** \name Extract Triangles Indices (single material)
* \{ */
static void extract_tris_single_mat_init(const MeshRenderData *mr,
MeshBatchCache * /*cache*/,
void * /*ibo*/,
void *tls_data)
{
GPUIndexBufBuilder *elb = static_cast<GPUIndexBufBuilder *>(tls_data);
GPU_indexbuf_init(elb, GPU_PRIM_TRIS, mr->tri_len, mr->loop_len);
}
static void extract_tris_single_mat_iter_looptri_bm(const MeshRenderData * /*mr*/,
BMLoop **elt,
const int elt_index,
void *_data)
{
GPUIndexBufBuilder *elb = static_cast<GPUIndexBufBuilder *>(_data);
if (!BM_elem_flag_test(elt[0]->f, BM_ELEM_HIDDEN)) {
GPU_indexbuf_set_tri_verts(elb,
elt_index,
BM_elem_index_get(elt[0]),
BM_elem_index_get(elt[1]),
BM_elem_index_get(elt[2]));
}
else {
GPU_indexbuf_set_tri_restart(elb, elt_index);
}
}
static void extract_tris_single_mat_iter_looptri_mesh(const MeshRenderData *mr,
const MLoopTri *mlt,
const int mlt_index,
void *_data)
{
GPUIndexBufBuilder *elb = static_cast<GPUIndexBufBuilder *>(_data);
const bool hidden = mr->use_hide && mr->hide_poly && mr->hide_poly[mlt->poly];
if (hidden) {
GPU_indexbuf_set_tri_restart(elb, mlt_index);
}
else {
GPU_indexbuf_set_tri_verts(elb, mlt_index, mlt->tri[0], mlt->tri[1], mlt->tri[2]);
}
}
static void extract_tris_single_mat_finish(const MeshRenderData *mr,
MeshBatchCache *cache,
void *buf,
void *_data)
{
GPUIndexBuf *ibo = static_cast<GPUIndexBuf *>(buf);
GPUIndexBufBuilder *elb = static_cast<GPUIndexBufBuilder *>(_data);
GPU_indexbuf_build_in_place(elb, ibo);
/* Create ibo sub-ranges. Always do this to avoid error when the standard surface batch
* is created before the surfaces-per-material. */
if (mr->use_final_mesh && cache->tris_per_mat) {
for (int i = 0; i < mr->mat_len; i++) {
/* These IBOs have not been queried yet but we create them just in case they are needed
* later since they are not tracked by mesh_buffer_cache_create_requested(). */
if (cache->tris_per_mat[i] == nullptr) {
cache->tris_per_mat[i] = GPU_indexbuf_calloc();
}
/* Multiply by 3 because these are triangle indices. */
const int len = mr->tri_len * 3;
GPU_indexbuf_create_subrange_in_place(cache->tris_per_mat[i], ibo, 0, len);
}
}
}
constexpr MeshExtract create_extractor_tris_single_mat()
{
MeshExtract extractor = {nullptr};
extractor.init = extract_tris_single_mat_init;
extractor.init_subdiv = extract_tris_init_subdiv;
extractor.iter_looptri_bm = extract_tris_single_mat_iter_looptri_bm;
extractor.iter_looptri_mesh = extract_tris_single_mat_iter_looptri_mesh;
extractor.task_reduce = extract_tris_mat_task_reduce;
extractor.finish = extract_tris_single_mat_finish;
extractor.data_type = MR_DATA_NONE;
extractor.data_size = sizeof(GPUIndexBufBuilder);
extractor.use_threading = true;
extractor.mesh_buffer_offset = offsetof(MeshBufferList, ibo.tris);
return extractor;
}
/** \} */
} // namespace blender::draw
const MeshExtract extract_tris = blender::draw::create_extractor_tris();
const MeshExtract extract_tris_single_mat = blender::draw::create_extractor_tris_single_mat();
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