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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 <functional>
#include "BLI_math_vec_types.hh"
#include "BLI_string.h"
#include "BKE_attribute.h"
#include "draw_attributes.h"
#include "draw_subdivision.h"
#include "extract_mesh.h"
namespace blender::draw {
/* ---------------------------------------------------------------------- */
/** \name Extract Attributes
* \{ */
static CustomData *get_custom_data_for_domain(const MeshRenderData *mr, AttributeDomain domain)
{
switch (domain) {
default: {
return nullptr;
}
case ATTR_DOMAIN_POINT: {
return (mr->extract_type == MR_EXTRACT_BMESH) ? &mr->bm->vdata : &mr->me->vdata;
}
case ATTR_DOMAIN_CORNER: {
return (mr->extract_type == MR_EXTRACT_BMESH) ? &mr->bm->ldata : &mr->me->ldata;
}
case ATTR_DOMAIN_FACE: {
return (mr->extract_type == MR_EXTRACT_BMESH) ? &mr->bm->pdata : &mr->me->pdata;
}
case ATTR_DOMAIN_EDGE: {
return (mr->extract_type == MR_EXTRACT_BMESH) ? &mr->bm->edata : &mr->me->edata;
}
}
}
/* Utility to convert from the type used in the attributes to the types for the VBO.
* This is mostly used to promote integers and booleans to floats, as other types (float, float2,
* etc.) directly map to available GPU types. Booleans are still converted as attributes are vec4
* in the shader.
*/
template<typename AttributeType, typename VBOType> struct attribute_type_converter {
static VBOType convert_value(AttributeType value)
{
if constexpr (std::is_same_v<AttributeType, VBOType>) {
return value;
}
/* This should only concern bools which are converted to floats. */
return static_cast<VBOType>(value);
}
};
/* Similar to the one in #extract_mesh_vcol_vbo.cc */
struct gpuMeshCol {
ushort r, g, b, a;
};
template<> struct attribute_type_converter<MPropCol, gpuMeshCol> {
static gpuMeshCol convert_value(MPropCol value)
{
gpuMeshCol result;
result.r = unit_float_to_ushort_clamp(value.color[0]);
result.g = unit_float_to_ushort_clamp(value.color[1]);
result.b = unit_float_to_ushort_clamp(value.color[2]);
result.a = unit_float_to_ushort_clamp(value.color[3]);
return result;
}
};
/* Return the number of component for the attribute's value type, or 0 if is it unsupported. */
static uint gpu_component_size_for_attribute_type(CustomDataType type)
{
switch (type) {
case CD_PROP_BOOL:
case CD_PROP_INT8:
case CD_PROP_INT32:
case CD_PROP_FLOAT: {
/* TODO(@kevindietrich): should be 1 when scalar attributes conversion is handled by us. See
* comment #extract_attr_init. */
return 3;
}
case CD_PROP_FLOAT2: {
return 2;
}
case CD_PROP_FLOAT3: {
return 3;
}
case CD_PROP_COLOR: {
return 4;
}
default: {
return 0;
}
}
}
static GPUVertFetchMode get_fetch_mode_for_type(CustomDataType type)
{
switch (type) {
case CD_PROP_INT32: {
return GPU_FETCH_INT_TO_FLOAT;
}
case CD_PROP_COLOR: {
return GPU_FETCH_INT_TO_FLOAT_UNIT;
}
default: {
return GPU_FETCH_FLOAT;
}
}
}
static GPUVertCompType get_comp_type_for_type(CustomDataType type)
{
switch (type) {
case CD_PROP_INT32: {
return GPU_COMP_I32;
}
case CD_PROP_COLOR: {
return GPU_COMP_U16;
}
default: {
return GPU_COMP_F32;
}
}
}
static void init_vbo_for_attribute(const MeshRenderData *mr,
GPUVertBuf *vbo,
const DRW_AttributeRequest &request,
bool build_on_device,
uint32_t len)
{
GPUVertCompType comp_type = get_comp_type_for_type(request.cd_type);
GPUVertFetchMode fetch_mode = get_fetch_mode_for_type(request.cd_type);
const uint comp_size = gpu_component_size_for_attribute_type(request.cd_type);
/* We should not be here if the attribute type is not supported. */
BLI_assert(comp_size != 0);
const CustomData *custom_data = get_custom_data_for_domain(mr, request.domain);
char attr_name[32], attr_safe_name[GPU_MAX_SAFE_ATTR_NAME];
const char *layer_name = CustomData_get_layer_name(
custom_data, request.cd_type, request.layer_index);
GPU_vertformat_safe_attr_name(layer_name, attr_safe_name, GPU_MAX_SAFE_ATTR_NAME);
/* Attributes use auto-name. */
BLI_snprintf(attr_name, sizeof(attr_name), "a%s", attr_safe_name);
GPUVertFormat format = {0};
GPU_vertformat_deinterleave(&format);
GPU_vertformat_attr_add(&format, attr_name, comp_type, comp_size, fetch_mode);
if (build_on_device) {
GPU_vertbuf_init_build_on_device(vbo, &format, len);
}
else {
GPU_vertbuf_init_with_format(vbo, &format);
GPU_vertbuf_data_alloc(vbo, len);
}
}
template<typename AttributeType, typename VBOType>
static void fill_vertbuf_with_attribute(const MeshRenderData *mr,
VBOType *vbo_data,
const DRW_AttributeRequest &request)
{
const CustomData *custom_data = get_custom_data_for_domain(mr, request.domain);
BLI_assert(custom_data);
const int layer_index = request.layer_index;
const MPoly *mpoly = mr->mpoly;
const MLoop *mloop = mr->mloop;
const AttributeType *attr_data = static_cast<const AttributeType *>(
CustomData_get_layer_n(custom_data, request.cd_type, layer_index));
using converter = attribute_type_converter<AttributeType, VBOType>;
switch (request.domain) {
default: {
BLI_assert(false);
break;
}
case ATTR_DOMAIN_POINT: {
for (int ml_index = 0; ml_index < mr->loop_len; ml_index++, vbo_data++, mloop++) {
*vbo_data = converter::convert_value(attr_data[mloop->v]);
}
break;
}
case ATTR_DOMAIN_CORNER: {
for (int ml_index = 0; ml_index < mr->loop_len; ml_index++, vbo_data++) {
*vbo_data = converter::convert_value(attr_data[ml_index]);
}
break;
}
case ATTR_DOMAIN_EDGE: {
for (int ml_index = 0; ml_index < mr->loop_len; ml_index++, vbo_data++, mloop++) {
*vbo_data = converter::convert_value(attr_data[mloop->e]);
}
break;
}
case ATTR_DOMAIN_FACE: {
for (int mp_index = 0; mp_index < mr->poly_len; mp_index++) {
const MPoly &poly = mpoly[mp_index];
const VBOType value = converter::convert_value(attr_data[mp_index]);
for (int l = 0; l < poly.totloop; l++) {
*vbo_data++ = value;
}
}
break;
}
}
}
template<typename AttributeType, typename VBOType>
static void fill_vertbuf_with_attribute_bm(const MeshRenderData *mr,
VBOType *&vbo_data,
const DRW_AttributeRequest &request)
{
const CustomData *custom_data = get_custom_data_for_domain(mr, request.domain);
BLI_assert(custom_data);
const int layer_index = request.layer_index;
int cd_ofs = CustomData_get_n_offset(custom_data, request.cd_type, layer_index);
using converter = attribute_type_converter<AttributeType, VBOType>;
BMIter f_iter;
BMFace *efa;
BM_ITER_MESH (efa, &f_iter, mr->bm, BM_FACES_OF_MESH) {
BMLoop *l_iter, *l_first;
l_iter = l_first = BM_FACE_FIRST_LOOP(efa);
do {
const AttributeType *attr_data = nullptr;
if (request.domain == ATTR_DOMAIN_POINT) {
attr_data = static_cast<const AttributeType *>(BM_ELEM_CD_GET_VOID_P(l_iter->v, cd_ofs));
}
else if (request.domain == ATTR_DOMAIN_CORNER) {
attr_data = static_cast<const AttributeType *>(BM_ELEM_CD_GET_VOID_P(l_iter, cd_ofs));
}
else if (request.domain == ATTR_DOMAIN_FACE) {
attr_data = static_cast<const AttributeType *>(BM_ELEM_CD_GET_VOID_P(efa, cd_ofs));
}
else if (request.domain == ATTR_DOMAIN_EDGE) {
attr_data = static_cast<const AttributeType *>(BM_ELEM_CD_GET_VOID_P(l_iter->e, cd_ofs));
}
else {
BLI_assert(false);
continue;
}
*vbo_data = converter::convert_value(*attr_data);
vbo_data++;
} while ((l_iter = l_iter->next) != l_first);
}
}
template<typename AttributeType, typename VBOType = AttributeType>
static void extract_attr_generic(const MeshRenderData *mr,
GPUVertBuf *vbo,
const DRW_AttributeRequest &request)
{
VBOType *vbo_data = static_cast<VBOType *>(GPU_vertbuf_get_data(vbo));
if (mr->extract_type == MR_EXTRACT_BMESH) {
fill_vertbuf_with_attribute_bm<AttributeType>(mr, vbo_data, request);
}
else {
fill_vertbuf_with_attribute<AttributeType>(mr, vbo_data, request);
}
}
static void extract_attr_init(const MeshRenderData *mr,
struct MeshBatchCache *cache,
void *buf,
void *UNUSED(tls_data),
int index)
{
const DRW_Attributes *attrs_used = &cache->attr_used;
const DRW_AttributeRequest &request = attrs_used->requests[index];
GPUVertBuf *vbo = static_cast<GPUVertBuf *>(buf);
init_vbo_for_attribute(mr, vbo, request, false, static_cast<uint32_t>(mr->loop_len));
/* TODO(@kevindietrich): float3 is used for scalar attributes as the implicit conversion done by
* OpenGL to vec4 for a scalar `s` will produce a `vec4(s, 0, 0, 1)`. However, following the
* Blender convention, it should be `vec4(s, s, s, 1)`. This could be resolved using a similar
* texture as for volume attribute, so we can control the conversion ourselves. */
switch (request.cd_type) {
case CD_PROP_BOOL: {
extract_attr_generic<bool, float3>(mr, vbo, request);
break;
}
case CD_PROP_INT8: {
extract_attr_generic<int8_t, float3>(mr, vbo, request);
break;
}
case CD_PROP_INT32: {
extract_attr_generic<int32_t, float3>(mr, vbo, request);
break;
}
case CD_PROP_FLOAT: {
extract_attr_generic<float, float3>(mr, vbo, request);
break;
}
case CD_PROP_FLOAT2: {
extract_attr_generic<float2>(mr, vbo, request);
break;
}
case CD_PROP_FLOAT3: {
extract_attr_generic<float3>(mr, vbo, request);
break;
}
case CD_PROP_COLOR: {
extract_attr_generic<MPropCol, gpuMeshCol>(mr, vbo, request);
break;
}
default: {
BLI_assert(false);
}
}
}
static void extract_attr_init_subdiv(const DRWSubdivCache *subdiv_cache,
const MeshRenderData *mr,
MeshBatchCache *cache,
void *buffer,
void *UNUSED(tls_data),
int index)
{
const DRW_Attributes *attrs_used = &cache->attr_used;
const DRW_AttributeRequest &request = attrs_used->requests[index];
Mesh *coarse_mesh = subdiv_cache->mesh;
const uint32_t dimensions = gpu_component_size_for_attribute_type(request.cd_type);
/* Prepare VBO for coarse data. The compute shader only expects floats. */
GPUVertBuf *src_data = GPU_vertbuf_calloc();
static GPUVertFormat coarse_format = {0};
GPU_vertformat_attr_add(&coarse_format, "data", GPU_COMP_F32, dimensions, GPU_FETCH_FLOAT);
GPU_vertbuf_init_with_format_ex(src_data, &coarse_format, GPU_USAGE_STATIC);
GPU_vertbuf_data_alloc(src_data, static_cast<uint32_t>(coarse_mesh->totloop));
switch (request.cd_type) {
case CD_PROP_BOOL: {
extract_attr_generic<bool, float3>(mr, src_data, request);
break;
}
case CD_PROP_INT8: {
extract_attr_generic<int8_t, float3>(mr, src_data, request);
break;
}
case CD_PROP_INT32: {
extract_attr_generic<int32_t, float3>(mr, src_data, request);
break;
}
case CD_PROP_FLOAT: {
extract_attr_generic<float, float3>(mr, src_data, request);
break;
}
case CD_PROP_FLOAT2: {
extract_attr_generic<float2>(mr, src_data, request);
break;
}
case CD_PROP_FLOAT3: {
extract_attr_generic<float3>(mr, src_data, request);
break;
}
case CD_PROP_COLOR: {
extract_attr_generic<MPropCol, gpuMeshCol>(mr, src_data, request);
break;
}
default: {
BLI_assert(false);
}
}
GPUVertBuf *dst_buffer = static_cast<GPUVertBuf *>(buffer);
init_vbo_for_attribute(mr, dst_buffer, request, true, subdiv_cache->num_subdiv_loops);
/* Ensure data is uploaded properly. */
GPU_vertbuf_tag_dirty(src_data);
draw_subdiv_interp_custom_data(
subdiv_cache, src_data, dst_buffer, static_cast<int>(dimensions), 0, false);
GPU_vertbuf_discard(src_data);
}
/* Wrappers around extract_attr_init so we can pass the index of the attribute that we want to
* extract. The overall API does not allow us to pass this in a convenient way. */
#define EXTRACT_INIT_WRAPPER(index) \
static void extract_attr_init##index( \
const MeshRenderData *mr, struct MeshBatchCache *cache, void *buf, void *tls_data) \
{ \
extract_attr_init(mr, cache, buf, tls_data, index); \
} \
static void extract_attr_init_subdiv##index(const DRWSubdivCache *subdiv_cache, \
const MeshRenderData *mr, \
struct MeshBatchCache *cache, \
void *buf, \
void *tls_data) \
{ \
extract_attr_init_subdiv(subdiv_cache, mr, cache, buf, tls_data, index); \
}
EXTRACT_INIT_WRAPPER(0)
EXTRACT_INIT_WRAPPER(1)
EXTRACT_INIT_WRAPPER(2)
EXTRACT_INIT_WRAPPER(3)
EXTRACT_INIT_WRAPPER(4)
EXTRACT_INIT_WRAPPER(5)
EXTRACT_INIT_WRAPPER(6)
EXTRACT_INIT_WRAPPER(7)
EXTRACT_INIT_WRAPPER(8)
EXTRACT_INIT_WRAPPER(9)
EXTRACT_INIT_WRAPPER(10)
EXTRACT_INIT_WRAPPER(11)
EXTRACT_INIT_WRAPPER(12)
EXTRACT_INIT_WRAPPER(13)
EXTRACT_INIT_WRAPPER(14)
template<int index>
constexpr MeshExtract create_extractor_attr(ExtractInitFn fn, ExtractInitSubdivFn subdiv_fn)
{
MeshExtract extractor = {nullptr};
extractor.init = fn;
extractor.init_subdiv = subdiv_fn;
extractor.data_type = MR_DATA_NONE;
extractor.data_size = 0;
extractor.use_threading = false;
extractor.mesh_buffer_offset = offsetof(MeshBufferList, vbo.attr[index]);
return extractor;
}
/** \} */
} // namespace blender::draw
extern "C" {
#define CREATE_EXTRACTOR_ATTR(index) \
blender::draw::create_extractor_attr<index>(blender::draw::extract_attr_init##index, \
blender::draw::extract_attr_init_subdiv##index)
const MeshExtract extract_attr[GPU_MAX_ATTR] = {
CREATE_EXTRACTOR_ATTR(0),
CREATE_EXTRACTOR_ATTR(1),
CREATE_EXTRACTOR_ATTR(2),
CREATE_EXTRACTOR_ATTR(3),
CREATE_EXTRACTOR_ATTR(4),
CREATE_EXTRACTOR_ATTR(5),
CREATE_EXTRACTOR_ATTR(6),
CREATE_EXTRACTOR_ATTR(7),
CREATE_EXTRACTOR_ATTR(8),
CREATE_EXTRACTOR_ATTR(9),
CREATE_EXTRACTOR_ATTR(10),
CREATE_EXTRACTOR_ATTR(11),
CREATE_EXTRACTOR_ATTR(12),
CREATE_EXTRACTOR_ATTR(13),
CREATE_EXTRACTOR_ATTR(14),
};
}
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