2151 lines
60 KiB
C
2151 lines
60 KiB
C
/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2005 Blender Foundation.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): Brecht Van Lommel.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file blender/gpu/intern/gpu_buffers.c
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* \ingroup gpu
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*
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* Mesh drawing using OpenGL VBO (Vertex Buffer Objects),
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* with fall-back to vertex arrays.
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*/
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#include <limits.h>
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#include <stddef.h>
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#include <string.h>
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#include "GPU_glew.h"
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#include "MEM_guardedalloc.h"
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#include "BLI_bitmap.h"
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#include "BLI_math.h"
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#include "BLI_utildefines.h"
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#include "BLI_ghash.h"
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#include "BLI_threads.h"
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#include "DNA_meshdata_types.h"
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#include "BKE_ccg.h"
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#include "BKE_DerivedMesh.h"
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#include "BKE_paint.h"
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#include "BKE_pbvh.h"
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#include "DNA_userdef_types.h"
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#include "GPU_buffers.h"
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#include "GPU_draw.h"
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#include "bmesh.h"
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typedef enum {
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GPU_BUFFER_VERTEX_STATE = (1 << 0),
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GPU_BUFFER_NORMAL_STATE = (1 << 1),
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GPU_BUFFER_TEXCOORD_UNIT_0_STATE = (1 << 2),
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GPU_BUFFER_TEXCOORD_UNIT_2_STATE = (1 << 3),
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GPU_BUFFER_COLOR_STATE = (1 << 4),
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GPU_BUFFER_ELEMENT_STATE = (1 << 5),
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} GPUBufferState;
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typedef struct {
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GLenum gl_buffer_type;
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int num_components; /* number of data components for one vertex */
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} GPUBufferTypeSettings;
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static size_t gpu_buffer_size_from_type(DerivedMesh *dm, GPUBufferType type);
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const GPUBufferTypeSettings gpu_buffer_type_settings[] = {
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/* vertex */
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{GL_ARRAY_BUFFER_ARB, 3},
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/* normal */
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{GL_ARRAY_BUFFER_ARB, 4}, /* we copy 3 shorts per normal but we add a fourth for alignment */
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/* mcol */
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{GL_ARRAY_BUFFER_ARB, 3},
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/* uv */
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{GL_ARRAY_BUFFER_ARB, 2},
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/* uv for texpaint */
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{GL_ARRAY_BUFFER_ARB, 4},
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/* edge */
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{GL_ELEMENT_ARRAY_BUFFER_ARB, 2},
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/* uv edge */
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{GL_ELEMENT_ARRAY_BUFFER_ARB, 4},
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/* triangles, 1 point since we are allocating from tottriangle points, which account for all points */
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{GL_ELEMENT_ARRAY_BUFFER_ARB, 1},
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/* fast triangles */
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{GL_ELEMENT_ARRAY_BUFFER_ARB, 1},
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};
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#define MAX_GPU_ATTRIB_DATA 32
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#define BUFFER_OFFSET(n) ((GLubyte *)NULL + (n))
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/* -1 - undefined, 0 - vertex arrays, 1 - VBOs */
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static GPUBufferState GLStates = 0;
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static GPUAttrib attribData[MAX_GPU_ATTRIB_DATA] = { { -1, 0, 0 } };
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static ThreadMutex buffer_mutex = BLI_MUTEX_INITIALIZER;
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/* multires global buffer, can be used for many grids having the same grid size */
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static GPUBuffer *mres_glob_buffer = NULL;
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static int mres_prev_gridsize = -1;
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static GLenum mres_prev_index_type = 0;
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static unsigned mres_prev_totquad = 0;
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/* stores recently-deleted buffers so that new buffers won't have to
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* be recreated as often
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*
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* only one instance of this pool is created, stored in
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* gpu_buffer_pool
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*
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* note that the number of buffers in the pool is usually limited to
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* MAX_FREE_GPU_BUFFERS, but this limit may be exceeded temporarily
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* when a GPUBuffer is released outside the main thread; due to OpenGL
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* restrictions it cannot be immediately released
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*/
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typedef struct GPUBufferPool {
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/* number of allocated buffers stored */
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int totbuf;
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/* actual allocated length of the arrays */
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int maxsize;
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GPUBuffer **buffers;
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} GPUBufferPool;
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#define MAX_FREE_GPU_BUFFERS 8
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/* create a new GPUBufferPool */
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static GPUBufferPool *gpu_buffer_pool_new(void)
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{
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GPUBufferPool *pool;
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pool = MEM_callocN(sizeof(GPUBufferPool), "GPUBuffer_Pool");
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pool->maxsize = MAX_FREE_GPU_BUFFERS;
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pool->buffers = MEM_mallocN(sizeof(*pool->buffers) * pool->maxsize,
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"GPUBufferPool.buffers");
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return pool;
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}
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/* remove a GPUBuffer from the pool (does not free the GPUBuffer) */
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static void gpu_buffer_pool_remove_index(GPUBufferPool *pool, int index)
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{
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int i;
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if (!pool || index < 0 || index >= pool->totbuf)
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return;
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/* shift entries down, overwriting the buffer at `index' */
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for (i = index; i < pool->totbuf - 1; i++)
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pool->buffers[i] = pool->buffers[i + 1];
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/* clear the last entry */
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if (pool->totbuf > 0)
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pool->buffers[pool->totbuf - 1] = NULL;
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pool->totbuf--;
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}
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/* delete the last entry in the pool */
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static void gpu_buffer_pool_delete_last(GPUBufferPool *pool)
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{
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GPUBuffer *last;
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if (pool->totbuf <= 0)
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return;
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/* get the last entry */
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if (!(last = pool->buffers[pool->totbuf - 1]))
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return;
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/* delete the buffer's data */
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if (last->use_vbo)
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glDeleteBuffersARB(1, &last->id);
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else
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MEM_freeN(last->pointer);
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/* delete the buffer and remove from pool */
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MEM_freeN(last);
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pool->totbuf--;
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pool->buffers[pool->totbuf] = NULL;
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}
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/* free a GPUBufferPool; also frees the data in the pool's
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* GPUBuffers */
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static void gpu_buffer_pool_free(GPUBufferPool *pool)
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{
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if (!pool)
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return;
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while (pool->totbuf)
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gpu_buffer_pool_delete_last(pool);
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MEM_freeN(pool->buffers);
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MEM_freeN(pool);
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}
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static void gpu_buffer_pool_free_unused(GPUBufferPool *pool)
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{
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if (!pool)
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return;
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BLI_mutex_lock(&buffer_mutex);
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while (pool->totbuf)
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gpu_buffer_pool_delete_last(pool);
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BLI_mutex_unlock(&buffer_mutex);
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}
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static GPUBufferPool *gpu_buffer_pool = NULL;
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static GPUBufferPool *gpu_get_global_buffer_pool(void)
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{
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/* initialize the pool */
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if (!gpu_buffer_pool)
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gpu_buffer_pool = gpu_buffer_pool_new();
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return gpu_buffer_pool;
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}
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void GPU_global_buffer_pool_free(void)
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{
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gpu_buffer_pool_free(gpu_buffer_pool);
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gpu_buffer_pool = NULL;
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}
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void GPU_global_buffer_pool_free_unused(void)
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{
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gpu_buffer_pool_free_unused(gpu_buffer_pool);
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}
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/* get a GPUBuffer of at least `size' bytes; uses one from the buffer
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* pool if possible, otherwise creates a new one
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*
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* Thread-unsafe version for internal usage only.
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*/
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static GPUBuffer *gpu_buffer_alloc_intern(size_t size, bool use_VBO)
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{
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GPUBufferPool *pool;
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GPUBuffer *buf;
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int i, bestfit = -1;
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size_t bufsize;
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/* bad case, leads to leak of buf since buf->pointer will allocate
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* NULL, leading to return without cleanup. In any case better detect early
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* psy-fi */
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if (size == 0)
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return NULL;
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pool = gpu_get_global_buffer_pool();
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/* not sure if this buffer pool code has been profiled much,
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* seems to me that the graphics driver and system memory
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* management might do this stuff anyway. --nicholas
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*/
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/* check the global buffer pool for a recently-deleted buffer
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* that is at least as big as the request, but not more than
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* twice as big */
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for (i = 0; i < pool->totbuf; i++) {
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bufsize = pool->buffers[i]->size;
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/* only return a buffer that matches the VBO preference */
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if (pool->buffers[i]->use_vbo != use_VBO) {
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continue;
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}
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/* check for an exact size match */
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if (bufsize == size) {
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bestfit = i;
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break;
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}
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/* smaller buffers won't fit data and buffers at least
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* twice as big are a waste of memory */
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else if (bufsize > size && size > (bufsize / 2)) {
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/* is it closer to the required size than the
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* last appropriate buffer found. try to save
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* memory */
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if (bestfit == -1 || pool->buffers[bestfit]->size > bufsize) {
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bestfit = i;
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}
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}
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}
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/* if an acceptable buffer was found in the pool, remove it
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* from the pool and return it */
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if (bestfit != -1) {
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buf = pool->buffers[bestfit];
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gpu_buffer_pool_remove_index(pool, bestfit);
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return buf;
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}
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/* no acceptable buffer found in the pool, create a new one */
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buf = MEM_callocN(sizeof(GPUBuffer), "GPUBuffer");
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buf->size = size;
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buf->use_vbo = use_VBO;
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if (use_VBO) {
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/* create a new VBO and initialize it to the requested
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* size */
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glGenBuffersARB(1, &buf->id);
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glBindBufferARB(GL_ARRAY_BUFFER_ARB, buf->id);
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glBufferDataARB(GL_ARRAY_BUFFER_ARB, size, NULL, GL_STATIC_DRAW_ARB);
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glBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
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}
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else {
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static int time = 0;
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buf->pointer = MEM_mallocN(size, "GPUBuffer.pointer");
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time++;
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/* purpose of this seems to be dealing with
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* out-of-memory errors? looks a bit iffy to me
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* though, at least on Linux I expect malloc() would
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* just overcommit. --nicholas */
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while (!buf->pointer && pool->totbuf > 0) {
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gpu_buffer_pool_delete_last(pool);
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buf->pointer = MEM_mallocN(size, "GPUBuffer.pointer");
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}
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if (!buf->pointer)
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return NULL;
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}
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return buf;
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}
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/* Same as above, but safe for threading. */
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GPUBuffer *GPU_buffer_alloc(size_t size, bool force_vertex_arrays)
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{
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GPUBuffer *buffer;
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bool use_VBOs = (GLEW_ARB_vertex_buffer_object) && !(U.gameflags & USER_DISABLE_VBO) && !force_vertex_arrays;
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if (size == 0) {
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/* Early out, no lock needed in this case. */
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return NULL;
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}
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BLI_mutex_lock(&buffer_mutex);
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buffer = gpu_buffer_alloc_intern(size, use_VBOs);
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BLI_mutex_unlock(&buffer_mutex);
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return buffer;
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}
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/* release a GPUBuffer; does not free the actual buffer or its data,
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* but rather moves it to the pool of recently-freed buffers for
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* possible re-use
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*
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* Thread-unsafe version for internal usage only.
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*/
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static void gpu_buffer_free_intern(GPUBuffer *buffer)
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{
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GPUBufferPool *pool;
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int i;
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if (!buffer)
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return;
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pool = gpu_get_global_buffer_pool();
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/* free the last used buffer in the queue if no more space, but only
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* if we are in the main thread. for e.g. rendering or baking it can
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* happen that we are in other thread and can't call OpenGL, in that
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* case cleanup will be done GPU_buffer_pool_free_unused */
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if (BLI_thread_is_main()) {
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/* in main thread, safe to decrease size of pool back
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* down to MAX_FREE_GPU_BUFFERS */
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while (pool->totbuf >= MAX_FREE_GPU_BUFFERS)
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gpu_buffer_pool_delete_last(pool);
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}
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else {
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/* outside of main thread, can't safely delete the
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* buffer, so increase pool size */
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if (pool->maxsize == pool->totbuf) {
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pool->maxsize += MAX_FREE_GPU_BUFFERS;
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pool->buffers = MEM_reallocN(pool->buffers,
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sizeof(GPUBuffer *) * pool->maxsize);
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}
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}
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/* shift pool entries up by one */
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for (i = pool->totbuf; i > 0; i--)
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pool->buffers[i] = pool->buffers[i - 1];
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/* insert the buffer into the beginning of the pool */
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pool->buffers[0] = buffer;
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pool->totbuf++;
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}
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/* Same as above, but safe for threading. */
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void GPU_buffer_free(GPUBuffer *buffer)
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{
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if (!buffer) {
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/* Early output, no need to lock in this case, */
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return;
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}
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BLI_mutex_lock(&buffer_mutex);
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gpu_buffer_free_intern(buffer);
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BLI_mutex_unlock(&buffer_mutex);
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}
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void GPU_buffer_multires_free(bool force)
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{
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if (!mres_glob_buffer) {
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/* Early output, no need to lock in this case, */
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return;
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}
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if (force && BLI_thread_is_main()) {
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if (mres_glob_buffer) {
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if (mres_glob_buffer->id)
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glDeleteBuffersARB(1, &mres_glob_buffer->id);
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else if (mres_glob_buffer->pointer)
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MEM_freeN(mres_glob_buffer->pointer);
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MEM_freeN(mres_glob_buffer);
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}
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}
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else {
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BLI_mutex_lock(&buffer_mutex);
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gpu_buffer_free_intern(mres_glob_buffer);
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BLI_mutex_unlock(&buffer_mutex);
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}
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mres_glob_buffer = NULL;
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mres_prev_gridsize = -1;
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mres_prev_index_type = 0;
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mres_prev_totquad = 0;
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}
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void GPU_drawobject_free(DerivedMesh *dm)
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{
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GPUDrawObject *gdo;
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int i;
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if (!dm || !(gdo = dm->drawObject))
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return;
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for (i = 0; i < gdo->totmaterial; i++) {
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if (gdo->materials[i].polys)
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MEM_freeN(gdo->materials[i].polys);
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}
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MEM_freeN(gdo->materials);
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if (gdo->vert_points)
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MEM_freeN(gdo->vert_points);
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#ifdef USE_GPU_POINT_LINK
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MEM_freeN(gdo->vert_points_mem);
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#endif
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GPU_buffer_free(gdo->points);
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GPU_buffer_free(gdo->normals);
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GPU_buffer_free(gdo->uv);
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GPU_buffer_free(gdo->uv_tex);
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GPU_buffer_free(gdo->colors);
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GPU_buffer_free(gdo->edges);
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GPU_buffer_free(gdo->uvedges);
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GPU_buffer_free(gdo->triangles);
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MEM_freeN(gdo);
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dm->drawObject = NULL;
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}
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static GPUBuffer *gpu_try_realloc(GPUBufferPool *pool, GPUBuffer *buffer, size_t size, bool use_VBOs)
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{
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gpu_buffer_free_intern(buffer);
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gpu_buffer_pool_delete_last(pool);
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buffer = NULL;
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/* try freeing an entry from the pool
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* and reallocating the buffer */
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if (pool->totbuf > 0) {
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gpu_buffer_pool_delete_last(pool);
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buffer = gpu_buffer_alloc_intern(size, use_VBOs);
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}
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return buffer;
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}
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static GPUBuffer *gpu_buffer_setup(DerivedMesh *dm, GPUDrawObject *object,
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int type, void *user)
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{
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GPUBufferPool *pool;
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GPUBuffer *buffer;
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float *varray;
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int *mat_orig_to_new;
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int i;
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const GPUBufferTypeSettings *ts = &gpu_buffer_type_settings[type];
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GLenum target = ts->gl_buffer_type;
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int num_components = ts->num_components;
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size_t size = gpu_buffer_size_from_type(dm, type);
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bool use_VBOs = (GLEW_ARB_vertex_buffer_object) && !(U.gameflags & USER_DISABLE_VBO);
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GLboolean uploaded;
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pool = gpu_get_global_buffer_pool();
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BLI_mutex_lock(&buffer_mutex);
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/* alloc a GPUBuffer; fall back to legacy mode on failure */
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if (!(buffer = gpu_buffer_alloc_intern(size, use_VBOs))) {
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BLI_mutex_unlock(&buffer_mutex);
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return NULL;
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}
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mat_orig_to_new = MEM_mallocN(sizeof(*mat_orig_to_new) * dm->totmat,
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"GPU_buffer_setup.mat_orig_to_new");
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for (i = 0; i < object->totmaterial; i++) {
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/* for each material, the current index to copy data to */
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object->materials[i].counter = object->materials[i].start * num_components;
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|
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/* map from original material index to new
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* GPUBufferMaterial index */
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mat_orig_to_new[object->materials[i].mat_nr] = i;
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}
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|
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if (use_VBOs) {
|
|
bool success = false;
|
|
|
|
while (!success) {
|
|
/* bind the buffer and discard previous data,
|
|
* avoids stalling gpu */
|
|
glBindBufferARB(target, buffer->id);
|
|
glBufferDataARB(target, buffer->size, NULL, GL_STATIC_DRAW_ARB);
|
|
|
|
/* attempt to map the buffer */
|
|
if (!(varray = glMapBufferARB(target, GL_WRITE_ONLY_ARB))) {
|
|
buffer = gpu_try_realloc(pool, buffer, size, true);
|
|
|
|
/* allocation still failed; fall back
|
|
* to legacy mode */
|
|
if (!buffer) {
|
|
use_VBOs = false;
|
|
success = true;
|
|
}
|
|
}
|
|
else {
|
|
success = true;
|
|
}
|
|
}
|
|
|
|
/* check legacy fallback didn't happen */
|
|
if (use_VBOs) {
|
|
uploaded = GL_FALSE;
|
|
/* attempt to upload the data to the VBO */
|
|
while (uploaded == GL_FALSE) {
|
|
dm->copy_gpu_data(dm, type, varray, mat_orig_to_new, user);
|
|
/* glUnmapBuffer returns GL_FALSE if
|
|
* the data store is corrupted; retry
|
|
* in that case */
|
|
uploaded = glUnmapBufferARB(target);
|
|
}
|
|
}
|
|
glBindBufferARB(target, 0);
|
|
}
|
|
if (!use_VBOs) {
|
|
/* VBO not supported, use vertex array fallback */
|
|
if (!buffer || !buffer->pointer) {
|
|
buffer = gpu_try_realloc(pool, buffer, size, false);
|
|
}
|
|
|
|
if (buffer) {
|
|
varray = buffer->pointer;
|
|
dm->copy_gpu_data(dm, type, varray, mat_orig_to_new, user);
|
|
}
|
|
}
|
|
|
|
MEM_freeN(mat_orig_to_new);
|
|
|
|
BLI_mutex_unlock(&buffer_mutex);
|
|
|
|
return buffer;
|
|
}
|
|
|
|
/* get the GPUDrawObject buffer associated with a type */
|
|
static GPUBuffer **gpu_drawobject_buffer_from_type(GPUDrawObject *gdo, GPUBufferType type)
|
|
{
|
|
switch (type) {
|
|
case GPU_BUFFER_VERTEX:
|
|
return &gdo->points;
|
|
case GPU_BUFFER_NORMAL:
|
|
return &gdo->normals;
|
|
case GPU_BUFFER_COLOR:
|
|
return &gdo->colors;
|
|
case GPU_BUFFER_UV:
|
|
return &gdo->uv;
|
|
case GPU_BUFFER_UV_TEXPAINT:
|
|
return &gdo->uv_tex;
|
|
case GPU_BUFFER_EDGE:
|
|
return &gdo->edges;
|
|
case GPU_BUFFER_UVEDGE:
|
|
return &gdo->uvedges;
|
|
case GPU_BUFFER_TRIANGLES:
|
|
return &gdo->triangles;
|
|
default:
|
|
return NULL;
|
|
}
|
|
}
|
|
|
|
/* get the amount of space to allocate for a buffer of a particular type */
|
|
static size_t gpu_buffer_size_from_type(DerivedMesh *dm, GPUBufferType type)
|
|
{
|
|
switch (type) {
|
|
case GPU_BUFFER_VERTEX:
|
|
return sizeof(float) * gpu_buffer_type_settings[type].num_components * (dm->drawObject->tot_triangle_point + dm->drawObject->tot_loose_point);
|
|
case GPU_BUFFER_NORMAL:
|
|
return sizeof(short) * gpu_buffer_type_settings[type].num_components * dm->drawObject->tot_triangle_point;
|
|
case GPU_BUFFER_COLOR:
|
|
return sizeof(char) * gpu_buffer_type_settings[type].num_components * dm->drawObject->tot_triangle_point;
|
|
case GPU_BUFFER_UV:
|
|
return sizeof(float) * gpu_buffer_type_settings[type].num_components * dm->drawObject->tot_triangle_point;
|
|
case GPU_BUFFER_UV_TEXPAINT:
|
|
return sizeof(float) * gpu_buffer_type_settings[type].num_components * dm->drawObject->tot_triangle_point;
|
|
case GPU_BUFFER_EDGE:
|
|
return sizeof(int) * gpu_buffer_type_settings[type].num_components * dm->drawObject->totedge;
|
|
case GPU_BUFFER_UVEDGE:
|
|
/* each face gets 3 points, 3 edges per triangle, and
|
|
* each edge has its own, non-shared coords, so each
|
|
* tri corner needs minimum of 4 floats, quads used
|
|
* less so here we can over allocate and assume all
|
|
* tris. */
|
|
return sizeof(int) * gpu_buffer_type_settings[type].num_components * dm->drawObject->tot_triangle_point;
|
|
case GPU_BUFFER_TRIANGLES:
|
|
return sizeof(int) * gpu_buffer_type_settings[type].num_components * dm->drawObject->tot_triangle_point;
|
|
default:
|
|
return -1;
|
|
}
|
|
}
|
|
|
|
/* call gpu_buffer_setup with settings for a particular type of buffer */
|
|
static GPUBuffer *gpu_buffer_setup_type(DerivedMesh *dm, GPUBufferType type)
|
|
{
|
|
void *user_data = NULL;
|
|
GPUBuffer *buf;
|
|
|
|
/* special handling for MCol and UV buffers */
|
|
if (type == GPU_BUFFER_COLOR) {
|
|
if (!(user_data = DM_get_loop_data_layer(dm, dm->drawObject->colType)))
|
|
return NULL;
|
|
}
|
|
else if (ELEM(type, GPU_BUFFER_UV, GPU_BUFFER_UV_TEXPAINT)) {
|
|
if (!DM_get_loop_data_layer(dm, CD_MLOOPUV))
|
|
return NULL;
|
|
}
|
|
|
|
buf = gpu_buffer_setup(dm, dm->drawObject, type, user_data);
|
|
|
|
return buf;
|
|
}
|
|
|
|
/* get the buffer of `type', initializing the GPUDrawObject and
|
|
* buffer if needed */
|
|
static GPUBuffer *gpu_buffer_setup_common(DerivedMesh *dm, GPUBufferType type)
|
|
{
|
|
GPUBuffer **buf;
|
|
|
|
if (!dm->drawObject)
|
|
dm->drawObject = dm->gpuObjectNew(dm);
|
|
|
|
buf = gpu_drawobject_buffer_from_type(dm->drawObject, type);
|
|
if (!(*buf))
|
|
*buf = gpu_buffer_setup_type(dm, type);
|
|
|
|
return *buf;
|
|
}
|
|
|
|
void GPU_vertex_setup(DerivedMesh *dm)
|
|
{
|
|
if (!gpu_buffer_setup_common(dm, GPU_BUFFER_VERTEX))
|
|
return;
|
|
|
|
glEnableClientState(GL_VERTEX_ARRAY);
|
|
if (dm->drawObject->points->use_vbo) {
|
|
glBindBufferARB(GL_ARRAY_BUFFER_ARB, dm->drawObject->points->id);
|
|
glVertexPointer(3, GL_FLOAT, 0, 0);
|
|
}
|
|
else {
|
|
glVertexPointer(3, GL_FLOAT, 0, dm->drawObject->points->pointer);
|
|
}
|
|
|
|
GLStates |= GPU_BUFFER_VERTEX_STATE;
|
|
}
|
|
|
|
void GPU_normal_setup(DerivedMesh *dm)
|
|
{
|
|
if (!gpu_buffer_setup_common(dm, GPU_BUFFER_NORMAL))
|
|
return;
|
|
|
|
glEnableClientState(GL_NORMAL_ARRAY);
|
|
if (dm->drawObject->normals->use_vbo) {
|
|
glBindBufferARB(GL_ARRAY_BUFFER_ARB, dm->drawObject->normals->id);
|
|
glNormalPointer(GL_SHORT, 4 * sizeof(short), 0);
|
|
}
|
|
else {
|
|
glNormalPointer(GL_SHORT, 4 * sizeof(short), dm->drawObject->normals->pointer);
|
|
}
|
|
|
|
GLStates |= GPU_BUFFER_NORMAL_STATE;
|
|
}
|
|
|
|
void GPU_uv_setup(DerivedMesh *dm)
|
|
{
|
|
if (!gpu_buffer_setup_common(dm, GPU_BUFFER_UV))
|
|
return;
|
|
|
|
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
if (dm->drawObject->uv->use_vbo) {
|
|
glBindBufferARB(GL_ARRAY_BUFFER_ARB, dm->drawObject->uv->id);
|
|
glTexCoordPointer(2, GL_FLOAT, 0, 0);
|
|
}
|
|
else {
|
|
glTexCoordPointer(2, GL_FLOAT, 0, dm->drawObject->uv->pointer);
|
|
}
|
|
|
|
GLStates |= GPU_BUFFER_TEXCOORD_UNIT_0_STATE;
|
|
}
|
|
|
|
void GPU_texpaint_uv_setup(DerivedMesh *dm)
|
|
{
|
|
if (!gpu_buffer_setup_common(dm, GPU_BUFFER_UV_TEXPAINT))
|
|
return;
|
|
|
|
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
if (dm->drawObject->uv_tex->use_vbo) {
|
|
glBindBufferARB(GL_ARRAY_BUFFER_ARB, dm->drawObject->uv_tex->id);
|
|
glTexCoordPointer(2, GL_FLOAT, 4 * sizeof(float), 0);
|
|
glClientActiveTexture(GL_TEXTURE2);
|
|
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
glTexCoordPointer(2, GL_FLOAT, 4 * sizeof(float), BUFFER_OFFSET(2 * sizeof(float)));
|
|
glClientActiveTexture(GL_TEXTURE0);
|
|
}
|
|
else {
|
|
glTexCoordPointer(2, GL_FLOAT, 4 * sizeof(float), dm->drawObject->uv_tex->pointer);
|
|
glClientActiveTexture(GL_TEXTURE2);
|
|
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
glTexCoordPointer(2, GL_FLOAT, 4 * sizeof(float), (char *)dm->drawObject->uv_tex->pointer + 2 * sizeof(float));
|
|
glClientActiveTexture(GL_TEXTURE0);
|
|
}
|
|
|
|
GLStates |= GPU_BUFFER_TEXCOORD_UNIT_0_STATE | GPU_BUFFER_TEXCOORD_UNIT_2_STATE;
|
|
}
|
|
|
|
|
|
void GPU_color_setup(DerivedMesh *dm, int colType)
|
|
{
|
|
if (!dm->drawObject) {
|
|
/* XXX Not really nice, but we need a valid gpu draw object to set the colType...
|
|
* Else we would have to add a new param to gpu_buffer_setup_common. */
|
|
dm->drawObject = dm->gpuObjectNew(dm);
|
|
dm->dirty &= ~DM_DIRTY_MCOL_UPDATE_DRAW;
|
|
dm->drawObject->colType = colType;
|
|
}
|
|
/* In paint mode, dm may stay the same during stroke, however we still want to update colors!
|
|
* Also check in case we changed color type (i.e. which MCol cdlayer we use). */
|
|
else if ((dm->dirty & DM_DIRTY_MCOL_UPDATE_DRAW) || (colType != dm->drawObject->colType)) {
|
|
GPUBuffer **buf = gpu_drawobject_buffer_from_type(dm->drawObject, GPU_BUFFER_COLOR);
|
|
/* XXX Freeing this buffer is a bit stupid, as geometry has not changed, size should remain the same.
|
|
* Not sure though it would be worth defining a sort of gpu_buffer_update func - nor whether
|
|
* it is even possible ! */
|
|
GPU_buffer_free(*buf);
|
|
*buf = NULL;
|
|
dm->dirty &= ~DM_DIRTY_MCOL_UPDATE_DRAW;
|
|
dm->drawObject->colType = colType;
|
|
}
|
|
|
|
if (!gpu_buffer_setup_common(dm, GPU_BUFFER_COLOR))
|
|
return;
|
|
|
|
glEnableClientState(GL_COLOR_ARRAY);
|
|
if (dm->drawObject->colors->use_vbo) {
|
|
glBindBufferARB(GL_ARRAY_BUFFER_ARB, dm->drawObject->colors->id);
|
|
glColorPointer(3, GL_UNSIGNED_BYTE, 0, 0);
|
|
}
|
|
else {
|
|
glColorPointer(3, GL_UNSIGNED_BYTE, 0, dm->drawObject->colors->pointer);
|
|
}
|
|
|
|
GLStates |= GPU_BUFFER_COLOR_STATE;
|
|
}
|
|
|
|
void GPU_buffer_bind_as_color(GPUBuffer *buffer)
|
|
{
|
|
glEnableClientState(GL_COLOR_ARRAY);
|
|
if (buffer->use_vbo) {
|
|
glBindBufferARB(GL_ARRAY_BUFFER_ARB, buffer->id);
|
|
glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0);
|
|
}
|
|
else {
|
|
glColorPointer(4, GL_UNSIGNED_BYTE, 0, buffer->pointer);
|
|
}
|
|
|
|
GLStates |= GPU_BUFFER_COLOR_STATE;
|
|
}
|
|
|
|
|
|
void GPU_edge_setup(DerivedMesh *dm)
|
|
{
|
|
if (!gpu_buffer_setup_common(dm, GPU_BUFFER_EDGE))
|
|
return;
|
|
|
|
if (!gpu_buffer_setup_common(dm, GPU_BUFFER_VERTEX))
|
|
return;
|
|
|
|
glEnableClientState(GL_VERTEX_ARRAY);
|
|
if (dm->drawObject->points->use_vbo) {
|
|
glBindBufferARB(GL_ARRAY_BUFFER_ARB, dm->drawObject->points->id);
|
|
glVertexPointer(3, GL_FLOAT, 0, 0);
|
|
}
|
|
else {
|
|
glVertexPointer(3, GL_FLOAT, 0, dm->drawObject->points->pointer);
|
|
}
|
|
|
|
GLStates |= GPU_BUFFER_VERTEX_STATE;
|
|
|
|
if (dm->drawObject->edges->use_vbo)
|
|
glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, dm->drawObject->edges->id);
|
|
|
|
GLStates |= GPU_BUFFER_ELEMENT_STATE;
|
|
}
|
|
|
|
void GPU_uvedge_setup(DerivedMesh *dm)
|
|
{
|
|
if (!gpu_buffer_setup_common(dm, GPU_BUFFER_UVEDGE))
|
|
return;
|
|
|
|
glEnableClientState(GL_VERTEX_ARRAY);
|
|
if (dm->drawObject->uvedges->use_vbo) {
|
|
glBindBufferARB(GL_ARRAY_BUFFER_ARB, dm->drawObject->uvedges->id);
|
|
glVertexPointer(2, GL_FLOAT, 0, 0);
|
|
}
|
|
else {
|
|
glVertexPointer(2, GL_FLOAT, 0, dm->drawObject->uvedges->pointer);
|
|
}
|
|
|
|
GLStates |= GPU_BUFFER_VERTEX_STATE;
|
|
}
|
|
|
|
void GPU_triangle_setup(struct DerivedMesh *dm)
|
|
{
|
|
if (!gpu_buffer_setup_common(dm, GPU_BUFFER_TRIANGLES))
|
|
return;
|
|
|
|
if (dm->drawObject->triangles->use_vbo) {
|
|
glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, dm->drawObject->triangles->id);
|
|
}
|
|
|
|
GLStates |= GPU_BUFFER_ELEMENT_STATE;
|
|
}
|
|
|
|
static int GPU_typesize(int type)
|
|
{
|
|
switch (type) {
|
|
case GL_FLOAT:
|
|
return sizeof(float);
|
|
case GL_INT:
|
|
return sizeof(int);
|
|
case GL_UNSIGNED_INT:
|
|
return sizeof(unsigned int);
|
|
case GL_BYTE:
|
|
return sizeof(char);
|
|
case GL_UNSIGNED_BYTE:
|
|
return sizeof(unsigned char);
|
|
default:
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
int GPU_attrib_element_size(GPUAttrib data[], int numdata)
|
|
{
|
|
int i, elementsize = 0;
|
|
|
|
for (i = 0; i < numdata; i++) {
|
|
int typesize = GPU_typesize(data[i].type);
|
|
if (typesize != 0)
|
|
elementsize += typesize * data[i].size;
|
|
}
|
|
return elementsize;
|
|
}
|
|
|
|
void GPU_interleaved_attrib_setup(GPUBuffer *buffer, GPUAttrib data[], int numdata, int element_size)
|
|
{
|
|
int i;
|
|
int elementsize;
|
|
intptr_t offset = 0;
|
|
char *basep;
|
|
|
|
for (i = 0; i < MAX_GPU_ATTRIB_DATA; i++) {
|
|
if (attribData[i].index != -1) {
|
|
glDisableVertexAttribArrayARB(attribData[i].index);
|
|
}
|
|
else
|
|
break;
|
|
}
|
|
if (element_size == 0)
|
|
elementsize = GPU_attrib_element_size(data, numdata);
|
|
else
|
|
elementsize = element_size;
|
|
|
|
if (buffer->use_vbo) {
|
|
glBindBufferARB(GL_ARRAY_BUFFER_ARB, buffer->id);
|
|
basep = NULL;
|
|
}
|
|
else {
|
|
basep = buffer->pointer;
|
|
}
|
|
|
|
for (i = 0; i < numdata; i++) {
|
|
glEnableVertexAttribArrayARB(data[i].index);
|
|
glVertexAttribPointerARB(data[i].index, data[i].size, data[i].type,
|
|
GL_FALSE, elementsize, (void *)(basep + offset));
|
|
offset += data[i].size * GPU_typesize(data[i].type);
|
|
|
|
attribData[i].index = data[i].index;
|
|
attribData[i].size = data[i].size;
|
|
attribData[i].type = data[i].type;
|
|
}
|
|
|
|
attribData[numdata].index = -1;
|
|
}
|
|
|
|
void GPU_interleaved_attrib_unbind(void)
|
|
{
|
|
int i;
|
|
for (i = 0; i < MAX_GPU_ATTRIB_DATA; i++) {
|
|
if (attribData[i].index != -1) {
|
|
glDisableVertexAttribArrayARB(attribData[i].index);
|
|
}
|
|
else
|
|
break;
|
|
}
|
|
attribData[0].index = -1;
|
|
}
|
|
|
|
void GPU_buffers_unbind(void)
|
|
{
|
|
int i;
|
|
|
|
if (GLStates & GPU_BUFFER_VERTEX_STATE)
|
|
glDisableClientState(GL_VERTEX_ARRAY);
|
|
if (GLStates & GPU_BUFFER_NORMAL_STATE)
|
|
glDisableClientState(GL_NORMAL_ARRAY);
|
|
if (GLStates & GPU_BUFFER_TEXCOORD_UNIT_0_STATE)
|
|
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
if (GLStates & GPU_BUFFER_TEXCOORD_UNIT_2_STATE) {
|
|
glClientActiveTexture(GL_TEXTURE2);
|
|
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
glClientActiveTexture(GL_TEXTURE0);
|
|
}
|
|
if (GLStates & GPU_BUFFER_COLOR_STATE)
|
|
glDisableClientState(GL_COLOR_ARRAY);
|
|
if (GLStates & GPU_BUFFER_ELEMENT_STATE) {
|
|
/* not guaranteed we used VBOs but in that case it's just a no-op */
|
|
if (GLEW_ARB_vertex_buffer_object) {
|
|
glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
|
|
}
|
|
}
|
|
GLStates &= ~(GPU_BUFFER_VERTEX_STATE | GPU_BUFFER_NORMAL_STATE |
|
|
GPU_BUFFER_TEXCOORD_UNIT_0_STATE | GPU_BUFFER_TEXCOORD_UNIT_2_STATE |
|
|
GPU_BUFFER_COLOR_STATE | GPU_BUFFER_ELEMENT_STATE);
|
|
|
|
for (i = 0; i < MAX_GPU_ATTRIB_DATA; i++) {
|
|
if (attribData[i].index != -1) {
|
|
glDisableVertexAttribArrayARB(attribData[i].index);
|
|
}
|
|
else
|
|
break;
|
|
}
|
|
attribData[0].index = -1;
|
|
|
|
/* not guaranteed we used VBOs but in that case it's just a no-op */
|
|
if (GLEW_ARB_vertex_buffer_object)
|
|
glBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
|
|
}
|
|
|
|
void GPU_color_switch(int mode)
|
|
{
|
|
if (mode) {
|
|
if (!(GLStates & GPU_BUFFER_COLOR_STATE))
|
|
glEnableClientState(GL_COLOR_ARRAY);
|
|
GLStates |= GPU_BUFFER_COLOR_STATE;
|
|
}
|
|
else {
|
|
if (GLStates & GPU_BUFFER_COLOR_STATE)
|
|
glDisableClientState(GL_COLOR_ARRAY);
|
|
GLStates &= ~GPU_BUFFER_COLOR_STATE;
|
|
}
|
|
}
|
|
|
|
static int gpu_binding_type_gl[] =
|
|
{
|
|
GL_ARRAY_BUFFER_ARB,
|
|
GL_ELEMENT_ARRAY_BUFFER_ARB
|
|
};
|
|
|
|
void *GPU_buffer_lock(GPUBuffer *buffer, GPUBindingType binding)
|
|
{
|
|
float *varray;
|
|
|
|
if (!buffer)
|
|
return 0;
|
|
|
|
if (buffer->use_vbo) {
|
|
int bindtypegl = gpu_binding_type_gl[binding];
|
|
glBindBufferARB(bindtypegl, buffer->id);
|
|
varray = glMapBufferARB(bindtypegl, GL_WRITE_ONLY_ARB);
|
|
return varray;
|
|
}
|
|
else {
|
|
return buffer->pointer;
|
|
}
|
|
}
|
|
|
|
void *GPU_buffer_lock_stream(GPUBuffer *buffer, GPUBindingType binding)
|
|
{
|
|
float *varray;
|
|
|
|
if (!buffer)
|
|
return 0;
|
|
|
|
if (buffer->use_vbo) {
|
|
int bindtypegl = gpu_binding_type_gl[binding];
|
|
glBindBufferARB(bindtypegl, buffer->id);
|
|
/* discard previous data, avoid stalling gpu */
|
|
glBufferDataARB(bindtypegl, buffer->size, 0, GL_STREAM_DRAW_ARB);
|
|
varray = glMapBufferARB(bindtypegl, GL_WRITE_ONLY_ARB);
|
|
return varray;
|
|
}
|
|
else {
|
|
return buffer->pointer;
|
|
}
|
|
}
|
|
|
|
void GPU_buffer_unlock(GPUBuffer *buffer, GPUBindingType binding)
|
|
{
|
|
if (buffer->use_vbo) {
|
|
int bindtypegl = gpu_binding_type_gl[binding];
|
|
/* note: this operation can fail, could return
|
|
* an error code from this function? */
|
|
glUnmapBufferARB(bindtypegl);
|
|
glBindBufferARB(bindtypegl, 0);
|
|
}
|
|
}
|
|
|
|
void GPU_buffer_bind(GPUBuffer *buffer, GPUBindingType binding)
|
|
{
|
|
if (buffer->use_vbo) {
|
|
int bindtypegl = gpu_binding_type_gl[binding];
|
|
glBindBufferARB(bindtypegl, buffer->id);
|
|
}
|
|
}
|
|
|
|
void GPU_buffer_unbind(GPUBuffer *buffer, GPUBindingType binding)
|
|
{
|
|
if (buffer->use_vbo) {
|
|
int bindtypegl = gpu_binding_type_gl[binding];
|
|
glBindBufferARB(bindtypegl, 0);
|
|
}
|
|
}
|
|
|
|
/* used for drawing edges */
|
|
void GPU_buffer_draw_elements(GPUBuffer *elements, unsigned int mode, int start, int count)
|
|
{
|
|
glDrawElements(mode, count, GL_UNSIGNED_INT,
|
|
(elements->use_vbo ?
|
|
(void *)(start * sizeof(unsigned int)) :
|
|
((int *)elements->pointer) + start));
|
|
}
|
|
|
|
|
|
/* 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 */
|
|
|
|
/* Convenience struct for building the VBO. */
|
|
typedef struct {
|
|
float co[3];
|
|
short no[3];
|
|
|
|
/* inserting this to align the 'color' field to a four-byte
|
|
* boundary; drastically increases viewport performance on my
|
|
* drivers (Gallium/Radeon) --nicholasbishop */
|
|
char pad[2];
|
|
|
|
unsigned char color[3];
|
|
} VertexBufferFormat;
|
|
|
|
struct GPU_PBVH_Buffers {
|
|
/* opengl buffer handles */
|
|
GPUBuffer *vert_buf, *index_buf, *index_buf_fast;
|
|
GLenum index_type;
|
|
|
|
/* 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;
|
|
const float *vmask;
|
|
|
|
/* grid pointers */
|
|
CCGKey gridkey;
|
|
CCGElem **grids;
|
|
const DMFlagMat *grid_flag_mats;
|
|
BLI_bitmap * const *grid_hidden;
|
|
const int *grid_indices;
|
|
int totgrid;
|
|
int has_hidden;
|
|
|
|
int use_bmesh;
|
|
|
|
unsigned int tot_tri, tot_quad;
|
|
|
|
/* The PBVH ensures that either all faces in the node are
|
|
* smooth-shaded or all faces are flat-shaded */
|
|
int smooth;
|
|
|
|
bool show_diffuse_color;
|
|
bool use_matcaps;
|
|
float diffuse_color[4];
|
|
};
|
|
|
|
typedef enum {
|
|
VBO_ENABLED,
|
|
VBO_DISABLED
|
|
} VBO_State;
|
|
|
|
static void gpu_colors_enable(VBO_State vbo_state)
|
|
{
|
|
glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE);
|
|
glEnable(GL_COLOR_MATERIAL);
|
|
if (vbo_state == VBO_ENABLED)
|
|
glEnableClientState(GL_COLOR_ARRAY);
|
|
}
|
|
|
|
static void gpu_colors_disable(VBO_State vbo_state)
|
|
{
|
|
glDisable(GL_COLOR_MATERIAL);
|
|
if (vbo_state == VBO_ENABLED)
|
|
glDisableClientState(GL_COLOR_ARRAY);
|
|
}
|
|
|
|
static float gpu_color_from_mask(float mask)
|
|
{
|
|
return 1.0f - mask * 0.75f;
|
|
}
|
|
|
|
static void gpu_color_from_mask_copy(float mask, const float diffuse_color[4], unsigned char out[3])
|
|
{
|
|
float mask_color;
|
|
|
|
mask_color = gpu_color_from_mask(mask) * 255.0f;
|
|
|
|
out[0] = diffuse_color[0] * mask_color;
|
|
out[1] = diffuse_color[1] * mask_color;
|
|
out[2] = diffuse_color[2] * mask_color;
|
|
}
|
|
|
|
static void gpu_color_from_mask_quad_copy(const CCGKey *key,
|
|
CCGElem *a, CCGElem *b,
|
|
CCGElem *c, CCGElem *d,
|
|
const float *diffuse_color,
|
|
unsigned char out[3])
|
|
{
|
|
float mask_color =
|
|
gpu_color_from_mask((*CCG_elem_mask(key, a) +
|
|
*CCG_elem_mask(key, b) +
|
|
*CCG_elem_mask(key, c) +
|
|
*CCG_elem_mask(key, d)) * 0.25f) * 255.0f;
|
|
|
|
out[0] = diffuse_color[0] * mask_color;
|
|
out[1] = diffuse_color[1] * mask_color;
|
|
out[2] = diffuse_color[2] * mask_color;
|
|
}
|
|
|
|
void GPU_update_mesh_pbvh_buffers(
|
|
GPU_PBVH_Buffers *buffers, const MVert *mvert,
|
|
const int *vert_indices, int totvert, const float *vmask,
|
|
const int (*face_vert_indices)[4], bool show_diffuse_color)
|
|
{
|
|
VertexBufferFormat *vert_data;
|
|
int i, j;
|
|
|
|
buffers->vmask = vmask;
|
|
buffers->show_diffuse_color = show_diffuse_color;
|
|
buffers->use_matcaps = GPU_material_use_matcaps_get();
|
|
|
|
{
|
|
int totelem = (buffers->smooth ? totvert : (buffers->tot_tri * 3));
|
|
float diffuse_color[4] = {0.8f, 0.8f, 0.8f, 0.8f};
|
|
|
|
if (buffers->use_matcaps)
|
|
diffuse_color[0] = diffuse_color[1] = diffuse_color[2] = 1.0;
|
|
else if (show_diffuse_color) {
|
|
const MLoopTri *lt = &buffers->looptri[buffers->face_indices[0]];
|
|
const MPoly *mp = &buffers->mpoly[lt->poly];
|
|
|
|
GPU_material_diffuse_get(mp->mat_nr + 1, diffuse_color);
|
|
}
|
|
|
|
copy_v4_v4(buffers->diffuse_color, diffuse_color);
|
|
|
|
/* Build VBO */
|
|
if (buffers->vert_buf)
|
|
GPU_buffer_free(buffers->vert_buf);
|
|
buffers->vert_buf = GPU_buffer_alloc(sizeof(VertexBufferFormat) * totelem, false);
|
|
vert_data = GPU_buffer_lock(buffers->vert_buf, GPU_BINDING_ARRAY);
|
|
|
|
if (vert_data) {
|
|
/* 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 (i = 0; i < totvert; ++i) {
|
|
const MVert *v = &mvert[vert_indices[i]];
|
|
VertexBufferFormat *out = vert_data + i;
|
|
|
|
copy_v3_v3(out->co, v->co);
|
|
memcpy(out->no, v->no, sizeof(short) * 3);
|
|
}
|
|
|
|
#define UPDATE_VERTEX(face, vertex, index, diffuse_color) \
|
|
{ \
|
|
VertexBufferFormat *out = vert_data + face_vert_indices[face][index]; \
|
|
if (vmask) \
|
|
gpu_color_from_mask_copy(vmask[vertex], diffuse_color, out->color); \
|
|
else \
|
|
rgb_float_to_uchar(out->color, diffuse_color); \
|
|
} (void)0
|
|
|
|
for (i = 0; i < buffers->face_indices_len; i++) {
|
|
const MLoopTri *lt = &buffers->looptri[buffers->face_indices[i]];
|
|
const unsigned int vtri[3] = {
|
|
buffers->mloop[lt->tri[0]].v,
|
|
buffers->mloop[lt->tri[1]].v,
|
|
buffers->mloop[lt->tri[2]].v,
|
|
};
|
|
|
|
UPDATE_VERTEX(i, vtri[0], 0, diffuse_color);
|
|
UPDATE_VERTEX(i, vtri[1], 1, diffuse_color);
|
|
UPDATE_VERTEX(i, vtri[2], 2, diffuse_color);
|
|
}
|
|
#undef UPDATE_VERTEX
|
|
}
|
|
else {
|
|
for (i = 0; i < buffers->face_indices_len; ++i) {
|
|
const MLoopTri *lt = &buffers->looptri[buffers->face_indices[i]];
|
|
const unsigned int vtri[3] = {
|
|
buffers->mloop[lt->tri[0]].v,
|
|
buffers->mloop[lt->tri[1]].v,
|
|
buffers->mloop[lt->tri[2]].v,
|
|
};
|
|
float fno[3];
|
|
short no[3];
|
|
|
|
float fmask;
|
|
|
|
if (paint_is_face_hidden(lt, mvert, buffers->mloop))
|
|
continue;
|
|
|
|
/* Face normal and mask */
|
|
normal_tri_v3(fno,
|
|
mvert[vtri[0]].co,
|
|
mvert[vtri[1]].co,
|
|
mvert[vtri[2]].co);
|
|
if (vmask) {
|
|
fmask = (vmask[vtri[0]] +
|
|
vmask[vtri[1]] +
|
|
vmask[vtri[2]]) / 3.0f;
|
|
}
|
|
normal_float_to_short_v3(no, fno);
|
|
|
|
for (j = 0; j < 3; j++) {
|
|
const MVert *v = &mvert[vtri[j]];
|
|
VertexBufferFormat *out = vert_data;
|
|
|
|
copy_v3_v3(out->co, v->co);
|
|
copy_v3_v3_short(out->no, no);
|
|
|
|
if (vmask)
|
|
gpu_color_from_mask_copy(fmask, diffuse_color, out->color);
|
|
else
|
|
rgb_float_to_uchar(out->color, diffuse_color);
|
|
|
|
vert_data++;
|
|
}
|
|
}
|
|
}
|
|
|
|
GPU_buffer_unlock(buffers->vert_buf, GPU_BINDING_ARRAY);
|
|
}
|
|
else {
|
|
GPU_buffer_free(buffers->vert_buf);
|
|
buffers->vert_buf = NULL;
|
|
}
|
|
}
|
|
|
|
buffers->mvert = mvert;
|
|
}
|
|
|
|
GPU_PBVH_Buffers *GPU_build_mesh_pbvh_buffers(
|
|
const int (*face_vert_indices)[4],
|
|
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;
|
|
unsigned short *tri_data;
|
|
int i, j, tottri;
|
|
|
|
buffers = MEM_callocN(sizeof(GPU_PBVH_Buffers), "GPU_Buffers");
|
|
buffers->index_type = GL_UNSIGNED_SHORT;
|
|
buffers->smooth = mpoly[face_indices[0]].flag & ME_SMOOTH;
|
|
|
|
buffers->show_diffuse_color = false;
|
|
buffers->use_matcaps = 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)
|
|
buffers->index_buf = GPU_buffer_alloc(sizeof(unsigned short) * tottri * 3, false);
|
|
|
|
if (buffers->index_buf) {
|
|
/* Fill the triangle buffer */
|
|
tri_data = GPU_buffer_lock(buffers->index_buf, GPU_BINDING_INDEX);
|
|
if (tri_data) {
|
|
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;
|
|
|
|
for (j = 0; j < 3; ++j) {
|
|
*tri_data = face_vert_indices[i][j];
|
|
tri_data++;
|
|
}
|
|
}
|
|
GPU_buffer_unlock(buffers->index_buf, GPU_BINDING_INDEX);
|
|
}
|
|
else {
|
|
GPU_buffer_free(buffers->index_buf);
|
|
buffers->index_buf = NULL;
|
|
}
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
void GPU_update_grid_pbvh_buffers(GPU_PBVH_Buffers *buffers, CCGElem **grids,
|
|
const DMFlagMat *grid_flag_mats, int *grid_indices,
|
|
int totgrid, const CCGKey *key, bool show_diffuse_color)
|
|
{
|
|
VertexBufferFormat *vert_data;
|
|
int i, j, k, x, y;
|
|
|
|
buffers->show_diffuse_color = show_diffuse_color;
|
|
buffers->use_matcaps = GPU_material_use_matcaps_get();
|
|
|
|
/* Build VBO */
|
|
if (buffers->vert_buf) {
|
|
int smooth = grid_flag_mats[grid_indices[0]].flag & ME_SMOOTH;
|
|
const int has_mask = key->has_mask;
|
|
float diffuse_color[4] = {0.8f, 0.8f, 0.8f, 1.0f};
|
|
|
|
if (buffers->use_matcaps)
|
|
diffuse_color[0] = diffuse_color[1] = diffuse_color[2] = 1.0;
|
|
else if (show_diffuse_color) {
|
|
const DMFlagMat *flags = &grid_flag_mats[grid_indices[0]];
|
|
|
|
GPU_material_diffuse_get(flags->mat_nr + 1, diffuse_color);
|
|
}
|
|
|
|
copy_v4_v4(buffers->diffuse_color, diffuse_color);
|
|
|
|
vert_data = GPU_buffer_lock_stream(buffers->vert_buf, GPU_BINDING_ARRAY);
|
|
if (vert_data) {
|
|
for (i = 0; i < totgrid; ++i) {
|
|
VertexBufferFormat *vd = vert_data;
|
|
CCGElem *grid = grids[grid_indices[i]];
|
|
|
|
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);
|
|
|
|
copy_v3_v3(vd->co, CCG_elem_co(key, elem));
|
|
if (smooth) {
|
|
normal_float_to_short_v3(vd->no, CCG_elem_no(key, elem));
|
|
|
|
if (has_mask) {
|
|
gpu_color_from_mask_copy(*CCG_elem_mask(key, elem),
|
|
diffuse_color, vd->color);
|
|
}
|
|
}
|
|
vd++;
|
|
}
|
|
}
|
|
|
|
if (!smooth) {
|
|
/* for flat shading, recalc normals and set the last vertex of
|
|
* each triangle in the index buffer to have the flat normal as
|
|
* that is what opengl will use */
|
|
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 + 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 fno[3];
|
|
|
|
normal_quad_v3(fno,
|
|
CCG_elem_co(key, elems[0]),
|
|
CCG_elem_co(key, elems[1]),
|
|
CCG_elem_co(key, elems[2]),
|
|
CCG_elem_co(key, elems[3]));
|
|
|
|
vd = vert_data + (j + 1) * key->grid_size + k;
|
|
normal_float_to_short_v3(vd->no, fno);
|
|
|
|
if (has_mask) {
|
|
gpu_color_from_mask_quad_copy(key,
|
|
elems[0],
|
|
elems[1],
|
|
elems[2],
|
|
elems[3],
|
|
diffuse_color,
|
|
vd->color);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
vert_data += key->grid_area;
|
|
}
|
|
|
|
GPU_buffer_unlock(buffers->vert_buf, GPU_BINDING_ARRAY);
|
|
}
|
|
else {
|
|
GPU_buffer_free(buffers->vert_buf);
|
|
buffers->vert_buf = NULL;
|
|
}
|
|
}
|
|
|
|
buffers->grids = grids;
|
|
buffers->grid_indices = grid_indices;
|
|
buffers->totgrid = totgrid;
|
|
buffers->grid_flag_mats = grid_flag_mats;
|
|
buffers->gridkey = *key;
|
|
|
|
buffers->smooth = grid_flag_mats[grid_indices[0]].flag & ME_SMOOTH;
|
|
|
|
//printf("node updated %p\n", buffers);
|
|
}
|
|
|
|
/* Build the element array buffer of grid indices using either
|
|
* unsigned shorts or unsigned ints. */
|
|
#define FILL_QUAD_BUFFER(type_, tot_quad_, buffer_) \
|
|
{ \
|
|
type_ *tri_data; \
|
|
int offset = 0; \
|
|
int i, j, k; \
|
|
buffer_ = GPU_buffer_alloc(sizeof(type_) * (tot_quad_) * 6, \
|
|
false); \
|
|
\
|
|
/* Fill the buffer */ \
|
|
tri_data = GPU_buffer_lock(buffer_, GPU_BINDING_INDEX); \
|
|
if (tri_data) { \
|
|
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; \
|
|
\
|
|
*(tri_data++) = offset + j * gridsize + k + 1; \
|
|
*(tri_data++) = offset + j * gridsize + k; \
|
|
*(tri_data++) = offset + (j + 1) * gridsize + k; \
|
|
\
|
|
*(tri_data++) = offset + (j + 1) * gridsize + k + 1; \
|
|
*(tri_data++) = offset + j * gridsize + k + 1; \
|
|
*(tri_data++) = offset + (j + 1) * gridsize + k; \
|
|
} \
|
|
} \
|
|
\
|
|
offset += gridsize * gridsize; \
|
|
} \
|
|
GPU_buffer_unlock(buffer_, GPU_BINDING_INDEX); \
|
|
} \
|
|
else { \
|
|
GPU_buffer_free(buffer_); \
|
|
(buffer_) = NULL; \
|
|
} \
|
|
} (void)0
|
|
/* end FILL_QUAD_BUFFER */
|
|
|
|
static GPUBuffer *gpu_get_grid_buffer(int gridsize, GLenum *index_type, unsigned *totquad)
|
|
{
|
|
/* used in the FILL_QUAD_BUFFER macro */
|
|
BLI_bitmap * const *grid_hidden = NULL;
|
|
const int *grid_indices = NULL;
|
|
int totgrid = 1;
|
|
|
|
/* VBO is already built */
|
|
if (mres_glob_buffer && mres_prev_gridsize == gridsize) {
|
|
*index_type = mres_prev_index_type;
|
|
*totquad = mres_prev_totquad;
|
|
return mres_glob_buffer;
|
|
}
|
|
/* we can't reuse old, delete the existing buffer */
|
|
else if (mres_glob_buffer) {
|
|
GPU_buffer_free(mres_glob_buffer);
|
|
}
|
|
|
|
/* Build new VBO */
|
|
*totquad = (gridsize - 1) * (gridsize - 1);
|
|
|
|
if (gridsize * gridsize < USHRT_MAX) {
|
|
*index_type = GL_UNSIGNED_SHORT;
|
|
FILL_QUAD_BUFFER(unsigned short, *totquad, mres_glob_buffer);
|
|
}
|
|
else {
|
|
*index_type = GL_UNSIGNED_INT;
|
|
FILL_QUAD_BUFFER(unsigned int, *totquad, mres_glob_buffer);
|
|
}
|
|
|
|
mres_prev_gridsize = gridsize;
|
|
mres_prev_index_type = *index_type;
|
|
mres_prev_totquad = *totquad;
|
|
return mres_glob_buffer;
|
|
}
|
|
|
|
#define FILL_FAST_BUFFER(type_) \
|
|
{ \
|
|
type_ *buffer; \
|
|
buffers->index_buf_fast = GPU_buffer_alloc(sizeof(type_) * 6 * totgrid, false); \
|
|
buffer = GPU_buffer_lock(buffers->index_buf_fast, GPU_BINDING_INDEX); \
|
|
if (buffer) { \
|
|
int i; \
|
|
for (i = 0; i < totgrid; i++) { \
|
|
int currentquad = i * 6; \
|
|
buffer[currentquad] = i * gridsize * gridsize; \
|
|
buffer[currentquad + 1] = i * gridsize * gridsize + gridsize - 1; \
|
|
buffer[currentquad + 2] = (i + 1) * gridsize * gridsize - gridsize; \
|
|
buffer[currentquad + 3] = (i + 1) * gridsize * gridsize - 1; \
|
|
buffer[currentquad + 4] = i * gridsize * gridsize + gridsize - 1; \
|
|
buffer[currentquad + 5] = (i + 1) * gridsize * gridsize - gridsize; \
|
|
} \
|
|
GPU_buffer_unlock(buffers->index_buf_fast, GPU_BINDING_INDEX); \
|
|
} \
|
|
else { \
|
|
GPU_buffer_free(buffers->index_buf_fast); \
|
|
buffers->index_buf_fast = NULL; \
|
|
} \
|
|
} (void)0
|
|
|
|
GPU_PBVH_Buffers *GPU_build_grid_pbvh_buffers(int *grid_indices, int totgrid,
|
|
BLI_bitmap **grid_hidden, int gridsize, const CCGKey *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_diffuse_color = false;
|
|
buffers->use_matcaps = 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;
|
|
|
|
/* create and fill indices of the fast buffer too */
|
|
if (totgrid * gridsize * gridsize < USHRT_MAX) {
|
|
FILL_FAST_BUFFER(unsigned short);
|
|
}
|
|
else {
|
|
FILL_FAST_BUFFER(unsigned int);
|
|
}
|
|
|
|
if (totquad == fully_visible_totquad) {
|
|
buffers->index_buf = gpu_get_grid_buffer(gridsize, &buffers->index_type, &buffers->tot_quad);
|
|
buffers->has_hidden = 0;
|
|
}
|
|
else {
|
|
buffers->tot_quad = totquad;
|
|
|
|
if (totgrid * gridsize * gridsize < USHRT_MAX) {
|
|
buffers->index_type = GL_UNSIGNED_SHORT;
|
|
FILL_QUAD_BUFFER(unsigned short, totquad, buffers->index_buf);
|
|
}
|
|
else {
|
|
buffers->index_type = GL_UNSIGNED_INT;
|
|
FILL_QUAD_BUFFER(unsigned int, totquad, buffers->index_buf);
|
|
}
|
|
|
|
buffers->has_hidden = 1;
|
|
}
|
|
|
|
/* Build coord/normal VBO */
|
|
if (buffers->index_buf)
|
|
buffers->vert_buf = GPU_buffer_alloc(sizeof(VertexBufferFormat) * totgrid * key->grid_area, 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(BMVert *v,
|
|
VertexBufferFormat *vert_data,
|
|
int *v_index,
|
|
const float fno[3],
|
|
const float *fmask,
|
|
const int cd_vert_mask_offset,
|
|
const float diffuse_color[4])
|
|
{
|
|
if (!BM_elem_flag_test(v, BM_ELEM_HIDDEN)) {
|
|
VertexBufferFormat *vd = &vert_data[*v_index];
|
|
|
|
/* Set coord, normal, and mask */
|
|
copy_v3_v3(vd->co, v->co);
|
|
normal_float_to_short_v3(vd->no, fno ? fno : v->no);
|
|
|
|
gpu_color_from_mask_copy(
|
|
fmask ? *fmask :
|
|
BM_ELEM_CD_GET_FLOAT(v, cd_vert_mask_offset),
|
|
diffuse_color,
|
|
vd->color);
|
|
|
|
/* 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_update_bmesh_pbvh_buffers(GPU_PBVH_Buffers *buffers,
|
|
BMesh *bm,
|
|
GSet *bm_faces,
|
|
GSet *bm_unique_verts,
|
|
GSet *bm_other_verts,
|
|
bool show_diffuse_color)
|
|
{
|
|
VertexBufferFormat *vert_data;
|
|
void *tri_data;
|
|
int tottri, totvert, maxvert = 0;
|
|
float diffuse_color[4] = {0.8f, 0.8f, 0.8f, 1.0f};
|
|
|
|
/* TODO, make mask layer optional for bmesh buffer */
|
|
const int cd_vert_mask_offset = CustomData_get_offset(&bm->vdata, CD_PAINT_MASK);
|
|
|
|
buffers->show_diffuse_color = show_diffuse_color;
|
|
buffers->use_matcaps = GPU_material_use_matcaps_get();
|
|
|
|
/* 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) {
|
|
buffers->tot_tri = 0;
|
|
return;
|
|
}
|
|
|
|
if (buffers->use_matcaps)
|
|
diffuse_color[0] = diffuse_color[1] = diffuse_color[2] = 1.0;
|
|
else if (show_diffuse_color) {
|
|
/* due to dynamic nature of dyntopo, only get first material */
|
|
GSetIterator gs_iter;
|
|
BMFace *f;
|
|
BLI_gsetIterator_init(&gs_iter, bm_faces);
|
|
f = BLI_gsetIterator_getKey(&gs_iter);
|
|
GPU_material_diffuse_get(f->mat_nr + 1, diffuse_color);
|
|
}
|
|
|
|
copy_v4_v4(buffers->diffuse_color, diffuse_color);
|
|
|
|
/* Initialize vertex buffer */
|
|
if (buffers->vert_buf)
|
|
GPU_buffer_free(buffers->vert_buf);
|
|
buffers->vert_buf = GPU_buffer_alloc(sizeof(VertexBufferFormat) * totvert, false);
|
|
|
|
/* Fill vertex buffer */
|
|
vert_data = GPU_buffer_lock(buffers->vert_buf, GPU_BINDING_ARRAY);
|
|
if (vert_data) {
|
|
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(BLI_gsetIterator_getKey(&gs_iter),
|
|
vert_data, &v_index, NULL, NULL,
|
|
cd_vert_mask_offset, diffuse_color);
|
|
}
|
|
|
|
GSET_ITER (gs_iter, bm_other_verts) {
|
|
gpu_bmesh_vert_to_buffer_copy(BLI_gsetIterator_getKey(&gs_iter),
|
|
vert_data, &v_index, NULL, NULL,
|
|
cd_vert_mask_offset, diffuse_color);
|
|
}
|
|
|
|
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;
|
|
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(v[i], vert_data,
|
|
&v_index, f->no, &fmask,
|
|
cd_vert_mask_offset, diffuse_color);
|
|
}
|
|
}
|
|
}
|
|
|
|
buffers->tot_tri = tottri;
|
|
}
|
|
|
|
GPU_buffer_unlock(buffers->vert_buf, GPU_BINDING_ARRAY);
|
|
|
|
/* gpu_bmesh_vert_to_buffer_copy sets dirty index values */
|
|
bm->elem_index_dirty |= BM_VERT;
|
|
}
|
|
else {
|
|
/* Memory map failed */
|
|
GPU_buffer_free(buffers->vert_buf);
|
|
buffers->vert_buf = NULL;
|
|
return;
|
|
}
|
|
|
|
if (buffers->smooth) {
|
|
const int use_short = (maxvert < USHRT_MAX);
|
|
|
|
/* Initialize triangle index buffer */
|
|
if (buffers->index_buf)
|
|
GPU_buffer_free(buffers->index_buf);
|
|
buffers->index_buf = GPU_buffer_alloc((use_short ?
|
|
sizeof(unsigned short) :
|
|
sizeof(unsigned int)) * 3 * tottri, false);
|
|
|
|
/* Fill triangle index buffer */
|
|
tri_data = GPU_buffer_lock(buffers->index_buf, GPU_BINDING_INDEX);
|
|
if (tri_data) {
|
|
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)) {
|
|
BMLoop *l_iter;
|
|
BMLoop *l_first;
|
|
|
|
l_iter = l_first = BM_FACE_FIRST_LOOP(f);
|
|
do {
|
|
BMVert *v = l_iter->v;
|
|
if (use_short) {
|
|
unsigned short *elem = tri_data;
|
|
(*elem) = BM_elem_index_get(v);
|
|
elem++;
|
|
tri_data = elem;
|
|
}
|
|
else {
|
|
unsigned int *elem = tri_data;
|
|
(*elem) = BM_elem_index_get(v);
|
|
elem++;
|
|
tri_data = elem;
|
|
}
|
|
} while ((l_iter = l_iter->next) != l_first);
|
|
}
|
|
}
|
|
|
|
GPU_buffer_unlock(buffers->index_buf, GPU_BINDING_INDEX);
|
|
|
|
buffers->tot_tri = tottri;
|
|
buffers->index_type = (use_short ?
|
|
GL_UNSIGNED_SHORT :
|
|
GL_UNSIGNED_INT);
|
|
}
|
|
else {
|
|
/* Memory map failed */
|
|
GPU_buffer_free(buffers->index_buf);
|
|
buffers->index_buf = NULL;
|
|
}
|
|
}
|
|
else if (buffers->index_buf) {
|
|
GPU_buffer_free(buffers->index_buf);
|
|
}
|
|
}
|
|
|
|
GPU_PBVH_Buffers *GPU_build_bmesh_pbvh_buffers(int 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_diffuse_color = false;
|
|
buffers->use_matcaps = false;
|
|
|
|
return buffers;
|
|
}
|
|
|
|
void GPU_draw_pbvh_buffers(GPU_PBVH_Buffers *buffers, DMSetMaterial setMaterial,
|
|
bool wireframe, bool fast)
|
|
{
|
|
bool do_fast = fast && buffers->index_buf_fast;
|
|
/* sets material from the first face, to solve properly face would need to
|
|
* be sorted in buckets by materials */
|
|
if (setMaterial) {
|
|
if (buffers->face_indices_len) {
|
|
const MLoopTri *lt = &buffers->looptri[buffers->face_indices[0]];
|
|
const MPoly *mp = &buffers->mpoly[lt->poly];
|
|
if (!setMaterial(mp->mat_nr + 1, NULL))
|
|
return;
|
|
}
|
|
else if (buffers->totgrid) {
|
|
const DMFlagMat *f = &buffers->grid_flag_mats[buffers->grid_indices[0]];
|
|
if (!setMaterial(f->mat_nr + 1, NULL))
|
|
return;
|
|
}
|
|
else {
|
|
if (!setMaterial(1, NULL))
|
|
return;
|
|
}
|
|
}
|
|
|
|
glShadeModel((buffers->smooth || buffers->face_indices_len) ? GL_SMOOTH : GL_FLAT);
|
|
|
|
if (buffers->vert_buf) {
|
|
char *base = NULL;
|
|
char *index_base = NULL;
|
|
glEnableClientState(GL_VERTEX_ARRAY);
|
|
if (!wireframe) {
|
|
glEnableClientState(GL_NORMAL_ARRAY);
|
|
gpu_colors_enable(VBO_ENABLED);
|
|
}
|
|
|
|
GPU_buffer_bind(buffers->vert_buf, GPU_BINDING_ARRAY);
|
|
|
|
if (!buffers->vert_buf->use_vbo)
|
|
base = (char *)buffers->vert_buf->pointer;
|
|
|
|
if (do_fast) {
|
|
GPU_buffer_bind(buffers->index_buf_fast, GPU_BINDING_INDEX);
|
|
if (!buffers->index_buf_fast->use_vbo)
|
|
index_base = buffers->index_buf_fast->pointer;
|
|
}
|
|
else if (buffers->index_buf) {
|
|
GPU_buffer_bind(buffers->index_buf, GPU_BINDING_INDEX);
|
|
if (!buffers->index_buf->use_vbo)
|
|
index_base = buffers->index_buf->pointer;
|
|
}
|
|
|
|
if (wireframe)
|
|
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
|
|
|
|
if (buffers->tot_quad) {
|
|
const char *offset = base;
|
|
int i, last = buffers->has_hidden ? 1 : buffers->totgrid;
|
|
for (i = 0; i < last; i++) {
|
|
glVertexPointer(3, GL_FLOAT, sizeof(VertexBufferFormat),
|
|
offset + offsetof(VertexBufferFormat, co));
|
|
glNormalPointer(GL_SHORT, sizeof(VertexBufferFormat),
|
|
offset + offsetof(VertexBufferFormat, no));
|
|
glColorPointer(3, GL_UNSIGNED_BYTE, sizeof(VertexBufferFormat),
|
|
offset + offsetof(VertexBufferFormat, color));
|
|
|
|
if (do_fast)
|
|
glDrawElements(GL_TRIANGLES, buffers->totgrid * 6, buffers->index_type, index_base);
|
|
else
|
|
glDrawElements(GL_TRIANGLES, buffers->tot_quad * 6, buffers->index_type, index_base);
|
|
|
|
offset += buffers->gridkey.grid_area * sizeof(VertexBufferFormat);
|
|
}
|
|
}
|
|
else if (buffers->tot_tri) {
|
|
int totelem = buffers->tot_tri * 3;
|
|
|
|
glVertexPointer(3, GL_FLOAT, sizeof(VertexBufferFormat),
|
|
(void *)(base + offsetof(VertexBufferFormat, co)));
|
|
glNormalPointer(GL_SHORT, sizeof(VertexBufferFormat),
|
|
(void *)(base + offsetof(VertexBufferFormat, no)));
|
|
glColorPointer(3, GL_UNSIGNED_BYTE, sizeof(VertexBufferFormat),
|
|
(void *)(base + offsetof(VertexBufferFormat, color)));
|
|
|
|
if (buffers->index_buf)
|
|
glDrawElements(GL_TRIANGLES, totelem, buffers->index_type, index_base);
|
|
else
|
|
glDrawArrays(GL_TRIANGLES, 0, totelem);
|
|
}
|
|
|
|
if (wireframe)
|
|
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
|
|
|
GPU_buffer_unbind(buffers->vert_buf, GPU_BINDING_ARRAY);
|
|
if (buffers->index_buf || do_fast)
|
|
GPU_buffer_unbind(do_fast ? buffers->index_buf_fast : buffers->index_buf, GPU_BINDING_INDEX);
|
|
|
|
glDisableClientState(GL_VERTEX_ARRAY);
|
|
if (!wireframe) {
|
|
glDisableClientState(GL_NORMAL_ARRAY);
|
|
gpu_colors_disable(VBO_ENABLED);
|
|
}
|
|
}
|
|
}
|
|
|
|
bool GPU_pbvh_buffers_diffuse_changed(GPU_PBVH_Buffers *buffers, GSet *bm_faces, bool show_diffuse_color)
|
|
{
|
|
float diffuse_color[4];
|
|
bool use_matcaps = GPU_material_use_matcaps_get();
|
|
|
|
if (buffers->show_diffuse_color != show_diffuse_color)
|
|
return true;
|
|
|
|
if (buffers->use_matcaps != use_matcaps)
|
|
return true;
|
|
|
|
if ((buffers->show_diffuse_color == false) || use_matcaps)
|
|
return false;
|
|
|
|
if (buffers->looptri) {
|
|
const MLoopTri *lt = &buffers->looptri[buffers->face_indices[0]];
|
|
const MPoly *mp = &buffers->mpoly[lt->poly];
|
|
|
|
GPU_material_diffuse_get(mp->mat_nr + 1, diffuse_color);
|
|
}
|
|
else if (buffers->use_bmesh) {
|
|
/* due to dynamic nature of dyntopo, only get first material */
|
|
if (BLI_gset_size(bm_faces) > 0) {
|
|
GSetIterator gs_iter;
|
|
BMFace *f;
|
|
|
|
BLI_gsetIterator_init(&gs_iter, bm_faces);
|
|
f = BLI_gsetIterator_getKey(&gs_iter);
|
|
GPU_material_diffuse_get(f->mat_nr + 1, diffuse_color);
|
|
}
|
|
else {
|
|
return false;
|
|
}
|
|
}
|
|
else {
|
|
const DMFlagMat *flags = &buffers->grid_flag_mats[buffers->grid_indices[0]];
|
|
|
|
GPU_material_diffuse_get(flags->mat_nr + 1, diffuse_color);
|
|
}
|
|
|
|
return !equals_v3v3(diffuse_color, buffers->diffuse_color);
|
|
}
|
|
|
|
void GPU_free_pbvh_buffers(GPU_PBVH_Buffers *buffers)
|
|
{
|
|
if (buffers) {
|
|
if (buffers->vert_buf)
|
|
GPU_buffer_free(buffers->vert_buf);
|
|
if (buffers->index_buf && (buffers->tot_tri || buffers->has_hidden))
|
|
GPU_buffer_free(buffers->index_buf);
|
|
if (buffers->index_buf_fast)
|
|
GPU_buffer_free(buffers->index_buf_fast);
|
|
|
|
MEM_freeN(buffers);
|
|
}
|
|
}
|
|
|
|
|
|
/* debug function, draws the pbvh BB */
|
|
void GPU_draw_pbvh_BB(float min[3], float max[3], bool leaf)
|
|
{
|
|
const float quads[4][4][3] = {
|
|
{
|
|
{min[0], min[1], min[2]},
|
|
{max[0], min[1], min[2]},
|
|
{max[0], min[1], max[2]},
|
|
{min[0], min[1], max[2]}
|
|
},
|
|
|
|
{
|
|
{min[0], min[1], min[2]},
|
|
{min[0], max[1], min[2]},
|
|
{min[0], max[1], max[2]},
|
|
{min[0], min[1], max[2]}
|
|
},
|
|
|
|
{
|
|
{max[0], max[1], min[2]},
|
|
{max[0], min[1], min[2]},
|
|
{max[0], min[1], max[2]},
|
|
{max[0], max[1], max[2]}
|
|
},
|
|
|
|
{
|
|
{max[0], max[1], min[2]},
|
|
{min[0], max[1], min[2]},
|
|
{min[0], max[1], max[2]},
|
|
{max[0], max[1], max[2]}
|
|
},
|
|
};
|
|
|
|
if (leaf)
|
|
glColor4f(0.0, 1.0, 0.0, 0.5);
|
|
else
|
|
glColor4f(1.0, 0.0, 0.0, 0.5);
|
|
|
|
glVertexPointer(3, GL_FLOAT, 0, &quads[0][0][0]);
|
|
glDrawArrays(GL_QUADS, 0, 16);
|
|
}
|
|
|
|
void GPU_init_draw_pbvh_BB(void)
|
|
{
|
|
glPushAttrib(GL_ENABLE_BIT);
|
|
glDisable(GL_CULL_FACE);
|
|
glEnableClientState(GL_VERTEX_ARRAY);
|
|
glDisableClientState(GL_COLOR_ARRAY);
|
|
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
|
|
glDisable(GL_LIGHTING);
|
|
glDisable(GL_COLOR_MATERIAL);
|
|
glEnable(GL_BLEND);
|
|
}
|
|
|
|
void GPU_end_draw_pbvh_BB(void)
|
|
{
|
|
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
|
glPopAttrib();
|
|
}
|