tornavis/source/blender/draw/intern/draw_cache_extract.hh

337 lines
11 KiB
C++

/* SPDX-FileCopyrightText: 2019 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup draw
*/
#pragma once
#include <algorithm>
#include "BLI_utildefines.h"
#include "DNA_customdata_types.h"
#include "DNA_mesh_types.h"
#include "DNA_view3d_enums.h"
#include "BKE_attribute.h"
#include "BKE_object.hh"
#include "GPU_batch.h"
#include "GPU_index_buffer.h"
#include "GPU_vertex_buffer.h"
#include "draw_attributes.hh"
struct DRWSubdivCache;
struct MeshRenderData;
struct TaskGraph;
/* Vertex Group Selection and display options */
struct DRW_MeshWeightState {
int defgroup_active;
int defgroup_len;
short flags;
char alert_mode;
/* Set of all selected bones for Multi-paint. */
bool *defgroup_sel; /* #defgroup_len */
int defgroup_sel_count;
/* Set of all locked and unlocked deform bones for Lock Relative mode. */
bool *defgroup_locked; /* #defgroup_len */
bool *defgroup_unlocked; /* #defgroup_len */
};
/* DRW_MeshWeightState.flags */
enum {
DRW_MESH_WEIGHT_STATE_MULTIPAINT = (1 << 0),
DRW_MESH_WEIGHT_STATE_AUTO_NORMALIZE = (1 << 1),
DRW_MESH_WEIGHT_STATE_LOCK_RELATIVE = (1 << 2),
};
enum eMRIterType {
MR_ITER_LOOPTRI = 1 << 0,
MR_ITER_POLY = 1 << 1,
MR_ITER_LOOSE_EDGE = 1 << 2,
MR_ITER_LOOSE_VERT = 1 << 3,
};
ENUM_OPERATORS(eMRIterType, MR_ITER_LOOSE_VERT)
enum eMRDataType {
MR_DATA_NONE = 0,
MR_DATA_POLY_NOR = 1 << 1,
MR_DATA_LOOP_NOR = 1 << 2,
MR_DATA_LOOPTRI = 1 << 3,
MR_DATA_LOOSE_GEOM = 1 << 4,
/** Force loop normals calculation. */
MR_DATA_TAN_LOOP_NOR = 1 << 5,
MR_DATA_POLYS_SORTED = 1 << 6,
};
ENUM_OPERATORS(eMRDataType, MR_DATA_POLYS_SORTED)
BLI_INLINE int mesh_render_mat_len_get(const Object *object, const Mesh *me)
{
if (me->edit_mesh != NULL) {
const Mesh *editmesh_eval_final = BKE_object_get_editmesh_eval_final(object);
if (editmesh_eval_final != NULL) {
return std::max<int>(1, editmesh_eval_final->totcol);
}
}
return std::max<int>(1, me->totcol);
}
struct MeshBufferList {
/* Every VBO below contains at least enough data for every loop in the mesh
* (except fdots and skin roots). For some VBOs, it extends to (in this exact order) :
* loops + loose_edges * 2 + loose_verts */
struct {
GPUVertBuf *pos_nor; /* extend */
GPUVertBuf *lnor; /* extend */
GPUVertBuf *edge_fac; /* extend */
GPUVertBuf *weights; /* extend */
GPUVertBuf *uv;
GPUVertBuf *tan;
GPUVertBuf *sculpt_data;
GPUVertBuf *orco;
/* Only for edit mode. */
GPUVertBuf *edit_data; /* extend */
GPUVertBuf *edituv_data;
GPUVertBuf *edituv_stretch_area;
GPUVertBuf *edituv_stretch_angle;
GPUVertBuf *mesh_analysis;
GPUVertBuf *fdots_pos;
GPUVertBuf *fdots_nor;
GPUVertBuf *fdots_uv;
// GPUVertBuf *fdots_edit_data; /* inside fdots_nor for now. */
GPUVertBuf *fdots_edituv_data;
GPUVertBuf *skin_roots;
/* Selection */
GPUVertBuf *vert_idx; /* extend */
GPUVertBuf *edge_idx; /* extend */
GPUVertBuf *face_idx;
GPUVertBuf *fdot_idx;
GPUVertBuf *attr[GPU_MAX_ATTR];
GPUVertBuf *attr_viewer;
} vbo;
/* Index Buffers:
* Only need to be updated when topology changes. */
struct {
/* Indices to vloops. Ordered per material. */
GPUIndexBuf *tris;
/* Loose edges last. */
GPUIndexBuf *lines;
/* Sub buffer of `lines` only containing the loose edges. */
GPUIndexBuf *lines_loose;
GPUIndexBuf *points;
GPUIndexBuf *fdots;
/* 3D overlays. */
/* no loose edges. */
GPUIndexBuf *lines_paint_mask;
GPUIndexBuf *lines_adjacency;
/* Uv overlays. (visibility can differ from 3D view) */
GPUIndexBuf *edituv_tris;
GPUIndexBuf *edituv_lines;
GPUIndexBuf *edituv_points;
GPUIndexBuf *edituv_fdots;
} ibo;
};
struct MeshBatchList {
/* Surfaces / Render */
GPUBatch *surface;
GPUBatch *surface_weights;
/* Edit mode */
GPUBatch *edit_triangles;
GPUBatch *edit_vertices;
GPUBatch *edit_edges;
GPUBatch *edit_vnor;
GPUBatch *edit_lnor;
GPUBatch *edit_fdots;
GPUBatch *edit_mesh_analysis;
GPUBatch *edit_skin_roots;
/* Edit UVs */
GPUBatch *edituv_faces_stretch_area;
GPUBatch *edituv_faces_stretch_angle;
GPUBatch *edituv_faces;
GPUBatch *edituv_edges;
GPUBatch *edituv_verts;
GPUBatch *edituv_fdots;
/* Edit selection */
GPUBatch *edit_selection_verts;
GPUBatch *edit_selection_edges;
GPUBatch *edit_selection_faces;
GPUBatch *edit_selection_fdots;
/* Common display / Other */
GPUBatch *all_verts;
GPUBatch *all_edges;
GPUBatch *loose_edges;
GPUBatch *edge_detection;
/* Individual edges with face normals. */
GPUBatch *wire_edges;
/* Loops around faces. no edges between selected faces */
GPUBatch *wire_loops;
/* Same as wire_loops but only has uvs. */
GPUBatch *wire_loops_uvs;
GPUBatch *sculpt_overlays;
GPUBatch *surface_viewer_attribute;
};
#define MBC_BATCH_LEN (sizeof(MeshBatchList) / sizeof(void *))
#define MBC_VBO_LEN (sizeof(MeshBufferList::vbo) / sizeof(void *))
#define MBC_IBO_LEN (sizeof(MeshBufferList::ibo) / sizeof(void *))
#define MBC_BATCH_INDEX(batch) (offsetof(MeshBatchList, batch) / sizeof(void *))
enum DRWBatchFlag {
MBC_SURFACE = (1u << MBC_BATCH_INDEX(surface)),
MBC_SURFACE_WEIGHTS = (1u << MBC_BATCH_INDEX(surface_weights)),
MBC_EDIT_TRIANGLES = (1u << MBC_BATCH_INDEX(edit_triangles)),
MBC_EDIT_VERTICES = (1u << MBC_BATCH_INDEX(edit_vertices)),
MBC_EDIT_EDGES = (1u << MBC_BATCH_INDEX(edit_edges)),
MBC_EDIT_VNOR = (1u << MBC_BATCH_INDEX(edit_vnor)),
MBC_EDIT_LNOR = (1u << MBC_BATCH_INDEX(edit_lnor)),
MBC_EDIT_FACEDOTS = (1u << MBC_BATCH_INDEX(edit_fdots)),
MBC_EDIT_MESH_ANALYSIS = (1u << MBC_BATCH_INDEX(edit_mesh_analysis)),
MBC_SKIN_ROOTS = (1u << MBC_BATCH_INDEX(edit_skin_roots)),
MBC_EDITUV_FACES_STRETCH_AREA = (1u << MBC_BATCH_INDEX(edituv_faces_stretch_area)),
MBC_EDITUV_FACES_STRETCH_ANGLE = (1u << MBC_BATCH_INDEX(edituv_faces_stretch_angle)),
MBC_EDITUV_FACES = (1u << MBC_BATCH_INDEX(edituv_faces)),
MBC_EDITUV_EDGES = (1u << MBC_BATCH_INDEX(edituv_edges)),
MBC_EDITUV_VERTS = (1u << MBC_BATCH_INDEX(edituv_verts)),
MBC_EDITUV_FACEDOTS = (1u << MBC_BATCH_INDEX(edituv_fdots)),
MBC_EDIT_SELECTION_VERTS = (1u << MBC_BATCH_INDEX(edit_selection_verts)),
MBC_EDIT_SELECTION_EDGES = (1u << MBC_BATCH_INDEX(edit_selection_edges)),
MBC_EDIT_SELECTION_FACES = (1u << MBC_BATCH_INDEX(edit_selection_faces)),
MBC_EDIT_SELECTION_FACEDOTS = (1u << MBC_BATCH_INDEX(edit_selection_fdots)),
MBC_ALL_VERTS = (1u << MBC_BATCH_INDEX(all_verts)),
MBC_ALL_EDGES = (1u << MBC_BATCH_INDEX(all_edges)),
MBC_LOOSE_EDGES = (1u << MBC_BATCH_INDEX(loose_edges)),
MBC_EDGE_DETECTION = (1u << MBC_BATCH_INDEX(edge_detection)),
MBC_WIRE_EDGES = (1u << MBC_BATCH_INDEX(wire_edges)),
MBC_WIRE_LOOPS = (1u << MBC_BATCH_INDEX(wire_loops)),
MBC_WIRE_LOOPS_UVS = (1u << MBC_BATCH_INDEX(wire_loops_uvs)),
MBC_SCULPT_OVERLAYS = (1u << MBC_BATCH_INDEX(sculpt_overlays)),
MBC_VIEWER_ATTRIBUTE_OVERLAY = (1u << MBC_BATCH_INDEX(surface_viewer_attribute)),
MBC_SURFACE_PER_MAT = (1u << MBC_BATCH_LEN),
};
ENUM_OPERATORS(DRWBatchFlag, MBC_SURFACE_PER_MAT);
BLI_STATIC_ASSERT(MBC_BATCH_LEN < 32, "Number of batches exceeded the limit of bit fields");
struct MeshExtractLooseGeom {
/** Indices of all vertices not used by edges in the #Mesh or #BMesh. */
blender::Array<int> verts;
/** Indices of all edges not used by faces in the #Mesh or #BMesh. */
blender::Array<int> edges;
};
struct SortedFaceData {
/** The first triangle index for each polygon, sorted into slices by material. */
blender::Array<int> tri_first_index;
/** The number of visible triangles assigned to each material. */
blender::Array<int> mat_tri_len;
/* The total number of visible triangles (a sum of the values in #mat_tri_len). */
int visible_tri_len;
};
/**
* Data that are kept around between extractions to reduce rebuilding time.
*
* - Loose geometry.
*/
struct MeshBufferCache {
MeshBufferList buff;
MeshExtractLooseGeom loose_geom;
SortedFaceData face_sorted;
};
#define FOREACH_MESH_BUFFER_CACHE(batch_cache, mbc) \
for (MeshBufferCache *mbc = &batch_cache.final; \
mbc == &batch_cache.final || mbc == &batch_cache.cage || mbc == &batch_cache.uv_cage; \
mbc = (mbc == &batch_cache.final) ? \
&batch_cache.cage : \
((mbc == &batch_cache.cage) ? &batch_cache.uv_cage : NULL))
struct MeshBatchCache {
MeshBufferCache final, cage, uv_cage;
MeshBatchList batch;
/* Index buffer per material. These are sub-ranges of `ibo.tris`. */
GPUIndexBuf **tris_per_mat;
GPUBatch **surface_per_mat;
DRWSubdivCache *subdiv_cache;
DRWBatchFlag batch_requested;
DRWBatchFlag batch_ready;
/* Settings to determine if cache is invalid. */
int edge_len;
int tri_len;
int face_len;
int vert_len;
int mat_len;
/* Instantly invalidates cache, skipping mesh check */
bool is_dirty;
bool is_editmode;
bool is_uvsyncsel;
DRW_MeshWeightState weight_state;
DRW_MeshCDMask cd_used, cd_needed, cd_used_over_time;
DRW_Attributes attr_used, attr_needed, attr_used_over_time;
int lastmatch;
/* Valid only if edge_detection is up to date. */
bool is_manifold;
/* Total areas for drawing UV Stretching. Contains the summed area in mesh
* space (`tot_area`) and the summed area in uv space (`tot_uvarea`).
*
* Only valid after `DRW_mesh_batch_cache_create_requested` has been called. */
float tot_area, tot_uv_area;
bool no_loose_wire;
eV3DShadingColorType color_type;
bool pbvh_is_drawing;
};
#define MBC_EDITUV \
(MBC_EDITUV_FACES_STRETCH_AREA | MBC_EDITUV_FACES_STRETCH_ANGLE | MBC_EDITUV_FACES | \
MBC_EDITUV_EDGES | MBC_EDITUV_VERTS | MBC_EDITUV_FACEDOTS | MBC_WIRE_LOOPS_UVS)
namespace blender::draw {
void mesh_buffer_cache_create_requested(TaskGraph *task_graph,
MeshBatchCache &cache,
MeshBufferCache &mbc,
Object *object,
Mesh *me,
bool is_editmode,
bool is_paint_mode,
bool is_mode_active,
const float obmat[4][4],
bool do_final,
bool do_uvedit,
const Scene *scene,
const ToolSettings *ts,
bool use_hide);
void mesh_buffer_cache_create_requested_subdiv(MeshBatchCache &cache,
MeshBufferCache &mbc,
DRWSubdivCache &subdiv_cache,
MeshRenderData &mr);
} // namespace blender::draw