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