Files
test/source/blender/gpu/intern/gpu_batch_utils.cc
Clément Foucault 28ad3736e8 DRW: Move cube batch generation to GPU module
Avoid access on global DRWShapeCache and still
share the code for batch creation.
Each module is then responsible owner of their
own batch.
2025-02-17 12:36:34 +01:00

282 lines
8.4 KiB
C++

/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup gpu
*/
#include "MEM_guardedalloc.h"
#include "DNA_vec_types.h"
#include "BLI_polyfill_2d.h"
#include "BLI_sort_utils.h"
#include "BLI_utildefines.h"
#include "GPU_batch.hh"
#include "GPU_batch_utils.hh" /* own include */
/* -------------------------------------------------------------------- */
/** \name Polygon Creation (2D)
* \{ */
blender::gpu::Batch *GPU_batch_tris_from_poly_2d_encoded(const uchar *polys_flat,
uint polys_flat_len,
const rctf *rect)
{
const uchar(*polys)[2] = reinterpret_cast<const uchar(*)[2]>(polys_flat);
const uint polys_len = polys_flat_len / 2;
BLI_assert(polys_flat_len == polys_len * 2);
/* Over alloc in both cases */
float(*verts)[2] = static_cast<float(*)[2]>(MEM_mallocN(sizeof(*verts) * polys_len, __func__));
float(*verts_step)[2] = verts;
uint(*tris)[3] = static_cast<uint(*)[3]>(MEM_mallocN(sizeof(*tris) * polys_len, __func__));
uint(*tris_step)[3] = tris;
const float range_uchar[2] = {
(rect ? (rect->xmax - rect->xmin) : 2.0f) / 255.0f,
(rect ? (rect->ymax - rect->ymin) : 2.0f) / 255.0f,
};
const float min_uchar[2] = {
(rect ? rect->xmin : -1.0f),
(rect ? rect->ymin : -1.0f),
};
uint i_poly = 0;
uint i_vert = 0;
while (i_poly != polys_len) {
for (uint j = 0; j < 2; j++) {
verts[i_vert][j] = min_uchar[j] + (float(polys[i_poly][j]) * range_uchar[j]);
}
i_vert++;
i_poly++;
if (polys[i_poly - 1][0] == polys[i_poly][0] && polys[i_poly - 1][1] == polys[i_poly][1]) {
const uint verts_step_len = (&verts[i_vert]) - verts_step;
BLI_assert(verts_step_len >= 3);
const uint tris_len = (verts_step_len - 2);
BLI_polyfill_calc(verts_step, verts_step_len, -1, tris_step);
/* offset indices */
if (verts_step != verts) {
uint *t = tris_step[0];
const uint offset = (verts_step - verts);
uint tot = tris_len * 3;
while (tot--) {
*t += offset;
t++;
}
BLI_assert(t == tris_step[tris_len]);
}
verts_step += verts_step_len;
tris_step += tris_len;
i_poly++;
/* ignore the duplicate point */
}
}
/* We have vertices and tris, make a batch from this. */
static GPUVertFormat format = {0};
static struct {
uint pos;
} attr_id;
if (format.attr_len == 0) {
attr_id.pos = GPU_vertformat_attr_add(&format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
}
const uint verts_len = (verts_step - verts);
const uint tris_len = (tris_step - tris);
blender::gpu::VertBuf *vbo = GPU_vertbuf_create_with_format(format);
GPU_vertbuf_data_alloc(*vbo, verts_len);
GPUVertBufRaw pos_step;
GPU_vertbuf_attr_get_raw_data(vbo, attr_id.pos, &pos_step);
for (uint i = 0; i < verts_len; i++) {
copy_v2_v2(static_cast<float *>(GPU_vertbuf_raw_step(&pos_step)), verts[i]);
}
GPUIndexBufBuilder elb;
GPU_indexbuf_init(&elb, GPU_PRIM_TRIS, tris_len, verts_len);
for (uint i = 0; i < tris_len; i++) {
GPU_indexbuf_add_tri_verts(&elb, UNPACK3(tris[i]));
}
blender::gpu::IndexBuf *indexbuf = GPU_indexbuf_build(&elb);
MEM_freeN(tris);
MEM_freeN(verts);
return GPU_batch_create_ex(
GPU_PRIM_TRIS, vbo, indexbuf, GPU_BATCH_OWNS_VBO | GPU_BATCH_OWNS_INDEX);
}
blender::gpu::Batch *GPU_batch_wire_from_poly_2d_encoded(const uchar *polys_flat,
uint polys_flat_len,
const rctf *rect)
{
const uchar(*polys)[2] = reinterpret_cast<const uchar(*)[2]>(polys_flat);
const uint polys_len = polys_flat_len / 2;
BLI_assert(polys_flat_len == polys_len * 2);
/* Over alloc */
/* Lines are pairs of (x, y) byte locations packed into an int32_t. */
int32_t *lines = static_cast<int32_t *>(MEM_mallocN(sizeof(*lines) * polys_len, __func__));
int32_t *lines_step = lines;
const float range_uchar[2] = {
(rect ? (rect->xmax - rect->xmin) : 2.0f) / 255.0f,
(rect ? (rect->ymax - rect->ymin) : 2.0f) / 255.0f,
};
const float min_uchar[2] = {
(rect ? rect->xmin : -1.0f),
(rect ? rect->ymin : -1.0f),
};
uint i_poly_prev = 0;
uint i_poly = 0;
while (i_poly != polys_len) {
i_poly++;
if (polys[i_poly - 1][0] == polys[i_poly][0] && polys[i_poly - 1][1] == polys[i_poly][1]) {
const uchar(*polys_step)[2] = polys + i_poly_prev;
const uint polys_step_len = i_poly - i_poly_prev;
BLI_assert(polys_step_len >= 2);
for (uint i_prev = polys_step_len - 1, i = 0; i < polys_step_len; i_prev = i++) {
union {
uint16_t as_u16[2];
uint32_t as_u32;
} data;
data.as_u16[0] = *((const uint16_t *)polys_step[i_prev]);
data.as_u16[1] = *((const uint16_t *)polys_step[i]);
if (data.as_u16[0] > data.as_u16[1]) {
std::swap(data.as_u16[0], data.as_u16[1]);
}
*lines_step = data.as_u32;
lines_step++;
}
i_poly++;
i_poly_prev = i_poly;
/* ignore the duplicate point */
}
}
uint lines_len = lines_step - lines;
/* Hide Lines (we could make optional) */
{
qsort(lines, lines_len, sizeof(int32_t), BLI_sortutil_cmp_int);
lines_step = lines;
for (uint i_prev = 0, i = 1; i < lines_len; i_prev = i++) {
if (lines[i] != lines[i_prev]) {
*lines_step++ = lines[i_prev];
}
else {
i++;
}
}
*lines_step++ = lines[lines_len - 1];
lines_len = lines_step - lines;
}
/* We have vertices and tris, make a batch from this. */
static GPUVertFormat format = {0};
static struct {
uint pos;
} attr_id;
if (format.attr_len == 0) {
attr_id.pos = GPU_vertformat_attr_add(&format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
}
blender::gpu::VertBuf *vbo = GPU_vertbuf_create_with_format(format);
const uint vbo_len_capacity = lines_len * 2;
GPU_vertbuf_data_alloc(*vbo, vbo_len_capacity);
GPUVertBufRaw pos_step;
GPU_vertbuf_attr_get_raw_data(vbo, attr_id.pos, &pos_step);
for (uint i = 0; i < lines_len; i++) {
union {
uint8_t as_u8_pair[2][2];
uint32_t as_u32;
} data;
data.as_u32 = lines[i];
for (uint k = 0; k < 2; k++) {
float *pos_v2 = static_cast<float *>(GPU_vertbuf_raw_step(&pos_step));
for (uint j = 0; j < 2; j++) {
pos_v2[j] = min_uchar[j] + (float(data.as_u8_pair[k][j]) * range_uchar[j]);
}
}
}
BLI_assert(vbo_len_capacity == GPU_vertbuf_raw_used(&pos_step));
MEM_freeN(lines);
return GPU_batch_create_ex(GPU_PRIM_LINES, vbo, nullptr, GPU_BATCH_OWNS_VBO);
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Common shapes (3D)
* \{ */
blender::gpu::Batch *GPU_batch_unit_cube()
{
using namespace blender;
static const std::array<float3, 8> bone_box_verts = {
float3{1.0f, -1.0f, 1.0f},
float3{1.0f, -1.0f, -1.0f},
float3{-1.0f, -1.0f, -1.0f},
float3{-1.0f, -1.0f, 1.0f},
float3{1.0f, 1.0f, 1.0f},
float3{1.0f, 1.0f, -1.0f},
float3{-1.0f, 1.0f, -1.0f},
float3{-1.0f, 1.0f, 1.0f},
};
static const std::array<int3, 12> bone_box_solid_tris = {
int3{0, 2, 1}, /* bottom */
int3{0, 3, 2},
int3{0, 1, 5}, /* sides */
int3{0, 5, 4},
int3{1, 2, 6},
int3{1, 6, 5},
int3{2, 3, 7},
int3{2, 7, 6},
int3{3, 0, 4},
int3{3, 4, 7},
int3{4, 5, 6}, /* top */
int3{4, 6, 7},
};
GPUVertFormat format = {0};
GPU_vertformat_attr_add(&format, "pos", GPU_COMP_F32, 3, GPU_FETCH_FLOAT);
blender::gpu::VertBuf *vbo = GPU_vertbuf_create_with_format(format);
const int tri_len = bone_box_solid_tris.size();
const int vert_len = bone_box_verts.size();
GPU_vertbuf_data_alloc(*vbo, vert_len);
GPUIndexBufBuilder elb;
GPU_indexbuf_init(&elb, GPU_PRIM_TRIS, tri_len, vert_len);
int v = 0;
for (int i = 0; i < vert_len; i++) {
GPU_vertbuf_vert_set(vbo, v++, &bone_box_verts[i]);
}
for (int i = 0; i < tri_len; i++) {
const int3 tri_indices = bone_box_solid_tris[i];
GPU_indexbuf_add_tri_verts(&elb, tri_indices[0], tri_indices[1], tri_indices[2]);
}
return GPU_batch_create_ex(
GPU_PRIM_TRIS, vbo, GPU_indexbuf_build(&elb), GPU_BATCH_OWNS_VBO | GPU_BATCH_OWNS_INDEX);
}
/** \} */