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test/source/blender/gpu/intern/gpu_batch_utils.cc

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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_math_vector.h"
#include "BLI_math_vector_types.hh"
#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 = MEM_malloc_arrayN<int32_t>(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);
}
/** \} */