/* 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(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(MEM_mallocN(sizeof(*verts) * polys_len, __func__)); float (*verts_step)[2] = verts; uint(*tris)[3] = static_cast(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", blender::gpu::VertAttrType::SFLOAT_32_32); } 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(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(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(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", blender::gpu::VertAttrType::SFLOAT_32_32); } 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(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 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 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::VertAttrType::SFLOAT_32_32_32); 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); } /** \} */