284 lines
11 KiB
C++
284 lines
11 KiB
C++
/* SPDX-FileCopyrightText: 2021 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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#pragma once
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#include "BLI_array.hh"
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#include "BLI_math_matrix_types.hh"
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#include "BLI_math_vector_types.hh"
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#include "BLI_span.hh"
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#include "BLI_sys_types.h"
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#include "mesh_extractors/extract_mesh.hh"
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struct BMesh;
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struct GPUUniformBuf;
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namespace blender::gpu {
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class IndexBuf;
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class VertBuf;
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} // namespace blender::gpu
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struct GPUVertFormat;
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struct Mesh;
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struct Object;
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namespace blender::bke::subdiv {
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struct Subdiv;
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}
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struct ToolSettings;
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namespace blender::draw {
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struct MeshBatchCache;
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struct MeshBufferCache;
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struct MeshRenderData;
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/* -------------------------------------------------------------------- */
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/** \name DRWPatchMap
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*
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* This is a GPU version of the OpenSubDiv PatchMap. The quad tree and the patch handles are copied
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* to GPU buffers in order to lookup the right patch for a given set of patch coordinates.
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* \{ */
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struct DRWPatchMap {
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gpu::VertBuf *patch_map_handles;
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gpu::VertBuf *patch_map_quadtree;
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int min_patch_face;
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int max_patch_face;
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int max_depth;
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int patches_are_triangular;
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};
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name DRWSubdivCache
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*
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* This holds the various buffers used to evaluate and render subdivision through OpenGL.
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* \{ */
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struct DRWSubdivCache {
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const Mesh *mesh;
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BMesh *bm;
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bke::subdiv::Subdiv *subdiv;
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bool optimal_display;
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bool hide_unmapped_edges;
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bool use_custom_loop_normals;
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/* Coordinates used to evaluate patches for positions and normals. */
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gpu::VertBuf *patch_coords;
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/* Coordinates used to evaluate patches for attributes. */
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gpu::VertBuf *corner_patch_coords;
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/* Coordinates used to evaluate patches for the face centers (or face dots) in edit-mode. */
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gpu::VertBuf *fdots_patch_coords;
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/* Resolution used to generate the patch coordinates. */
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int resolution;
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/* Number of subdivided loops, also the number of patch coordinates since we have one coordinate
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* but quad corner/vertex. */
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uint num_subdiv_loops;
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uint num_subdiv_edges;
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uint num_subdiv_triangles;
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uint num_subdiv_verts;
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uint num_subdiv_quads;
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/* We only do the subdivision traversal for full faces, however we may have geometries that only
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* have loose edges (e.g. a custom bone shape). This flag is used to detect those cases, as the
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* counters above will all be set to zero if we do not have subdivision loops. */
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bool may_have_loose_geom;
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/* Number of faces in the coarse mesh, notably used to compute a coarse face index given a
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* subdivision loop index. */
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int num_coarse_faces;
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/* Maps subdivision loop to subdivided vertex index. */
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int *subdiv_loop_subdiv_vert_index;
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/* Maps subdivision loop to subdivided edge index. */
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int *subdiv_loop_subdiv_edge_index;
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/* Maps subdivision loop to original coarse face index. */
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int *subdiv_loop_face_index;
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/* Indices of faces adjacent to the vertices, ordered by vertex index, with no particular
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* winding. */
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gpu::VertBuf *subdiv_vertex_face_adjacency;
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/* The difference between value (i + 1) and (i) gives the number of faces adjacent to vertex (i).
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*/
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gpu::VertBuf *subdiv_vertex_face_adjacency_offsets;
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/* Maps subdivision loop to original coarse vertex index, only really useful for edit mode. */
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gpu::VertBuf *verts_orig_index;
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/* Maps subdivision loop to original coarse edge index, only really useful for edit mode. */
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gpu::VertBuf *edges_orig_index;
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/* Indicates if edge should be drawn in optimal display mode. */
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gpu::VertBuf *edges_draw_flag;
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/* Owned by #Subdiv. Indexed by coarse face index, difference between value (i + 1) and (i)
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* gives the number of ptex faces for coarse face (i). */
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int *face_ptex_offset;
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/* Vertex buffer for face_ptex_offset. */
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gpu::VertBuf *face_ptex_offset_buffer;
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int *subdiv_face_offset;
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gpu::VertBuf *subdiv_face_offset_buffer;
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/* Contains the start loop index and the smooth flag for each coarse face. */
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gpu::VertBuf *extra_coarse_face_data;
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/* Material offsets. */
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int *mat_start;
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int *mat_end;
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gpu::VertBuf *face_mat_offset;
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DRWPatchMap gpu_patch_map;
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/**
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* Subdivided vertices of loose edges. The size of this array is the number of loose edges
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* multiplied with the resolution. For storage in the VBO the data is duplicated for each edge.
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*/
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Array<float3> loose_edge_positions;
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/* UBO to store settings for the various compute shaders. */
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GPUUniformBuf *ubo;
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/* Extra flags, passed to the UBO. */
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bool is_edit_mode;
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bool use_hide;
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};
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/* Only frees the data of the cache, caller is responsible to free the cache itself if necessary.
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*/
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void draw_subdiv_cache_free(DRWSubdivCache &cache);
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/** \} */
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void DRW_create_subdivision(Object &ob,
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Mesh &mesh,
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MeshBatchCache &batch_cache,
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MeshBufferCache &mbc,
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bool is_editmode,
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bool is_paint_mode,
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bool edit_mode_active,
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const float4x4 &object_to_world,
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bool do_final,
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bool do_uvedit,
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bool do_cage,
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const ToolSettings *ts,
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bool use_hide);
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void DRW_subdivide_loose_geom(DRWSubdivCache &subdiv_cache, const MeshBufferCache &cache);
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void DRW_subdiv_cache_free(bke::subdiv::Subdiv *subdiv);
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void draw_subdiv_init_origindex_buffer(gpu::VertBuf &buffer,
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int32_t *vert_origindex,
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uint num_loops,
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uint loose_len);
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gpu::VertBuf *draw_subdiv_build_origindex_buffer(int *vert_origindex, uint num_loops);
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/* Compute shader functions. */
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void draw_subdiv_build_sculpt_data_buffer(const DRWSubdivCache &cache,
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gpu::VertBuf *mask_vbo,
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gpu::VertBuf *face_set_vbo,
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gpu::VertBuf *sculpt_data);
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void draw_subdiv_accumulate_normals(const DRWSubdivCache &cache,
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gpu::VertBuf *pos_nor,
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gpu::VertBuf *face_adjacency_offsets,
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gpu::VertBuf *face_adjacency_lists,
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gpu::VertBuf *vertex_loop_map,
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gpu::VertBuf *vert_normals);
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void draw_subdiv_finalize_normals(const DRWSubdivCache &cache,
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gpu::VertBuf *vert_normals,
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gpu::VertBuf *subdiv_loop_subdiv_vert_index,
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gpu::VertBuf *pos_nor);
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void draw_subdiv_finalize_custom_normals(const DRWSubdivCache &cache,
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gpu::VertBuf *src_custom_normals,
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gpu::VertBuf *pos_nor);
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void draw_subdiv_extract_pos_nor(const DRWSubdivCache &cache,
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gpu::VertBuf *flags_buffer,
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gpu::VertBuf *pos_nor,
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gpu::VertBuf *orco);
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void draw_subdiv_interp_custom_data(const DRWSubdivCache &cache,
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gpu::VertBuf &src_data,
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gpu::VertBuf &dst_data,
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int comp_type, /*GPUVertCompType*/
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int dimensions,
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int dst_offset);
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void draw_subdiv_extract_uvs(const DRWSubdivCache &cache,
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gpu::VertBuf *uvs,
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int face_varying_channel,
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int dst_offset);
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void draw_subdiv_build_edge_fac_buffer(const DRWSubdivCache &cache,
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gpu::VertBuf *pos_nor,
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gpu::VertBuf *edge_draw_flag,
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gpu::VertBuf *poly_other_map,
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gpu::VertBuf *edge_fac);
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void draw_subdiv_build_tris_buffer(const DRWSubdivCache &cache,
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gpu::IndexBuf *subdiv_tris,
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int material_count);
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void draw_subdiv_build_lines_buffer(const DRWSubdivCache &cache, gpu::IndexBuf *lines_indices);
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void draw_subdiv_build_lines_loose_buffer(const DRWSubdivCache &cache,
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gpu::IndexBuf *lines_indices,
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gpu::VertBuf *lines_flags,
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uint edge_loose_offset,
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uint num_loose_edges);
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void draw_subdiv_build_fdots_buffers(const DRWSubdivCache &cache,
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gpu::VertBuf *fdots_pos,
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gpu::VertBuf *fdots_nor,
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gpu::IndexBuf *fdots_indices);
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void draw_subdiv_build_lnor_buffer(const DRWSubdivCache &cache,
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gpu::VertBuf *pos_nor,
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gpu::VertBuf *lnor);
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void draw_subdiv_build_edituv_stretch_area_buffer(const DRWSubdivCache &cache,
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gpu::VertBuf *coarse_data,
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gpu::VertBuf *subdiv_data);
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void draw_subdiv_build_edituv_stretch_angle_buffer(const DRWSubdivCache &cache,
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gpu::VertBuf *pos_nor,
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gpu::VertBuf *uvs,
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int uvs_offset,
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gpu::VertBuf *stretch_angles);
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/** Return the format used for the positions and normals VBO. */
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const GPUVertFormat &draw_subdiv_get_pos_nor_format();
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/** For every coarse edge, there are `resolution - 1` subdivided edges. */
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inline int subdiv_edges_per_coarse_edge(const DRWSubdivCache &cache)
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{
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return cache.resolution - 1;
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}
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/** For every subdivided edge, there are two coarse vertices stored in vertex buffers. */
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inline int subdiv_verts_per_coarse_edge(const DRWSubdivCache &cache)
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{
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return subdiv_edges_per_coarse_edge(cache) * 2;
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}
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/** The number of subdivided edges from base mesh loose edges. */
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inline int subdiv_loose_edges_num(const MeshRenderData &mr, const DRWSubdivCache &cache)
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{
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return mr.loose_edges.size() * subdiv_edges_per_coarse_edge(cache);
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}
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/** Size of vertex buffers including all face corners, loose edges, and loose vertices. */
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inline int subdiv_full_vbo_size(const MeshRenderData &mr, const DRWSubdivCache &cache)
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{
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return cache.num_subdiv_loops + subdiv_loose_edges_num(mr, cache) * 2 + mr.loose_verts.size();
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}
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} // namespace blender::draw
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