Files
test2/source/blender/draw/intern/draw_pbvh.cc
Hans Goudey 3724ebeaa6 Refactor: Extract BMesh attribute lookup function
This is the second time I've needed a function to find an attribute by
name on all attribute domains, with a third time coming soon. It seems
time to put this in a BMesh header.

Pull Request: https://projects.blender.org/blender/blender/pulls/144039
2025-08-06 13:40:51 +02:00

1917 lines
74 KiB
C++

/* SPDX-FileCopyrightText: 2024 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup gpu
*
* bke::pbvh::Tree drawing.
* Embeds GPU meshes inside of bke::pbvh::Tree nodes, used by mesh sculpt mode.
*/
#include "BLI_map.hh"
#include "BLI_math_geom.h"
#include "BLI_math_vector_types.hh"
#include "BLI_utildefines.h"
#include "BLI_vector.hh"
#include "DNA_object_types.h"
#include "BKE_attribute.hh"
#include "BKE_attribute_legacy_convert.hh"
#include "BKE_attribute_math.hh"
#include "BKE_customdata.hh"
#include "BKE_mesh.hh"
#include "BKE_paint.hh"
#include "BKE_paint_bvh.hh"
#include "BKE_subdiv_ccg.hh"
#include "DEG_depsgraph_query.hh"
#include "GPU_batch.hh"
#include "DRW_engine.hh"
#include "DRW_pbvh.hh"
#include "DRW_render.hh"
#include "attribute_convert.hh"
#include "bmesh.hh"
namespace blender {
template<> struct DefaultHash<draw::pbvh::AttributeRequest> {
uint64_t operator()(const draw::pbvh::AttributeRequest &value) const
{
using namespace draw::pbvh;
if (const CustomRequest *request_type = std::get_if<CustomRequest>(&value)) {
return get_default_hash(*request_type);
}
const GenericRequest &attr = std::get<GenericRequest>(value);
return get_default_hash(attr);
}
};
} // namespace blender
namespace blender::draw::pbvh {
uint64_t ViewportRequest::hash() const
{
return get_default_hash(attributes, use_coarse_grids);
}
/**
* Because many sculpt mode operations skip tagging dependency graph for reevaluation for
* performance reasons, the relevant data must be retrieved directly from the original mesh rather
* than the evaluated copy.
*/
struct OrigMeshData {
StringRef active_color;
StringRef default_color;
StringRef active_uv_map;
StringRef default_uv_map;
int face_set_default;
int face_set_seed;
bke::AttributeAccessor attributes;
OrigMeshData(const Mesh &mesh)
: active_color(mesh.active_color_attribute),
default_color(mesh.default_color_attribute),
active_uv_map(CustomData_get_active_layer_name(&mesh.corner_data, CD_PROP_FLOAT2)),
default_uv_map(CustomData_get_render_layer_name(&mesh.corner_data, CD_PROP_FLOAT2)),
face_set_default(mesh.face_sets_color_default),
face_set_seed(mesh.face_sets_color_seed),
attributes(mesh.attributes())
{
}
};
/**
* Stores the data necessary to draw the PBVH geometry. A separate `*Impl` class is used to hide
* implementation details from the public header.
*/
class DrawCacheImpl : public DrawCache {
struct AttributeData {
/** A vertex buffer for each BVH node. If null, the draw data for the node must be created. */
Vector<gpu::VertBufPtr> vbos;
/**
* A separate "dirty" bit per node. We track the dirty value separately from deleting the VBO
* for a node in order to avoid recreating batches with new VBOs. It's also a necessary
* addition to the flags stored in the PBVH which are cleared after it's used for drawing
* (those aren't sufficient when multiple viewports are drawing with the same PBVH but request
* different sets of attributes).
*/
BitVector<> dirty_nodes;
/**
* Mark attribute values dirty for specific nodes. The next time the attribute is requested,
* the values will be extracted again.
*/
void tag_dirty(const IndexMask &node_mask);
};
/** Used to determine whether to use indexed VBO layouts for multires grids. */
BitVector<> use_flat_layout_;
/** The material index for each node. */
Array<int> material_indices_;
/** Index buffers for wireframe geometry for each node. */
Vector<gpu::IndexBufPtr> lines_ibos_;
/** Index buffers for coarse "fast navigate" wireframe geometry for each node. */
Vector<gpu::IndexBufPtr> lines_ibos_coarse_;
/** Index buffers for triangles for each node, only used for grids. */
Vector<gpu::IndexBufPtr> tris_ibos_;
/** Index buffers for coarse "fast navigate" triangles for each node, only used for grids. */
Vector<gpu::IndexBufPtr> tris_ibos_coarse_;
/**
* GPU data and per-node dirty status for all requested attributes.
* \note Currently we do not remove "stale" attributes that haven't been requested in a while.
*/
Map<AttributeRequest, AttributeData> attribute_vbos_;
/** Batches for drawing wireframe geometry. */
Vector<gpu::Batch *> lines_batches_;
/** Batches for drawing coarse "fast navigate" wireframe geometry. */
Vector<gpu::Batch *> lines_batches_coarse_;
/**
* Batches for drawing triangles, stored separately for each combination of attributes and
* coarse-ness. Different viewports might request different sets of attributes, and we don't want
* to recreate the batches on every redraw.
*/
Map<ViewportRequest, Vector<gpu::Batch *>> tris_batches_;
/**
* Which nodes (might) have a different number of visible faces.
*
* \note Theoretically the dirty tag is redundant with checking for a different number of visible
* triangles in the PBVH node on every redraw. We could do that too, but it's simpler overall to
* just tag the node whenever there is such a topology change, and for now there is no real
* downside.
*/
BitVector<> dirty_topology_;
public:
~DrawCacheImpl() override;
void tag_positions_changed(const IndexMask &node_mask) override;
void tag_visibility_changed(const IndexMask &node_mask) override;
void tag_topology_changed(const IndexMask &node_mask) override;
void tag_face_sets_changed(const IndexMask &node_mask) override;
void tag_masks_changed(const IndexMask &node_mask) override;
void tag_attribute_changed(const IndexMask &node_mask, StringRef attribute_name) override;
Span<gpu::Batch *> ensure_tris_batches(const Object &object,
const ViewportRequest &request,
const IndexMask &nodes_to_update) override;
Span<gpu::Batch *> ensure_lines_batches(const Object &object,
const ViewportRequest &request,
const IndexMask &nodes_to_update) override;
Span<int> ensure_material_indices(const Object &object) override;
private:
/**
* Free all GPU data for nodes with a changed visible triangle count. The next time the data is
* requested it will be rebuilt.
*/
void free_nodes_with_changed_topology(const bke::pbvh::Tree &pbvh);
BitSpan ensure_use_flat_layout(const Object &object, const OrigMeshData &orig_mesh_data);
Span<gpu::VertBufPtr> ensure_attribute_data(const Object &object,
const OrigMeshData &orig_mesh_data,
const AttributeRequest &attr,
const IndexMask &node_mask);
Span<gpu::IndexBufPtr> ensure_tri_indices(const Object &object,
const OrigMeshData &orig_mesh_data,
const IndexMask &node_mask,
bool coarse);
Span<gpu::IndexBufPtr> ensure_lines_indices(const Object &object,
const OrigMeshData &orig_mesh_data,
const IndexMask &node_mask,
bool coarse);
};
void DrawCacheImpl::AttributeData::tag_dirty(const IndexMask &node_mask)
{
this->dirty_nodes.resize(std::max(this->dirty_nodes.size(), node_mask.min_array_size()), false);
node_mask.set_bits(this->dirty_nodes);
}
void DrawCacheImpl::tag_positions_changed(const IndexMask &node_mask)
{
if (DrawCacheImpl::AttributeData *data = attribute_vbos_.lookup_ptr(CustomRequest::Position)) {
data->tag_dirty(node_mask);
}
if (DrawCacheImpl::AttributeData *data = attribute_vbos_.lookup_ptr(CustomRequest::Normal)) {
data->tag_dirty(node_mask);
}
}
void DrawCacheImpl::tag_visibility_changed(const IndexMask &node_mask)
{
dirty_topology_.resize(std::max(dirty_topology_.size(), node_mask.min_array_size()), false);
node_mask.set_bits(dirty_topology_);
}
void DrawCacheImpl::tag_topology_changed(const IndexMask &node_mask)
{
/** Currently the only times where topology changes are for BMesh dynamic topology, where tagging
* a visibility update deletes all the GPU data anyway. */
this->tag_visibility_changed(node_mask);
}
void DrawCacheImpl::tag_face_sets_changed(const IndexMask &node_mask)
{
if (DrawCacheImpl::AttributeData *data = attribute_vbos_.lookup_ptr(CustomRequest::FaceSet)) {
data->tag_dirty(node_mask);
}
}
void DrawCacheImpl::tag_masks_changed(const IndexMask &node_mask)
{
if (DrawCacheImpl::AttributeData *data = attribute_vbos_.lookup_ptr(CustomRequest::Mask)) {
data->tag_dirty(node_mask);
}
}
void DrawCacheImpl::tag_attribute_changed(const IndexMask &node_mask, StringRef attribute_name)
{
for (const auto &[data_request, data] : attribute_vbos_.items()) {
if (const GenericRequest *request = std::get_if<GenericRequest>(&data_request)) {
if (*request == attribute_name) {
data.tag_dirty(node_mask);
}
}
}
}
DrawCache &ensure_draw_data(std::unique_ptr<bke::pbvh::DrawCache> &ptr)
{
if (!ptr) {
ptr = std::make_unique<DrawCacheImpl>();
}
return dynamic_cast<DrawCache &>(*ptr);
}
BLI_NOINLINE static void free_ibos(const MutableSpan<gpu::IndexBufPtr> ibos,
const IndexMask &node_mask)
{
IndexMaskMemory memory;
const IndexMask mask = IndexMask::from_intersection(node_mask, ibos.index_range(), memory);
mask.foreach_index([&](const int i) { ibos[i].reset(); });
}
BLI_NOINLINE static void free_vbos(const MutableSpan<gpu::VertBufPtr> vbos,
const IndexMask &node_mask)
{
IndexMaskMemory memory;
const IndexMask mask = IndexMask::from_intersection(node_mask, vbos.index_range(), memory);
mask.foreach_index([&](const int i) { vbos[i].reset(); });
}
BLI_NOINLINE static void free_batches(const MutableSpan<gpu::Batch *> batches,
const IndexMask &node_mask)
{
IndexMaskMemory memory;
const IndexMask mask = IndexMask::from_intersection(node_mask, batches.index_range(), memory);
mask.foreach_index([&](const int i) { GPU_BATCH_DISCARD_SAFE(batches[i]); });
}
static const GPUVertFormat &position_format()
{
static const GPUVertFormat format = GPU_vertformat_from_attribute(
"pos", gpu::VertAttrType::SFLOAT_32_32_32);
return format;
}
static const GPUVertFormat &normal_format()
{
static const GPUVertFormat format = GPU_vertformat_from_attribute(
"nor", gpu::VertAttrType::SNORM_16_16_16_16);
return format;
}
static const GPUVertFormat &mask_format()
{
static const GPUVertFormat format = GPU_vertformat_from_attribute("msk",
gpu::VertAttrType::SFLOAT_32);
return format;
}
static const GPUVertFormat &face_set_format()
{
static const GPUVertFormat format = GPU_vertformat_from_attribute(
"fset", gpu::VertAttrType::UNORM_8_8_8_8);
return format;
}
static GPUVertFormat attribute_format(const OrigMeshData &orig_mesh_data,
const StringRef name,
const bke::AttrType data_type)
{
GPUVertFormat format = init_format_for_attribute(data_type, "data");
bool is_render, is_active;
const char *prefix = "a";
if (CD_TYPE_AS_MASK(*bke::attr_type_to_custom_data_type(data_type))) {
prefix = "c";
is_active = orig_mesh_data.active_color == name;
is_render = orig_mesh_data.default_color == name;
}
if (data_type == bke::AttrType::Float2) {
prefix = "u";
is_active = orig_mesh_data.active_uv_map == name;
is_render = orig_mesh_data.default_uv_map == name;
}
DRW_cdlayer_attr_aliases_add(&format, prefix, data_type, name, is_render, is_active);
return format;
}
inline short4 normal_float_to_short(const float3 &value)
{
short3 result;
normal_float_to_short_v3(result, value);
return short4(result.x, result.y, result.z, 0);
}
template<typename T>
void extract_data_vert_mesh(const OffsetIndices<int> faces,
const Span<int> corner_verts,
const Span<T> attribute,
const Span<int> face_indices,
gpu::VertBuf &vbo)
{
using Converter = AttributeConverter<T>;
using VBOType = typename Converter::VBOType;
VBOType *data = vbo.data<VBOType>().data();
for (const int face : face_indices) {
for (const int vert : corner_verts.slice(faces[face])) {
*data = Converter::convert(attribute[vert]);
data++;
}
}
}
template<typename T>
void extract_data_face_mesh(const OffsetIndices<int> faces,
const Span<T> attribute,
const Span<int> face_indices,
gpu::VertBuf &vbo)
{
using Converter = AttributeConverter<T>;
using VBOType = typename Converter::VBOType;
VBOType *data = vbo.data<VBOType>().data();
for (const int face : face_indices) {
const int face_size = faces[face].size();
std::fill_n(data, face_size, Converter::convert(attribute[face]));
data += face_size;
}
}
template<typename T>
void extract_data_corner_mesh(const OffsetIndices<int> faces,
const Span<T> attribute,
const Span<int> face_indices,
gpu::VertBuf &vbo)
{
using Converter = AttributeConverter<T>;
using VBOType = typename Converter::VBOType;
VBOType *data = vbo.data<VBOType>().data();
for (const int face : face_indices) {
for (const int corner : faces[face]) {
*data = Converter::convert(attribute[corner]);
data++;
}
}
}
template<typename T> const T &bmesh_cd_vert_get(const BMVert &vert, const int offset)
{
return *static_cast<const T *>(POINTER_OFFSET(vert.head.data, offset));
}
template<typename T> const T &bmesh_cd_loop_get(const BMLoop &loop, const int offset)
{
return *static_cast<const T *>(POINTER_OFFSET(loop.head.data, offset));
}
template<typename T> const T &bmesh_cd_face_get(const BMFace &face, const int offset)
{
return *static_cast<const T *>(POINTER_OFFSET(face.head.data, offset));
}
template<typename T>
void extract_data_vert_bmesh(const Set<BMFace *, 0> &faces, const int cd_offset, gpu::VertBuf &vbo)
{
using Converter = AttributeConverter<T>;
using VBOType = typename Converter::VBOType;
VBOType *data = vbo.data<VBOType>().data();
for (const BMFace *face : faces) {
if (BM_elem_flag_test(face, BM_ELEM_HIDDEN)) {
continue;
}
const BMLoop *l = face->l_first;
*data = Converter::convert(bmesh_cd_vert_get<T>(*l->prev->v, cd_offset));
data++;
*data = Converter::convert(bmesh_cd_vert_get<T>(*l->v, cd_offset));
data++;
*data = Converter::convert(bmesh_cd_vert_get<T>(*l->next->v, cd_offset));
data++;
}
}
template<typename T>
void extract_data_face_bmesh(const Set<BMFace *, 0> &faces, const int cd_offset, gpu::VertBuf &vbo)
{
using Converter = AttributeConverter<T>;
using VBOType = typename Converter::VBOType;
VBOType *data = vbo.data<VBOType>().data();
for (const BMFace *face : faces) {
if (BM_elem_flag_test(face, BM_ELEM_HIDDEN)) {
continue;
}
std::fill_n(data, 3, Converter::convert(bmesh_cd_face_get<T>(*face, cd_offset)));
data += 3;
}
}
template<typename T>
void extract_data_corner_bmesh(const Set<BMFace *, 0> &faces,
const int cd_offset,
gpu::VertBuf &vbo)
{
using Converter = AttributeConverter<T>;
using VBOType = typename Converter::VBOType;
VBOType *data = vbo.data<VBOType>().data();
for (const BMFace *face : faces) {
if (BM_elem_flag_test(face, BM_ELEM_HIDDEN)) {
continue;
}
const BMLoop *l = face->l_first;
*data = Converter::convert(bmesh_cd_loop_get<T>(*l->prev, cd_offset));
data++;
*data = Converter::convert(bmesh_cd_loop_get<T>(*l, cd_offset));
data++;
*data = Converter::convert(bmesh_cd_loop_get<T>(*l->next, cd_offset));
data++;
}
}
static int count_visible_tris_bmesh(const Set<BMFace *, 0> &faces)
{
return std::count_if(faces.begin(), faces.end(), [&](const BMFace *face) {
return !BM_elem_flag_test_bool(face, BM_ELEM_HIDDEN);
});
}
DrawCacheImpl::~DrawCacheImpl()
{
free_batches(lines_batches_, lines_batches_.index_range());
free_batches(lines_batches_coarse_, lines_batches_coarse_.index_range());
for (MutableSpan<gpu::Batch *> batches : tris_batches_.values()) {
free_batches(batches, batches.index_range());
}
}
void DrawCacheImpl::free_nodes_with_changed_topology(const bke::pbvh::Tree &pbvh)
{
/* NOTE: Theoretically we shouldn't need to free batches with a changed triangle count, but
* currently it's the simplest way to reallocate all the GPU data while keeping everything in a
* consistent state. */
IndexMaskMemory memory;
const IndexMask nodes_to_free = IndexMask::from_bits(dirty_topology_, memory);
if (nodes_to_free.is_empty()) {
return;
}
dirty_topology_.clear_and_shrink();
free_ibos(lines_ibos_, nodes_to_free);
free_ibos(lines_ibos_coarse_, nodes_to_free);
free_ibos(tris_ibos_, nodes_to_free);
free_ibos(tris_ibos_coarse_, nodes_to_free);
if (pbvh.type() == bke::pbvh::Type::BMesh) {
/* For BMesh, VBOs are only filled with data for visible triangles, and topology can also
* completely change due to dynamic topology, so VBOs must be rebuilt from scratch. For other
* types, actual topology doesn't change, and visibility changes are accounted for by the index
* buffers. */
for (AttributeData &data : attribute_vbos_.values()) {
free_vbos(data.vbos, nodes_to_free);
}
}
free_batches(lines_batches_, nodes_to_free);
free_batches(lines_batches_coarse_, nodes_to_free);
for (MutableSpan<gpu::Batch *> batches : tris_batches_.values()) {
free_batches(batches, nodes_to_free);
}
}
BLI_NOINLINE static void ensure_vbos_allocated_mesh(const Object &object,
const GPUVertFormat &format,
const IndexMask &node_mask,
const MutableSpan<gpu::VertBufPtr> vbos)
{
const bke::pbvh::Tree &pbvh = *bke::object::pbvh_get(object);
const Span<bke::pbvh::MeshNode> nodes = pbvh.nodes<bke::pbvh::MeshNode>();
node_mask.foreach_index(GrainSize(64), [&](const int i) {
if (!vbos[i]) {
vbos[i] = gpu::VertBufPtr(GPU_vertbuf_create_with_format(format));
}
GPU_vertbuf_data_alloc(*vbos[i], nodes[i].corners_num());
});
}
BLI_NOINLINE static void ensure_vbos_allocated_grids(const Object &object,
const GPUVertFormat &format,
const BitSpan use_flat_layout,
const IndexMask &node_mask,
const MutableSpan<gpu::VertBufPtr> vbos)
{
const bke::pbvh::Tree &pbvh = *bke::object::pbvh_get(object);
const Span<bke::pbvh::GridsNode> nodes = pbvh.nodes<bke::pbvh::GridsNode>();
const SubdivCCG &subdiv_ccg = *object.sculpt->subdiv_ccg;
node_mask.foreach_index(GrainSize(64), [&](const int i) {
if (!vbos[i]) {
vbos[i] = gpu::VertBufPtr(GPU_vertbuf_create_with_format(format));
}
const int verts_per_grid = use_flat_layout[i] ? square_i(subdiv_ccg.grid_size - 1) * 4 :
square_i(subdiv_ccg.grid_size);
const int verts_num = nodes[i].grids().size() * verts_per_grid;
GPU_vertbuf_data_alloc(*vbos[i], verts_num);
});
}
BLI_NOINLINE static void ensure_vbos_allocated_bmesh(const Object &object,
const GPUVertFormat &format,
const IndexMask &node_mask,
const MutableSpan<gpu::VertBufPtr> vbos)
{
const bke::pbvh::Tree &pbvh = *bke::object::pbvh_get(object);
const Span<bke::pbvh::BMeshNode> nodes = pbvh.nodes<bke::pbvh::BMeshNode>();
node_mask.foreach_index(GrainSize(64), [&](const int i) {
if (!vbos[i]) {
vbos[i] = gpu::VertBufPtr(GPU_vertbuf_create_with_format(format));
}
const Set<BMFace *, 0> &faces = BKE_pbvh_bmesh_node_faces(
&const_cast<bke::pbvh::BMeshNode &>(nodes[i]));
const int verts_num = count_visible_tris_bmesh(faces) * 3;
GPU_vertbuf_data_alloc(*vbos[i], verts_num);
});
}
static void update_positions_mesh(const Object &object,
const IndexMask &node_mask,
MutableSpan<gpu::VertBufPtr> vbos)
{
const bke::pbvh::Tree &pbvh = *bke::object::pbvh_get(object);
const Span<bke::pbvh::MeshNode> nodes = pbvh.nodes<bke::pbvh::MeshNode>();
const Mesh &mesh = DRW_object_get_data_for_drawing<Mesh>(object);
const OffsetIndices<int> faces = mesh.faces();
const Span<int> corner_verts = mesh.corner_verts();
const Span<float3> vert_positions = bke::pbvh::vert_positions_eval_from_eval(object);
ensure_vbos_allocated_mesh(object, position_format(), node_mask, vbos);
node_mask.foreach_index(GrainSize(1), [&](const int i) {
extract_data_vert_mesh<float3>(
faces, corner_verts, vert_positions, nodes[i].faces(), *vbos[i]);
});
}
static void update_normals_mesh(const Object &object,
const IndexMask &node_mask,
MutableSpan<gpu::VertBufPtr> vbos)
{
const bke::pbvh::Tree &pbvh = *bke::object::pbvh_get(object);
const Span<bke::pbvh::MeshNode> nodes = pbvh.nodes<bke::pbvh::MeshNode>();
const Mesh &mesh = DRW_object_get_data_for_drawing<Mesh>(object);
const OffsetIndices<int> faces = mesh.faces();
const Span<int> corner_verts = mesh.corner_verts();
const Span<float3> vert_normals = bke::pbvh::vert_normals_eval_from_eval(object);
const Span<float3> face_normals = bke::pbvh::face_normals_eval_from_eval(object);
const bke::AttributeAccessor attributes = mesh.attributes();
const VArraySpan sharp_faces = *attributes.lookup<bool>("sharp_face", bke::AttrDomain::Face);
ensure_vbos_allocated_mesh(object, normal_format(), node_mask, vbos);
node_mask.foreach_index(GrainSize(1), [&](const int i) {
short4 *data = vbos[i]->data<short4>().data();
for (const int face : nodes[i].faces()) {
if (!sharp_faces.is_empty() && sharp_faces[face]) {
const int face_size = faces[face].size();
std::fill_n(data, face_size, normal_float_to_short(face_normals[face]));
data += face_size;
}
else {
for (const int vert : corner_verts.slice(faces[face])) {
*data = normal_float_to_short(vert_normals[vert]);
data++;
}
}
}
});
}
BLI_NOINLINE static void update_masks_mesh(const Object &object,
const OrigMeshData &orig_mesh_data,
const IndexMask &node_mask,
MutableSpan<gpu::VertBufPtr> vbos)
{
const bke::pbvh::Tree &pbvh = *bke::object::pbvh_get(object);
const Span<bke::pbvh::MeshNode> nodes = pbvh.nodes<bke::pbvh::MeshNode>();
const Mesh &mesh = DRW_object_get_data_for_drawing<Mesh>(object);
const OffsetIndices<int> faces = mesh.faces();
const Span<int> corner_verts = mesh.corner_verts();
const VArraySpan mask = *orig_mesh_data.attributes.lookup<float>(".sculpt_mask",
bke::AttrDomain::Point);
ensure_vbos_allocated_mesh(object, mask_format(), node_mask, vbos);
if (!mask.is_empty()) {
node_mask.foreach_index(GrainSize(1), [&](const int i) {
float *data = vbos[i]->data<float>().data();
for (const int face : nodes[i].faces()) {
for (const int vert : corner_verts.slice(faces[face])) {
*data = mask[vert];
data++;
}
}
});
}
else {
node_mask.foreach_index(GrainSize(64),
[&](const int i) { vbos[i]->data<float>().fill(0.0f); });
}
}
BLI_NOINLINE static void update_face_sets_mesh(const Object &object,
const OrigMeshData &orig_mesh_data,
const IndexMask &node_mask,
MutableSpan<gpu::VertBufPtr> vbos)
{
const bke::pbvh::Tree &pbvh = *bke::object::pbvh_get(object);
const Span<bke::pbvh::MeshNode> nodes = pbvh.nodes<bke::pbvh::MeshNode>();
const Mesh &mesh = DRW_object_get_data_for_drawing<Mesh>(object);
const OffsetIndices<int> faces = mesh.faces();
const int color_default = orig_mesh_data.face_set_default;
const int color_seed = orig_mesh_data.face_set_seed;
const VArraySpan face_sets = *orig_mesh_data.attributes.lookup<int>(".sculpt_face_set",
bke::AttrDomain::Face);
ensure_vbos_allocated_mesh(object, face_set_format(), node_mask, vbos);
if (!face_sets.is_empty()) {
node_mask.foreach_index(GrainSize(1), [&](const int i) {
uchar4 *data = vbos[i]->data<uchar4>().data();
for (const int face : nodes[i].faces()) {
const int id = face_sets[face];
uchar4 fset_color(UCHAR_MAX);
if (id != color_default) {
BKE_paint_face_set_overlay_color_get(id, color_seed, fset_color);
}
else {
/* Skip for the default color face set to render it white. */
fset_color[0] = fset_color[1] = fset_color[2] = UCHAR_MAX;
}
const int face_size = faces[face].size();
std::fill_n(data, face_size, fset_color);
data += face_size;
}
});
}
else {
node_mask.foreach_index(GrainSize(64),
[&](const int i) { vbos[i]->data<uchar4>().fill(uchar4(255)); });
}
}
BLI_NOINLINE static void update_generic_attribute_mesh(const Object &object,
const OrigMeshData &orig_mesh_data,
const IndexMask &node_mask,
const StringRef name,
MutableSpan<gpu::VertBufPtr> vbos)
{
const bke::pbvh::Tree &pbvh = *bke::object::pbvh_get(object);
const Span<bke::pbvh::MeshNode> nodes = pbvh.nodes<bke::pbvh::MeshNode>();
const Mesh &mesh = DRW_object_get_data_for_drawing<Mesh>(object);
const OffsetIndices<int> faces = mesh.faces();
const Span<int> corner_verts = mesh.corner_verts();
const bke::AttributeAccessor attributes = orig_mesh_data.attributes;
const bke::GAttributeReader attr = attributes.lookup(name);
if (!attr || attr.domain == bke::AttrDomain::Edge) {
return;
}
const bke::AttrType data_type = bke::cpp_type_to_attribute_type(attr.varray.type());
ensure_vbos_allocated_mesh(
object, attribute_format(orig_mesh_data, name, data_type), node_mask, vbos);
node_mask.foreach_index(GrainSize(1), [&](const int i) {
bke::attribute_math::convert_to_static_type(attr.varray.type(), [&](auto dummy) {
using T = decltype(dummy);
if constexpr (!std::is_void_v<typename AttributeConverter<T>::VBOType>) {
const VArraySpan<T> src = attr.varray.typed<T>();
switch (attr.domain) {
case bke::AttrDomain::Point:
extract_data_vert_mesh<T>(faces, corner_verts, src, nodes[i].faces(), *vbos[i]);
break;
case bke::AttrDomain::Face:
extract_data_face_mesh<T>(faces, src, nodes[i].faces(), *vbos[i]);
break;
case bke::AttrDomain::Corner:
extract_data_corner_mesh<T>(faces, src, nodes[i].faces(), *vbos[i]);
break;
default:
BLI_assert_unreachable();
}
}
});
});
}
BLI_NOINLINE static void fill_positions_grids(const Object &object,
const BitSpan use_flat_layout,
const IndexMask &node_mask,
const MutableSpan<gpu::VertBufPtr> vbos)
{
const bke::pbvh::Tree &pbvh = *bke::object::pbvh_get(object);
const Span<bke::pbvh::GridsNode> nodes = pbvh.nodes<bke::pbvh::GridsNode>();
const SubdivCCG &subdiv_ccg = *object.sculpt->subdiv_ccg;
const Span<float3> positions = subdiv_ccg.positions;
const CCGKey key = BKE_subdiv_ccg_key_top_level(subdiv_ccg);
ensure_vbos_allocated_grids(object, position_format(), use_flat_layout, node_mask, vbos);
node_mask.foreach_index(GrainSize(1), [&](const int i) {
float3 *data = vbos[i]->data<float3>().data();
if (use_flat_layout[i]) {
const int grid_size_1 = key.grid_size - 1;
for (const int grid : nodes[i].grids()) {
const Span<float3> grid_positions = positions.slice(bke::ccg::grid_range(key, grid));
for (int y = 0; y < grid_size_1; y++) {
for (int x = 0; x < grid_size_1; x++) {
*data = grid_positions[CCG_grid_xy_to_index(key.grid_size, x, y)];
data++;
*data = grid_positions[CCG_grid_xy_to_index(key.grid_size, x + 1, y)];
data++;
*data = grid_positions[CCG_grid_xy_to_index(key.grid_size, x + 1, y + 1)];
data++;
*data = grid_positions[CCG_grid_xy_to_index(key.grid_size, x, y + 1)];
data++;
}
}
}
}
else {
for (const int grid : nodes[i].grids()) {
const Span<float3> grid_positions = positions.slice(bke::ccg::grid_range(key, grid));
std::copy_n(grid_positions.data(), grid_positions.size(), data);
data += grid_positions.size();
}
}
});
}
BLI_NOINLINE static void fill_normals_grids(const Object &object,
const OrigMeshData &orig_mesh_data,
const BitSpan use_flat_layout,
const IndexMask &node_mask,
const MutableSpan<gpu::VertBufPtr> vbos)
{
const bke::pbvh::Tree &pbvh = *bke::object::pbvh_get(object);
const Span<bke::pbvh::GridsNode> nodes = pbvh.nodes<bke::pbvh::GridsNode>();
const SubdivCCG &subdiv_ccg = *object.sculpt->subdiv_ccg;
const Span<float3> positions = subdiv_ccg.positions;
const Span<float3> normals = subdiv_ccg.normals;
const CCGKey key = BKE_subdiv_ccg_key_top_level(subdiv_ccg);
const Span<int> grid_to_face_map = subdiv_ccg.grid_to_face_map;
const bke::AttributeAccessor attributes = orig_mesh_data.attributes;
const VArraySpan sharp_faces = *attributes.lookup<bool>("sharp_face", bke::AttrDomain::Face);
ensure_vbos_allocated_grids(object, normal_format(), use_flat_layout, node_mask, vbos);
node_mask.foreach_index(GrainSize(1), [&](const int i) {
short4 *data = vbos[i]->data<short4>().data();
if (use_flat_layout[i]) {
const int grid_size_1 = key.grid_size - 1;
for (const int grid : nodes[i].grids()) {
const Span<float3> grid_positions = positions.slice(bke::ccg::grid_range(key, grid));
const Span<float3> grid_normals = normals.slice(bke::ccg::grid_range(key, grid));
if (!sharp_faces.is_empty() && sharp_faces[grid_to_face_map[grid]]) {
for (int y = 0; y < grid_size_1; y++) {
for (int x = 0; x < grid_size_1; x++) {
float3 no;
normal_quad_v3(no,
grid_positions[CCG_grid_xy_to_index(key.grid_size, x, y + 1)],
grid_positions[CCG_grid_xy_to_index(key.grid_size, x + 1, y + 1)],
grid_positions[CCG_grid_xy_to_index(key.grid_size, x + 1, y)],
grid_positions[CCG_grid_xy_to_index(key.grid_size, x, y)]);
std::fill_n(data, 4, normal_float_to_short(no));
data += 4;
}
}
}
else {
for (int y = 0; y < grid_size_1; y++) {
for (int x = 0; x < grid_size_1; x++) {
std::fill_n(
data,
4,
normal_float_to_short(grid_normals[CCG_grid_xy_to_index(key.grid_size, x, y)]));
data += 4;
}
}
}
}
}
else {
/* The non-flat VBO layout does not support sharp faces. */
for (const int grid : nodes[i].grids()) {
for (const float3 &normal : normals.slice(bke::ccg::grid_range(key, grid))) {
*data = normal_float_to_short(normal);
data++;
}
}
}
});
}
BLI_NOINLINE static void fill_masks_grids(const Object &object,
const BitSpan use_flat_layout,
const IndexMask &node_mask,
const MutableSpan<gpu::VertBufPtr> vbos)
{
const bke::pbvh::Tree &pbvh = *bke::object::pbvh_get(object);
const Span<bke::pbvh::GridsNode> nodes = pbvh.nodes<bke::pbvh::GridsNode>();
const SubdivCCG &subdiv_ccg = *object.sculpt->subdiv_ccg;
const CCGKey key = BKE_subdiv_ccg_key_top_level(subdiv_ccg);
const Span<float> masks = subdiv_ccg.masks;
ensure_vbos_allocated_grids(object, mask_format(), use_flat_layout, node_mask, vbos);
if (!masks.is_empty()) {
node_mask.foreach_index(GrainSize(1), [&](const int i) {
float *data = vbos[i]->data<float>().data();
if (use_flat_layout[i]) {
const int grid_size_1 = key.grid_size - 1;
for (const int grid : nodes[i].grids()) {
const Span<float> grid_masks = masks.slice(bke::ccg::grid_range(key, grid));
for (int y = 0; y < grid_size_1; y++) {
for (int x = 0; x < grid_size_1; x++) {
*data = grid_masks[CCG_grid_xy_to_index(key.grid_size, x, y)];
data++;
*data = grid_masks[CCG_grid_xy_to_index(key.grid_size, x + 1, y)];
data++;
*data = grid_masks[CCG_grid_xy_to_index(key.grid_size, x + 1, y + 1)];
data++;
*data = grid_masks[CCG_grid_xy_to_index(key.grid_size, x, y + 1)];
data++;
}
}
}
}
else {
for (const int grid : nodes[i].grids()) {
const Span<float> grid_masks = masks.slice(bke::ccg::grid_range(key, grid));
std::copy_n(grid_masks.data(), grid_masks.size(), data);
data += grid_masks.size();
}
}
});
}
else {
node_mask.foreach_index(GrainSize(64),
[&](const int i) { vbos[i]->data<float>().fill(0.0f); });
}
}
BLI_NOINLINE static void fill_face_sets_grids(const Object &object,
const OrigMeshData &orig_mesh_data,
const BitSpan use_flat_layout,
const IndexMask &node_mask,
const MutableSpan<gpu::VertBufPtr> vbos)
{
const bke::pbvh::Tree &pbvh = *bke::object::pbvh_get(object);
const Span<bke::pbvh::GridsNode> nodes = pbvh.nodes<bke::pbvh::GridsNode>();
const SubdivCCG &subdiv_ccg = *object.sculpt->subdiv_ccg;
const CCGKey key = BKE_subdiv_ccg_key_top_level(subdiv_ccg);
const int color_default = orig_mesh_data.face_set_default;
const int color_seed = orig_mesh_data.face_set_seed;
const Span<int> grid_to_face_map = subdiv_ccg.grid_to_face_map;
const bke::AttributeAccessor attributes = orig_mesh_data.attributes;
ensure_vbos_allocated_grids(object, face_set_format(), use_flat_layout, node_mask, vbos);
if (const VArray<int> face_sets = *attributes.lookup<int>(".sculpt_face_set",
bke::AttrDomain::Face))
{
const VArraySpan<int> face_sets_span(face_sets);
node_mask.foreach_index(GrainSize(1), [&](const int i) {
const Span<int> grids = nodes[i].grids();
const int verts_per_grid = use_flat_layout[i] ? square_i(key.grid_size - 1) * 4 :
square_i(key.grid_size);
uchar4 *data = vbos[i]->data<uchar4>().data();
for (const int i : grids.index_range()) {
uchar4 color{UCHAR_MAX};
const int fset = face_sets[grid_to_face_map[grids[i]]];
if (fset != color_default) {
BKE_paint_face_set_overlay_color_get(fset, color_seed, color);
}
std::fill_n(data, verts_per_grid, color);
data += verts_per_grid;
}
});
}
else {
node_mask.foreach_index(GrainSize(1),
[&](const int i) { vbos[i]->data<uchar4>().fill(uchar4{UCHAR_MAX}); });
}
}
BLI_NOINLINE static void update_positions_bmesh(const Object &object,
const IndexMask &node_mask,
const MutableSpan<gpu::VertBufPtr> vbos)
{
const bke::pbvh::Tree &pbvh = *bke::object::pbvh_get(object);
const Span<bke::pbvh::BMeshNode> nodes = pbvh.nodes<bke::pbvh::BMeshNode>();
ensure_vbos_allocated_bmesh(object, position_format(), node_mask, vbos);
node_mask.foreach_index(GrainSize(1), [&](const int i) {
float3 *data = vbos[i]->data<float3>().data();
for (const BMFace *face :
BKE_pbvh_bmesh_node_faces(&const_cast<bke::pbvh::BMeshNode &>(nodes[i])))
{
if (BM_elem_flag_test(face, BM_ELEM_HIDDEN)) {
continue;
}
const BMLoop *l = face->l_first;
*data = l->prev->v->co;
data++;
*data = l->v->co;
data++;
*data = l->next->v->co;
data++;
}
});
}
BLI_NOINLINE static void update_normals_bmesh(const Object &object,
const IndexMask &node_mask,
const MutableSpan<gpu::VertBufPtr> vbos)
{
const bke::pbvh::Tree &pbvh = *bke::object::pbvh_get(object);
const Span<bke::pbvh::BMeshNode> nodes = pbvh.nodes<bke::pbvh::BMeshNode>();
ensure_vbos_allocated_bmesh(object, normal_format(), node_mask, vbos);
node_mask.foreach_index(GrainSize(1), [&](const int i) {
short4 *data = vbos[i]->data<short4>().data();
for (const BMFace *face :
BKE_pbvh_bmesh_node_faces(&const_cast<bke::pbvh::BMeshNode &>(nodes[i])))
{
if (BM_elem_flag_test(face, BM_ELEM_HIDDEN)) {
continue;
}
if (BM_elem_flag_test(face, BM_ELEM_SMOOTH)) {
const BMLoop *l = face->l_first;
*data = normal_float_to_short(l->prev->v->no);
data++;
*data = normal_float_to_short(l->v->no);
data++;
*data = normal_float_to_short(l->next->v->no);
data++;
}
else {
std::fill_n(data, 3, normal_float_to_short(face->no));
data += 3;
}
}
});
}
BLI_NOINLINE static void update_masks_bmesh(const Object &object,
const IndexMask &node_mask,
const MutableSpan<gpu::VertBufPtr> vbos)
{
const bke::pbvh::Tree &pbvh = *bke::object::pbvh_get(object);
const Span<bke::pbvh::BMeshNode> nodes = pbvh.nodes<bke::pbvh::BMeshNode>();
const BMesh &bm = *object.sculpt->bm;
const int cd_offset = CustomData_get_offset_named(&bm.vdata, CD_PROP_FLOAT, ".sculpt_mask");
ensure_vbos_allocated_bmesh(object, mask_format(), node_mask, vbos);
if (cd_offset != -1) {
node_mask.foreach_index(GrainSize(1), [&](const int i) {
float *data = vbos[i]->data<float>().data();
for (const BMFace *face :
BKE_pbvh_bmesh_node_faces(&const_cast<bke::pbvh::BMeshNode &>(nodes[i])))
{
if (BM_elem_flag_test(face, BM_ELEM_HIDDEN)) {
continue;
}
const BMLoop *l = face->l_first;
*data = bmesh_cd_vert_get<float>(*l->prev->v, cd_offset);
data++;
*data = bmesh_cd_vert_get<float>(*l->v, cd_offset);
data++;
*data = bmesh_cd_vert_get<float>(*l->next->v, cd_offset);
data++;
}
});
}
else {
node_mask.foreach_index(GrainSize(64),
[&](const int i) { vbos[i]->data<float>().fill(0.0f); });
}
}
BLI_NOINLINE static void update_face_sets_bmesh(const Object &object,
const OrigMeshData &orig_mesh_data,
const IndexMask &node_mask,
const MutableSpan<gpu::VertBufPtr> vbos)
{
const bke::pbvh::Tree &pbvh = *bke::object::pbvh_get(object);
const Span<bke::pbvh::BMeshNode> nodes = pbvh.nodes<bke::pbvh::BMeshNode>();
const BMesh &bm = *object.sculpt->bm;
const int color_default = orig_mesh_data.face_set_default;
const int color_seed = orig_mesh_data.face_set_seed;
const int offset = CustomData_get_offset_named(&bm.pdata, CD_PROP_INT32, ".sculpt_face_set");
ensure_vbos_allocated_bmesh(object, face_set_format(), node_mask, vbos);
if (offset != -1) {
node_mask.foreach_index(GrainSize(1), [&](const int i) {
uchar4 *data = vbos[i]->data<uchar4>().data();
for (const BMFace *face :
BKE_pbvh_bmesh_node_faces(&const_cast<bke::pbvh::BMeshNode &>(nodes[i])))
{
if (BM_elem_flag_test(face, BM_ELEM_HIDDEN)) {
continue;
}
uchar4 color{UCHAR_MAX};
const int fset = bmesh_cd_face_get<int>(*face, offset);
if (fset != color_default) {
BKE_paint_face_set_overlay_color_get(fset, color_seed, color);
}
std::fill_n(data, 3, color);
data += 3;
}
});
}
else {
node_mask.foreach_index(GrainSize(64),
[&](const int i) { vbos[i]->data<uchar4>().fill(uchar4(255)); });
}
}
BLI_NOINLINE static void update_generic_attribute_bmesh(const Object &object,
const OrigMeshData &orig_mesh_data,
const IndexMask &node_mask,
const StringRef name,
const MutableSpan<gpu::VertBufPtr> vbos)
{
const bke::pbvh::Tree &pbvh = *bke::object::pbvh_get(object);
const Span<bke::pbvh::BMeshNode> nodes = pbvh.nodes<bke::pbvh::BMeshNode>();
const BMesh &bm = *object.sculpt->bm;
const BMDataLayerLookup attr = BM_data_layer_lookup(bm, name);
if (!attr || attr.domain == bke::AttrDomain::Edge) {
return;
}
ensure_vbos_allocated_bmesh(
object, attribute_format(orig_mesh_data, name, attr.type), node_mask, vbos);
node_mask.foreach_index(GrainSize(1), [&](const int i) {
bke::attribute_math::convert_to_static_type(attr.type, [&](auto dummy) {
using T = decltype(dummy);
const auto &faces = BKE_pbvh_bmesh_node_faces(&const_cast<bke::pbvh::BMeshNode &>(nodes[i]));
if constexpr (!std::is_void_v<typename AttributeConverter<T>::VBOType>) {
switch (attr.domain) {
case bke::AttrDomain::Point:
extract_data_vert_bmesh<T>(faces, attr.offset, *vbos[i]);
break;
case bke::AttrDomain::Face:
extract_data_face_bmesh<T>(faces, attr.offset, *vbos[i]);
break;
case bke::AttrDomain::Corner:
extract_data_corner_bmesh<T>(faces, attr.offset, *vbos[i]);
break;
default:
BLI_assert_unreachable();
}
}
});
});
}
static gpu::IndexBufPtr create_lines_index_faces(const OffsetIndices<int> faces,
const Span<bool> hide_poly,
const Span<int> face_indices)
{
int corners_count = 0;
for (const int face : face_indices) {
if (!hide_poly.is_empty() && hide_poly[face]) {
continue;
}
corners_count += faces[face].size();
}
GPUIndexBufBuilder builder;
GPU_indexbuf_init(&builder, GPU_PRIM_LINES, corners_count, INT_MAX);
MutableSpan<uint2> data = GPU_indexbuf_get_data(&builder).cast<uint2>();
int node_corner_offset = 0;
int line_index = 0;
for (const int face_index : face_indices) {
const int face_size = faces[face_index].size();
if (!hide_poly.is_empty() && hide_poly[face_index]) {
node_corner_offset += face_size;
continue;
}
for (const int i : IndexRange(face_size)) {
const int next = (i == face_size - 1) ? 0 : i + 1;
data[line_index] = uint2(i, next) + node_corner_offset;
line_index++;
}
node_corner_offset += face_size;
}
return gpu::IndexBufPtr(GPU_indexbuf_build_ex(&builder, 0, node_corner_offset, false));
}
static gpu::IndexBufPtr create_lines_index_bmesh(const Set<BMFace *, 0> &faces,
const int visible_faces_num)
{
GPUIndexBufBuilder builder;
GPU_indexbuf_init(&builder, GPU_PRIM_LINES, visible_faces_num * 3, INT_MAX);
MutableSpan<uint2> data = GPU_indexbuf_get_data(&builder).cast<uint2>();
int line_index = 0;
int vert_index = 0;
for (const BMFace *face : faces) {
if (BM_elem_flag_test(face, BM_ELEM_HIDDEN)) {
continue;
}
data[line_index] = uint2(vert_index, vert_index + 1);
line_index++;
data[line_index] = uint2(vert_index + 1, vert_index + 2);
line_index++;
data[line_index] = uint2(vert_index + 2, vert_index);
line_index++;
vert_index += 3;
}
return gpu::IndexBufPtr(GPU_indexbuf_build_ex(&builder, 0, visible_faces_num * 3, false));
}
static int create_tri_index_grids(const Span<int> grid_indices,
const BitGroupVector<> &grid_hidden,
const int gridsize,
const int skip,
const int totgrid,
MutableSpan<uint3> data)
{
int tri_index = 0;
int offset = 0;
const int grid_vert_len = gridsize * gridsize;
for (int i = 0; i < totgrid; i++, offset += grid_vert_len) {
uint v0, v1, v2, v3;
const BoundedBitSpan gh = grid_hidden.is_empty() ? BoundedBitSpan() :
grid_hidden[grid_indices[i]];
for (int y = 0; y < gridsize - skip; y += skip) {
for (int x = 0; x < gridsize - skip; x += skip) {
/* Skip hidden grid face */
if (!gh.is_empty() && paint_is_grid_face_hidden(gh, gridsize, x, y)) {
continue;
}
/* Indices in a Clockwise QUAD disposition. */
v0 = offset + CCG_grid_xy_to_index(gridsize, x, y);
v1 = offset + CCG_grid_xy_to_index(gridsize, x + skip, y);
v2 = offset + CCG_grid_xy_to_index(gridsize, x + skip, y + skip);
v3 = offset + CCG_grid_xy_to_index(gridsize, x, y + skip);
data[tri_index] = uint3(v0, v2, v1);
tri_index++;
data[tri_index] = uint3(v0, v3, v2);
tri_index++;
}
}
}
return tri_index;
}
static int create_tri_index_grids_flat_layout(const Span<int> grid_indices,
const BitGroupVector<> &grid_hidden,
const int gridsize,
const int skip,
const int totgrid,
MutableSpan<uint3> data)
{
int tri_index = 0;
int offset = 0;
const int grid_vert_len = square_uint(gridsize - 1) * 4;
for (int i = 0; i < totgrid; i++, offset += grid_vert_len) {
const BoundedBitSpan gh = grid_hidden.is_empty() ? BoundedBitSpan() :
grid_hidden[grid_indices[i]];
uint v0, v1, v2, v3;
for (int y = 0; y < gridsize - skip; y += skip) {
for (int x = 0; x < gridsize - skip; x += skip) {
/* Skip hidden grid face */
if (!gh.is_empty() && paint_is_grid_face_hidden(gh, gridsize, x, y)) {
continue;
}
v0 = (y * (gridsize - 1) + x) * 4;
if (skip > 1) {
v1 = (y * (gridsize - 1) + x + skip - 1) * 4;
v2 = ((y + skip - 1) * (gridsize - 1) + x + skip - 1) * 4;
v3 = ((y + skip - 1) * (gridsize - 1) + x) * 4;
}
else {
v1 = v2 = v3 = v0;
}
/* VBO data are in a Clockwise QUAD disposition. Note
* that vertices might be in different quads if we're
* building a coarse index buffer.
*/
v0 += offset;
v1 += offset + 1;
v2 += offset + 2;
v3 += offset + 3;
data[tri_index] = uint3(v0, v2, v1);
tri_index++;
data[tri_index] = uint3(v0, v3, v2);
tri_index++;
}
}
}
return tri_index;
}
static void create_lines_index_grids(const Span<int> grid_indices,
int display_gridsize,
const BitGroupVector<> &grid_hidden,
const int gridsize,
const int skip,
const int totgrid,
MutableSpan<uint2> data)
{
int line_index = 0;
int offset = 0;
const int grid_vert_len = gridsize * gridsize;
for (int i = 0; i < totgrid; i++, offset += grid_vert_len) {
uint v0, v1, v2, v3;
bool grid_visible = false;
const BoundedBitSpan gh = grid_hidden.is_empty() ? BoundedBitSpan() :
grid_hidden[grid_indices[i]];
for (int y = 0; y < gridsize - skip; y += skip) {
for (int x = 0; x < gridsize - skip; x += skip) {
/* Skip hidden grid face */
if (!gh.is_empty() && paint_is_grid_face_hidden(gh, gridsize, x, y)) {
continue;
}
/* Indices in a Clockwise QUAD disposition. */
v0 = offset + CCG_grid_xy_to_index(gridsize, x, y);
v1 = offset + CCG_grid_xy_to_index(gridsize, x + skip, y);
v2 = offset + CCG_grid_xy_to_index(gridsize, x + skip, y + skip);
v3 = offset + CCG_grid_xy_to_index(gridsize, x, y + skip);
data[line_index] = uint2(v0, v1);
line_index++;
data[line_index] = uint2(v0, v3);
line_index++;
if (y / skip + 2 == display_gridsize) {
data[line_index] = uint2(v2, v3);
line_index++;
}
grid_visible = true;
}
if (grid_visible) {
data[line_index] = uint2(v1, v2);
line_index++;
}
}
}
}
static void create_lines_index_grids_flat_layout(const Span<int> grid_indices,
int display_gridsize,
const BitGroupVector<> &grid_hidden,
const int gridsize,
const int skip,
const int totgrid,
MutableSpan<uint2> data)
{
int line_index = 0;
int offset = 0;
const int grid_vert_len = square_uint(gridsize - 1) * 4;
for (int i = 0; i < totgrid; i++, offset += grid_vert_len) {
bool grid_visible = false;
const BoundedBitSpan gh = grid_hidden.is_empty() ? BoundedBitSpan() :
grid_hidden[grid_indices[i]];
uint v0, v1, v2, v3;
for (int y = 0; y < gridsize - skip; y += skip) {
for (int x = 0; x < gridsize - skip; x += skip) {
/* Skip hidden grid face */
if (!gh.is_empty() && paint_is_grid_face_hidden(gh, gridsize, x, y)) {
continue;
}
v0 = (y * (gridsize - 1) + x) * 4;
if (skip > 1) {
v1 = (y * (gridsize - 1) + x + skip - 1) * 4;
v2 = ((y + skip - 1) * (gridsize - 1) + x + skip - 1) * 4;
v3 = ((y + skip - 1) * (gridsize - 1) + x) * 4;
}
else {
v1 = v2 = v3 = v0;
}
/* VBO data are in a Clockwise QUAD disposition. Note
* that vertices might be in different quads if we're
* building a coarse index buffer.
*/
v0 += offset;
v1 += offset + 1;
v2 += offset + 2;
v3 += offset + 3;
data[line_index] = uint2(v0, v1);
line_index++;
data[line_index] = uint2(v0, v3);
line_index++;
if (y / skip + 2 == display_gridsize) {
data[line_index] = uint2(v2, v3);
line_index++;
}
grid_visible = true;
}
if (grid_visible) {
data[line_index] = uint2(v1, v2);
line_index++;
}
}
}
}
static Array<int> calc_material_indices(const Object &object, const OrigMeshData &orig_mesh_data)
{
const SculptSession &ss = *object.sculpt;
const bke::pbvh::Tree &pbvh = *bke::object::pbvh_get(object);
switch (pbvh.type()) {
case bke::pbvh::Type::Mesh: {
const Span<bke::pbvh::MeshNode> nodes = pbvh.nodes<bke::pbvh::MeshNode>();
const Mesh &mesh = DRW_object_get_data_for_drawing<Mesh>(object);
const bke::AttributeAccessor attributes = mesh.attributes();
const VArray material_indices = *attributes.lookup<int>("material_index",
bke::AttrDomain::Face);
if (!material_indices) {
return {};
}
Array<int> node_materials(nodes.size());
threading::parallel_for(nodes.index_range(), 64, [&](const IndexRange range) {
for (const int i : range) {
const Span<int> face_indices = nodes[i].faces();
if (face_indices.is_empty()) {
continue;
}
node_materials[i] = material_indices[face_indices.first()];
}
});
return node_materials;
}
case bke::pbvh::Type::Grids: {
const Span<bke::pbvh::GridsNode> nodes = pbvh.nodes<bke::pbvh::GridsNode>();
/* Use original mesh data because evaluated mesh is empty. */
const bke::AttributeAccessor attributes = orig_mesh_data.attributes;
const VArray material_indices = *attributes.lookup<int>("material_index",
bke::AttrDomain::Face);
if (!material_indices) {
return {};
}
Array<int> node_materials(nodes.size());
const SubdivCCG &subdiv_ccg = *ss.subdiv_ccg;
const Span<int> grid_faces = subdiv_ccg.grid_to_face_map;
threading::parallel_for(nodes.index_range(), 64, [&](const IndexRange range) {
for (const int i : range) {
const Span<int> grids = nodes[i].grids();
if (grids.is_empty()) {
continue;
}
node_materials[i] = material_indices[grid_faces[grids.first()]];
}
});
return node_materials;
}
case bke::pbvh::Type::BMesh:
return {};
}
BLI_assert_unreachable();
return {};
}
static BitVector<> calc_use_flat_layout(const Object &object, const OrigMeshData &orig_mesh_data)
{
const bke::pbvh::Tree &pbvh = *bke::object::pbvh_get(object);
switch (pbvh.type()) {
case bke::pbvh::Type::Mesh:
/* NOTE: Theoretically it would be possible to used vertex indexed buffers if there are no
* face corner attributes, sharp faces, or face sets. */
return {};
case bke::pbvh::Type::Grids: {
const Span<bke::pbvh::GridsNode> nodes = pbvh.nodes<bke::pbvh::GridsNode>();
const bke::AttributeAccessor attributes = orig_mesh_data.attributes;
const VArraySpan sharp_faces = *attributes.lookup<bool>("sharp_face", bke::AttrDomain::Face);
if (sharp_faces.is_empty()) {
return BitVector<>(nodes.size(), false);
}
const SubdivCCG &subdiv_ccg = *object.sculpt->subdiv_ccg;
const Span<int> grid_to_face_map = subdiv_ccg.grid_to_face_map;
/* Use boolean array instead of #BitVector for parallelized writing. */
Array<bool> use_flat_layout(nodes.size());
threading::parallel_for(nodes.index_range(), 4, [&](const IndexRange range) {
for (const int i : range) {
const Span<int> grids = nodes[i].grids();
if (grids.is_empty()) {
continue;
}
use_flat_layout[i] = std::any_of(grids.begin(), grids.end(), [&](const int grid) {
return sharp_faces[grid_to_face_map[grid]];
});
}
});
return BitVector<>(use_flat_layout);
}
case bke::pbvh::Type::BMesh:
return {};
}
BLI_assert_unreachable();
return {};
}
static gpu::IndexBufPtr create_tri_index_mesh(const OffsetIndices<int> faces,
const Span<int3> corner_tris,
const Span<bool> hide_poly,
const bke::pbvh::MeshNode &node)
{
const Span<int> face_indices = node.faces();
int tris_num = 0;
if (hide_poly.is_empty()) {
tris_num = poly_to_tri_count(face_indices.size(), node.corners_num());
}
else {
for (const int face : face_indices) {
if (hide_poly[face]) {
continue;
}
tris_num += bke::mesh::face_triangles_num(faces[face].size());
}
}
GPUIndexBufBuilder builder;
GPU_indexbuf_init(&builder, GPU_PRIM_TRIS, tris_num, INT_MAX);
MutableSpan<uint3> data = GPU_indexbuf_get_data(&builder).cast<uint3>();
int tri_index = 0;
int node_corner_offset = 0;
for (const int face_index : face_indices) {
const IndexRange face = faces[face_index];
if (!hide_poly.is_empty() && hide_poly[face_index]) {
node_corner_offset += face.size();
continue;
}
for (const int3 &tri : corner_tris.slice(bke::mesh::face_triangles_range(faces, face_index))) {
for (int i : IndexRange(3)) {
const int corner = tri[i];
const int index_in_face = corner - face.first();
data[tri_index][i] = node_corner_offset + index_in_face;
}
tri_index++;
}
node_corner_offset += face.size();
}
return gpu::IndexBufPtr(GPU_indexbuf_build_ex(&builder, 0, node_corner_offset, false));
}
static gpu::IndexBufPtr create_tri_index_grids(const CCGKey &key,
const BitGroupVector<> &grid_hidden,
const bool do_coarse,
const Span<int> grid_indices,
const bool use_flat_layout)
{
int gridsize = key.grid_size;
int display_gridsize = gridsize;
int totgrid = grid_indices.size();
int skip = 1;
const int display_level = do_coarse ? 0 : key.level;
if (display_level < key.level) {
display_gridsize = (1 << display_level) + 1;
skip = 1 << (key.level - display_level - 1);
}
uint visible_quad_len = bke::pbvh::count_grid_quads(
grid_hidden, grid_indices, key.grid_size, display_gridsize);
GPUIndexBufBuilder builder;
GPU_indexbuf_init(&builder, GPU_PRIM_TRIS, 2 * visible_quad_len, INT_MAX);
MutableSpan<uint3> data = GPU_indexbuf_get_data(&builder).cast<uint3>();
int tri_count;
if (use_flat_layout) {
tri_count = create_tri_index_grids_flat_layout(
grid_indices, grid_hidden, gridsize, skip, totgrid, data);
}
else {
tri_count = create_tri_index_grids(grid_indices, grid_hidden, gridsize, skip, totgrid, data);
}
builder.index_len = tri_count * 3;
builder.index_min = 0;
builder.index_max = 6 * visible_quad_len;
builder.uses_restart_indices = false;
gpu::IndexBufPtr result = gpu::IndexBufPtr(GPU_indexbuf_calloc());
GPU_indexbuf_build_in_place(&builder, result.get());
return result;
}
static gpu::IndexBufPtr create_lines_index_grids(const CCGKey &key,
const BitGroupVector<> &grid_hidden,
const bool do_coarse,
const Span<int> grid_indices,
const bool use_flat_layout)
{
int gridsize = key.grid_size;
int display_gridsize = gridsize;
int totgrid = grid_indices.size();
int skip = 1;
const int display_level = do_coarse ? 0 : key.level;
if (display_level < key.level) {
display_gridsize = (1 << display_level) + 1;
skip = 1 << (key.level - display_level - 1);
}
GPUIndexBufBuilder builder;
GPU_indexbuf_init(
&builder, GPU_PRIM_LINES, 2 * totgrid * display_gridsize * (display_gridsize - 1), INT_MAX);
MutableSpan<uint2> data = GPU_indexbuf_get_data(&builder).cast<uint2>();
if (use_flat_layout) {
create_lines_index_grids_flat_layout(
grid_indices, display_gridsize, grid_hidden, gridsize, skip, totgrid, data);
}
else {
create_lines_index_grids(
grid_indices, display_gridsize, grid_hidden, gridsize, skip, totgrid, data);
}
return gpu::IndexBufPtr(GPU_indexbuf_build_ex(
&builder, 0, 2 * totgrid * display_gridsize * (display_gridsize - 1), false));
}
Span<gpu::IndexBufPtr> DrawCacheImpl::ensure_lines_indices(const Object &object,
const OrigMeshData &orig_mesh_data,
const IndexMask &node_mask,
const bool coarse)
{
const bke::pbvh::Tree &pbvh = *bke::object::pbvh_get(object);
Vector<gpu::IndexBufPtr> &ibos = coarse ? lines_ibos_coarse_ : lines_ibos_;
ibos.resize(pbvh.nodes_num());
IndexMaskMemory memory;
const IndexMask nodes_to_calculate = IndexMask::from_predicate(
node_mask, GrainSize(8196), memory, [&](const int i) { return !ibos[i]; });
switch (pbvh.type()) {
case bke::pbvh::Type::Mesh: {
const Span<bke::pbvh::MeshNode> nodes = pbvh.nodes<bke::pbvh::MeshNode>();
const Mesh &mesh = DRW_object_get_data_for_drawing<Mesh>(object);
const OffsetIndices<int> faces = mesh.faces();
const bke::AttributeAccessor attributes = orig_mesh_data.attributes;
const VArraySpan hide_poly = *attributes.lookup<bool>(".hide_poly", bke::AttrDomain::Face);
nodes_to_calculate.foreach_index(GrainSize(1), [&](const int i) {
ibos[i] = create_lines_index_faces(faces, hide_poly, nodes[i].faces());
});
break;
}
case bke::pbvh::Type::Grids: {
const Span<bke::pbvh::GridsNode> nodes = pbvh.nodes<bke::pbvh::GridsNode>();
nodes_to_calculate.foreach_index(GrainSize(1), [&](const int i) {
const SubdivCCG &subdiv_ccg = *object.sculpt->subdiv_ccg;
const CCGKey key = BKE_subdiv_ccg_key_top_level(subdiv_ccg);
ibos[i] = create_lines_index_grids(
key, subdiv_ccg.grid_hidden, coarse, nodes[i].grids(), use_flat_layout_[i]);
});
break;
}
case bke::pbvh::Type::BMesh: {
const Span<bke::pbvh::BMeshNode> nodes = pbvh.nodes<bke::pbvh::BMeshNode>();
nodes_to_calculate.foreach_index(GrainSize(1), [&](const int i) {
const Set<BMFace *, 0> &faces = BKE_pbvh_bmesh_node_faces(
&const_cast<bke::pbvh::BMeshNode &>(nodes[i]));
const int visible_faces_num = count_visible_tris_bmesh(faces);
ibos[i] = create_lines_index_bmesh(faces, visible_faces_num);
});
break;
}
}
return ibos;
}
BitSpan DrawCacheImpl::ensure_use_flat_layout(const Object &object,
const OrigMeshData &orig_mesh_data)
{
const bke::pbvh::Tree &pbvh = *bke::object::pbvh_get(object);
if (use_flat_layout_.size() != pbvh.nodes_num()) {
use_flat_layout_ = calc_use_flat_layout(object, orig_mesh_data);
}
return use_flat_layout_;
}
BLI_NOINLINE static void flush_vbo_data(const Span<gpu::VertBufPtr> vbos,
const IndexMask &node_mask)
{
node_mask.foreach_index([&](const int i) { GPU_vertbuf_use(vbos[i].get()); });
}
Span<gpu::VertBufPtr> DrawCacheImpl::ensure_attribute_data(const Object &object,
const OrigMeshData &orig_mesh_data,
const AttributeRequest &attr,
const IndexMask &node_mask)
{
const bke::pbvh::Tree &pbvh = *bke::object::pbvh_get(object);
AttributeData &data = attribute_vbos_.lookup_or_add_default(attr);
Vector<gpu::VertBufPtr> &vbos = data.vbos;
vbos.resize(pbvh.nodes_num());
/* The nodes we recompute here are a combination of:
* 1. null VBOs, which correspond to nodes that either haven't been drawn before, or have been
* cleared completely by #free_nodes_with_changed_topology.
* 2. Nodes that have been tagged dirty as their values are changed.
* We also only process a subset of the nodes referenced by the caller, for example to only
* recompute visible nodes. */
IndexMaskMemory memory;
const IndexMask empty_mask = IndexMask::from_predicate(
node_mask, GrainSize(8196), memory, [&](const int i) { return !vbos[i]; });
const IndexMask dirty_mask = IndexMask::from_bits(
node_mask.slice_content(data.dirty_nodes.index_range()), data.dirty_nodes, memory);
const IndexMask mask = IndexMask::from_union(empty_mask, dirty_mask, memory);
switch (pbvh.type()) {
case bke::pbvh::Type::Mesh: {
if (const CustomRequest *request_type = std::get_if<CustomRequest>(&attr)) {
switch (*request_type) {
case CustomRequest::Position:
update_positions_mesh(object, mask, vbos);
break;
case CustomRequest::Normal:
update_normals_mesh(object, mask, vbos);
break;
case CustomRequest::Mask:
update_masks_mesh(object, orig_mesh_data, mask, vbos);
break;
case CustomRequest::FaceSet:
update_face_sets_mesh(object, orig_mesh_data, mask, vbos);
break;
}
}
else {
update_generic_attribute_mesh(
object, orig_mesh_data, mask, std::get<GenericRequest>(attr), vbos);
}
break;
}
case bke::pbvh::Type::Grids: {
if (const CustomRequest *request_type = std::get_if<CustomRequest>(&attr)) {
switch (*request_type) {
case CustomRequest::Position:
fill_positions_grids(object, use_flat_layout_, mask, vbos);
break;
case CustomRequest::Normal:
fill_normals_grids(object, orig_mesh_data, use_flat_layout_, mask, vbos);
break;
case CustomRequest::Mask:
fill_masks_grids(object, use_flat_layout_, mask, vbos);
break;
case CustomRequest::FaceSet:
fill_face_sets_grids(object, orig_mesh_data, use_flat_layout_, mask, vbos);
break;
}
}
else {
ensure_vbos_allocated_grids(
object,
attribute_format(orig_mesh_data, "Dummy", bke::AttrType::Float3),
use_flat_layout_,
mask,
vbos);
mask.foreach_index(GrainSize(1),
[&](const int i) { vbos[i]->data<float3>().fill(float3(0.0f)); });
}
break;
}
case bke::pbvh::Type::BMesh: {
if (const CustomRequest *request_type = std::get_if<CustomRequest>(&attr)) {
switch (*request_type) {
case CustomRequest::Position:
update_positions_bmesh(object, mask, vbos);
break;
case CustomRequest::Normal:
update_normals_bmesh(object, mask, vbos);
break;
case CustomRequest::Mask:
update_masks_bmesh(object, mask, vbos);
break;
case CustomRequest::FaceSet:
update_face_sets_bmesh(object, orig_mesh_data, mask, vbos);
break;
}
}
else {
update_generic_attribute_bmesh(
object, orig_mesh_data, mask, std::get<GenericRequest>(attr), vbos);
}
break;
}
}
/* TODO: It would be good to deallocate the bit vector if all of the bits have been reset to
* avoid unnecessary processing in subsequent redraws. */
dirty_mask.foreach_index_optimized<int>([&](const int i) { data.dirty_nodes[i].reset(); });
flush_vbo_data(vbos, mask);
return vbos;
}
Span<gpu::IndexBufPtr> DrawCacheImpl::ensure_tri_indices(const Object &object,
const OrigMeshData &orig_mesh_data,
const IndexMask &node_mask,
const bool coarse)
{
const bke::pbvh::Tree &pbvh = *bke::object::pbvh_get(object);
switch (pbvh.type()) {
case bke::pbvh::Type::Mesh: {
const Span<bke::pbvh::MeshNode> nodes = pbvh.nodes<bke::pbvh::MeshNode>();
Vector<gpu::IndexBufPtr> &ibos = tris_ibos_;
ibos.resize(nodes.size());
/* Whenever a node's visible triangle count has changed the index buffers are freed, so we
* only recalculate null IBOs here. A new mask is recalculated for more even task
* distribution between threads. */
IndexMaskMemory memory;
const IndexMask nodes_to_calculate = IndexMask::from_predicate(
node_mask, GrainSize(8196), memory, [&](const int i) { return !ibos[i]; });
const Mesh &mesh = DRW_object_get_data_for_drawing<Mesh>(object);
const OffsetIndices<int> faces = mesh.faces();
const Span<int3> corner_tris = mesh.corner_tris();
const bke::AttributeAccessor attributes = orig_mesh_data.attributes;
const VArraySpan hide_poly = *attributes.lookup<bool>(".hide_poly", bke::AttrDomain::Face);
nodes_to_calculate.foreach_index(GrainSize(1), [&](const int i) {
ibos[i] = create_tri_index_mesh(faces, corner_tris, hide_poly, nodes[i]);
});
return ibos;
}
case bke::pbvh::Type::Grids: {
/* Unlike the other geometry types, multires grids use indexed vertex buffers because when
* there are no flat faces, vertices can be shared between neighboring quads. This results in
* a 4x decrease in the amount of data uploaded. Theoretically it also means freeing VBOs
* because of visibility changes is unnecessary.
*
* TODO: With the "flat layout" and no hidden faces, the index buffers are unnecessary, we
* should avoid creating them in that case. */
const Span<bke::pbvh::GridsNode> nodes = pbvh.nodes<bke::pbvh::GridsNode>();
Vector<gpu::IndexBufPtr> &ibos = coarse ? tris_ibos_coarse_ : tris_ibos_;
ibos.resize(nodes.size());
/* Whenever a node's visible triangle count has changed the index buffers are freed, so we
* only recalculate null IBOs here. A new mask is recalculated for more even task
* distribution between threads. */
IndexMaskMemory memory;
const IndexMask nodes_to_calculate = IndexMask::from_predicate(
node_mask, GrainSize(8196), memory, [&](const int i) { return !ibos[i]; });
const SubdivCCG &subdiv_ccg = *object.sculpt->subdiv_ccg;
const CCGKey key = BKE_subdiv_ccg_key_top_level(subdiv_ccg);
nodes_to_calculate.foreach_index(GrainSize(1), [&](const int i) {
ibos[i] = create_tri_index_grids(
key, subdiv_ccg.grid_hidden, coarse, nodes[i].grids(), use_flat_layout_[i]);
});
return ibos;
}
case bke::pbvh::Type::BMesh:
return {};
}
BLI_assert_unreachable();
return {};
}
Span<gpu::Batch *> DrawCacheImpl::ensure_tris_batches(const Object &object,
const ViewportRequest &request,
const IndexMask &nodes_to_update)
{
const Object &object_orig = *DEG_get_original(&object);
const OrigMeshData orig_mesh_data{*static_cast<const Mesh *>(object_orig.data)};
const bke::pbvh::Tree &pbvh = *bke::object::pbvh_get(object);
this->ensure_use_flat_layout(object, orig_mesh_data);
this->free_nodes_with_changed_topology(pbvh);
const Span<gpu::IndexBufPtr> ibos = this->ensure_tri_indices(
object, orig_mesh_data, nodes_to_update, request.use_coarse_grids);
for (const AttributeRequest &attr : request.attributes) {
this->ensure_attribute_data(object, orig_mesh_data, attr, nodes_to_update);
}
/* Collect VBO spans in a different loop because #ensure_attribute_data invalidates the allocated
* arrays when its map is changed. */
Vector<Span<gpu::VertBufPtr>> attr_vbos;
for (const AttributeRequest &attr : request.attributes) {
if (const AttributeData *attr_data = attribute_vbos_.lookup_ptr(attr)) {
attr_vbos.append(attr_data->vbos);
}
}
/* Except for the first iteration of the draw loop, we only need to rebuild batches for nodes
* with changed topology (visible triangle count). */
Vector<gpu::Batch *> &batches = tris_batches_.lookup_or_add_default(request);
batches.resize(pbvh.nodes_num(), nullptr);
nodes_to_update.foreach_index(GrainSize(64), [&](const int i) {
if (!batches[i]) {
batches[i] = GPU_batch_create(
GPU_PRIM_TRIS, nullptr, ibos.is_empty() ? nullptr : ibos[i].get());
for (const Span<gpu::VertBufPtr> vbos : attr_vbos) {
GPU_batch_vertbuf_add(batches[i], vbos[i].get(), false);
}
}
});
return batches;
}
Span<gpu::Batch *> DrawCacheImpl::ensure_lines_batches(const Object &object,
const ViewportRequest &request,
const IndexMask &nodes_to_update)
{
const Object &object_orig = *DEG_get_original(&object);
const OrigMeshData orig_mesh_data(*static_cast<const Mesh *>(object_orig.data));
const bke::pbvh::Tree &pbvh = *bke::object::pbvh_get(object);
this->ensure_use_flat_layout(object, orig_mesh_data);
this->free_nodes_with_changed_topology(pbvh);
const Span<gpu::VertBufPtr> position = this->ensure_attribute_data(
object, orig_mesh_data, CustomRequest::Position, nodes_to_update);
const Span<gpu::IndexBufPtr> lines = this->ensure_lines_indices(
object, orig_mesh_data, nodes_to_update, request.use_coarse_grids);
/* Except for the first iteration of the draw loop, we only need to rebuild batches for nodes
* with changed topology (visible triangle count). */
Vector<gpu::Batch *> &batches = request.use_coarse_grids ? lines_batches_coarse_ :
lines_batches_;
batches.resize(pbvh.nodes_num(), nullptr);
nodes_to_update.foreach_index(GrainSize(64), [&](const int i) {
if (!batches[i]) {
batches[i] = GPU_batch_create(GPU_PRIM_LINES, nullptr, lines[i].get());
GPU_batch_vertbuf_add(batches[i], position[i].get(), false);
}
});
return batches;
}
Span<int> DrawCacheImpl::ensure_material_indices(const Object &object)
{
const bke::pbvh::Tree &pbvh = *bke::object::pbvh_get(object);
if (material_indices_.size() != pbvh.nodes_num()) {
const Object &object_orig = *DEG_get_original(&object);
const OrigMeshData orig_mesh_data(*static_cast<const Mesh *>(object_orig.data));
material_indices_ = calc_material_indices(object, orig_mesh_data);
}
return material_indices_;
}
} // namespace blender::draw::pbvh