Files
test2/source/blender/draw/intern/draw_cache_extract.hh
Hans Goudey e07cd2b982 Cleanup: Remove unused and transitive includes in draw module
Especially through DRW_render.hh, there were a lot of unnecessary
includes almost everywhere in the module. This typically makes
dependencies less explicit and slows down compile times, so switch
to including what files actual use.

Pull Request: https://projects.blender.org/blender/blender/pulls/133450
2025-01-22 19:37:38 +01:00

309 lines
10 KiB
C++

/* SPDX-FileCopyrightText: 2019 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup draw
*/
#pragma once
#include "BLI_array.hh"
#include "BLI_math_matrix_types.hh"
#include "BLI_utildefines.h"
#include "DNA_view3d_enums.h"
#include "GPU_shader.hh"
#include "draw_attributes.hh"
namespace blender::gpu {
class Batch;
class IndexBuf;
} // namespace blender::gpu
struct Mesh;
struct Object;
struct Scene;
struct TaskGraph;
struct ToolSettings;
namespace blender::draw {
struct MeshRenderData;
struct DRWSubdivCache;
/* Vertex Group Selection and display options */
struct DRW_MeshWeightState {
int defgroup_active;
int defgroup_len;
short flags;
char alert_mode;
/* Set of all selected bones for Multi-paint. */
bool *defgroup_sel; /* #defgroup_len */
int defgroup_sel_count;
/* Set of all locked and unlocked deform bones for Lock Relative mode. */
bool *defgroup_locked; /* #defgroup_len */
bool *defgroup_unlocked; /* #defgroup_len */
};
/* DRW_MeshWeightState.flags */
enum {
DRW_MESH_WEIGHT_STATE_MULTIPAINT = (1 << 0),
DRW_MESH_WEIGHT_STATE_AUTO_NORMALIZE = (1 << 1),
DRW_MESH_WEIGHT_STATE_LOCK_RELATIVE = (1 << 2),
};
struct MeshBufferList {
/* Every VBO below contains at least enough data for every loop in the mesh
* (except fdots and skin roots). For some VBOs, it extends to (in this exact order) :
* loops + loose_edges * 2 + loose_verts */
struct {
gpu::VertBuf *pos; /* extend */
gpu::VertBuf *nor; /* extend */
gpu::VertBuf *edge_fac; /* extend */
gpu::VertBuf *weights; /* extend */
gpu::VertBuf *uv;
gpu::VertBuf *tan;
gpu::VertBuf *sculpt_data;
gpu::VertBuf *orco;
/* Only for edit mode. */
gpu::VertBuf *edit_data; /* extend */
gpu::VertBuf *edituv_data;
gpu::VertBuf *edituv_stretch_area;
gpu::VertBuf *edituv_stretch_angle;
gpu::VertBuf *mesh_analysis;
gpu::VertBuf *fdots_pos;
gpu::VertBuf *fdots_nor;
gpu::VertBuf *fdots_uv;
// gpu::VertBuf *fdots_edit_data; /* inside fdots_nor for now. */
gpu::VertBuf *fdots_edituv_data;
gpu::VertBuf *skin_roots;
/* Selection */
gpu::VertBuf *vert_idx; /* extend */
gpu::VertBuf *edge_idx; /* extend */
gpu::VertBuf *face_idx;
gpu::VertBuf *fdot_idx;
gpu::VertBuf *attr[GPU_MAX_ATTR];
gpu::VertBuf *attr_viewer;
gpu::VertBuf *vnor;
} vbo;
/* Index Buffers:
* Only need to be updated when topology changes. */
struct {
/* Indices to vloops. Ordered per material. */
gpu::IndexBuf *tris;
/* Loose edges last. */
gpu::IndexBuf *lines;
/* Potentially a sub buffer of `lines` only containing the loose edges. */
gpu::IndexBuf *lines_loose;
gpu::IndexBuf *points;
gpu::IndexBuf *fdots;
/* 3D overlays. */
/* no loose edges. */
gpu::IndexBuf *lines_paint_mask;
gpu::IndexBuf *lines_adjacency;
/** UV overlays. (visibility can differ from 3D view). */
gpu::IndexBuf *edituv_tris;
gpu::IndexBuf *edituv_lines;
gpu::IndexBuf *edituv_points;
gpu::IndexBuf *edituv_fdots;
} ibo;
};
struct MeshBatchList {
/* Surfaces / Render */
gpu::Batch *surface;
gpu::Batch *surface_weights;
/* Edit mode */
gpu::Batch *edit_triangles;
gpu::Batch *edit_vertices;
gpu::Batch *edit_edges;
gpu::Batch *edit_vnor;
gpu::Batch *edit_lnor;
gpu::Batch *edit_fdots;
gpu::Batch *edit_mesh_analysis;
gpu::Batch *edit_skin_roots;
/* Edit UVs */
gpu::Batch *edituv_faces_stretch_area;
gpu::Batch *edituv_faces_stretch_angle;
gpu::Batch *edituv_faces;
gpu::Batch *edituv_edges;
gpu::Batch *edituv_verts;
gpu::Batch *edituv_fdots;
/* Edit selection */
gpu::Batch *edit_selection_verts;
gpu::Batch *edit_selection_edges;
gpu::Batch *edit_selection_faces;
gpu::Batch *edit_selection_fdots;
/* Common display / Other */
gpu::Batch *all_verts;
gpu::Batch *all_edges;
gpu::Batch *loose_edges;
gpu::Batch *edge_detection;
/* Individual edges with face normals. */
gpu::Batch *wire_edges;
/* Loops around faces. no edges between selected faces */
gpu::Batch *wire_loops;
/* Same as wire_loops but only has uvs. */
gpu::Batch *wire_loops_uvs;
gpu::Batch *sculpt_overlays;
gpu::Batch *surface_viewer_attribute;
};
#define MBC_BATCH_LEN (sizeof(MeshBatchList) / sizeof(void *))
#define MBC_VBO_LEN (sizeof(MeshBufferList::vbo) / sizeof(void *))
#define MBC_IBO_LEN (sizeof(MeshBufferList::ibo) / sizeof(void *))
#define MBC_BATCH_INDEX(batch) (offsetof(MeshBatchList, batch) / sizeof(void *))
enum DRWBatchFlag {
MBC_SURFACE = (1u << MBC_BATCH_INDEX(surface)),
MBC_SURFACE_WEIGHTS = (1u << MBC_BATCH_INDEX(surface_weights)),
MBC_EDIT_TRIANGLES = (1u << MBC_BATCH_INDEX(edit_triangles)),
MBC_EDIT_VERTICES = (1u << MBC_BATCH_INDEX(edit_vertices)),
MBC_EDIT_EDGES = (1u << MBC_BATCH_INDEX(edit_edges)),
MBC_EDIT_VNOR = (1u << MBC_BATCH_INDEX(edit_vnor)),
MBC_EDIT_LNOR = (1u << MBC_BATCH_INDEX(edit_lnor)),
MBC_EDIT_FACEDOTS = (1u << MBC_BATCH_INDEX(edit_fdots)),
MBC_EDIT_MESH_ANALYSIS = (1u << MBC_BATCH_INDEX(edit_mesh_analysis)),
MBC_SKIN_ROOTS = (1u << MBC_BATCH_INDEX(edit_skin_roots)),
MBC_EDITUV_FACES_STRETCH_AREA = (1u << MBC_BATCH_INDEX(edituv_faces_stretch_area)),
MBC_EDITUV_FACES_STRETCH_ANGLE = (1u << MBC_BATCH_INDEX(edituv_faces_stretch_angle)),
MBC_EDITUV_FACES = (1u << MBC_BATCH_INDEX(edituv_faces)),
MBC_EDITUV_EDGES = (1u << MBC_BATCH_INDEX(edituv_edges)),
MBC_EDITUV_VERTS = (1u << MBC_BATCH_INDEX(edituv_verts)),
MBC_EDITUV_FACEDOTS = (1u << MBC_BATCH_INDEX(edituv_fdots)),
MBC_EDIT_SELECTION_VERTS = (1u << MBC_BATCH_INDEX(edit_selection_verts)),
MBC_EDIT_SELECTION_EDGES = (1u << MBC_BATCH_INDEX(edit_selection_edges)),
MBC_EDIT_SELECTION_FACES = (1u << MBC_BATCH_INDEX(edit_selection_faces)),
MBC_EDIT_SELECTION_FACEDOTS = (1u << MBC_BATCH_INDEX(edit_selection_fdots)),
MBC_ALL_VERTS = (1u << MBC_BATCH_INDEX(all_verts)),
MBC_ALL_EDGES = (1u << MBC_BATCH_INDEX(all_edges)),
MBC_LOOSE_EDGES = (1u << MBC_BATCH_INDEX(loose_edges)),
MBC_EDGE_DETECTION = (1u << MBC_BATCH_INDEX(edge_detection)),
MBC_WIRE_EDGES = (1u << MBC_BATCH_INDEX(wire_edges)),
MBC_WIRE_LOOPS = (1u << MBC_BATCH_INDEX(wire_loops)),
MBC_WIRE_LOOPS_UVS = (1u << MBC_BATCH_INDEX(wire_loops_uvs)),
MBC_SCULPT_OVERLAYS = (1u << MBC_BATCH_INDEX(sculpt_overlays)),
MBC_VIEWER_ATTRIBUTE_OVERLAY = (1u << MBC_BATCH_INDEX(surface_viewer_attribute)),
MBC_SURFACE_PER_MAT = (1u << MBC_BATCH_LEN),
};
ENUM_OPERATORS(DRWBatchFlag, MBC_SURFACE_PER_MAT);
BLI_STATIC_ASSERT(MBC_BATCH_LEN < 32, "Number of batches exceeded the limit of bit fields");
struct MeshExtractLooseGeom {
/** Indices of all vertices not used by edges in the #Mesh or #BMesh. */
Array<int> verts;
/** Indices of all edges not used by faces in the #Mesh or #BMesh. */
Array<int> edges;
};
struct SortedFaceData {
/* The total number of visible triangles (a sum of the values in #mat_tri_counts). */
int visible_tris_num;
/** The number of visible triangles assigned to each material. */
Array<int> tris_num_by_material;
/**
* The first triangle index for each face, sorted into slices by material.
* May be empty if the mesh only has a single material.
*/
std::optional<Array<int>> face_tri_offsets;
};
/**
* Data that are kept around between extractions to reduce rebuilding time.
*
* - Loose geometry.
*/
struct MeshBufferCache {
MeshBufferList buff;
MeshExtractLooseGeom loose_geom;
SortedFaceData face_sorted;
};
#define FOREACH_MESH_BUFFER_CACHE(batch_cache, mbc) \
for (MeshBufferCache *mbc = &batch_cache.final; \
mbc == &batch_cache.final || mbc == &batch_cache.cage || mbc == &batch_cache.uv_cage; \
mbc = (mbc == &batch_cache.final) ? \
&batch_cache.cage : \
((mbc == &batch_cache.cage) ? &batch_cache.uv_cage : nullptr))
struct MeshBatchCache {
MeshBufferCache final, cage, uv_cage;
MeshBatchList batch;
/* Index buffer per material. These are sub-ranges of `ibo.tris`. */
Array<gpu::IndexBuf *> tris_per_mat;
Array<gpu::Batch *> surface_per_mat;
DRWSubdivCache *subdiv_cache;
DRWBatchFlag batch_requested;
DRWBatchFlag batch_ready;
/* Settings to determine if cache is invalid. */
int edge_len;
int tri_len;
int face_len;
int vert_len;
int mat_len;
/* Instantly invalidates cache, skipping mesh check */
bool is_dirty;
bool is_editmode;
bool is_uvsyncsel;
DRW_MeshWeightState weight_state;
DRW_MeshCDMask cd_used, cd_needed, cd_used_over_time;
DRW_Attributes attr_used, attr_needed, attr_used_over_time;
int lastmatch;
/* Valid only if edge_detection is up to date. */
bool is_manifold;
/* Total areas for drawing UV Stretching. Contains the summed area in mesh
* space (`tot_area`) and the summed area in uv space (`tot_uvarea`).
*
* Only valid after `DRW_mesh_batch_cache_create_requested` has been called. */
float tot_area, tot_uv_area;
bool no_loose_wire;
eV3DShadingColorType color_type;
};
#define MBC_EDITUV \
(MBC_EDITUV_FACES_STRETCH_AREA | MBC_EDITUV_FACES_STRETCH_ANGLE | MBC_EDITUV_FACES | \
MBC_EDITUV_EDGES | MBC_EDITUV_VERTS | MBC_EDITUV_FACEDOTS | MBC_WIRE_LOOPS_UVS)
void mesh_buffer_cache_create_requested(TaskGraph &task_graph,
MeshBatchCache &cache,
MeshBufferCache &mbc,
Object &object,
Mesh &mesh,
bool is_editmode,
bool is_paint_mode,
const float4x4 &object_to_world,
bool do_final,
bool do_uvedit,
const Scene &scene,
const ToolSettings *ts,
bool use_hide);
void mesh_buffer_cache_create_requested_subdiv(MeshBatchCache &cache,
MeshBufferCache &mbc,
DRWSubdivCache &subdiv_cache,
MeshRenderData &mr);
} // namespace blender::draw