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test2/source/blender/draw/intern/draw_subdivision.hh

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