Fix T96356: artefacts with GPU subdivision and vertex paint mask
The lines paint mask IBO extraction was not implemented for GPU subdivision. For it to work, we also now need to preserve the subdivision loop to subdivision edge map, which until now was overwritten to store coarse edges (the map to coarse edges is still preserved). Also the paint flag stored in the 4th dimension of the loop normal buffer was not properly set for flat shaded faces, leading to other kind of artefacts and render issues.
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17757eabc7
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2aa49107a2
Notes:
blender-bot
2023-02-14 06:25:25 +01:00
Referenced by issue #96356, vertex paint face selction display bug gpu subdivision Referenced by issue #96241, 3.1: Potential candidates for corrective releases
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@ -842,6 +842,7 @@ static void mesh_buffer_cache_create_requested_subdiv(MeshBatchCache *cache,
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EXTRACT_ADD_REQUESTED(vbo, tan);
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EXTRACT_ADD_REQUESTED(vbo, edituv_stretch_area);
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EXTRACT_ADD_REQUESTED(vbo, edituv_stretch_angle);
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EXTRACT_ADD_REQUESTED(ibo, lines_paint_mask);
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EXTRACT_ADD_REQUESTED(ibo, lines_adjacency);
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EXTRACT_ADD_REQUESTED(vbo, vcol);
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EXTRACT_ADD_REQUESTED(vbo, weights);
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@ -544,6 +544,7 @@ void draw_subdiv_cache_free(DRWSubdivCache *cache)
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GPU_VERTBUF_DISCARD_SAFE(cache->subdiv_polygon_offset_buffer);
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GPU_VERTBUF_DISCARD_SAFE(cache->extra_coarse_face_data);
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MEM_SAFE_FREE(cache->subdiv_loop_subdiv_vert_index);
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MEM_SAFE_FREE(cache->subdiv_loop_subdiv_edge_index);
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MEM_SAFE_FREE(cache->subdiv_loop_poly_index);
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MEM_SAFE_FREE(cache->subdiv_polygon_offset);
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GPU_VERTBUF_DISCARD_SAFE(cache->subdiv_vertex_face_adjacency_offsets);
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@ -632,6 +633,9 @@ static void draw_subdiv_cache_extra_coarse_face_data_mesh(Mesh *mesh, uint32_t *
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if ((mesh->mpoly[i].flag & ME_SMOOTH) != 0) {
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flag = SUBDIV_COARSE_FACE_FLAG_SMOOTH;
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}
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if ((mesh->mpoly[i].flag & ME_FACE_SEL) != 0) {
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flag = SUBDIV_COARSE_FACE_FLAG_SELECT;
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}
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flags_data[i] = (uint)(mesh->mpoly[i].loopstart) | (flag << SUBDIV_COARSE_FACE_FLAG_OFFSET);
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}
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}
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@ -720,6 +724,7 @@ struct DRWCacheBuildingContext {
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int *subdiv_loop_vert_index;
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int *subdiv_loop_subdiv_vert_index;
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int *subdiv_loop_edge_index;
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int *subdiv_loop_subdiv_edge_index;
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int *subdiv_loop_poly_index;
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/* Temporary buffers used during traversal. */
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@ -781,6 +786,9 @@ static bool draw_subdiv_topology_info_cb(const SubdivForeachContext *foreach_con
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cache->subdiv_loop_subdiv_vert_index = static_cast<int *>(
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MEM_mallocN(cache->num_subdiv_loops * sizeof(int), "subdiv_loop_subdiv_vert_index"));
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cache->subdiv_loop_subdiv_edge_index = static_cast<int *>(
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MEM_mallocN(cache->num_subdiv_loops * sizeof(int), "subdiv_loop_subdiv_edge_index"));
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cache->subdiv_loop_poly_index = static_cast<int *>(
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MEM_mallocN(cache->num_subdiv_loops * sizeof(int), "subdiv_loop_poly_index"));
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@ -789,6 +797,7 @@ static bool draw_subdiv_topology_info_cb(const SubdivForeachContext *foreach_con
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ctx->subdiv_loop_vert_index = (int *)GPU_vertbuf_get_data(cache->verts_orig_index);
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ctx->subdiv_loop_edge_index = (int *)GPU_vertbuf_get_data(cache->edges_orig_index);
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ctx->subdiv_loop_subdiv_vert_index = cache->subdiv_loop_subdiv_vert_index;
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ctx->subdiv_loop_subdiv_edge_index = cache->subdiv_loop_subdiv_edge_index;
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ctx->subdiv_loop_poly_index = cache->subdiv_loop_poly_index;
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ctx->v_origindex = static_cast<int *>(
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@ -887,9 +896,7 @@ static void draw_subdiv_loop_cb(const SubdivForeachContext *foreach_context,
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int coarse_vertex_index = ctx->vert_origindex_map[subdiv_vertex_index];
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ctx->subdiv_loop_subdiv_vert_index[subdiv_loop_index] = subdiv_vertex_index;
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/* For now index the subdiv_edge_index, it will be replaced by the actual coarse edge index
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* at the end of the traversal as some edges are only then traversed. */
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ctx->subdiv_loop_edge_index[subdiv_loop_index] = subdiv_edge_index;
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ctx->subdiv_loop_subdiv_edge_index[subdiv_loop_index] = subdiv_edge_index;
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ctx->subdiv_loop_poly_index[subdiv_loop_index] = coarse_poly_index;
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ctx->subdiv_loop_vert_index[subdiv_loop_index] = coarse_vertex_index;
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}
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@ -915,12 +922,13 @@ static void do_subdiv_traversal(DRWCacheBuildingContext *cache_building_context,
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cache_building_context->settings,
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cache_building_context->coarse_mesh);
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/* Now that traversal is done, we can set up the right original indices for the loop-to-edge map.
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/* Now that traversal is done, we can set up the right original indices for the
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* subdiv-loop-to-coarse-edge map.
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*/
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for (int i = 0; i < cache_building_context->cache->num_subdiv_loops; i++) {
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cache_building_context->subdiv_loop_edge_index[i] =
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cache_building_context
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->edge_origindex_map[cache_building_context->subdiv_loop_edge_index[i]];
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->edge_origindex_map[cache_building_context->subdiv_loop_subdiv_edge_index[i]];
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}
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}
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@ -130,6 +130,8 @@ typedef struct DRWSubdivCache {
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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 poly index. */
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int *subdiv_loop_poly_index;
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@ -11,6 +11,7 @@
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#include "MEM_guardedalloc.h"
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#include "draw_subdivision.h"
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#include "extract_mesh.h"
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namespace blender::draw {
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@ -87,12 +88,88 @@ static void extract_lines_paint_mask_finish(const MeshRenderData *UNUSED(mr),
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MEM_freeN(data->select_map);
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}
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static void extract_lines_paint_mask_init_subdiv(const DRWSubdivCache *subdiv_cache,
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const MeshRenderData *mr,
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MeshBatchCache *UNUSED(cache),
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void *UNUSED(buf),
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void *tls_data)
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{
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MeshExtract_LinePaintMask_Data *data = static_cast<MeshExtract_LinePaintMask_Data *>(tls_data);
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data->select_map = BLI_BITMAP_NEW(mr->edge_len, __func__);
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GPU_indexbuf_init(&data->elb,
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GPU_PRIM_LINES,
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subdiv_cache->num_subdiv_edges,
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subdiv_cache->num_subdiv_loops * 2);
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}
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static void extract_lines_paint_mask_iter_subdiv_mesh(const DRWSubdivCache *subdiv_cache,
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const MeshRenderData *mr,
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void *_data,
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uint subdiv_quad_index,
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const MPoly *coarse_quad)
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{
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MeshExtract_LinePaintMask_Data *data = static_cast<MeshExtract_LinePaintMask_Data *>(_data);
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int *subdiv_loop_edge_index = (int *)GPU_vertbuf_get_data(subdiv_cache->edges_orig_index);
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int *subdiv_loop_subdiv_edge_index = subdiv_cache->subdiv_loop_subdiv_edge_index;
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uint start_loop_idx = subdiv_quad_index * 4;
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uint end_loop_idx = (subdiv_quad_index + 1) * 4;
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for (uint loop_idx = start_loop_idx; loop_idx < end_loop_idx; loop_idx++) {
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const uint coarse_edge_index = (uint)subdiv_loop_edge_index[loop_idx];
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const uint subdiv_edge_index = (uint)subdiv_loop_subdiv_edge_index[loop_idx];
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if (coarse_edge_index == -1u) {
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GPU_indexbuf_set_line_restart(&data->elb, subdiv_edge_index);
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}
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else {
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const MEdge *me = &mr->medge[coarse_edge_index];
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if (!((mr->use_hide && (me->flag & ME_HIDE)) ||
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((mr->extract_type == MR_EXTRACT_MAPPED) && (mr->e_origindex) &&
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(mr->e_origindex[coarse_edge_index] == ORIGINDEX_NONE)))) {
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const uint ml_index_other = (loop_idx == end_loop_idx) ? start_loop_idx : loop_idx + 1;
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if (coarse_quad->flag & ME_FACE_SEL) {
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if (BLI_BITMAP_TEST_AND_SET_ATOMIC(data->select_map, coarse_edge_index)) {
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/* Hide edge as it has more than 2 selected loop. */
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GPU_indexbuf_set_line_restart(&data->elb, subdiv_edge_index);
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}
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else {
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/* First selected loop. Set edge visible, overwriting any unselected loop. */
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GPU_indexbuf_set_line_verts(&data->elb, subdiv_edge_index, loop_idx, ml_index_other);
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}
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}
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else {
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/* Set these unselected loop only if this edge has no other selected loop. */
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if (!BLI_BITMAP_TEST(data->select_map, coarse_edge_index)) {
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GPU_indexbuf_set_line_verts(&data->elb, subdiv_edge_index, loop_idx, ml_index_other);
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}
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}
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}
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else {
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GPU_indexbuf_set_line_restart(&data->elb, subdiv_edge_index);
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}
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}
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}
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}
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static void extract_lines_paint_mask_finish_subdiv(
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const struct DRWSubdivCache *UNUSED(subdiv_cache),
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const MeshRenderData *mr,
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struct MeshBatchCache *cache,
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void *buf,
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void *_data)
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{
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extract_lines_paint_mask_finish(mr, cache, buf, _data);
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}
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constexpr MeshExtract create_extractor_lines_paint_mask()
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{
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MeshExtract extractor = {nullptr};
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extractor.init = extract_lines_paint_mask_init;
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extractor.iter_poly_mesh = extract_lines_paint_mask_iter_poly_mesh;
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extractor.finish = extract_lines_paint_mask_finish;
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extractor.init_subdiv = extract_lines_paint_mask_init_subdiv;
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extractor.iter_subdiv_mesh = extract_lines_paint_mask_iter_subdiv_mesh;
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extractor.finish_subdiv = extract_lines_paint_mask_finish_subdiv;
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extractor.data_type = MR_DATA_NONE;
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extractor.data_size = sizeof(MeshExtract_LinePaintMask_Data);
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extractor.use_threading = false;
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@ -107,6 +107,10 @@ struct PosNorLoop {
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float flag;
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};
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struct LoopNormal {
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float nx, ny, nz, flag;
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};
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vec3 get_vertex_pos(PosNorLoop vertex_data)
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{
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return vec3(vertex_data.x, vertex_data.y, vertex_data.z);
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@ -117,6 +121,16 @@ vec3 get_vertex_nor(PosNorLoop vertex_data)
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return vec3(vertex_data.nx, vertex_data.ny, vertex_data.nz);
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}
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LoopNormal get_normal_and_flag(PosNorLoop vertex_data)
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{
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LoopNormal loop_nor;
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loop_nor.nx = vertex_data.nx;
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loop_nor.ny = vertex_data.ny;
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loop_nor.nz = vertex_data.nz;
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loop_nor.flag = vertex_data.flag;
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return loop_nor;
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}
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void set_vertex_pos(inout PosNorLoop vertex_data, vec3 pos)
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{
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vertex_data.x = pos.x;
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@ -13,9 +13,14 @@ layout(std430, binding = 2) readonly buffer extraCoarseFaceData
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layout(std430, binding = 3) writeonly buffer outputLoopNormals
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{
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vec3 output_lnor[];
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LoopNormal output_lnor[];
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};
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bool is_face_selected(uint coarse_quad_index)
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{
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return (extra_coarse_face_data[coarse_quad_index] & coarse_face_select_mask) != 0;
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}
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void main()
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{
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/* We execute for each quad. */
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/* Face is smooth, use vertex normals. */
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for (int i = 0; i < 4; i++) {
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PosNorLoop pos_nor_loop = pos_nor[start_loop_index + i];
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output_lnor[start_loop_index + i] = get_vertex_nor(pos_nor_loop);
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output_lnor[start_loop_index + i] = get_normal_and_flag(pos_nor_loop);
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}
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}
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else {
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@ -50,8 +55,19 @@ void main()
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add_newell_cross_v3_v3v3(face_normal, v3, v0);
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face_normal = normalize(face_normal);
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LoopNormal loop_normal;
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loop_normal.nx = face_normal.x;
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loop_normal.ny = face_normal.y;
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loop_normal.nz = face_normal.z;
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loop_normal.flag = 0.0;
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if (is_face_selected(coarse_quad_index)) {
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loop_normal.flag = 1.0;
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}
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for (int i = 0; i < 4; i++) {
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output_lnor[start_loop_index + i] = face_normal;
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output_lnor[start_loop_index + i] = loop_normal;
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}
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}
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}
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