Cleanup: Move extract lines to compile unit.

This commit is contained in:
Jeroen Bakker 2021-06-07 16:49:44 +02:00
parent 0e285fa23c
commit 4a9c5c60b7
3 changed files with 247 additions and 194 deletions

View File

@ -54,6 +54,7 @@ set(SRC
intern/draw_cache_extract_mesh_extractors.c
intern/draw_cache_extract_mesh_render_data.c
intern/draw_cache_extract_mesh.cc
intern/mesh_extractors/extract_mesh_ibo_lines.cc
intern/mesh_extractors/extract_mesh_ibo_points.cc
intern/mesh_extractors/extract_mesh_ibo_tris.cc
intern/draw_cache_impl_curve.cc

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@ -105,200 +105,6 @@ const MeshExtract *mesh_extract_override_get(const MeshExtract *extractor,
/** \} */
/* ---------------------------------------------------------------------- */
/** \name Extract Edges Indices
* \{ */
static void *extract_lines_init(const MeshRenderData *mr,
struct MeshBatchCache *UNUSED(cache),
void *UNUSED(buf))
{
GPUIndexBufBuilder *elb = MEM_mallocN(sizeof(*elb), __func__);
/* Put loose edges at the end. */
GPU_indexbuf_init(
elb, GPU_PRIM_LINES, mr->edge_len + mr->edge_loose_len, mr->loop_len + mr->loop_loose_len);
return elb;
}
static void extract_lines_iter_poly_bm(const MeshRenderData *UNUSED(mr),
BMFace *f,
const int UNUSED(f_index),
void *elb)
{
BMLoop *l_iter, *l_first;
/* Use #BMLoop.prev to match mesh order (to avoid minor differences in data extraction). */
l_iter = l_first = BM_FACE_FIRST_LOOP(f)->prev;
do {
if (!BM_elem_flag_test(l_iter->e, BM_ELEM_HIDDEN)) {
GPU_indexbuf_set_line_verts(elb,
BM_elem_index_get(l_iter->e),
BM_elem_index_get(l_iter),
BM_elem_index_get(l_iter->next));
}
else {
GPU_indexbuf_set_line_restart(elb, BM_elem_index_get(l_iter->e));
}
} while ((l_iter = l_iter->next) != l_first);
}
static void extract_lines_iter_poly_mesh(const MeshRenderData *mr,
const MPoly *mp,
const int UNUSED(mp_index),
void *elb)
{
/* Using poly & loop iterator would complicate accessing the adjacent loop. */
const MLoop *mloop = mr->mloop;
const MEdge *medge = mr->medge;
if (mr->use_hide || (mr->extract_type == MR_EXTRACT_MAPPED) || (mr->e_origindex != NULL)) {
const int ml_index_last = mp->loopstart + (mp->totloop - 1);
int ml_index = ml_index_last, ml_index_next = mp->loopstart;
do {
const MLoop *ml = &mloop[ml_index];
const MEdge *med = &medge[ml->e];
if (!((mr->use_hide && (med->flag & ME_HIDE)) ||
((mr->extract_type == MR_EXTRACT_MAPPED) && (mr->e_origindex) &&
(mr->e_origindex[ml->e] == ORIGINDEX_NONE)))) {
GPU_indexbuf_set_line_verts(elb, ml->e, ml_index, ml_index_next);
}
else {
GPU_indexbuf_set_line_restart(elb, ml->e);
}
} while ((ml_index = ml_index_next++) != ml_index_last);
}
else {
const int ml_index_last = mp->loopstart + (mp->totloop - 1);
int ml_index = ml_index_last, ml_index_next = mp->loopstart;
do {
const MLoop *ml = &mloop[ml_index];
GPU_indexbuf_set_line_verts(elb, ml->e, ml_index, ml_index_next);
} while ((ml_index = ml_index_next++) != ml_index_last);
}
}
static void extract_lines_iter_ledge_bm(const MeshRenderData *mr,
BMEdge *eed,
const int ledge_index,
void *elb)
{
const int l_index_offset = mr->edge_len + ledge_index;
if (!BM_elem_flag_test(eed, BM_ELEM_HIDDEN)) {
const int l_index = mr->loop_len + ledge_index * 2;
GPU_indexbuf_set_line_verts(elb, l_index_offset, l_index, l_index + 1);
}
else {
GPU_indexbuf_set_line_restart(elb, l_index_offset);
}
/* Don't render the edge twice. */
GPU_indexbuf_set_line_restart(elb, BM_elem_index_get(eed));
}
static void extract_lines_iter_ledge_mesh(const MeshRenderData *mr,
const MEdge *med,
const int ledge_index,
void *elb)
{
const int l_index_offset = mr->edge_len + ledge_index;
const int e_index = mr->ledges[ledge_index];
if (!((mr->use_hide && (med->flag & ME_HIDE)) ||
((mr->extract_type == MR_EXTRACT_MAPPED) && (mr->e_origindex) &&
(mr->e_origindex[e_index] == ORIGINDEX_NONE)))) {
const int l_index = mr->loop_len + ledge_index * 2;
GPU_indexbuf_set_line_verts(elb, l_index_offset, l_index, l_index + 1);
}
else {
GPU_indexbuf_set_line_restart(elb, l_index_offset);
}
/* Don't render the edge twice. */
GPU_indexbuf_set_line_restart(elb, e_index);
}
static void extract_lines_finish(const MeshRenderData *UNUSED(mr),
struct MeshBatchCache *UNUSED(cache),
void *buf,
void *elb)
{
GPUIndexBuf *ibo = buf;
GPU_indexbuf_build_in_place(elb, ibo);
MEM_freeN(elb);
}
const MeshExtract extract_lines = {
.init = extract_lines_init,
.iter_poly_bm = extract_lines_iter_poly_bm,
.iter_poly_mesh = extract_lines_iter_poly_mesh,
.iter_ledge_bm = extract_lines_iter_ledge_bm,
.iter_ledge_mesh = extract_lines_iter_ledge_mesh,
.finish = extract_lines_finish,
.data_type = 0,
.use_threading = false,
.mesh_buffer_offset = offsetof(MeshBufferCache, ibo.lines),
};
/** \} */
/* ---------------------------------------------------------------------- */
/** \name Extract Lines and Loose Edges Sub Buffer
* \{ */
static void extract_lines_loose_subbuffer(const MeshRenderData *mr, struct MeshBatchCache *cache)
{
BLI_assert(cache->final.ibo.lines);
/* Multiply by 2 because these are edges indices. */
const int start = mr->edge_len * 2;
const int len = mr->edge_loose_len * 2;
GPU_indexbuf_create_subrange_in_place(
cache->final.ibo.lines_loose, cache->final.ibo.lines, start, len);
cache->no_loose_wire = (len == 0);
}
static void extract_lines_with_lines_loose_finish(const MeshRenderData *mr,
struct MeshBatchCache *cache,
void *buf,
void *elb)
{
GPUIndexBuf *ibo = buf;
GPU_indexbuf_build_in_place(elb, ibo);
extract_lines_loose_subbuffer(mr, cache);
MEM_freeN(elb);
}
const MeshExtract extract_lines_with_lines_loose = {
.init = extract_lines_init,
.iter_poly_bm = extract_lines_iter_poly_bm,
.iter_poly_mesh = extract_lines_iter_poly_mesh,
.iter_ledge_bm = extract_lines_iter_ledge_bm,
.iter_ledge_mesh = extract_lines_iter_ledge_mesh,
.finish = extract_lines_with_lines_loose_finish,
.data_type = 0,
.use_threading = false,
.mesh_buffer_offset = offsetof(MeshBufferCache, ibo.lines)};
/** \} */
/* ---------------------------------------------------------------------- */
/** \name Extract Loose Edges Sub Buffer
* \{ */
static void *extract_lines_loose_only_init(const MeshRenderData *mr,
struct MeshBatchCache *cache,
void *buf)
{
BLI_assert(buf == cache->final.ibo.lines_loose);
UNUSED_VARS_NDEBUG(buf);
extract_lines_loose_subbuffer(mr, cache);
return NULL;
}
const MeshExtract extract_lines_loose_only = {
.init = extract_lines_loose_only_init,
.data_type = 0,
.use_threading = false,
.mesh_buffer_offset = offsetof(MeshBufferCache, ibo.lines_loose)};
/** \} */
/* ---------------------------------------------------------------------- */
/** \name Extract Face-dots Indices
* \{ */

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@ -0,0 +1,246 @@
/*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2021 by Blender Foundation.
* All rights reserved.
*/
/** \file
* \ingroup draw
*/
#include "draw_cache_extract_mesh_private.h"
#include "MEM_guardedalloc.h"
namespace blender::draw {
/* ---------------------------------------------------------------------- */
/** \name Extract Edges Indices
* \{ */
static void *extract_lines_init(const MeshRenderData *mr,
struct MeshBatchCache *UNUSED(cache),
void *UNUSED(buf))
{
GPUIndexBufBuilder *elb = static_cast<GPUIndexBufBuilder *>(MEM_mallocN(sizeof(*elb), __func__));
/* Put loose edges at the end. */
GPU_indexbuf_init(
elb, GPU_PRIM_LINES, mr->edge_len + mr->edge_loose_len, mr->loop_len + mr->loop_loose_len);
return elb;
}
static void extract_lines_iter_poly_bm(const MeshRenderData *UNUSED(mr),
BMFace *f,
const int UNUSED(f_index),
void *data)
{
GPUIndexBufBuilder *elb = static_cast<GPUIndexBufBuilder *>(data);
BMLoop *l_iter, *l_first;
/* Use #BMLoop.prev to match mesh order (to avoid minor differences in data extraction). */
l_iter = l_first = BM_FACE_FIRST_LOOP(f)->prev;
do {
if (!BM_elem_flag_test(l_iter->e, BM_ELEM_HIDDEN)) {
GPU_indexbuf_set_line_verts(elb,
BM_elem_index_get(l_iter->e),
BM_elem_index_get(l_iter),
BM_elem_index_get(l_iter->next));
}
else {
GPU_indexbuf_set_line_restart(elb, BM_elem_index_get(l_iter->e));
}
} while ((l_iter = l_iter->next) != l_first);
}
static void extract_lines_iter_poly_mesh(const MeshRenderData *mr,
const MPoly *mp,
const int UNUSED(mp_index),
void *data)
{
GPUIndexBufBuilder *elb = static_cast<GPUIndexBufBuilder *>(data);
/* Using poly & loop iterator would complicate accessing the adjacent loop. */
const MLoop *mloop = mr->mloop;
const MEdge *medge = mr->medge;
if (mr->use_hide || (mr->extract_type == MR_EXTRACT_MAPPED) || (mr->e_origindex != NULL)) {
const int ml_index_last = mp->loopstart + (mp->totloop - 1);
int ml_index = ml_index_last, ml_index_next = mp->loopstart;
do {
const MLoop *ml = &mloop[ml_index];
const MEdge *med = &medge[ml->e];
if (!((mr->use_hide && (med->flag & ME_HIDE)) ||
((mr->extract_type == MR_EXTRACT_MAPPED) && (mr->e_origindex) &&
(mr->e_origindex[ml->e] == ORIGINDEX_NONE)))) {
GPU_indexbuf_set_line_verts(elb, ml->e, ml_index, ml_index_next);
}
else {
GPU_indexbuf_set_line_restart(elb, ml->e);
}
} while ((ml_index = ml_index_next++) != ml_index_last);
}
else {
const int ml_index_last = mp->loopstart + (mp->totloop - 1);
int ml_index = ml_index_last, ml_index_next = mp->loopstart;
do {
const MLoop *ml = &mloop[ml_index];
GPU_indexbuf_set_line_verts(elb, ml->e, ml_index, ml_index_next);
} while ((ml_index = ml_index_next++) != ml_index_last);
}
}
static void extract_lines_iter_ledge_bm(const MeshRenderData *mr,
BMEdge *eed,
const int ledge_index,
void *data)
{
GPUIndexBufBuilder *elb = static_cast<GPUIndexBufBuilder *>(data);
const int l_index_offset = mr->edge_len + ledge_index;
if (!BM_elem_flag_test(eed, BM_ELEM_HIDDEN)) {
const int l_index = mr->loop_len + ledge_index * 2;
GPU_indexbuf_set_line_verts(elb, l_index_offset, l_index, l_index + 1);
}
else {
GPU_indexbuf_set_line_restart(elb, l_index_offset);
}
/* Don't render the edge twice. */
GPU_indexbuf_set_line_restart(elb, BM_elem_index_get(eed));
}
static void extract_lines_iter_ledge_mesh(const MeshRenderData *mr,
const MEdge *med,
const int ledge_index,
void *data)
{
GPUIndexBufBuilder *elb = static_cast<GPUIndexBufBuilder *>(data);
const int l_index_offset = mr->edge_len + ledge_index;
const int e_index = mr->ledges[ledge_index];
if (!((mr->use_hide && (med->flag & ME_HIDE)) ||
((mr->extract_type == MR_EXTRACT_MAPPED) && (mr->e_origindex) &&
(mr->e_origindex[e_index] == ORIGINDEX_NONE)))) {
const int l_index = mr->loop_len + ledge_index * 2;
GPU_indexbuf_set_line_verts(elb, l_index_offset, l_index, l_index + 1);
}
else {
GPU_indexbuf_set_line_restart(elb, l_index_offset);
}
/* Don't render the edge twice. */
GPU_indexbuf_set_line_restart(elb, e_index);
}
static void extract_lines_finish(const MeshRenderData *UNUSED(mr),
struct MeshBatchCache *UNUSED(cache),
void *buf,
void *data)
{
GPUIndexBufBuilder *elb = static_cast<GPUIndexBufBuilder *>(data);
GPUIndexBuf *ibo = static_cast<GPUIndexBuf *>(buf);
GPU_indexbuf_build_in_place(elb, ibo);
MEM_freeN(elb);
}
constexpr MeshExtract create_extractor_lines()
{
MeshExtract extractor = {0};
extractor.init = extract_lines_init;
extractor.iter_poly_bm = extract_lines_iter_poly_bm;
extractor.iter_poly_mesh = extract_lines_iter_poly_mesh;
extractor.iter_ledge_bm = extract_lines_iter_ledge_bm;
extractor.iter_ledge_mesh = extract_lines_iter_ledge_mesh;
extractor.finish = extract_lines_finish;
extractor.data_type = MR_DATA_NONE;
extractor.use_threading = false;
extractor.mesh_buffer_offset = offsetof(MeshBufferCache, ibo.lines);
return extractor;
}
/** \} */
/* ---------------------------------------------------------------------- */
/** \name Extract Lines and Loose Edges Sub Buffer
* \{ */
static void extract_lines_loose_subbuffer(const MeshRenderData *mr, struct MeshBatchCache *cache)
{
BLI_assert(cache->final.ibo.lines);
/* Multiply by 2 because these are edges indices. */
const int start = mr->edge_len * 2;
const int len = mr->edge_loose_len * 2;
GPU_indexbuf_create_subrange_in_place(
cache->final.ibo.lines_loose, cache->final.ibo.lines, start, len);
cache->no_loose_wire = (len == 0);
}
static void extract_lines_with_lines_loose_finish(const MeshRenderData *mr,
struct MeshBatchCache *cache,
void *buf,
void *data)
{
GPUIndexBufBuilder *elb = static_cast<GPUIndexBufBuilder *>(data);
GPUIndexBuf *ibo = static_cast<GPUIndexBuf *>(buf);
GPU_indexbuf_build_in_place(elb, ibo);
extract_lines_loose_subbuffer(mr, cache);
MEM_freeN(elb);
}
constexpr MeshExtract create_extractor_lines_with_lines_loose()
{
MeshExtract extractor = {0};
extractor.init = extract_lines_init;
extractor.iter_poly_bm = extract_lines_iter_poly_bm;
extractor.iter_poly_mesh = extract_lines_iter_poly_mesh;
extractor.iter_ledge_bm = extract_lines_iter_ledge_bm;
extractor.iter_ledge_mesh = extract_lines_iter_ledge_mesh;
extractor.finish = extract_lines_with_lines_loose_finish;
extractor.data_type = MR_DATA_NONE;
extractor.use_threading = false;
extractor.mesh_buffer_offset = offsetof(MeshBufferCache, ibo.lines);
return extractor;
}
/** \} */
/* ---------------------------------------------------------------------- */
/** \name Extract Loose Edges Sub Buffer
* \{ */
static void *extract_lines_loose_only_init(const MeshRenderData *mr,
struct MeshBatchCache *cache,
void *buf)
{
BLI_assert(buf == cache->final.ibo.lines_loose);
UNUSED_VARS_NDEBUG(buf);
extract_lines_loose_subbuffer(mr, cache);
return NULL;
}
constexpr MeshExtract create_extractor_lines_loose_only()
{
MeshExtract extractor = {0};
extractor.init = extract_lines_loose_only_init;
extractor.data_type = MR_DATA_NONE;
extractor.use_threading = false;
extractor.mesh_buffer_offset = offsetof(MeshBufferCache, ibo.lines_loose);
return extractor;
}
/** \} */
} // namespace blender::draw
extern "C" {
const MeshExtract extract_lines = blender::draw::create_extractor_lines();
const MeshExtract extract_lines_with_lines_loose =
blender::draw::create_extractor_lines_with_lines_loose();
const MeshExtract extract_lines_loose_only = blender::draw::create_extractor_lines_loose_only();
}