Edit Mesh overlays: added looses edges and verts as triangle.

We loose a bit of memory for (more?) performance.
This commit is contained in:
Clément Foucault 2017-02-28 14:30:34 +01:00
parent 6af21b4e7f
commit 677f066634
2 changed files with 215 additions and 35 deletions

View File

@ -93,6 +93,8 @@ typedef struct MeshRenderData {
int tottri;
int totloop;
int totpoly;
int totlvert;
int totledge;
BMEditMesh *edit_bmesh;
MVert *mvert;
@ -111,6 +113,8 @@ typedef struct MeshRenderData {
EdgeHash *ehash;
EdgeAdjacentPolys *edges_adjacent_polys;
MLoopTri *mlooptri;
int *loose_edges;
int *loose_verts;
float (*poly_normals)[3];
short (*poly_normals_short)[3];
@ -118,14 +122,16 @@ typedef struct MeshRenderData {
} MeshRenderData;
enum {
MR_DATATYPE_VERT = 1 << 0,
MR_DATATYPE_EDGE = 1 << 1,
MR_DATATYPE_LOOPTRI = 1 << 2,
MR_DATATYPE_LOOP = 1 << 3,
MR_DATATYPE_POLY = 1 << 4,
MR_DATATYPE_ACTIVE = 1 << 5,
MR_DATATYPE_CREASE = 1 << 6,
MR_DATATYPE_BWEIGHT = 1 << 7,
MR_DATATYPE_VERT = 1 << 0,
MR_DATATYPE_LOOSE_VERT = 1 << 1,
MR_DATATYPE_EDGE = 1 << 2,
MR_DATATYPE_LOOSE_EDGE = 1 << 3,
MR_DATATYPE_LOOPTRI = 1 << 4,
MR_DATATYPE_LOOP = 1 << 5,
MR_DATATYPE_POLY = 1 << 6,
MR_DATATYPE_ACTIVE = 1 << 7,
MR_DATATYPE_CREASE = 1 << 8,
MR_DATATYPE_BWEIGHT = 1 << 9,
};
static MeshRenderData *mesh_render_data_create(Mesh *me, const int types)
@ -140,11 +146,11 @@ static MeshRenderData *mesh_render_data_create(Mesh *me, const int types)
mrdata->edit_bmesh = embm;
int bm_ensure_types = 0;
if (types & MR_DATATYPE_VERT) {
if (types & (MR_DATATYPE_VERT | MR_DATATYPE_LOOSE_VERT)) {
mrdata->totvert = bm->totvert;
bm_ensure_types |= BM_VERT;
}
if (types & MR_DATATYPE_EDGE) {
if (types & (MR_DATATYPE_EDGE | MR_DATATYPE_LOOSE_EDGE)) {
mrdata->totedge = bm->totedge;
bm_ensure_types |= BM_EDGE;
}
@ -173,13 +179,59 @@ static MeshRenderData *mesh_render_data_create(Mesh *me, const int types)
}
BM_mesh_elem_index_ensure(bm, bm_ensure_types);
BM_mesh_elem_table_ensure(bm, bm_ensure_types & ~BM_LOOP);
if (types & MR_DATATYPE_LOOSE_VERT) {
mrdata->types |= MR_DATATYPE_VERT;
mrdata->totlvert = 0;
/* XXX slow, looping twice */
for (int i = 0; i < mrdata->totvert; ++i) {
BMVert *bv = BM_vert_at_index(bm, i);
if (BM_vert_edge_count_ex(bv, 1) == 0) {
mrdata->totlvert++;
}
}
int *lverts = mrdata->loose_verts = MEM_mallocN(mrdata->totlvert * sizeof(int), "Loose Vert");
int li = 0;
if (mrdata->totlvert > 0) {
for (int i = 0; i < mrdata->totvert; ++i) {
BMVert *bv = BM_vert_at_index(bm, i);
if (BM_vert_edge_count_ex(bv, 1) == 0) {
lverts[li++] = i;
}
}
}
}
if (types & MR_DATATYPE_LOOSE_EDGE) {
mrdata->types |= MR_DATATYPE_EDGE;
mrdata->totledge = 0;
/* XXX slow, looping twice */
for (int i = 0; i < mrdata->totedge; ++i) {
BMEdge *bv = BM_edge_at_index(bm, i);
if (BM_edge_is_wire(bv)) {
mrdata->totledge++;
}
}
int *ledges = mrdata->loose_edges = MEM_mallocN(mrdata->totledge * sizeof(int), "Loose Egde");
int li = 0;
if (mrdata->totledge > 0) {
for (int i = 0; i < mrdata->totedge; ++i) {
BMEdge *bv = BM_edge_at_index(bm, i);
if (BM_edge_is_wire(bv)) {
ledges[li++] = i;
}
}
}
}
}
else {
if (types & MR_DATATYPE_VERT) {
if (types & (MR_DATATYPE_VERT | MR_DATATYPE_LOOSE_VERT)) {
mrdata->totvert = me->totvert;
mrdata->mvert = CustomData_get_layer(&me->vdata, CD_MVERT);
}
if (types & MR_DATATYPE_EDGE) {
if (types & (MR_DATATYPE_EDGE | MR_DATATYPE_LOOSE_EDGE)) {
mrdata->totedge = me->totedge;
mrdata->medge = CustomData_get_layer(&me->edata, CD_MEDGE);
}
@ -196,6 +248,16 @@ static MeshRenderData *mesh_render_data_create(Mesh *me, const int types)
mrdata->totpoly = me->totpoly;
mrdata->mpoly = CustomData_get_layer(&me->pdata, CD_MPOLY);
}
if (types & MR_DATATYPE_LOOSE_VERT) {
mrdata->types |= MR_DATATYPE_VERT;
mrdata->totlvert = 0;
/* TODO */
}
if (types & MR_DATATYPE_LOOSE_EDGE) {
mrdata->types |= MR_DATATYPE_EDGE;
mrdata->totledge = 0;
/* TODO */
}
}
return mrdata;
@ -206,6 +268,12 @@ static void mesh_render_data_free(MeshRenderData *mrdata)
if (mrdata->ehash) {
BLI_edgehash_free(mrdata->ehash, NULL);
}
if (mrdata->loose_verts) {
MEM_freeN(mrdata->loose_verts);
}
if (mrdata->loose_edges) {
MEM_freeN(mrdata->loose_edges);
}
if (mrdata->edges_adjacent_polys) {
MEM_freeN(mrdata->edges_adjacent_polys);
}
@ -230,12 +298,24 @@ static int mesh_render_data_verts_num_get(const MeshRenderData *mrdata)
return mrdata->totvert;
}
static int mesh_render_data_loose_verts_num_get(const MeshRenderData *mrdata)
{
BLI_assert(mrdata->types & MR_DATATYPE_LOOSE_VERT);
return mrdata->totlvert;
}
static int mesh_render_data_edges_num_get(const MeshRenderData *mrdata)
{
BLI_assert(mrdata->types & MR_DATATYPE_EDGE);
return mrdata->totedge;
}
static int mesh_render_data_loose_edges_num_get(const MeshRenderData *mrdata)
{
BLI_assert(mrdata->types & MR_DATATYPE_LOOSE_EDGE);
return mrdata->totledge;
}
static int mesh_render_data_looptri_num_get(const MeshRenderData *mrdata)
{
BLI_assert(mrdata->types & MR_DATATYPE_LOOPTRI);
@ -844,8 +924,9 @@ Batch *BKE_mesh_batch_cache_get_fancy_edges(Mesh *me)
enum {
VFLAG_VERTEX_ACTIVE = 1 << 0,
VFLAG_VERTEX_SELECTED = 1 << 1,
VFLAG_FACE_ACTIVE = 1 << 2,
VFLAG_FACE_SELECTED = 1 << 3,
VFLAG_VERTEX_LOOSE = 1 << 2,
VFLAG_FACE_ACTIVE = 1 << 3,
VFLAG_FACE_SELECTED = 1 << 4,
};
enum {
@ -856,7 +937,8 @@ enum {
VFLAG_EDGE_SHARP = 1 << 4,
};
static unsigned char *get_vertex_flag(MeshRenderData *mrdata, const int v1, const int v2, const int v3, const int tri_idx)
static unsigned char *get_vertex_flag(
MeshRenderData *mrdata, const int v1, const int v2, const int v3, const int tri_idx, const int edge_idx)
{
/* This is really not efficient
* some operation are repeated accross all vertices
@ -872,8 +954,7 @@ static unsigned char *get_vertex_flag(MeshRenderData *mrdata, const int v1, cons
if (mrdata->edit_bmesh) {
BMesh *bm = mrdata->edit_bmesh->bm;
BMVert *bv1 = BM_vert_at_index(bm, v1);
BMVert *bv2 = BM_vert_at_index(bm, v2);
BMVert *bv3 = BM_vert_at_index(bm, v3);
BMEdge *edge = NULL;
/* Current vertex */
if (bv1 == mrdata->eve_act)
@ -883,15 +964,27 @@ static unsigned char *get_vertex_flag(MeshRenderData *mrdata, const int v1, cons
vflag[0] |= VFLAG_VERTEX_SELECTED;
/* Current face */
BMFace *face = mrdata->edit_bmesh->looptris[tri_idx][0]->f;
if (face == mrdata->efa_act)
vflag[0] |= VFLAG_FACE_ACTIVE;
if (tri_idx > -1) {
BMFace *face = mrdata->edit_bmesh->looptris[tri_idx][0]->f;
if (face == mrdata->efa_act)
vflag[0] |= VFLAG_FACE_ACTIVE;
if (BM_elem_flag_test(face, BM_ELEM_SELECT))
vflag[0] |= VFLAG_FACE_SELECTED;
if (BM_elem_flag_test(face, BM_ELEM_SELECT))
vflag[0] |= VFLAG_FACE_SELECTED;
/* Oposite edge */
BMEdge *edge = BM_edge_exists(bv2, bv3);
/* Oposite edge */
BMVert *bv2 = BM_vert_at_index(bm, v2);
BMVert *bv3 = BM_vert_at_index(bm, v3);
edge = BM_edge_exists(bv2, bv3);
}
else if (edge_idx > -1) {
/* Loose edge */
edge = BM_edge_at_index(bm, edge_idx);
}
else {
/* Loose Vertex */
vflag[0] |= VFLAG_VERTEX_LOOSE;
}
/* if edge exists */
if (edge != NULL) {
@ -945,17 +1038,35 @@ static void add_overlay_tri(
const int v1, const int v2, const int v3, const int tri_idx, const int base_vert_idx)
{
const float *pos = mesh_render_data_vert_co(mrdata, v1);
unsigned char *vflag = get_vertex_flag(mrdata, v1, v2, v3, tri_idx);
unsigned char *vflag = get_vertex_flag(mrdata, v1, v2, v3, tri_idx, -1);
setAttrib(vbo, pos_id, base_vert_idx + 0, pos);
setAttrib(vbo, edgeMod_id, base_vert_idx + 0, vflag);
pos = mesh_render_data_vert_co(mrdata, v2);
vflag = get_vertex_flag(mrdata, v2, v1, v3, tri_idx);
vflag = get_vertex_flag(mrdata, v2, v1, v3, tri_idx, -1);
setAttrib(vbo, pos_id, base_vert_idx + 1, pos);
setAttrib(vbo, edgeMod_id, base_vert_idx + 1, vflag);
pos = mesh_render_data_vert_co(mrdata, v3);
vflag = get_vertex_flag(mrdata, v3, v2, v1, tri_idx);
vflag = get_vertex_flag(mrdata, v3, v2, v1, tri_idx, -1);
setAttrib(vbo, pos_id, base_vert_idx + 2, pos);
setAttrib(vbo, edgeMod_id, base_vert_idx + 2, vflag);
}
static void add_overlay_loose_edge(
MeshRenderData *mrdata, VertexBuffer *vbo, const unsigned int pos_id, const unsigned int edgeMod_id,
const int v1, const int v2, const int edge_idx, const int base_vert_idx)
{
const float *pos = mesh_render_data_vert_co(mrdata, v1);
unsigned char *vflag = get_vertex_flag(mrdata, v1, v2, v2, -1, edge_idx);
setAttrib(vbo, pos_id, base_vert_idx + 0, pos);
setAttrib(vbo, edgeMod_id, base_vert_idx + 0, vflag);
pos = mesh_render_data_vert_co(mrdata, v2);
vflag = get_vertex_flag(mrdata, v2, v1, v1, -1, edge_idx);
setAttrib(vbo, pos_id, base_vert_idx + 1, pos);
setAttrib(vbo, edgeMod_id, base_vert_idx + 1, vflag);
setAttrib(vbo, pos_id, base_vert_idx + 2, pos);
setAttrib(vbo, edgeMod_id, base_vert_idx + 2, vflag);
}
@ -976,12 +1087,16 @@ Batch *BKE_mesh_batch_cache_get_overlay_edges(Mesh *me)
}
VertexBuffer *vbo = VertexBuffer_create_with_format(&format);
MeshRenderData *mrdata = mesh_render_data_create(me, MR_DATATYPE_VERT | MR_DATATYPE_EDGE |
MeshRenderData *mrdata = mesh_render_data_create(me, MR_DATATYPE_LOOSE_VERT | MR_DATATYPE_LOOSE_EDGE |
MR_DATATYPE_LOOPTRI | MR_DATATYPE_ACTIVE |
MR_DATATYPE_CREASE | MR_DATATYPE_BWEIGHT);
const int tri_ct = mesh_render_data_looptri_num_get(mrdata);
const int ledge_ct = mesh_render_data_loose_edges_num_get(mrdata);
const int lvert_ct = mesh_render_data_loose_verts_num_get(mrdata);
const int lvert_tri_ct = (int)ceil(((float)lvert_ct) / 3.0f);
VertexBuffer_allocate_data(vbo, tri_ct * 3);
VertexBuffer_allocate_data(vbo, (tri_ct + ledge_ct + lvert_tri_ct) * 3);
int gpu_vert_idx = 0;
for (int i = 0; i < tri_ct; ++i) {
@ -991,6 +1106,26 @@ Batch *BKE_mesh_batch_cache_get_overlay_edges(Mesh *me)
gpu_vert_idx += 3;
}
for (int i = 0; i < ledge_ct; ++i) {
int vert_idx[2];
mesh_render_data_edge_verts_indices_get(mrdata, mrdata->loose_edges[i], vert_idx);
add_overlay_loose_edge(mrdata, vbo, pos_id, edgeMod_id, vert_idx[0], vert_idx[1], i, gpu_vert_idx);
gpu_vert_idx += 3;
}
int v = 0;
for (int i = 0; i < lvert_tri_ct; ++i) {
int vert_idx[3];
vert_idx[0] = mrdata->loose_verts[MIN2(v, lvert_ct-1)]; v++;
vert_idx[1] = mrdata->loose_verts[MIN2(v, lvert_ct-1)]; v++;
vert_idx[2] = mrdata->loose_verts[MIN2(v, lvert_ct-1)]; v++;
add_overlay_tri(mrdata, vbo, pos_id, edgeMod_id, vert_idx[0], vert_idx[1], vert_idx[2], -1, gpu_vert_idx);
gpu_vert_idx += 3;
}
cache->overlay_edges = Batch_create(GL_TRIANGLES, vbo, NULL);
mesh_render_data_free(mrdata);

View File

@ -15,13 +15,14 @@ layout(triangles) in;
* triangle. Order is important.
* TODO diagram
*/
const float fixupSize = 6.0; /* in pixels */
layout(triangle_strip, max_vertices=17) out;
#else
layout(triangle_strip, max_vertices=3) out;
#endif
const float fixupSize = 6.0; /* in pixels */
uniform mat4 ProjectionMatrix;
uniform vec2 viewportSize;
@ -45,11 +46,12 @@ noperspective out vec4 eData1;
flat out vec4 eData2;
#define VERTEX_ACTIVE (1 << 0)
#define VERTEX_SELECTED (1 << 1)
#define VERTEX_ACTIVE (1 << 0)
#define VERTEX_SELECTED (1 << 1)
#define VERTEX_LOOSE (1 << 2)
#define FACE_ACTIVE (1 << 2)
#define FACE_SELECTED (1 << 3)
#define FACE_ACTIVE (1 << 3)
#define FACE_SELECTED (1 << 4)
/* Table 1. Triangle Projection Cases */
const ivec4 clipPointsIdx[6] = ivec4[6](
@ -109,6 +111,19 @@ void doVertex(int v, vec4 pos)
EmitVertex();
}
void doLooseVertex(int v, vec4 pos, vec2 fixvec)
{
doVertex(v, pos + vec4( fixvec.x, fixvec.y, 0.0, 0.0));
/* Quad */
doVertex(v, pos + vec4( fixvec.x, fixvec.y, 0.0, 0.0));
doVertex(v, pos + vec4(-fixvec.x, fixvec.y, 0.0, 0.0));
doVertex(v, pos + vec4( fixvec.x, -fixvec.y, 0.0, 0.0));
doVertex(v, pos + vec4(-fixvec.x, -fixvec.y, 0.0, 0.0));
doVertex(v, pos + vec4(-fixvec.x, -fixvec.y, 0.0, 0.0));
}
void main()
{
/* First we detect which case we are in */
@ -148,8 +163,38 @@ void main()
/* Vertex */
vec2 pos[3] = vec2[3](proj(pPos[0]), proj(pPos[1]), proj(pPos[2]));
/* Loose Vertex : emit quads linked by degenerate triangles */
if ((vData[0].x & VERTEX_LOOSE) != 0) {
vec2 fixvec[3];
/* there is no face */
faceColor = vec4(0.0);
/* and don't forget to overide clipCase */
clipCase = 0;
/* only verterx position 0 is used */
eData1 = eData2 = vec4(1e10);
vec2 dir = vec2(1.0) * fixupSize;
/* Make it view independant */
dir /= viewportSize;
for (int v = 0; v < 3; ++v) {
fixvec[v] = dir;
if (ProjectionMatrix[3][3] == 0.0) {
fixvec[v] *= -vPos[v].z;
}
}
for (int v = 0; v < 3; ++v) {
eData2.zw = pos[v];
flag[0] = (vData[v].x << 8);
doLooseVertex(v, pPos[v], fixvec[v]);
}
}
/* Simple case : compute edge distances in geometry shader */
if (clipCase == 0) {
else if (clipCase == 0) {
/* Packing screen positions and 2 distances */
eData1 = vec4(0.0, 0.0, pos[2]);