Cleanup: Separate fdots extraction in own compile unit.

This commit is contained in:
Jeroen Bakker 2021-06-08 11:06:30 +02:00
parent 89d0cc3a0c
commit 9e9d45ae16
3 changed files with 120 additions and 77 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_fdots.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

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@ -105,83 +105,6 @@ const MeshExtract *mesh_extract_override_get(const MeshExtract *extractor,
/** \} */
/* ---------------------------------------------------------------------- */
/** \name Extract Face-dots Indices
* \{ */
static void *extract_fdots_init(const MeshRenderData *mr,
struct MeshBatchCache *UNUSED(cache),
void *UNUSED(buf))
{
GPUIndexBufBuilder *elb = MEM_mallocN(sizeof(*elb), __func__);
GPU_indexbuf_init(elb, GPU_PRIM_POINTS, mr->poly_len, mr->poly_len);
return elb;
}
static void extract_fdots_iter_poly_bm(const MeshRenderData *UNUSED(mr),
BMFace *f,
const int f_index,
void *elb)
{
if (!BM_elem_flag_test(f, BM_ELEM_HIDDEN)) {
GPU_indexbuf_set_point_vert(elb, f_index, f_index);
}
else {
GPU_indexbuf_set_point_restart(elb, f_index);
}
}
static void extract_fdots_iter_poly_mesh(const MeshRenderData *mr,
const MPoly *mp,
const int mp_index,
void *elb)
{
if (mr->use_subsurf_fdots) {
/* Check #ME_VERT_FACEDOT. */
const MLoop *mloop = mr->mloop;
const int ml_index_end = mp->loopstart + mp->totloop;
for (int ml_index = mp->loopstart; ml_index < ml_index_end; ml_index += 1) {
const MLoop *ml = &mloop[ml_index];
const MVert *mv = &mr->mvert[ml->v];
if ((mv->flag & ME_VERT_FACEDOT) && !(mr->use_hide && (mp->flag & ME_HIDE))) {
GPU_indexbuf_set_point_vert(elb, mp_index, mp_index);
return;
}
}
GPU_indexbuf_set_point_restart(elb, mp_index);
}
else {
if (!(mr->use_hide && (mp->flag & ME_HIDE))) {
GPU_indexbuf_set_point_vert(elb, mp_index, mp_index);
}
else {
GPU_indexbuf_set_point_restart(elb, mp_index);
}
}
}
static void extract_fdots_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_fdots = {
.init = extract_fdots_init,
.iter_poly_bm = extract_fdots_iter_poly_bm,
.iter_poly_mesh = extract_fdots_iter_poly_mesh,
.finish = extract_fdots_finish,
.data_type = 0,
.use_threading = false,
.mesh_buffer_offset = offsetof(MeshBufferCache, ibo.fdots),
};
/** \} */
/* ---------------------------------------------------------------------- */
/** \name Extract Paint Mask Line Indices
* \{ */

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@ -0,0 +1,119 @@
/*
* 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 "BLI_vector.hh"
#include "MEM_guardedalloc.h"
namespace blender::draw {
/* ---------------------------------------------------------------------- */
/** \name Extract Face-dots Indices
* \{ */
static void *extract_fdots_init(const MeshRenderData *mr,
struct MeshBatchCache *UNUSED(cache),
void *UNUSED(buf))
{
GPUIndexBufBuilder *elb = static_cast<GPUIndexBufBuilder *>(MEM_mallocN(sizeof(*elb), __func__));
GPU_indexbuf_init(elb, GPU_PRIM_POINTS, mr->poly_len, mr->poly_len);
return elb;
}
static void extract_fdots_iter_poly_bm(const MeshRenderData *UNUSED(mr),
BMFace *f,
const int f_index,
void *_userdata)
{
GPUIndexBufBuilder *elb = static_cast<GPUIndexBufBuilder *>(_userdata);
if (!BM_elem_flag_test(f, BM_ELEM_HIDDEN)) {
GPU_indexbuf_set_point_vert(elb, f_index, f_index);
}
else {
GPU_indexbuf_set_point_restart(elb, f_index);
}
}
static void extract_fdots_iter_poly_mesh(const MeshRenderData *mr,
const MPoly *mp,
const int mp_index,
void *_userdata)
{
GPUIndexBufBuilder *elb = static_cast<GPUIndexBufBuilder *>(_userdata);
if (mr->use_subsurf_fdots) {
/* Check #ME_VERT_FACEDOT. */
const MLoop *mloop = mr->mloop;
const int ml_index_end = mp->loopstart + mp->totloop;
for (int ml_index = mp->loopstart; ml_index < ml_index_end; ml_index += 1) {
const MLoop *ml = &mloop[ml_index];
const MVert *mv = &mr->mvert[ml->v];
if ((mv->flag & ME_VERT_FACEDOT) && !(mr->use_hide && (mp->flag & ME_HIDE))) {
GPU_indexbuf_set_point_vert(elb, mp_index, mp_index);
return;
}
}
GPU_indexbuf_set_point_restart(elb, mp_index);
}
else {
if (!(mr->use_hide && (mp->flag & ME_HIDE))) {
GPU_indexbuf_set_point_vert(elb, mp_index, mp_index);
}
else {
GPU_indexbuf_set_point_restart(elb, mp_index);
}
}
}
static void extract_fdots_finish(const MeshRenderData *UNUSED(mr),
struct MeshBatchCache *UNUSED(cache),
void *buf,
void *_userdata)
{
GPUIndexBufBuilder *elb = static_cast<GPUIndexBufBuilder *>(_userdata);
GPUIndexBuf *ibo = static_cast<GPUIndexBuf *>(buf);
GPU_indexbuf_build_in_place(elb, ibo);
MEM_freeN(elb);
}
constexpr MeshExtract create_extractor_fdots()
{
MeshExtract extractor = {0};
extractor.init = extract_fdots_init;
extractor.iter_poly_bm = extract_fdots_iter_poly_bm;
extractor.iter_poly_mesh = extract_fdots_iter_poly_mesh;
extractor.finish = extract_fdots_finish;
extractor.data_type = MR_DATA_NONE;
extractor.use_threading = false;
extractor.mesh_buffer_offset = offsetof(MeshBufferCache, ibo.fdots);
return extractor;
}
/** \} */
} // namespace blender::draw
extern "C" {
const MeshExtract extract_fdots = blender::draw::create_extractor_fdots();
}
/** \} */