Sculpt Drawing: reduce redundant color conversion
Also replace macro with for loop.
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@ -1036,7 +1036,7 @@ void GPU_update_mesh_pbvh_buffers(
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const int (*face_vert_indices)[3], bool show_diffuse_color)
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{
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VertexBufferFormat *vert_data;
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int i, j;
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int i;
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buffers->vmask = vmask;
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buffers->show_diffuse_color = show_diffuse_color;
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@ -1057,6 +1057,9 @@ void GPU_update_mesh_pbvh_buffers(
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copy_v4_v4(buffers->diffuse_color, diffuse_color);
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uchar diffuse_color_ub[4];
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rgba_float_to_uchar(diffuse_color_ub, diffuse_color);
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/* Build VBO */
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if (buffers->vert_buf)
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GPU_buffer_free(buffers->vert_buf);
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@ -1076,28 +1079,20 @@ void GPU_update_mesh_pbvh_buffers(
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memcpy(out->no, v->no, sizeof(short) * 3);
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}
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#define UPDATE_VERTEX(face, vertex, index, diffuse_color) \
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{ \
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VertexBufferFormat *out = vert_data + face_vert_indices[face][index]; \
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if (vmask) \
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gpu_color_from_mask_copy(vmask[vertex], diffuse_color, out->color); \
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else \
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rgb_float_to_uchar(out->color, diffuse_color); \
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} (void)0
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for (i = 0; i < buffers->face_indices_len; i++) {
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const MLoopTri *lt = &buffers->looptri[buffers->face_indices[i]];
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const unsigned int vtri[3] = {
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buffers->mloop[lt->tri[0]].v,
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buffers->mloop[lt->tri[1]].v,
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buffers->mloop[lt->tri[2]].v,
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};
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for (uint j = 0; j < 3; j++) {
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VertexBufferFormat *out = vert_data + face_vert_indices[i][j];
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UPDATE_VERTEX(i, vtri[0], 0, diffuse_color);
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UPDATE_VERTEX(i, vtri[1], 1, diffuse_color);
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UPDATE_VERTEX(i, vtri[2], 2, diffuse_color);
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if (vmask) {
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uint v_index = buffers->mloop[lt->tri[j]].v;
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gpu_color_from_mask_copy(vmask[v_index], diffuse_color, out->color);
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}
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else {
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copy_v3_v3_uchar(out->color, diffuse_color_ub);
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}
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}
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}
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#undef UPDATE_VERTEX
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}
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else {
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/* calculate normal for each polygon only once */
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@ -1112,8 +1107,6 @@ void GPU_update_mesh_pbvh_buffers(
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buffers->mloop[lt->tri[2]].v,
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};
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float fmask;
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if (paint_is_face_hidden(lt, mvert, buffers->mloop))
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continue;
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@ -1126,23 +1119,22 @@ void GPU_update_mesh_pbvh_buffers(
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mpoly_prev = lt->poly;
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}
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uchar color_ub[3];
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if (vmask) {
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fmask = (vmask[vtri[0]] +
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vmask[vtri[1]] +
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vmask[vtri[2]]) / 3.0f;
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float fmask = (vmask[vtri[0]] + vmask[vtri[1]] + vmask[vtri[2]]) / 3.0f;
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gpu_color_from_mask_copy(fmask, diffuse_color, color_ub);
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}
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else {
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copy_v3_v3_uchar(color_ub, diffuse_color_ub);
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}
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for (j = 0; j < 3; j++) {
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for (uint j = 0; j < 3; j++) {
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const MVert *v = &mvert[vtri[j]];
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VertexBufferFormat *out = vert_data;
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copy_v3_v3(out->co, v->co);
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copy_v3_v3_short(out->no, no);
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if (vmask)
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gpu_color_from_mask_copy(fmask, diffuse_color, out->color);
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else
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rgb_float_to_uchar(out->color, diffuse_color);
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copy_v3_v3_uchar(out->color, color_ub);
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vert_data++;
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}
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