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authorNicholas Bishop <nicholasbishop@gmail.com>2012-03-14 10:32:25 +0400
committerNicholas Bishop <nicholasbishop@gmail.com>2012-03-14 10:32:25 +0400
commit68b8f3b0a84d79ca75e3c4708836be6c83985abe (patch)
tree396680644ce15876d8a10fc34593bebc61884c03
parentb37a355c8e0a79ea447cd0a4fd06dc30724a3374 (diff)
Skip hidden elements in PBVH iterator, raycast, and drawing.
-rw-r--r--source/blender/blenlib/BLI_pbvh.h26
-rw-r--r--source/blender/blenlib/intern/pbvh.c109
-rw-r--r--source/blender/gpu/GPU_buffers.h7
-rw-r--r--source/blender/gpu/intern/gpu_buffers.c212
4 files changed, 296 insertions, 58 deletions
diff --git a/source/blender/blenlib/BLI_pbvh.h b/source/blender/blenlib/BLI_pbvh.h
index a1137009e3d..210238efcfd 100644
--- a/source/blender/blenlib/BLI_pbvh.h
+++ b/source/blender/blenlib/BLI_pbvh.h
@@ -26,6 +26,8 @@
* \brief A BVH for high poly meshes.
*/
+#include "BLI_bitmap.h"
+
struct DMFlagMat;
struct DMGridAdjacency;
struct DMGridData;
@@ -86,7 +88,6 @@ int BLI_pbvh_node_raycast(PBVH *bvh, PBVHNode *node, float (*origco)[3],
/* Drawing */
void BLI_pbvh_node_draw(PBVHNode *node, void *data);
-int BLI_pbvh_node_planes_contain_AABB(PBVHNode *node, void *data);
void BLI_pbvh_draw(PBVH *bvh, float (*planes)[4], float (*face_nors)[3],
int (*setMaterial)(int, void *attribs));
@@ -110,10 +111,15 @@ typedef enum {
PBVH_UpdateBB = 4,
PBVH_UpdateOriginalBB = 8,
PBVH_UpdateDrawBuffers = 16,
- PBVH_UpdateRedraw = 32
+ PBVH_UpdateRedraw = 32,
+
+ PBVH_RebuildDrawBuffers = 64,
+ PBVH_FullyHidden = 128
} PBVHNodeFlags;
void BLI_pbvh_node_mark_update(PBVHNode *node);
+void BLI_pbvh_node_mark_rebuild_draw(PBVHNode *node);
+void BLI_pbvh_node_fully_hidden_set(PBVHNode *node, int fully_hidden);
void BLI_pbvh_node_get_grids(PBVH *bvh, PBVHNode *node,
int **grid_indices, int *totgrid, int *maxgrid, int *gridsize,
@@ -128,6 +134,11 @@ void BLI_pbvh_node_get_original_BB(PBVHNode *node, float bb_min[3], float bb_max
float BLI_pbvh_node_get_tmin(PBVHNode* node);
+/* test if AABB is at least partially inside the planes' volume */
+int BLI_pbvh_node_planes_contain_AABB(PBVHNode *node, void *data);
+/* test if AABB is at least partially outside the planes' volume */
+int BLI_pbvh_node_planes_exclude_AABB(PBVHNode *node, void *data);
+
/* Update Normals/Bounding Box/Draw Buffers/Redraw and clear flags */
void BLI_pbvh_update(PBVH *bvh, int flags, float (*face_nors)[3]);
@@ -148,6 +159,8 @@ int BLI_pbvh_isDeformed(struct PBVH *pbvh);
* - allow the compiler to eliminate dead code and variables
* - spend most of the time in the relatively simple inner loop */
+/* note: PBVH_ITER_ALL does not skip hidden vertices,
+ PBVH_ITER_UNIQUE does */
#define PBVH_ITER_ALL 0
#define PBVH_ITER_UNIQUE 1
@@ -163,6 +176,7 @@ typedef struct PBVHVertexIter {
/* grid */
struct DMGridData **grids;
struct DMGridData *grid;
+ BLI_bitmap *grid_hidden, gh;
int *grid_indices;
int totgrid;
int gridsize;
@@ -195,6 +209,8 @@ void pbvh_vertex_iter_init(PBVH *bvh, PBVHNode *node,
vi.width= vi.gridsize; \
vi.height= vi.gridsize; \
vi.grid= vi.grids[vi.grid_indices[vi.g]]; \
+ if(mode == PBVH_ITER_UNIQUE) \
+ vi.gh= vi.grid_hidden[vi.grid_indices[vi.g]]; \
} \
else { \
vi.width= vi.totvert; \
@@ -207,9 +223,15 @@ void pbvh_vertex_iter_init(PBVH *bvh, PBVHNode *node,
vi.co= vi.grid->co; \
vi.fno= vi.grid->no; \
vi.grid++; \
+ if(vi.gh) { \
+ if(BLI_BITMAP_GET(vi.gh, vi.gy * vi.gridsize + vi.gx)) \
+ continue; \
+ } \
} \
else { \
vi.mvert= &vi.mverts[vi.vert_indices[vi.gx]]; \
+ if(mode == PBVH_ITER_UNIQUE && vi.mvert->flag & ME_HIDE) \
+ continue; \
vi.co= vi.mvert->co; \
vi.no= vi.mvert->no; \
} \
diff --git a/source/blender/blenlib/intern/pbvh.c b/source/blender/blenlib/intern/pbvh.c
index a986896e0d2..1987cbeedac 100644
--- a/source/blender/blenlib/intern/pbvh.c
+++ b/source/blender/blenlib/intern/pbvh.c
@@ -37,6 +37,8 @@
#include "BKE_DerivedMesh.h"
#include "BKE_mesh.h" /* for mesh_calc_normals */
#include "BKE_global.h" /* for mesh_calc_normals */
+#include "BKE_paint.h"
+#include "BKE_subsurf.h"
#include "GPU_buffers.h"
@@ -430,7 +432,7 @@ static void build_mesh_leaf_node(PBVH *bvh, PBVHNode *node)
if(!G.background) {
node->draw_buffers =
GPU_build_mesh_buffers(node->face_vert_indices,
- bvh->faces,
+ bvh->faces, bvh->verts,
node->prim_indices,
node->totprim);
}
@@ -444,7 +446,8 @@ static void build_grids_leaf_node(PBVH *bvh, PBVHNode *node)
{
if(!G.background) {
node->draw_buffers =
- GPU_build_grid_buffers(node->totprim, bvh->gridsize);
+ GPU_build_grid_buffers(node->prim_indices,
+ node->totprim, bvh->grid_hidden, bvh->gridsize);
}
node->flag |= PBVH_UpdateDrawBuffers;
}
@@ -1129,6 +1132,24 @@ static void pbvh_update_draw_buffers(PBVH *bvh, PBVHNode **nodes, int totnode)
for(n = 0; n < totnode; n++) {
node= nodes[n];
+ if(node->flag & PBVH_RebuildDrawBuffers) {
+ GPU_free_buffers(node->draw_buffers);
+ if(bvh->grids) {
+ node->draw_buffers =
+ GPU_build_grid_buffers(node->prim_indices,
+ node->totprim, bvh->grid_hidden, bvh->gridsize);
+ }
+ else {
+ node->draw_buffers =
+ GPU_build_mesh_buffers(node->face_vert_indices,
+ bvh->faces, bvh->verts,
+ node->prim_indices,
+ node->totprim);
+ }
+
+ node->flag &= ~PBVH_RebuildDrawBuffers;
+ }
+
if(node->flag & PBVH_UpdateDrawBuffers) {
switch(bvh->type) {
case PBVH_GRIDS:
@@ -1299,6 +1320,21 @@ void BLI_pbvh_node_mark_update(PBVHNode *node)
node->flag |= PBVH_UpdateNormals|PBVH_UpdateBB|PBVH_UpdateOriginalBB|PBVH_UpdateDrawBuffers|PBVH_UpdateRedraw;
}
+void BLI_pbvh_node_mark_rebuild_draw(PBVHNode *node)
+{
+ node->flag |= PBVH_RebuildDrawBuffers|PBVH_UpdateDrawBuffers|PBVH_UpdateRedraw;
+}
+
+void BLI_pbvh_node_fully_hidden_set(PBVHNode *node, int fully_hidden)
+{
+ BLI_assert(node->flag & PBVH_Leaf);
+
+ if(fully_hidden)
+ node->flag |= PBVH_FullyHidden;
+ else
+ node->flag &= ~PBVH_FullyHidden;
+}
+
void BLI_pbvh_node_get_verts(PBVH *bvh, PBVHNode *node, int **vert_indices, MVert **verts)
{
if(vert_indices) *vert_indices= node->vert_indices;
@@ -1461,9 +1497,13 @@ int BLI_pbvh_node_raycast(PBVH *bvh, PBVHNode *node, float (*origco)[3],
float ray_start[3], float ray_normal[3], float *dist)
{
MVert *vert;
+ BLI_bitmap gh;
int *faces, totface, gridsize, totgrid;
int i, x, y, hit= 0;
+ if(node->flag & PBVH_FullyHidden)
+ return 0;
+
switch(bvh->type) {
case PBVH_FACES:
vert = bvh->verts;
@@ -1471,9 +1511,12 @@ int BLI_pbvh_node_raycast(PBVH *bvh, PBVHNode *node, float (*origco)[3],
totface= node->totprim;
for(i = 0; i < totface; ++i) {
- MFace *f = bvh->faces + faces[i];
+ const MFace *f = bvh->faces + faces[i];
int *face_verts = node->face_vert_indices[i];
+ if(paint_is_face_hidden(f, vert))
+ continue;
+
if(origco) {
/* intersect with backuped original coordinates */
hit |= ray_face_intersection(ray_start, ray_normal,
@@ -1503,8 +1546,16 @@ int BLI_pbvh_node_raycast(PBVH *bvh, PBVHNode *node, float (*origco)[3],
if (!grid)
continue;
+ gh= bvh->grid_hidden[node->prim_indices[i]];
+
for(y = 0; y < gridsize-1; ++y) {
for(x = 0; x < gridsize-1; ++x) {
+ /* check if grid face is hidden */
+ if(gh) {
+ if(paint_is_grid_face_hidden(gh, gridsize, x, y))
+ continue;
+ }
+
if(origco) {
hit |= ray_face_intersection(ray_start, ray_normal,
origco[y*gridsize + x],
@@ -1553,39 +1604,65 @@ void BLI_pbvh_node_draw(PBVHNode *node, void *setMaterial)
glColor3f(1, 0, 0);
#endif
- GPU_draw_buffers(node->draw_buffers, setMaterial);
+
+ if(!(node->flag & PBVH_FullyHidden))
+ GPU_draw_buffers(node->draw_buffers, setMaterial);
}
+typedef enum {
+ ISECT_INSIDE,
+ ISECT_OUTSIDE,
+ ISECT_INTERSECT
+} PlaneAABBIsect;
+
/* Adapted from:
* http://www.gamedev.net/community/forums/topic.asp?topic_id=512123
* Returns true if the AABB is at least partially within the frustum
* (ok, not a real frustum), false otherwise.
*/
-int BLI_pbvh_node_planes_contain_AABB(PBVHNode *node, void *data)
+static PlaneAABBIsect test_planes_aabb(const float bb_min[3],
+ const float bb_max[3],
+ const float (*planes)[4])
{
- float (*planes)[4] = data;
+ float vmin[3], vmax[3];
+ PlaneAABBIsect ret = ISECT_INSIDE;
int i, axis;
- float vmin[3] /*, vmax[3]*/, bb_min[3], bb_max[3];
-
- BLI_pbvh_node_get_BB(node, bb_min, bb_max);
-
+
for(i = 0; i < 4; ++i) {
for(axis = 0; axis < 3; ++axis) {
if(planes[i][axis] > 0) {
vmin[axis] = bb_min[axis];
- /*vmax[axis] = bb_max[axis];*/ /*UNUSED*/
+ vmax[axis] = bb_max[axis];
}
else {
vmin[axis] = bb_max[axis];
- /*vmax[axis] = bb_min[axis];*/ /*UNUSED*/
+ vmax[axis] = bb_min[axis];
}
}
if(dot_v3v3(planes[i], vmin) + planes[i][3] > 0)
- return 0;
+ return ISECT_OUTSIDE;
+ else if(dot_v3v3(planes[i], vmax) + planes[i][3] >= 0)
+ ret = ISECT_INTERSECT;
}
- return 1;
+ return ret;
+}
+
+int BLI_pbvh_node_planes_contain_AABB(PBVHNode *node, void *data)
+{
+ float bb_min[3], bb_max[3];
+
+ BLI_pbvh_node_get_BB(node, bb_min, bb_max);
+ return test_planes_aabb(bb_min, bb_max, data) != ISECT_OUTSIDE;
+}
+
+int BLI_pbvh_node_planes_exclude_AABB(PBVHNode *node, void *data)
+{
+ float bb_min[3], bb_max[3];
+
+ BLI_pbvh_node_get_BB(node, bb_min, bb_max);
+ return test_planes_aabb(bb_min, bb_max, data) != ISECT_INSIDE;
}
void BLI_pbvh_draw(PBVH *bvh, float (*planes)[4], float (*face_nors)[3],
@@ -1791,4 +1868,8 @@ void pbvh_vertex_iter_init(PBVH *bvh, PBVHNode *node,
vi->totvert= uniq_verts;
vi->vert_indices= vert_indices;
vi->mverts= verts;
+
+ vi->gh= NULL;
+ if(vi->grids && mode == PBVH_ITER_UNIQUE)
+ vi->grid_hidden= bvh->grid_hidden;
}
diff --git a/source/blender/gpu/GPU_buffers.h b/source/blender/gpu/GPU_buffers.h
index 33055b5efd5..cee9039e3f9 100644
--- a/source/blender/gpu/GPU_buffers.h
+++ b/source/blender/gpu/GPU_buffers.h
@@ -42,6 +42,7 @@
struct DerivedMesh;
struct DMFlagMat;
struct DMGridData;
+struct CustomData;
struct GHash;
struct DMGridData;
struct GPUVertPointLink;
@@ -159,12 +160,14 @@ int GPU_buffer_legacy(struct DerivedMesh *dm );
typedef struct GPU_Buffers GPU_Buffers;
GPU_Buffers *GPU_build_mesh_buffers(int (*face_vert_indices)[4],
- struct MFace *mface, int *face_indices, int totface);
+ struct MFace *mface, struct MVert *mvert,
+ int *face_indices, int totface);
void GPU_update_mesh_buffers(GPU_Buffers *buffers, struct MVert *mvert,
int *vert_indices, int totvert);
-GPU_Buffers *GPU_build_grid_buffers(int totgrid, int gridsize);
+GPU_Buffers *GPU_build_grid_buffers(int *grid_indices, int totgrid,
+ unsigned int **grid_hidden, int gridsize);
void GPU_update_grid_buffers(GPU_Buffers *buffers, struct DMGridData **grids,
const struct DMFlagMat *grid_flag_mats,
diff --git a/source/blender/gpu/intern/gpu_buffers.c b/source/blender/gpu/intern/gpu_buffers.c
index 23bc79e4187..65eefe6bc1e 100644
--- a/source/blender/gpu/intern/gpu_buffers.c
+++ b/source/blender/gpu/intern/gpu_buffers.c
@@ -38,6 +38,7 @@
#include "MEM_guardedalloc.h"
+#include "BLI_bitmap.h"
#include "BLI_math.h"
#include "BLI_utildefines.h"
#include "BLI_ghash.h"
@@ -46,6 +47,8 @@
#include "DNA_meshdata_types.h"
#include "BKE_DerivedMesh.h"
+#include "BKE_paint.h"
+#include "BKE_subsurf.h"
#include "DNA_userdef_types.h"
@@ -1278,9 +1281,11 @@ struct GPU_Buffers {
/* grid pointers */
DMGridData **grids;
const DMFlagMat *grid_flag_mats;
+ const BLI_bitmap *grid_hidden;
int *grid_indices;
int totgrid;
int gridsize;
+ int has_hidden;
unsigned int tot_tri, tot_quad;
};
@@ -1322,7 +1327,8 @@ void GPU_update_mesh_buffers(GPU_Buffers *buffers, MVert *mvert,
}
GPU_Buffers *GPU_build_mesh_buffers(int (*face_vert_indices)[4],
- MFace *mface, int *face_indices,
+ MFace *mface, MVert *mvert,
+ int *face_indices,
int totface)
{
GPU_Buffers *buffers;
@@ -1332,9 +1338,12 @@ GPU_Buffers *GPU_build_mesh_buffers(int (*face_vert_indices)[4],
buffers = MEM_callocN(sizeof(GPU_Buffers), "GPU_Buffers");
buffers->index_type = GL_UNSIGNED_SHORT;
- /* Count the number of triangles */
- for(i = 0, tottri = 0; i < totface; ++i)
- tottri += mface[face_indices[i]].v4 ? 2 : 1;
+ /* Count the number of visible triangles */
+ for(i = 0, tottri = 0; i < totface; ++i) {
+ const MFace *f = &mface[face_indices[i]];
+ if(!paint_is_face_hidden(f, mvert))
+ tottri += f->v4 ? 2 : 1;
+ }
if(GLEW_ARB_vertex_buffer_object && !(U.gameflags & USER_DISABLE_VBO))
glGenBuffersARB(1, &buffers->index_buf);
@@ -1349,9 +1358,13 @@ GPU_Buffers *GPU_build_mesh_buffers(int (*face_vert_indices)[4],
tri_data = glMapBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, GL_WRITE_ONLY_ARB);
if(tri_data) {
for(i = 0; i < totface; ++i) {
- MFace *f = mface + face_indices[i];
+ const MFace *f = mface + face_indices[i];
int v[3];
+ /* Skip hidden faces */
+ if(paint_is_face_hidden(f, mvert))
+ continue;
+
v[0]= 0;
v[1]= 1;
v[2]= 2;
@@ -1448,34 +1461,79 @@ void GPU_update_grid_buffers(GPU_Buffers *buffers, DMGridData **grids,
//printf("node updated %p\n", buffers);
}
+/* Returns the number of visible quads in the nodes' grids. */
+static int gpu_count_grid_quads(BLI_bitmap *grid_hidden,
+ int *grid_indices, int totgrid,
+ int gridsize)
+{
+ int gridarea = (gridsize-1) * (gridsize-1);
+ int i, x, y, totquad;
+
+ /* grid hidden layer is present, so have to check each grid for
+ visiblity */
+
+ for(i = 0, totquad = 0; i < totgrid; i++) {
+ const BLI_bitmap gh = grid_hidden[grid_indices[i]];
+
+ if(gh) {
+ /* grid hidden are present, have to check each element */
+ for(y = 0; y < gridsize-1; y++) {
+ for(x = 0; x < gridsize-1; x++) {
+ if(paint_is_grid_face_hidden(gh, gridsize, x, y))
+ totquad++;
+ }
+ }
+ }
+ else
+ totquad += gridarea;
+ }
+
+ return totquad;
+}
+
/* Build the element array buffer of grid indices using either
unsigned shorts or unsigned ints. */
-#define FILL_QUAD_BUFFER(type_) \
+#define FILL_QUAD_BUFFER(type_, tot_quad_, buffer_) \
{ \
type_ *quad_data; \
- int i, j; \
+ int offset = 0; \
+ int i, j, k; \
\
glBufferDataARB(GL_ELEMENT_ARRAY_BUFFER_ARB, \
- sizeof(type_) * (*totquad) * 4, NULL, \
+ sizeof(type_) * (tot_quad_) * 4, NULL, \
GL_STATIC_DRAW_ARB); \
\
/* Fill the quad buffer */ \
quad_data = glMapBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, \
GL_WRITE_ONLY_ARB); \
if(quad_data) { \
- for(i = 0; i < gridsize-1; ++i) { \
+ for(i = 0; i < totgrid; ++i) { \
+ BLI_bitmap gh = NULL; \
+ if(grid_hidden) \
+ gh = grid_hidden[(grid_indices)[i]]; \
+ \
for(j = 0; j < gridsize-1; ++j) { \
- *(quad_data++)= i*gridsize + j+1; \
- *(quad_data++)= i*gridsize + j; \
- *(quad_data++)= (i+1)*gridsize + j; \
- *(quad_data++)= (i+1)*gridsize + j+1; \
+ for(k = 0; k < gridsize-1; ++k) { \
+ /* Skip hidden grid face */ \
+ if(gh && \
+ paint_is_grid_face_hidden(gh, \
+ gridsize, k, j)) \
+ continue; \
+ \
+ *(quad_data++)= offset + j*gridsize + k+1; \
+ *(quad_data++)= offset + j*gridsize + k; \
+ *(quad_data++)= offset + (j+1)*gridsize + k; \
+ *(quad_data++)= offset + (j+1)*gridsize + k+1; \
+ } \
} \
+ \
+ offset += gridsize*gridsize; \
} \
glUnmapBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB); \
} \
else { \
- glDeleteBuffersARB(1, &buffer); \
- buffer = 0; \
+ glDeleteBuffersARB(1, &(buffer_)); \
+ (buffer_) = 0; \
} \
}
/* end FILL_QUAD_BUFFER */
@@ -1487,6 +1545,11 @@ static GLuint gpu_get_grid_buffer(int gridsize, GLenum *index_type, unsigned *to
static GLuint buffer = 0;
static unsigned prev_totquad;
+ /* used in the FILL_QUAD_BUFFER macro */
+ const BLI_bitmap *grid_hidden = NULL;
+ int *grid_indices = NULL;
+ int totgrid = 1;
+
/* VBO is disabled; delete the previous buffer (if it exists) and
return an invalid handle */
if(!GLEW_ARB_vertex_buffer_object || (U.gameflags & USER_DISABLE_VBO)) {
@@ -1511,11 +1574,11 @@ static GLuint gpu_get_grid_buffer(int gridsize, GLenum *index_type, unsigned *to
if(*totquad < USHRT_MAX) {
*index_type = GL_UNSIGNED_SHORT;
- FILL_QUAD_BUFFER(unsigned short);
+ FILL_QUAD_BUFFER(unsigned short, *totquad, buffer);
}
else {
*index_type = GL_UNSIGNED_INT;
- FILL_QUAD_BUFFER(unsigned int);
+ FILL_QUAD_BUFFER(unsigned int, *totquad, buffer);
}
glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
@@ -1527,16 +1590,47 @@ static GLuint gpu_get_grid_buffer(int gridsize, GLenum *index_type, unsigned *to
return buffer;
}
-GPU_Buffers *GPU_build_grid_buffers(int totgrid, int gridsize)
+GPU_Buffers *GPU_build_grid_buffers(int *grid_indices, int totgrid,
+ BLI_bitmap *grid_hidden, int gridsize)
{
GPU_Buffers *buffers;
+ int totquad;
+ int fully_visible_totquad = (gridsize-1) * (gridsize-1);
buffers = MEM_callocN(sizeof(GPU_Buffers), "GPU_Buffers");
-
- /* Build index VBO */
- buffers->index_buf = gpu_get_grid_buffer(gridsize, &buffers->index_type, &buffers->tot_quad);
- buffers->totgrid = totgrid;
+ buffers->grid_hidden = grid_hidden;
buffers->gridsize = gridsize;
+ buffers->totgrid = totgrid;
+
+ /* Count the number of quads */
+ totquad= gpu_count_grid_quads(grid_hidden, grid_indices, totgrid, gridsize);
+
+ if(totquad == fully_visible_totquad) {
+ gpu_get_grid_buffer(gridsize, &buffers->index_type, &buffers->tot_quad);
+ buffers->has_hidden = 0;
+ }
+ else if(!GLEW_ARB_vertex_buffer_object || (U.gameflags & USER_DISABLE_VBO)) {
+ /* Build new VBO */
+ glGenBuffersARB(1, &buffers->index_buf);
+ if(buffers->index_buf) {
+ buffers->tot_quad= totquad;
+
+ glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, buffers->index_buf);
+
+ if(totquad < USHRT_MAX) {
+ buffers->index_type = GL_UNSIGNED_SHORT;
+ FILL_QUAD_BUFFER(unsigned short, totquad, buffers->index_buf);
+ }
+ else {
+ buffers->index_type = GL_UNSIGNED_INT;
+ FILL_QUAD_BUFFER(unsigned int, totquad, buffers->index_buf);
+ }
+
+ glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
+ }
+
+ buffers->has_hidden = 1;
+ }
/* Build coord/normal VBO */
if(buffers->index_buf)
@@ -1557,6 +1651,9 @@ static void gpu_draw_buffers_legacy_mesh(GPU_Buffers *buffers, int smooth)
int S = f->v4 ? 4 : 3;
unsigned int *fv = &f->v1;
+ if(paint_is_face_hidden(f, buffers->mvert))
+ continue;
+
glBegin((f->v4)? GL_QUADS: GL_TRIANGLES);
if(smooth) {
@@ -1587,17 +1684,56 @@ static void gpu_draw_buffers_legacy_mesh(GPU_Buffers *buffers, int smooth)
static void gpu_draw_buffers_legacy_grids(GPU_Buffers *buffers, int smooth)
{
- int i, x, y, gridsize = buffers->gridsize;
+ int i, j, x, y, gridsize = buffers->gridsize;
+
+ for(i = 0; i < buffers->totgrid; ++i) {
+ int g = buffers->grid_indices[i];
+ const DMGridData *grid = buffers->grids[g];
+ BLI_bitmap gh = buffers->grid_hidden[g];
- if(smooth) {
- for(i = 0; i < buffers->totgrid; ++i) {
- DMGridData *grid = buffers->grids[buffers->grid_indices[i]];
+ /* TODO: could use strips with hiding as well */
+ if(gh) {
+ glBegin(GL_QUADS);
+
+ for(y = 0; y < gridsize-1; y++) {
+ for(x = 0; x < gridsize-1; x++) {
+ const DMGridData *e[4] = {
+ &grid[y*gridsize + x],
+ &grid[(y+1)*gridsize + x],
+ &grid[(y+1)*gridsize + x+1],
+ &grid[y*gridsize + x+1]
+ };
+
+ /* skip face if any of its corners are hidden */
+ if(paint_is_grid_face_hidden(gh, gridsize, x, y))
+ continue;
+
+ if(smooth) {
+ for(j = 0; j < 4; j++) {
+ glNormal3fv(e[j]->no);
+ glVertex3fv(e[j]->co);
+ }
+ }
+ else {
+ float fno[3];
+ normal_quad_v3(fno, e[0]->co, e[1]->co, e[2]->co, e[3]->co);
+ glNormal3fv(fno);
+
+ for(j = 0; j < 4; j++)
+ glVertex3fv(e[j]->co);
+ }
+ }
+ }
+
+ glEnd();
+ }
+ else if(smooth) {
for(y = 0; y < gridsize-1; y++) {
glBegin(GL_QUAD_STRIP);
for(x = 0; x < gridsize; x++) {
- DMGridData *a = &grid[y*gridsize + x];
- DMGridData *b = &grid[(y+1)*gridsize + x];
+ const DMGridData *a = &grid[y*gridsize + x];
+ const DMGridData *b = &grid[(y+1)*gridsize + x];
glNormal3fv(a->no);
glVertex3fv(a->co);
@@ -1607,20 +1743,16 @@ static void gpu_draw_buffers_legacy_grids(GPU_Buffers *buffers, int smooth)
glEnd();
}
}
- }
- else {
- for(i = 0; i < buffers->totgrid; ++i) {
- DMGridData *grid = buffers->grids[buffers->grid_indices[i]];
-
+ else {
for(y = 0; y < gridsize-1; y++) {
glBegin(GL_QUAD_STRIP);
for(x = 0; x < gridsize; x++) {
- DMGridData *a = &grid[y*gridsize + x];
- DMGridData *b = &grid[(y+1)*gridsize + x];
+ const DMGridData *a = &grid[y*gridsize + x];
+ const DMGridData *b = &grid[(y+1)*gridsize + x];
if(x > 0) {
- DMGridData *c = &grid[y*gridsize + x-1];
- DMGridData *d = &grid[(y+1)*gridsize + x-1];
+ const DMGridData *c = &grid[y*gridsize + x-1];
+ const DMGridData *d = &grid[(y+1)*gridsize + x-1];
float fno[3];
normal_quad_v3(fno, d->co, b->co, a->co, c->co);
glNormal3fv(fno);
@@ -1665,8 +1797,8 @@ void GPU_draw_buffers(GPU_Buffers *buffers, DMSetMaterial setMaterial)
if(buffers->tot_quad) {
unsigned offset = 0;
- int i;
- for(i = 0; i < buffers->totgrid; i++) {
+ int i, last = buffers->has_hidden ? 1 : buffers->totgrid;
+ for(i = 0; i < last; i++) {
glVertexPointer(3, GL_FLOAT, sizeof(DMGridData), offset + (char*)offsetof(DMGridData, co));
glNormalPointer(GL_FLOAT, sizeof(DMGridData), offset + (char*)offsetof(DMGridData, no));
@@ -1702,7 +1834,7 @@ void GPU_free_buffers(GPU_Buffers *buffers)
if(buffers) {
if(buffers->vert_buf)
glDeleteBuffersARB(1, &buffers->vert_buf);
- if(buffers->index_buf && buffers->tot_tri)
+ if(buffers->index_buf && (buffers->tot_tri || buffers->has_hidden))
glDeleteBuffersARB(1, &buffers->index_buf);
MEM_freeN(buffers);