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authorSergey Sharybin <sergey.vfx@gmail.com>2012-10-22 21:33:53 +0400
committerSergey Sharybin <sergey.vfx@gmail.com>2012-10-22 21:33:53 +0400
commit6e62491c5a101ee36ec48db97e4a4f4945f5eada (patch)
tree7f118f3c3acbee43cee33494bb6da332a8a68ee5 /source/blender/gpu/intern/gpu_buffers.c
parentc6b4494727144154511cdacb0e9e832a4b6fefc1 (diff)
Fix #32522: Object's diffuse color not showing in Sculpt Mode
Added option to display object's diffuse color multiplied by sculpting mask. This option could be found in Options panel of toolshelf when in sculpting mode. Thanks to Nicholas and Brecht for reviewing the patch!
Diffstat (limited to 'source/blender/gpu/intern/gpu_buffers.c')
-rw-r--r--source/blender/gpu/intern/gpu_buffers.c182
1 files changed, 126 insertions, 56 deletions
diff --git a/source/blender/gpu/intern/gpu_buffers.c b/source/blender/gpu/intern/gpu_buffers.c
index 2986ce85c88..7caecd989df 100644
--- a/source/blender/gpu/intern/gpu_buffers.c
+++ b/source/blender/gpu/intern/gpu_buffers.c
@@ -54,6 +54,7 @@
#include "DNA_userdef_types.h"
#include "GPU_buffers.h"
+#include "GPU_draw.h"
typedef enum {
GPU_BUFFER_VERTEX_STATE = 1,
@@ -1316,6 +1317,9 @@ struct GPU_Buffers {
/* The PBVH ensures that either all faces in the node are
smooth-shaded or all faces are flat-shaded */
int smooth;
+
+ int show_diffuse_color;
+ float diffuse_color[4];
};
typedef enum {
VBO_ENABLED,
@@ -1339,24 +1343,24 @@ static void gpu_colors_disable(VBO_State vbo_state)
static float gpu_color_from_mask(float mask)
{
- return (1.0f - mask) * 0.5f + 0.25f;
+ return 1.0f - mask * 0.75f;
}
-static void gpu_color_from_mask_copy(float mask, unsigned char out[3])
+static void gpu_color_from_mask_copy(float mask, const float diffuse_color[4], unsigned char out[3])
{
- unsigned char color;
-
- color = gpu_color_from_mask(mask) * 255.0f;
+ float mask_color;
+
+ mask_color = gpu_color_from_mask(mask) * 255.0f;
- out[0] = color;
- out[1] = color;
- out[2] = color;
+ out[0] = diffuse_color[0] * mask_color;
+ out[1] = diffuse_color[1] * mask_color;
+ out[2] = diffuse_color[2] * mask_color;
}
-static void gpu_color_from_mask_set(float mask)
+static void gpu_color_from_mask_set(float mask, float diffuse_color[4])
{
float color = gpu_color_from_mask(mask);
- glColor3f(color, color, color);
+ glColor3f(diffuse_color[0] * color, diffuse_color[1] * color, diffuse_color[2] * color);
}
static float gpu_color_from_mask_quad(const CCGKey *key,
@@ -1372,37 +1376,50 @@ static float gpu_color_from_mask_quad(const CCGKey *key,
static void gpu_color_from_mask_quad_copy(const CCGKey *key,
CCGElem *a, CCGElem *b,
CCGElem *c, CCGElem *d,
+ const float *diffuse_color,
unsigned char out[3])
{
- unsigned char color =
+ float mask_color =
gpu_color_from_mask((*CCG_elem_mask(key, a) +
*CCG_elem_mask(key, b) +
*CCG_elem_mask(key, c) +
*CCG_elem_mask(key, d)) * 0.25f) * 255.0f;
- out[0] = color;
- out[1] = color;
- out[2] = color;
+ out[0] = diffuse_color[0] * mask_color;
+ out[1] = diffuse_color[1] * mask_color;
+ out[2] = diffuse_color[2] * mask_color;
}
static void gpu_color_from_mask_quad_set(const CCGKey *key,
CCGElem *a, CCGElem *b,
- CCGElem *c, CCGElem *d)
+ CCGElem *c, CCGElem *d,
+ float diffuse_color[4])
{
float color = gpu_color_from_mask_quad(key, a, b, c, d);
- glColor3f(color, color, color);
+ glColor3f(diffuse_color[0] * color, diffuse_color[1] * color, diffuse_color[2] * color);
}
void GPU_update_mesh_buffers(GPU_Buffers *buffers, MVert *mvert,
- int *vert_indices, int totvert, const float *vmask)
+ int *vert_indices, int totvert, const float *vmask,
+ int (*face_vert_indices)[4], int show_diffuse_color)
{
VertexBufferFormat *vert_data;
int i, j, k;
buffers->vmask = vmask;
+ buffers->show_diffuse_color = show_diffuse_color;
if (buffers->vert_buf) {
int totelem = (buffers->smooth ? totvert : (buffers->tot_tri * 3));
+ float diffuse_color[4] = {0.8f, 0.8f, 0.8f, 1.0f};
+
+ if (buffers->show_diffuse_color) {
+ MFace *f = buffers->mface + buffers->face_indices[0];
+
+ GPU_material_diffuse_get(f->mat_nr + 1, diffuse_color);
+ }
+
+ copy_v4_v4(buffers->diffuse_color, diffuse_color);
/* Build VBO */
glBindBufferARB(GL_ARRAY_BUFFER_ARB, buffers->vert_buf);
@@ -1423,11 +1440,27 @@ void GPU_update_mesh_buffers(GPU_Buffers *buffers, MVert *mvert,
copy_v3_v3(out->co, v->co);
memcpy(out->no, v->no, sizeof(short) * 3);
- if (vmask) {
- gpu_color_from_mask_copy(vmask[vert_indices[i]],
- out->color);
- }
}
+
+#define UPDATE_VERTEX(face, vertex, index, diffuse_color) \
+ { \
+ VertexBufferFormat *out = vert_data + face_vert_indices[face][index]; \
+ if (vmask) \
+ gpu_color_from_mask_copy(vmask[vertex], diffuse_color, out->color); \
+ else \
+ rgb_float_to_uchar(out->color, diffuse_color); \
+ } (void)0
+
+ for (i = 0; i < buffers->totface; i++) {
+ MFace *f = buffers->mface + buffers->face_indices[i];
+
+ UPDATE_VERTEX(i, f->v1, 0, diffuse_color);
+ UPDATE_VERTEX(i, f->v2, 1, diffuse_color);
+ UPDATE_VERTEX(i, f->v3, 2, diffuse_color);
+ if (f->v4)
+ UPDATE_VERTEX(i, f->v4, 3, diffuse_color);
+ }
+#undef UPDATE_VERTEX
}
else {
for (i = 0; i < buffers->totface; ++i) {
@@ -1473,8 +1506,11 @@ void GPU_update_mesh_buffers(GPU_Buffers *buffers, MVert *mvert,
copy_v3_v3(out->co, v->co);
memcpy(out->no, no, sizeof(short) * 3);
+
if (vmask)
- gpu_color_from_mask_copy(fmask, out->color);
+ gpu_color_from_mask_copy(fmask, diffuse_color, out->color);
+ else
+ rgb_float_to_uchar(out->color, diffuse_color);
vert_data++;
}
@@ -1508,6 +1544,8 @@ GPU_Buffers *GPU_build_mesh_buffers(int (*face_vert_indices)[4],
buffers->index_type = GL_UNSIGNED_SHORT;
buffers->smooth = mface[face_indices[0]].flag & ME_SMOOTH;
+ buffers->show_diffuse_color = FALSE;
+
/* Count the number of visible triangles */
for (i = 0, tottri = 0; i < totface; ++i) {
const MFace *f = &mface[face_indices[i]];
@@ -1576,16 +1614,27 @@ GPU_Buffers *GPU_build_mesh_buffers(int (*face_vert_indices)[4],
void GPU_update_grid_buffers(GPU_Buffers *buffers, CCGElem **grids,
const DMFlagMat *grid_flag_mats, int *grid_indices,
- int totgrid, const CCGKey *key)
+ int totgrid, const CCGKey *key, int show_diffuse_color)
{
VertexBufferFormat *vert_data;
int i, j, k, x, y;
+ buffers->show_diffuse_color = show_diffuse_color;
+
/* Build VBO */
if (buffers->vert_buf) {
int totvert = key->grid_area * totgrid;
int smooth = grid_flag_mats[grid_indices[0]].flag & ME_SMOOTH;
const int has_mask = key->has_mask;
+ float diffuse_color[4] = {0.8f, 0.8f, 0.8f, 1.0f};
+
+ if (buffers->show_diffuse_color) {
+ const DMFlagMat *flags = &grid_flag_mats[grid_indices[0]];
+
+ GPU_material_diffuse_get(flags->mat_nr + 1, diffuse_color);
+ }
+
+ copy_v4_v4(buffers->diffuse_color, diffuse_color);
glBindBufferARB(GL_ARRAY_BUFFER_ARB, buffers->vert_buf);
glBufferDataARB(GL_ARRAY_BUFFER_ARB,
@@ -1603,12 +1652,11 @@ void GPU_update_grid_buffers(GPU_Buffers *buffers, CCGElem **grids,
copy_v3_v3(vd->co, CCG_elem_co(key, elem));
if (smooth) {
- normal_float_to_short_v3(vd->no,
- CCG_elem_no(key, elem));
+ normal_float_to_short_v3(vd->no, CCG_elem_no(key, elem));
if (has_mask) {
gpu_color_from_mask_copy(*CCG_elem_mask(key, elem),
- vd->color);
+ diffuse_color, vd->color);
}
}
vd++;
@@ -1644,6 +1692,7 @@ void GPU_update_grid_buffers(GPU_Buffers *buffers, CCGElem **grids,
elems[1],
elems[2],
elems[3],
+ diffuse_color,
vd->color);
}
}
@@ -1812,6 +1861,8 @@ GPU_Buffers *GPU_build_grid_buffers(int *grid_indices, int totgrid,
buffers->grid_hidden = grid_hidden;
buffers->totgrid = totgrid;
+ buffers->show_diffuse_color = FALSE;
+
/* Count the number of quads */
totquad = gpu_count_grid_quads(grid_hidden, grid_indices, totgrid, gridsize);
@@ -1856,6 +1907,11 @@ static void gpu_draw_buffers_legacy_mesh(GPU_Buffers *buffers)
const MVert *mvert = buffers->mvert;
int i, j;
const int has_mask = (buffers->vmask != NULL);
+ const MFace *face = &buffers->mface[buffers->face_indices[0]];
+ float diffuse_color[4] = {0.8f, 0.8f, 0.8f, 1.0f};
+
+ if (buffers->show_diffuse_color)
+ GPU_material_diffuse_get(face->mat_nr + 1, diffuse_color);
if (has_mask) {
gpu_colors_enable(VBO_DISABLED);
@@ -1874,7 +1930,7 @@ static void gpu_draw_buffers_legacy_mesh(GPU_Buffers *buffers)
if (buffers->smooth) {
for (j = 0; j < S; j++) {
if (has_mask) {
- gpu_color_from_mask_set(buffers->vmask[fv[j]]);
+ gpu_color_from_mask_set(buffers->vmask[fv[j]], diffuse_color);
}
glNormal3sv(mvert[fv[j]].no);
glVertex3fv(mvert[fv[j]].co);
@@ -1903,7 +1959,7 @@ static void gpu_draw_buffers_legacy_mesh(GPU_Buffers *buffers)
fmask = (fmask + buffers->vmask[fv[3]]) * 0.25;
else
fmask /= 3.0f;
- gpu_color_from_mask_set(fmask);
+ gpu_color_from_mask_set(fmask, diffuse_color);
}
for (j = 0; j < S; j++)
@@ -1923,6 +1979,11 @@ static void gpu_draw_buffers_legacy_grids(GPU_Buffers *buffers)
const CCGKey *key = &buffers->gridkey;
int i, j, x, y, gridsize = buffers->gridkey.grid_size;
const int has_mask = key->has_mask;
+ const DMFlagMat *flags = &buffers->grid_flag_mats[buffers->grid_indices[0]];
+ float diffuse_color[4] = {0.8f, 0.8f, 0.8f, 1.0f};
+
+ if (buffers->show_diffuse_color)
+ GPU_material_diffuse_get(flags->mat_nr + 1, diffuse_color);
if (has_mask) {
gpu_colors_enable(VBO_DISABLED);
@@ -1954,7 +2015,7 @@ static void gpu_draw_buffers_legacy_grids(GPU_Buffers *buffers)
if (buffers->smooth) {
for (j = 0; j < 4; j++) {
if (has_mask) {
- gpu_color_from_mask_set(*CCG_elem_mask(key, e[j]));
+ gpu_color_from_mask_set(*CCG_elem_mask(key, e[j]), diffuse_color);
}
glNormal3fv(CCG_elem_no(key, e[j]));
glVertex3fv(CCG_elem_co(key, e[j]));
@@ -1970,7 +2031,7 @@ static void gpu_draw_buffers_legacy_grids(GPU_Buffers *buffers)
glNormal3fv(fno);
if (has_mask) {
- gpu_color_from_mask_quad_set(key, e[0], e[1], e[2], e[3]);
+ gpu_color_from_mask_quad_set(key, e[0], e[1], e[2], e[3], diffuse_color);
}
for (j = 0; j < 4; j++)
@@ -1989,12 +2050,12 @@ static void gpu_draw_buffers_legacy_grids(GPU_Buffers *buffers)
CCGElem *b = CCG_grid_elem(key, grid, x, y + 1);
if (has_mask) {
- gpu_color_from_mask_set(*CCG_elem_mask(key, a));
+ gpu_color_from_mask_set(*CCG_elem_mask(key, a), diffuse_color);
}
glNormal3fv(CCG_elem_no(key, a));
glVertex3fv(CCG_elem_co(key, a));
if (has_mask) {
- gpu_color_from_mask_set(*CCG_elem_mask(key, b));
+ gpu_color_from_mask_set(*CCG_elem_mask(key, b), diffuse_color);
}
glNormal3fv(CCG_elem_no(key, b));
glVertex3fv(CCG_elem_co(key, b));
@@ -2022,7 +2083,7 @@ static void gpu_draw_buffers_legacy_grids(GPU_Buffers *buffers)
glNormal3fv(fno);
if (has_mask) {
- gpu_color_from_mask_quad_set(key, a, b, c, d);
+ gpu_color_from_mask_quad_set(key, a, b, c, d, diffuse_color);
}
}
@@ -2041,8 +2102,6 @@ static void gpu_draw_buffers_legacy_grids(GPU_Buffers *buffers)
void GPU_draw_buffers(GPU_Buffers *buffers, DMSetMaterial setMaterial)
{
- const int has_mask = (buffers->vmask || buffers->gridkey.has_mask);
-
if (buffers->totface) {
const MFace *f = &buffers->mface[buffers->face_indices[0]];
if (!setMaterial(f->mat_nr + 1, NULL))
@@ -2059,13 +2118,7 @@ void GPU_draw_buffers(GPU_Buffers *buffers, DMSetMaterial setMaterial)
if (buffers->vert_buf) {
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);
- if (has_mask) {
- gpu_colors_enable(VBO_ENABLED);
- }
- else {
- gpu_colors_enable(VBO_DISABLED);
- glColor4ub(0xff, 0xff, 0xff, 0xff);
- }
+ gpu_colors_enable(VBO_ENABLED);
glBindBufferARB(GL_ARRAY_BUFFER_ARB, buffers->vert_buf);
@@ -2080,10 +2133,8 @@ void GPU_draw_buffers(GPU_Buffers *buffers, DMSetMaterial setMaterial)
offset + offsetof(VertexBufferFormat, co));
glNormalPointer(GL_SHORT, sizeof(VertexBufferFormat),
offset + offsetof(VertexBufferFormat, no));
- if (has_mask) {
- glColorPointer(3, GL_UNSIGNED_BYTE, sizeof(VertexBufferFormat),
- offset + offsetof(VertexBufferFormat, color));
- }
+ glColorPointer(3, GL_UNSIGNED_BYTE, sizeof(VertexBufferFormat),
+ offset + offsetof(VertexBufferFormat, color));
glDrawElements(GL_QUADS, buffers->tot_quad * 4, buffers->index_type, 0);
@@ -2097,10 +2148,8 @@ void GPU_draw_buffers(GPU_Buffers *buffers, DMSetMaterial setMaterial)
(void *)offsetof(VertexBufferFormat, co));
glNormalPointer(GL_SHORT, sizeof(VertexBufferFormat),
(void *)offsetof(VertexBufferFormat, no));
- if (has_mask) {
- glColorPointer(3, GL_UNSIGNED_BYTE, sizeof(VertexBufferFormat),
- (void *)offsetof(VertexBufferFormat, color));
- }
+ glColorPointer(3, GL_UNSIGNED_BYTE, sizeof(VertexBufferFormat),
+ (void *)offsetof(VertexBufferFormat, color));
if (buffers->index_buf)
glDrawElements(GL_TRIANGLES, totelem, buffers->index_type, 0);
@@ -2114,12 +2163,7 @@ void GPU_draw_buffers(GPU_Buffers *buffers, DMSetMaterial setMaterial)
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
- if (has_mask) {
- gpu_colors_disable(VBO_ENABLED);
- }
- else {
- gpu_colors_disable(VBO_DISABLED);
- }
+ gpu_colors_disable(VBO_ENABLED);
}
/* fallbacks if we are out of memory or VBO is disabled */
else if (buffers->totface) {
@@ -2130,6 +2174,32 @@ void GPU_draw_buffers(GPU_Buffers *buffers, DMSetMaterial setMaterial)
}
}
+int GPU_buffers_diffuse_changed(GPU_Buffers *buffers, int show_diffuse_color)
+{
+ float diffuse_color[4];
+
+ if (buffers->show_diffuse_color != show_diffuse_color)
+ return TRUE;
+
+ if (buffers->show_diffuse_color == FALSE)
+ return FALSE;
+
+ if (buffers->mface) {
+ MFace *f = buffers->mface + buffers->face_indices[0];
+
+ GPU_material_diffuse_get(f->mat_nr + 1, diffuse_color);
+ }
+ else {
+ const DMFlagMat *flags = &buffers->grid_flag_mats[buffers->grid_indices[0]];
+
+ GPU_material_diffuse_get(flags->mat_nr + 1, diffuse_color);
+ }
+
+ return diffuse_color[0] != buffers->diffuse_color[0] ||
+ diffuse_color[1] != buffers->diffuse_color[1] ||
+ diffuse_color[2] != buffers->diffuse_color[2];
+}
+
void GPU_free_buffers(GPU_Buffers *buffers)
{
if (buffers) {