Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
path: root/source
diff options
context:
space:
mode:
authorNicholas Bishop <nicholasbishop@gmail.com>2012-05-11 00:36:34 +0400
committerNicholas Bishop <nicholasbishop@gmail.com>2012-05-11 00:36:34 +0400
commitd35d0e38ce3ab421880b01fe5e80cb61a1323c45 (patch)
tree7f650bd41784e9d305741629eee223cc142978f2 /source
parent3ee0305ebb45e3e48ccab69d952ec4258b3dc881 (diff)
Add mask-drawing support to GPU_Buffers.
This is the last commit of the sculpt masking merge. Documentation: http://wiki.blender.org/index.php/User:Nicholasbishop/PaintMasks Thanks to Brecht for reviewing! * For VBO, add color to the VertexBufferFormat structure as three unsigned bytes. Since mask elements are scalar the three color components are identical to eachother, but the fixed-function OpenGL pipeline requires colors to be either three or four components. * For the same reason, multires VBO drawing now copies into the VertexBufferFormat format as well. * Regression: material colors will not show up correctly now, masks colors are overriding. Not sure how to fix this nicely (would be much easier to fix if drawing with vertex shaders.) * Also, masks will only draw PBVH drawing, so only 'solid' drawing will work correctly with masks.
Diffstat (limited to 'source')
-rw-r--r--source/blender/blenlib/intern/pbvh.c4
-rw-r--r--source/blender/gpu/GPU_buffers.h2
-rw-r--r--source/blender/gpu/intern/gpu_buffers.c147
3 files changed, 144 insertions, 9 deletions
diff --git a/source/blender/blenlib/intern/pbvh.c b/source/blender/blenlib/intern/pbvh.c
index c157ba7b575..759e93c9b40 100644
--- a/source/blender/blenlib/intern/pbvh.c
+++ b/source/blender/blenlib/intern/pbvh.c
@@ -1169,7 +1169,9 @@ static void pbvh_update_draw_buffers(PBVH *bvh, PBVHNode **nodes, int totnode)
bvh->verts,
node->vert_indices,
node->uniq_verts +
- node->face_verts);
+ node->face_verts,
+ CustomData_get_layer(bvh->vdata,
+ CD_PAINT_MASK));
break;
}
diff --git a/source/blender/gpu/GPU_buffers.h b/source/blender/gpu/GPU_buffers.h
index e074b2b65a6..629283ce50d 100644
--- a/source/blender/gpu/GPU_buffers.h
+++ b/source/blender/gpu/GPU_buffers.h
@@ -163,7 +163,7 @@ GPU_Buffers *GPU_build_mesh_buffers(int (*face_vert_indices)[4],
int *face_indices, int totface);
void GPU_update_mesh_buffers(GPU_Buffers *buffers, struct MVert *mvert,
- int *vert_indices, int totvert);
+ int *vert_indices, int totvert, const float *vmask);
GPU_Buffers *GPU_build_grid_buffers(int *grid_indices, int totgrid,
unsigned int **grid_hidden, int gridsize);
diff --git a/source/blender/gpu/intern/gpu_buffers.c b/source/blender/gpu/intern/gpu_buffers.c
index 5d8f77d6e91..d527dfdfdb2 100644
--- a/source/blender/gpu/intern/gpu_buffers.c
+++ b/source/blender/gpu/intern/gpu_buffers.c
@@ -1267,6 +1267,13 @@ void GPU_buffer_draw_elements(GPUBuffer *elements, unsigned int mode, int start,
typedef struct {
float co[3];
short no[3];
+
+ /* inserting this to align the 'color' field to a four-byte
+ boundary; drastically increases viewport performance on my
+ drivers (Gallium/Radeon) --nicholasbishop */
+ char pad[2];
+
+ unsigned char color[3];
} VertexBufferFormat;
struct GPU_Buffers {
@@ -1279,6 +1286,7 @@ struct GPU_Buffers {
MVert *mvert;
int *face_indices;
int totface;
+ const float *vmask;
/* grid pointers */
CCGKey gridkey;
@@ -1291,13 +1299,90 @@ struct GPU_Buffers {
unsigned int tot_tri, tot_quad;
};
+typedef enum {
+ VBO_ENABLED,
+ VBO_DISABLED
+} VBO_State;
+
+static void gpu_colors_enable(VBO_State vbo_state)
+{
+ glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE);
+ glEnable(GL_COLOR_MATERIAL);
+ if(vbo_state == VBO_ENABLED)
+ glEnableClientState(GL_COLOR_ARRAY);
+}
+
+static void gpu_colors_disable(VBO_State vbo_state)
+{
+ glDisable(GL_COLOR_MATERIAL);
+ if(vbo_state == VBO_ENABLED)
+ glDisableClientState(GL_COLOR_ARRAY);
+}
+
+static float gpu_color_from_mask(float mask)
+{
+ return (1.0f - mask) * 0.5f + 0.25f;
+}
+
+static void gpu_color_from_mask_copy(float mask, unsigned char out[3])
+{
+ unsigned char color;
+
+ color = gpu_color_from_mask(mask) * 255.0f;
+
+ out[0] = color;
+ out[1] = color;
+ out[2] = color;
+}
+
+static void gpu_color_from_mask_set(float mask)
+{
+ float color = gpu_color_from_mask(mask);
+ glColor3f(color, color, color);
+}
+
+static float gpu_color_from_mask_quad(const CCGKey *key,
+ CCGElem *a, CCGElem *b,
+ CCGElem *c, CCGElem *d)
+{
+ return 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);
+}
+
+static void gpu_color_from_mask_quad_copy(const CCGKey *key,
+ CCGElem *a, CCGElem *b,
+ CCGElem *c, CCGElem *d,
+ unsigned char out[3])
+{
+ unsigned char 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;
+}
+
+static void gpu_color_from_mask_quad_set(const CCGKey *key,
+ CCGElem *a, CCGElem *b,
+ CCGElem *c, CCGElem *d)
+{
+ float color = gpu_color_from_mask_quad(key, a, b, c, d);
+ glColor3f(color, color, color);
+}
void GPU_update_mesh_buffers(GPU_Buffers *buffers, MVert *mvert,
- int *vert_indices, int totvert)
+ int *vert_indices, int totvert, const float *vmask)
{
VertexBufferFormat *vert_data;
int i;
+ buffers->vmask = vmask;
+
if (buffers->vert_buf) {
/* Build VBO */
glBindBufferARB(GL_ARRAY_BUFFER_ARB, buffers->vert_buf);
@@ -1313,6 +1398,8 @@ 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);
+ gpu_color_from_mask_copy(vmask[vert_indices[i]],
+ out->color);
}
glUnmapBufferARB(GL_ARRAY_BUFFER_ARB);
@@ -1433,6 +1520,9 @@ void GPU_update_grid_buffers(GPU_Buffers *buffers, CCGElem **grids,
if(smooth) {
normal_float_to_short_v3(vd->no,
CCG_elem_no(key, elem));
+
+ gpu_color_from_mask_copy(*CCG_elem_mask(key, elem),
+ vd->color);
}
vd++;
}
@@ -1444,16 +1534,28 @@ void GPU_update_grid_buffers(GPU_Buffers *buffers, CCGElem **grids,
* that is what opengl will use */
for (j = 0; j < key->grid_size - 1; j++) {
for (k = 0; k < key->grid_size - 1; k++) {
+ CCGElem *elems[4] = {
+ CCG_grid_elem(key, grid, k, j+1),
+ CCG_grid_elem(key, grid, k+1, j+1),
+ CCG_grid_elem(key, grid, k+1, j),
+ CCG_grid_elem(key, grid, k, j)
+ };
float fno[3];
-
+
normal_quad_v3(fno,
- CCG_grid_elem_co(key, grid, k, j+1),
- CCG_grid_elem_co(key, grid, k+1, j+1),
- CCG_grid_elem_co(key, grid, k+1, j),
- CCG_grid_elem_co(key, grid, k, j));
+ CCG_elem_co(key, elems[0]),
+ CCG_elem_co(key, elems[1]),
+ CCG_elem_co(key, elems[2]),
+ CCG_elem_co(key, elems[3]));
vd = vert_data + (j+1) * key->grid_size + (k+1);
normal_float_to_short_v3(vd->no, fno);
+ gpu_color_from_mask_quad_copy(key,
+ elems[0],
+ elems[1],
+ elems[2],
+ elems[3],
+ vd->color);
}
}
}
@@ -1662,6 +1764,8 @@ static void gpu_draw_buffers_legacy_mesh(GPU_Buffers *buffers, int smooth)
const MVert *mvert = buffers->mvert;
int i, j;
+ gpu_colors_enable(VBO_DISABLED);
+
for (i = 0; i < buffers->totface; ++i) {
MFace *f = buffers->mface + buffers->face_indices[i];
int S = f->v4 ? 4 : 3;
@@ -1674,12 +1778,13 @@ static void gpu_draw_buffers_legacy_mesh(GPU_Buffers *buffers, int smooth)
if (smooth) {
for (j = 0; j < S; j++) {
+ gpu_color_from_mask_set(buffers->vmask[fv[j]]);
glNormal3sv(mvert[fv[j]].no);
glVertex3fv(mvert[fv[j]].co);
}
}
else {
- float fno[3];
+ float fmask, fno[3];
/* calculate face normal */
if (f->v4) {
@@ -1689,6 +1794,16 @@ static void gpu_draw_buffers_legacy_mesh(GPU_Buffers *buffers, int smooth)
else
normal_tri_v3(fno, mvert[fv[0]].co, mvert[fv[1]].co, mvert[fv[2]].co);
glNormal3fv(fno);
+
+ /* calculate face mask color */
+ fmask = (buffers->vmask[fv[0]] +
+ buffers->vmask[fv[1]] +
+ buffers->vmask[fv[2]]);
+ if(f->v4)
+ fmask = (fmask + buffers->vmask[fv[3]]) * 0.25;
+ else
+ fmask /= 3.0f;
+ gpu_color_from_mask_set(fmask);
for (j = 0; j < S; j++)
glVertex3fv(mvert[fv[j]].co);
@@ -1696,6 +1811,8 @@ static void gpu_draw_buffers_legacy_mesh(GPU_Buffers *buffers, int smooth)
glEnd();
}
+
+ gpu_colors_disable(VBO_DISABLED);
}
static void gpu_draw_buffers_legacy_grids(GPU_Buffers *buffers, int smooth)
@@ -1703,6 +1820,8 @@ static void gpu_draw_buffers_legacy_grids(GPU_Buffers *buffers, int smooth)
const CCGKey *key = &buffers->gridkey;
int i, j, x, y, gridsize = buffers->gridkey.grid_size;
+ gpu_colors_enable(VBO_DISABLED);
+
for (i = 0; i < buffers->totgrid; ++i) {
int g = buffers->grid_indices[i];
CCGElem *grid = buffers->grids[g];
@@ -1728,6 +1847,7 @@ static void gpu_draw_buffers_legacy_grids(GPU_Buffers *buffers, int smooth)
if (smooth) {
for (j = 0; j < 4; j++) {
+ gpu_color_from_mask_set(*CCG_elem_mask(key, e[j]));
glNormal3fv(CCG_elem_no(key, e[j]));
glVertex3fv(CCG_elem_co(key, e[j]));
}
@@ -1740,6 +1860,7 @@ static void gpu_draw_buffers_legacy_grids(GPU_Buffers *buffers, int smooth)
CCG_elem_co(key, e[2]),
CCG_elem_co(key, e[3]));
glNormal3fv(fno);
+ gpu_color_from_mask_quad_set(key, e[0], e[1], e[2], e[3]);
for (j = 0; j < 4; j++)
glVertex3fv(CCG_elem_co(key, e[j]));
@@ -1756,8 +1877,10 @@ static void gpu_draw_buffers_legacy_grids(GPU_Buffers *buffers, int smooth)
CCGElem *a = CCG_grid_elem(key, grid, x, y);
CCGElem *b = CCG_grid_elem(key, grid, x, y+1);
+ gpu_color_from_mask_set(*CCG_elem_mask(key, a));
glNormal3fv(CCG_elem_no(key, a));
glVertex3fv(CCG_elem_co(key, a));
+ gpu_color_from_mask_set(*CCG_elem_mask(key, b));
glNormal3fv(CCG_elem_no(key, b));
glVertex3fv(CCG_elem_co(key, b));
}
@@ -1782,6 +1905,8 @@ static void gpu_draw_buffers_legacy_grids(GPU_Buffers *buffers, int smooth)
CCG_elem_co(key, a),
CCG_elem_co(key, c));
glNormal3fv(fno);
+
+ gpu_color_from_mask_quad_set(key, a, b, c, d);
}
glVertex3fv(CCG_elem_co(key, a));
@@ -1791,6 +1916,8 @@ static void gpu_draw_buffers_legacy_grids(GPU_Buffers *buffers, int smooth)
}
}
}
+
+ gpu_colors_disable(VBO_DISABLED);
}
void GPU_draw_buffers(GPU_Buffers *buffers, DMSetMaterial setMaterial)
@@ -1817,6 +1944,7 @@ void GPU_draw_buffers(GPU_Buffers *buffers, DMSetMaterial setMaterial)
if (buffers->vert_buf && buffers->index_buf) {
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);
+ gpu_colors_enable(VBO_ENABLED);
glBindBufferARB(GL_ARRAY_BUFFER_ARB, buffers->vert_buf);
glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, buffers->index_buf);
@@ -1829,6 +1957,8 @@ void GPU_draw_buffers(GPU_Buffers *buffers, DMSetMaterial setMaterial)
offset + offsetof(VertexBufferFormat, co));
glNormalPointer(GL_SHORT, sizeof(VertexBufferFormat),
offset + offsetof(VertexBufferFormat, no));
+ glColorPointer(3, GL_UNSIGNED_BYTE, sizeof(VertexBufferFormat),
+ offset + offsetof(VertexBufferFormat, color));
glDrawElements(GL_QUADS, buffers->tot_quad * 4, buffers->index_type, 0);
@@ -1840,6 +1970,8 @@ void GPU_draw_buffers(GPU_Buffers *buffers, DMSetMaterial setMaterial)
(void*)offsetof(VertexBufferFormat, co));
glNormalPointer(GL_SHORT, sizeof(VertexBufferFormat),
(void*)offsetof(VertexBufferFormat, no));
+ glColorPointer(3, GL_UNSIGNED_BYTE, sizeof(VertexBufferFormat),
+ (void*)offsetof(VertexBufferFormat, color));
glDrawElements(GL_TRIANGLES, buffers->tot_tri * 3, buffers->index_type, 0);
}
@@ -1849,6 +1981,7 @@ void GPU_draw_buffers(GPU_Buffers *buffers, DMSetMaterial setMaterial)
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
+ gpu_colors_disable(VBO_ENABLED);
}
/* fallbacks if we are out of memory or VBO is disabled */
else if (buffers->totface) {