[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [46532] trunk/blender/source/blender: Add mask-drawing support to GPU_Buffers.

Nicholas Bishop nicholasbishop at gmail.com
Thu May 10 22:36:35 CEST 2012


Revision: 46532
          http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=46532
Author:   nicholasbishop
Date:     2012-05-10 20:36:34 +0000 (Thu, 10 May 2012)
Log Message:
-----------
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.

Modified Paths:
--------------
    trunk/blender/source/blender/blenlib/intern/pbvh.c
    trunk/blender/source/blender/gpu/GPU_buffers.h
    trunk/blender/source/blender/gpu/intern/gpu_buffers.c

Modified: trunk/blender/source/blender/blenlib/intern/pbvh.c
===================================================================
--- trunk/blender/source/blender/blenlib/intern/pbvh.c	2012-05-10 20:36:24 UTC (rev 46531)
+++ trunk/blender/source/blender/blenlib/intern/pbvh.c	2012-05-10 20:36:34 UTC (rev 46532)
@@ -1169,7 +1169,9 @@
 						   bvh->verts,
 						   node->vert_indices,
 						   node->uniq_verts +
-						   node->face_verts);
+						   node->face_verts,
+						   CustomData_get_layer(bvh->vdata,
+												CD_PAINT_MASK));
 				break;
 			}
 

Modified: trunk/blender/source/blender/gpu/GPU_buffers.h
===================================================================
--- trunk/blender/source/blender/gpu/GPU_buffers.h	2012-05-10 20:36:24 UTC (rev 46531)
+++ trunk/blender/source/blender/gpu/GPU_buffers.h	2012-05-10 20:36:34 UTC (rev 46532)
@@ -163,7 +163,7 @@
             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);

Modified: trunk/blender/source/blender/gpu/intern/gpu_buffers.c
===================================================================
--- trunk/blender/source/blender/gpu/intern/gpu_buffers.c	2012-05-10 20:36:24 UTC (rev 46531)
+++ trunk/blender/source/blender/gpu/intern/gpu_buffers.c	2012-05-10 20:36:34 UTC (rev 46532)
@@ -1267,6 +1267,13 @@
 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 @@
 	MVert *mvert;
 	int *face_indices;
 	int totface;
+	const float *vmask;
 
 	/* grid pointers */
 	CCGKey gridkey;
@@ -1291,13 +1299,90 @@
 
 	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 @@
 
 				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 @@
 						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 @@
 					 * 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 @@
 	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 @@
 
 		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 @@
 			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 @@
 		
 		glEnd();
 	}
+
+	gpu_colors_disable(VBO_DISABLED);
 }
 
 static void gpu_draw_buffers_legacy_grids(GPU_Buffers *buffers, int smooth)
@@ -1703,6 +1820,8 @@
 	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 @@
 
 					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 @@
 									   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 @@
 					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 @@
 									   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 @@
 			}
 		}
 	}
+
+	gpu_colors_disable(VBO_DISABLED);
 }
 
 void GPU_draw_buffers(GPU_Buffers *buffers, DMSetMaterial setMaterial)
@@ -1817,6 +1944,7 @@
 	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 @@
 								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*)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 @@
 
 		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) {




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