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) {

_______________________________________________
Bf-blender-cvs mailing list
[email protected]
http://lists.blender.org/mailman/listinfo/bf-blender-cvs

Reply via email to