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.
This commit is contained in:
Nicholas Bishop 2012-05-10 20:36:34 +00:00
parent 3ee0305ebb
commit d35d0e38ce
3 changed files with 144 additions and 9 deletions

@ -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;
}

@ -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);

@ -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) {
@ -1690,12 +1795,24 @@ static void gpu_draw_buffers_legacy_mesh(GPU_Buffers *buffers, int smooth)
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);
}
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) {