cleanup experimental code, improve whitespaces

This commit is contained in:
wmayer 2017-02-11 15:32:25 +01:00
parent 968a597aa7
commit 56ff88ea46
8 changed files with 330 additions and 378 deletions

View File

@ -55,7 +55,7 @@
<string>Use OpenGL Vertex Buffer Object (experimental)</string>
</property>
<property name="prefEntry" stdset="0">
<cstring>useVBO</cstring>
<cstring>UseVBO</cstring>
</property>
<property name="prefPath" stdset="0">
<cstring>View</cstring>

View File

@ -89,7 +89,7 @@ void AbstractSplitView::setupSettings()
OnChange(*hGrp,"UseBackgroundColorMid");
OnChange(*hGrp,"UseAntialiasing");
OnChange(*hGrp,"ShowFPS");
OnChange(*hGrp,"useVBO");
OnChange(*hGrp,"UseVBO");
OnChange(*hGrp,"Orthographic");
OnChange(*hGrp,"HeadlightColor");
OnChange(*hGrp,"HeadlightDirection");
@ -227,11 +227,10 @@ void AbstractSplitView::OnChange(ParameterGrp::SubjectType &rCaller,ParameterGrp
else if (strcmp(Reason,"ShowFPS") == 0) {
for (std::vector<View3DInventorViewer*>::iterator it = _viewer.begin(); it != _viewer.end(); ++it)
(*it)->setEnabledFPSCounter(rGrp.GetBool("ShowFPS",false));
puts("updating FPS 1");
}
else if (strcmp(Reason,"useVBO") == 0) {
else if (strcmp(Reason,"UseVBO") == 0) {
for (std::vector<View3DInventorViewer*>::iterator it = _viewer.begin(); it != _viewer.end(); ++it)
(*it)->setEnableduseVBO(rGrp.GetBool("useVBO",false));
(*it)->setEnabledVBO(rGrp.GetBool("UseVBO",false));
}
else if (strcmp(Reason,"Orthographic") == 0) {

View File

@ -177,7 +177,7 @@ View3DInventor::View3DInventor(Gui::Document* pcDocument, QWidget* parent,
OnChange(*hGrp,"BackgroundColor4");
OnChange(*hGrp,"UseBackgroundColorMid");
OnChange(*hGrp,"ShowFPS");
OnChange(*hGrp,"useVBO");
OnChange(*hGrp,"UseVBO");
OnChange(*hGrp,"Orthographic");
OnChange(*hGrp,"HeadlightColor");
OnChange(*hGrp,"HeadlightDirection");
@ -369,8 +369,8 @@ void View3DInventor::OnChange(ParameterGrp::SubjectType &rCaller,ParameterGrp::M
else if (strcmp(Reason,"ShowFPS") == 0) {
_viewer->setEnabledFPSCounter(rGrp.GetBool("ShowFPS",false));
}
else if (strcmp(Reason,"useVBO") == 0) {
_viewer->setEnableduseVBO(rGrp.GetBool("useVBO",false));
else if (strcmp(Reason,"UseVBO") == 0) {
_viewer->setEnabledVBO(rGrp.GetBool("UseVBO",false));
}
else if (strcmp(Reason,"Orthographic") == 0) {
// check whether a perspective or orthogrphic camera should be set

View File

@ -351,6 +351,9 @@ View3DInventorViewer::View3DInventorViewer(const QGLFormat& format, QWidget* par
void View3DInventorViewer::init()
{
fpsEnabled = false;
vboEnabled = false;
Gui::Selection().Attach(this);
// Coin should not clear the pixel-buffer, so the background image
@ -787,11 +790,16 @@ void View3DInventorViewer::setEnabledFPSCounter(bool on)
fpsEnabled = on;
}
void View3DInventorViewer::setEnableduseVBO(bool on)
void View3DInventorViewer::setEnabledVBO(bool on)
{
vboEnabled = on;
}
bool View3DInventorViewer::isEnabledVBO() const
{
return vboEnabled;
}
void View3DInventorViewer::setAxisCross(bool on)
{
SoNode* scene = getSceneGraph();
@ -1344,10 +1352,7 @@ void View3DInventorViewer::actualRedraw()
break;
}
}
bool View3DInventorViewer::get_vbo_state()
{
return vboEnabled;
}
void View3DInventorViewer::renderFramebuffer()
{
const SbViewportRegion vp = this->getSoRenderManager()->getViewportRegion();
@ -1450,7 +1455,6 @@ void View3DInventorViewer::renderScene(void)
SoGLRenderActionElement::set(glra->getState(), glra);
glra->apply(this->backgroundroot);
navigation->updateAnimation();
try {

View File

@ -93,10 +93,9 @@ public:
ShowCoord=1, /**< Enables the Coordinate system in the corner. */
ShowFPS =2, /**< Enables the Frams per Second counter. */
SimpleBackground=4,/**< switch to a simple background. */
DisallowRotation=8,/**< switch of the rotation. */
DisallowPanning=16,/**< switch of the panning. */
DisallowZooming=32,/**< switch of the zooming. */
useVBO=64,/**< switch of the OpenGL VBO usage. */
DisallowRotation=8,/**< switch off the rotation. */
DisallowPanning=16,/**< switch off the panning. */
DisallowZooming=32,/**< switch off the zooming. */
};
//@}
@ -340,7 +339,8 @@ public:
bool hasAxisCross(void);
void setEnabledFPSCounter(bool b);
void setEnableduseVBO(bool b);
void setEnabledVBO(bool b);
bool isEnabledVBO() const;
NavigationStyle* navigationStyle() const;
@ -348,8 +348,6 @@ public:
Gui::Document* getDocument();
virtual PyObject *getPyObject(void);
bool vboEnabled;
bool get_vbo_state();
protected:
void renderScene();
@ -423,7 +421,7 @@ private:
//stuff needed to draw the fps counter
bool fpsEnabled;
SoSeparator* fpsRoot;
bool vboEnabled;
SbBool editing;
QCursor editCursor, zoomCursor, panCursor, spinCursor;

View File

@ -108,64 +108,30 @@ SoBrepFaceSet::SoBrepFaceSet()
SO_NODE_ADD_FIELD(highlightIndex, (-1));
SO_NODE_ADD_FIELD(selectionIndex, (-1));
// We are creating the VBO
vbo_available=0;
#ifdef GL_NUM_EXTENSIONS
// We are running OpenGL version higher than 3.0
/* GLint n,i;
glGetIntegerv(GL_NUM_EXTENSIONS, &n);
for ( i = 0 ; i < n ; i++ )
{
if ( strstr(glGetStringi(GL_EXTENSIONS, i),"GL_ARB_vertex_buffer_object") != NULL )
vbo_available=1;
static bool init = false;
static bool vertex_buffer_object = false;
if (!init) {
std::string ext = (const char*)(glGetString(GL_EXTENSIONS));
vertex_buffer_object = (ext.find("GL_ARB_vertex_buffer_object") != std::string::npos);
init = true;
}
*/
// we are assuming that the VBO extension is available !
vbo_available=1;
#else
// We are probably running an old OpenGL version
// Must check into the GL_EXTENSIONS string instead
GL_extension=(char *)glGetString(GL_EXTENSIONS);
if ( strstr((char *)GL_extension,(char *)"GL_ARB_vertex_buffer_object") != NULL )
vbo_available=1;
#endif
vboAvailable = vertex_buffer_object;
#ifdef FC_OS_WIN32
/* Windows OpenGL implementation is very basic (aka 1.4) */
/* if ( myglGenBuffers == NULL )
{
myglGenBuffers = (PFNGLGENBUFFERSPROC)wglGetProcAddress("glGenBuffersARB");
myglDeleteBuffers = (PFNGLGENBUFFERSPROC)wglGetProcAddress("glDeleteBuffersARB");
myglBindBuffers = (PFNGLGENBUFFERSPROC)wglGetProcAddress("glBindBuffersARB");
myglBufferData = (PFNGLGENBUFFERSPROC)wglGetProcAddress("glBufferDataARB");
myglMapBufferARB = (PFNGLGENBUFFERSPROC)wglGetProcAddress("glMapBufferARB");
myglunMapBufferARB = (PFNGLGENBUFFERSPROC)wglGetProcAddress("glunMapBufferARB");
myglEnableClientState = (PFNGLGENBUFFERSPROC)wglGetProcAddress("glEnableClientState");
myglDisableClientState = (PFNGLGENBUFFERSPROC)wglGetProcAddress("glDisableClientState");
myglVertexPointer = (PFNGLGENBUFFERSPROC)wglGetProcAddress("glVertexPointer");
myglNormalPointer = (PFNGLGENBUFFERSPROC)wglGetProcAddress("glNormalPointer");
myglColorPointer = (PFNGLGENBUFFERSPROC)wglGetProcAddress("glColorPointer");
myglDrawElements = (PFNGLGENBUFFERSPROC)wglGetProcAddress("glDrawElements");
}
*/
#endif
#ifdef FC_OS_WIN32
#if QT_VERSION < 0x50000
const QGLContext* gl = QGLContext::currentContext();
const QGLContext* gl = QGLContext::currentContext();
#else
QOpenGLContext* gl = QOpenGLContext::currentContext();
QOpenGLContext* gl = QOpenGLContext::currentContext();
#endif
PFNGLGENBUFFERSPROC glGenBuffersARB = (PFNGLGENBUFFERSPROC)gl->getProcAddress(_PROC("glGenBuffersARB"));
PFNGLGENBUFFERSPROC glGenBuffersARB = (PFNGLGENBUFFERSPROC)gl->getProcAddress(_PROC("glGenBuffersARB"));
#endif
vbo_available=1;
update_vbo=0;
if ( vbo_available )
{
glGenBuffersARB(2, &myvbo[0]);
vbo_loaded=0;
indice_array=0;
updateVbo = false;
if (vboAvailable) {
glGenBuffersARB(2, &myvbo[0]);
vboLoaded = false;
indice_array = 0;
}
selectionIndex.setNum(0);
}
@ -174,7 +140,7 @@ SoBrepFaceSet::~SoBrepFaceSet()
{
#ifdef FC_OS_WIN32
#if QT_VERSION < 0x50000
const QGLContext* gl = QGLContext::currentContext();
const QGLContext* gl = QGLContext::currentContext();
#else
QOpenGLContext* gl = QOpenGLContext::currentContext();
#endif
@ -182,7 +148,7 @@ SoBrepFaceSet::~SoBrepFaceSet()
return;
PFNGLDELETEBUFFERSARBPROC glDeleteBuffersARB = (PFNGLDELETEBUFFERSARBPROC)gl->getProcAddress(_PROC("glDeleteBuffersARB"));
#endif
glDeleteBuffersARB(2, &myvbo[0]);
glDeleteBuffersARB(2, &myvbo[0]);
}
void SoBrepFaceSet::doAction(SoAction* action)
@ -295,6 +261,7 @@ void SoBrepFaceSet::GLRender(SoGLRenderAction *action)
SoTextureCoordinateBundle tb(action, true, false);
SbBool doTextures = tb.needCoordinates();
int32_t hl_idx = this->highlightIndex.getValue();
int32_t num_selected = this->selectionIndex.getNum();
@ -351,11 +318,13 @@ void SoBrepFaceSet::GLRender(SoGLRenderAction *action)
if (!nindices) nindices = cindices;
pindices = this->partIndex.getValues(0);
numparts = this->partIndex.getNum();
renderShape(static_cast<const SoGLCoordinateElement*>(coords), cindices, numindices,
renderShape(state, static_cast<const SoGLCoordinateElement*>(coords), cindices, numindices,
pindices, numparts, normals, nindices, &mb, mindices, &tb, tindices, nbind, mbind, doTextures?1:0);
// Disable caching for this node
SoGLCacheContextElement::shouldAutoCache(state, SoGLCacheContextElement::DONT_AUTO_CACHE);
// Workaround for #0000433
//#if !defined(FC_OS_WIN32)
if (hl_idx >= 0)
@ -380,6 +349,7 @@ void SoBrepFaceSet::renderSimpleArray()
glEnableClientState(GL_NORMAL_ARRAY);
glEnableClientState(GL_VERTEX_ARRAY);
#if 0
glInterleavedArrays(GL_N3F_V3F, 0, vertex_array.data());
glDrawElements(GL_TRIANGLES, cnt, GL_UNSIGNED_INT, index_array.data());
@ -443,8 +413,6 @@ void SoBrepFaceSet::GLRender(SoGLRenderAction *action)
return;
SoState * state = action->getState();
current_state=state;
Binding mbind = this->findMaterialBinding(state);
Binding nbind = this->findNormalBinding(state);
@ -460,8 +428,6 @@ void SoBrepFaceSet::GLRender(SoGLRenderAction *action)
int numparts;
SbBool doTextures;
SbBool normalCacheUsed;
SbColor mycolor1;
SoMaterialBundle mb(action);
@ -475,20 +441,18 @@ void SoBrepFaceSet::GLRender(SoGLRenderAction *action)
mb.sendFirst(); // make sure we have the correct material
// just in case someone forgot
if (!mindices) mindices = cindices;
if (!nindices) nindices = cindices;
pindices = this->partIndex.getValues(0);
numparts = this->partIndex.getNum();
renderShape(static_cast<const SoGLCoordinateElement*>(coords), cindices, numindices,
renderShape(state, static_cast<const SoGLCoordinateElement*>(coords), cindices, numindices,
pindices, numparts, normals, nindices, &mb, mindices, &tb, tindices, nbind, mbind, doTextures?1:0);
// update_vbo=1;
// Disable caching for this node
SoGLCacheContextElement::shouldAutoCache(state, SoGLCacheContextElement::DONT_AUTO_CACHE);
if(normalCacheUsed)
if (normalCacheUsed)
this->readUnlockNormalCache();
// Workaround for #0000433
@ -842,15 +806,16 @@ void SoBrepFaceSet::renderHighlight(SoGLRenderAction *action)
// materials
mbind = OVERALL;
doTextures = false;
vbo_available=0;
// update_vbo=1;
renderShape(static_cast<const SoGLCoordinateElement*>(coords), &(cindices[start]), length,
SbBool tmp = vboAvailable;
vboAvailable = false;
renderShape(state, static_cast<const SoGLCoordinateElement*>(coords), &(cindices[start]), length,
&(pindices[id]), 1, normals, nindices, &mb, mindices, &tb, tindices, nbind, mbind, doTextures?1:0);
vbo_available=1;
vboAvailable = tmp;
}
state->pop();
if(normalCacheUsed)
if (normalCacheUsed)
this->readUnlockNormalCache();
}
@ -928,18 +893,21 @@ void SoBrepFaceSet::renderSelection(SoGLRenderAction *action)
normals_s = &(normals[start]);
else
nbind = OVERALL;
vbo_available=0;
renderShape(static_cast<const SoGLCoordinateElement*>(coords), &(cindices[start]), length,
SbBool tmp = vboAvailable;
vboAvailable = false;
renderShape(state, static_cast<const SoGLCoordinateElement*>(coords), &(cindices[start]), length,
&(pindices[id]), 1, normals_s, nindices_s, &mb, mindices, &tb, tindices, nbind, mbind, doTextures?1:0);
vbo_available=1;
vboAvailable = tmp;
}
state->pop();
if(normalCacheUsed)
if (normalCacheUsed)
this->readUnlockNormalCache();
}
void SoBrepFaceSet::renderShape(const SoGLCoordinateElement * const vertexlist,
void SoBrepFaceSet::renderShape(SoState * state,
const SoGLCoordinateElement * const vertexlist,
const int32_t *vertexindices,
int num_indices,
const int32_t *partindices,
@ -976,51 +944,43 @@ void SoBrepFaceSet::renderShape(const SoGLCoordinateElement * const vertexlist,
int matnr = 0;
int trinr = 0;
/* This code detect if the user activated VBO through the preference menu */
Gui::Document* doc = Gui::Application::Instance->activeDocument();
Gui::View3DInventor* view;
if ( doc != NULL )
view = static_cast<Gui::View3DInventor*>(doc->getActiveView());
if (doc != NULL)
view = static_cast<Gui::View3DInventor*>(doc->getActiveView());
else
view = NULL;
bool ViewerVBO=false;
if ( view != NULL )
{
Gui::View3DInventorViewer* viewer = view->getViewer();
ViewerVBO=viewer->get_vbo_state();
view = NULL;
bool ViewerVBO = false;
if (view != NULL) {
Gui::View3DInventorViewer* viewer = view->getViewer();
ViewerVBO = viewer->isEnabledVBO();
}
/*
vbo_available is used to determine if vbo is an avilable extension on the system .
This is not because end user wants VBO that it is available.
vboAvailable is used to determine if vbo is an avilable extension on the system .
This is not because end user wants VBO that it is available.
*/
if (( vbo_available ) && ViewerVBO )
{
float * vertex_array = NULL;
GLuint * index_array = NULL;
SbVec3f *mynormal1,*mynormal2,*mynormal3;
int indice=0;
uint32_t RGBA,R,G,B,A;
float Rf,Gf,Bf,Af;
if (vboAvailable && ViewerVBO) {
float * vertex_array = NULL;
GLuint * index_array = NULL;
SbVec3f *mynormal1,*mynormal2,*mynormal3;
int indice=0;
uint32_t RGBA,R,G,B,A;
float Rf,Gf,Bf,Af;
// vbo loaded is defining if we must pre-load data into the VBO. When the variable is set to 0
// it means that the VBO has not been initialized
// update_vbo is tracking the need to update the content of the VBO which act as a buffer within
// the graphic card
// TODO FINISHING THE COLOR SUPPORT !
// vbo loaded is defining if we must pre-load data into the VBO. When the variable is set to 0
// it means that the VBO has not been initialized
// updateVbo is tracking the need to update the content of the VBO which act as a buffer within
// the graphic card
// TODO FINISHING THE COLOR SUPPORT !
if (( vbo_loaded == 0 ) || update_vbo )
{
if ( ( update_vbo ) && vbo_loaded )
{
// TODO
// We must remember the buffer size ... If it has to be extended we must
// take care of that
if (!vboLoaded || updateVbo) {
if (updateVbo && vboLoaded) {
// TODO
// We must remember the buffer size ... If it has to be extended we must
// take care of that
#ifdef FC_OS_WIN32
#if QT_VERSION < 0x50000
const QGLContext* gl = QGLContext::currentContext();
@ -1031,278 +991,277 @@ void SoBrepFaceSet::renderShape(const SoGLCoordinateElement * const vertexlist,
PFNGLMAPBUFFERARBPROC glMapBufferARB = (PFNGLMAPBUFFERARBPROC) gl->getProcAddress(_PROC("glMapBufferARB"));
#endif
glBindBufferARB(GL_ARRAY_BUFFER_ARB, myvbo[0]);
glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, myvbo[1]);
vertex_array=(float*)glMapBufferARB(GL_ARRAY_BUFFER_ARB, GL_WRITE_ONLY_ARB);
index_array=(GLuint *)glMapBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, GL_WRITE_ONLY_ARB);
indice_array=0;
}
else
{
// We are allocating local buffer to transfer initial VBO content
vertex_array = ( float * ) malloc ( sizeof(float) * num_indices *10 );
index_array = ( GLuint *) malloc ( sizeof(GLuint) * num_indices *3 );
}
// Get the initial colors
mycolor1=SoLazyElement::getDiffuse(current_state,0);
mycolor2=SoLazyElement::getDiffuse(current_state,0);
mycolor3=SoLazyElement::getDiffuse(current_state,0);
glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, myvbo[1]);
pi = piptr < piendptr ? *piptr++ : -1;
while (pi == 0) {
// It may happen that a part has no triangles
pi = piptr < piendptr ? *piptr++ : -1;
if (mbind == PER_PART)
matnr++;
else if (mbind == PER_PART_INDEXED)
matindices++;
}
while (viptr + 2 < viendptr) {
v1 = *viptr++;
v2 = *viptr++;
v3 = *viptr++;
// This test is for robustness upon buggy data sets
if (v1 < 0 || v2 < 0 || v3 < 0 ||
v1 >= numverts || v2 >= numverts || v3 >= numverts) {
break;
}
v4 = viptr < viendptr ? *viptr++ : -1;
(void)v4;
vertex_array=(float*)glMapBufferARB(GL_ARRAY_BUFFER_ARB, GL_WRITE_ONLY_ARB);
index_array=(GLuint *)glMapBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, GL_WRITE_ONLY_ARB);
indice_array=0;
}
else {
// We are allocating local buffer to transfer initial VBO content
vertex_array = ( float * ) malloc ( sizeof(float) * num_indices *10 );
index_array = ( GLuint *) malloc ( sizeof(GLuint) * num_indices *3 );
}
if (mbind == PER_PART) {
if (trinr == 0)
{
materials->send(matnr++, true);
mycolor1=SoLazyElement::getDiffuse(current_state,matnr-1);
mycolor2=mycolor1;
mycolor3=mycolor1;
}
}
else if (mbind == PER_PART_INDEXED) {
if (trinr == 0)
materials->send(*matindices++, true);
}
else if (mbind == PER_VERTEX || mbind == PER_FACE) {
materials->send(matnr++, true);
}
else if (mbind == PER_VERTEX_INDEXED || mbind == PER_FACE_INDEXED) {
materials->send(*matindices++, true);
}
if (normals) {
if (nbind == PER_VERTEX || nbind == PER_FACE) {
currnormal = normals++;
mynormal1=(SbVec3f *)currnormal;
}
else if (nbind == PER_VERTEX_INDEXED || nbind == PER_FACE_INDEXED) {
currnormal = &normals[*normalindices++];
mynormal1 =(SbVec3f *) currnormal;
}
}
if (mbind == PER_VERTEX)
materials->send(matnr++, true);
else if (mbind == PER_VERTEX_INDEXED)
materials->send(*matindices++, true);
if (normals) {
if (nbind == PER_VERTEX) {
currnormal = normals++;
mynormal2 = (SbVec3f *)currnormal;
}
else if (nbind == PER_VERTEX_INDEXED) {
currnormal = &normals[*normalindices++];
mynormal2 = (SbVec3f *)currnormal;
}
}
if (mbind == PER_VERTEX)
materials->send(matnr++, true);
else if (mbind == PER_VERTEX_INDEXED)
materials->send(*matindices++, true);
if (normals) {
if (nbind == PER_VERTEX) {
currnormal = normals++;
mynormal3 =(SbVec3f *)currnormal;
}
else if (nbind == PER_VERTEX_INDEXED) {
currnormal = &normals[*normalindices++];
mynormal3 = (SbVec3f *)currnormal;
}
}
if (nbind == PER_VERTEX_INDEXED)
normalindices++;
// Get the initial colors
mycolor1=SoLazyElement::getDiffuse(state,0);
mycolor2=SoLazyElement::getDiffuse(state,0);
mycolor3=SoLazyElement::getDiffuse(state,0);
/* We building the Vertex dataset there and push it to a VBO */
/* The Vertex array shall contain per element vertex_coordinates[3],
normal_coordinates[3], color_value[3] (RGBA format) */
pi = piptr < piendptr ? *piptr++ : -1;
while (pi == 0) {
// It may happen that a part has no triangles
pi = piptr < piendptr ? *piptr++ : -1;
if (mbind == PER_PART)
matnr++;
else if (mbind == PER_PART_INDEXED)
matindices++;
}
index_array[indice_array] = indice_array;
index_array[indice_array+1] = indice_array+1;
index_array[indice_array+2] = indice_array+2;
indice_array+=3;
while (viptr + 2 < viendptr) {
v1 = *viptr++;
v2 = *viptr++;
v3 = *viptr++;
// This test is for robustness upon buggy data sets
if (v1 < 0 || v2 < 0 || v3 < 0 ||
v1 >= numverts || v2 >= numverts || v3 >= numverts) {
break;
}
v4 = viptr < viendptr ? *viptr++ : -1;
(void)v4;
if (mbind == PER_PART) {
if (trinr == 0) {
materials->send(matnr++, true);
mycolor1=SoLazyElement::getDiffuse(state,matnr-1);
mycolor2=mycolor1;
mycolor3=mycolor1;
}
}
else if (mbind == PER_PART_INDEXED) {
if (trinr == 0)
materials->send(*matindices++, true);
}
else if (mbind == PER_VERTEX || mbind == PER_FACE) {
materials->send(matnr++, true);
}
else if (mbind == PER_VERTEX_INDEXED || mbind == PER_FACE_INDEXED) {
materials->send(*matindices++, true);
}
if (normals) {
if (nbind == PER_VERTEX || nbind == PER_FACE) {
currnormal = normals++;
mynormal1=(SbVec3f *)currnormal;
}
else if (nbind == PER_VERTEX_INDEXED || nbind == PER_FACE_INDEXED) {
currnormal = &normals[*normalindices++];
mynormal1 =(SbVec3f *) currnormal;
}
}
if (mbind == PER_VERTEX)
materials->send(matnr++, true);
else if (mbind == PER_VERTEX_INDEXED)
materials->send(*matindices++, true);
if (normals) {
if (nbind == PER_VERTEX) {
currnormal = normals++;
mynormal2 = (SbVec3f *)currnormal;
}
else if (nbind == PER_VERTEX_INDEXED) {
currnormal = &normals[*normalindices++];
mynormal2 = (SbVec3f *)currnormal;
}
}
if (mbind == PER_VERTEX)
materials->send(matnr++, true);
else if (mbind == PER_VERTEX_INDEXED)
materials->send(*matindices++, true);
if (normals) {
if (nbind == PER_VERTEX) {
currnormal = normals++;
mynormal3 =(SbVec3f *)currnormal;
}
else if (nbind == PER_VERTEX_INDEXED) {
currnormal = &normals[*normalindices++];
mynormal3 = (SbVec3f *)currnormal;
}
}
if (nbind == PER_VERTEX_INDEXED)
normalindices++;
/* We building the Vertex dataset there and push it to a VBO */
/* The Vertex array shall contain per element vertex_coordinates[3],
normal_coordinates[3], color_value[3] (RGBA format) */
index_array[indice_array] = indice_array;
index_array[indice_array+1] = indice_array+1;
index_array[indice_array+2] = indice_array+2;
indice_array+=3;
((SbVec3f *)(cur_coords3d+v1 ))->getValue(vertex_array[indice+0],
vertex_array[indice+1],
vertex_array[indice+2]);
((SbVec3f *)(mynormal1))->getValue(vertex_array[indice+3],
vertex_array[indice+4],
vertex_array[indice+5]);
/* We decode the Vertex1 color */
RGBA = mycolor1.getPackedValue();
R = ( RGBA & 0xFF000000 ) >> 24 ;
G = ( RGBA & 0xFF0000 ) >> 16;
B = ( RGBA & 0xFF00 ) >> 8;
A = ( RGBA & 0xFF );
((SbVec3f *)(cur_coords3d+v1 ))->getValue(vertex_array[indice+0],
vertex_array[indice+1],
vertex_array[indice+2]);
Rf = (((float )R) / 255.0);
Gf = (((float )G) / 255.0);
Bf = (((float )B) / 255.0);
Af = (((float )A) / 255.0);
vertex_array[indice+6] = Rf;
vertex_array[indice+7] = Gf;
vertex_array[indice+8] = Bf;
vertex_array[indice+9] = Af;
indice+=10;
((SbVec3f *)(mynormal1))->getValue(vertex_array[indice+3],
vertex_array[indice+4],
vertex_array[indice+5]);
((SbVec3f *)(cur_coords3d+v2))->getValue(vertex_array[indice+0],
vertex_array[indice+1],
vertex_array[indice+2]);
((SbVec3f *)(mynormal2))->getValue(vertex_array[indice+3],
vertex_array[indice+4],
vertex_array[indice+5]);
/* We decode the Vertex1 color */
RGBA = mycolor1.getPackedValue();
R = ( RGBA & 0xFF000000 ) >> 24 ;
G = ( RGBA & 0xFF0000 ) >> 16;
B = ( RGBA & 0xFF00 ) >> 8;
A = ( RGBA & 0xFF );
RGBA = mycolor2.getPackedValue();
R = ( RGBA & 0xFF000000 ) >> 24 ;
G = ( RGBA & 0xFF0000 ) >> 16;
B = ( RGBA & 0xFF00 ) >> 8;
A = ( RGBA & 0xFF );
Rf = (((float )R) / 255.0);
Gf = (((float )G) / 255.0);
Bf = (((float )B) / 255.0);
Af = (((float )A) / 255.0);
vertex_array[indice+6] = Rf;
vertex_array[indice+7] = Gf;
vertex_array[indice+8] = Bf;
vertex_array[indice+9] = Af;
indice+=10;
Rf = (((float )R) / 255.0);
Gf = (((float )G) / 255.0);
Bf = (((float )B) / 255.0);
Af = (((float )A) / 255.0);
((SbVec3f *)(cur_coords3d+v2))->getValue(vertex_array[indice+0],
vertex_array[indice+1],
vertex_array[indice+2]);
((SbVec3f *)(mynormal2))->getValue(vertex_array[indice+3],
vertex_array[indice+4],
vertex_array[indice+5]);
RGBA = mycolor2.getPackedValue();
R = ( RGBA & 0xFF000000 ) >> 24 ;
G = ( RGBA & 0xFF0000 ) >> 16;
B = ( RGBA & 0xFF00 ) >> 8;
A = ( RGBA & 0xFF );
vertex_array[indice+6] = Rf;
vertex_array[indice+7] = Gf;
vertex_array[indice+8] = Bf;
vertex_array[indice+9] = Af;
indice+=10;
Rf = (((float )R) / 255.0);
Gf = (((float )G) / 255.0);
Bf = (((float )B) / 255.0);
Af = (((float )A) / 255.0);
((SbVec3f *)(cur_coords3d+v3))->getValue(vertex_array[indice+0],
vertex_array[indice+1],
vertex_array[indice+2]);
((SbVec3f *)(mynormal3))->getValue(vertex_array[indice+3],
vertex_array[indice+4],
vertex_array[indice+5]);
vertex_array[indice+6] = Rf;
vertex_array[indice+7] = Gf;
vertex_array[indice+8] = Bf;
vertex_array[indice+9] = Af;
indice+=10;
RGBA = mycolor3.getPackedValue();
R = ( RGBA & 0xFF000000 ) >> 24 ;
G = ( RGBA & 0xFF0000 ) >> 16;
B = ( RGBA & 0xFF00 ) >> 8;
A = ( RGBA & 0xFF );
((SbVec3f *)(cur_coords3d+v3))->getValue(vertex_array[indice+0],
vertex_array[indice+1],
vertex_array[indice+2]);
((SbVec3f *)(mynormal3))->getValue(vertex_array[indice+3],
vertex_array[indice+4],
vertex_array[indice+5]);
Rf = (((float )R) / 255.0);
Gf = (((float )G) / 255.0);
Bf = (((float )B) / 255.0);
Af = (((float )A) / 255.0);
RGBA = mycolor3.getPackedValue();
R = ( RGBA & 0xFF000000 ) >> 24 ;
G = ( RGBA & 0xFF0000 ) >> 16;
B = ( RGBA & 0xFF00 ) >> 8;
A = ( RGBA & 0xFF );
vertex_array[indice+6] = Rf;
vertex_array[indice+7] = Gf;
vertex_array[indice+8] = Bf;
vertex_array[indice+9] = Af;
indice+=10;
Rf = (((float )R) / 255.0);
Gf = (((float )G) / 255.0);
Bf = (((float )B) / 255.0);
Af = (((float )A) / 255.0);
/* ============================================================ */
trinr++;
if (pi == trinr) {
pi = piptr < piendptr ? *piptr++ : -1;
while (pi == 0) {
// It may happen that a part has no triangles
pi = piptr < piendptr ? *piptr++ : -1;
if (mbind == PER_PART)
matnr++;
else if (mbind == PER_PART_INDEXED)
matindices++;
}
trinr = 0;
}
vertex_array[indice+6] = Rf;
vertex_array[indice+7] = Gf;
vertex_array[indice+8] = Bf;
vertex_array[indice+9] = Af;
indice+=10;
}
if (( ! update_vbo ) || (!vbo_loaded) )
{
// Push the content to the VBO
/* ============================================================ */
trinr++;
if (pi == trinr) {
pi = piptr < piendptr ? *piptr++ : -1;
while (pi == 0) {
// It may happen that a part has no triangles
pi = piptr < piendptr ? *piptr++ : -1;
if (mbind == PER_PART)
matnr++;
else if (mbind == PER_PART_INDEXED)
matindices++;
}
trinr = 0;
}
}
if (!updateVbo || !vboLoaded) {
// Push the content to the VBO
#ifdef FC_OS_WIN32
#if QT_VERSION < 0x50000
const QGLContext* gl = QGLContext::currentContext();
const QGLContext* gl = QGLContext::currentContext();
#else
QOpenGLContext* gl = QOpenGLContext::currentContext();
QOpenGLContext* gl = QOpenGLContext::currentContext();
#endif
PFNGLBINDBUFFERARBPROC glBindBufferARB = (PFNGLBINDBUFFERARBPROC)gl->getProcAddress(_PROC("glBindBufferARB"));
PFNGLBUFFERDATAARBPROC glBufferDataARB = (PFNGLBUFFERDATAARBPROC)gl->getProcAddress(_PROC("glBufferDataARB"));
PFNGLBINDBUFFERARBPROC glBindBufferARB = (PFNGLBINDBUFFERARBPROC)gl->getProcAddress(_PROC("glBindBufferARB"));
PFNGLBUFFERDATAARBPROC glBufferDataARB = (PFNGLBUFFERDATAARBPROC)gl->getProcAddress(_PROC("glBufferDataARB"));
#endif
glBindBufferARB(GL_ARRAY_BUFFER_ARB, myvbo[0]);
glBufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(float) * indice , vertex_array, GL_DYNAMIC_DRAW_ARB);
glBindBufferARB(GL_ARRAY_BUFFER_ARB, myvbo[0]);
glBufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(float) * indice , vertex_array, GL_DYNAMIC_DRAW_ARB);
glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, myvbo[1]);
glBufferDataARB(GL_ELEMENT_ARRAY_BUFFER_ARB, sizeof(GLuint) * indice_array , &index_array[0], GL_DYNAMIC_DRAW_ARB);
glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, myvbo[1]);
glBufferDataARB(GL_ELEMENT_ARRAY_BUFFER_ARB, sizeof(GLuint) * indice_array , &index_array[0], GL_DYNAMIC_DRAW_ARB);
glBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
glBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
vbo_loaded=1;
update_vbo=0;
free(vertex_array);
free(index_array);
}
else
{
vboLoaded = true;
updateVbo = false;
free(vertex_array);
free(index_array);
}
else {
#ifdef FC_OS_WIN32
#if QT_VERSION < 0x50000
const QGLContext* gl = QGLContext::currentContext();
const QGLContext* gl = QGLContext::currentContext();
#else
QOpenGLContext* gl = QOpenGLContext::currentContext();
QOpenGLContext* gl = QOpenGLContext::currentContext();
#endif
PFNGLUNMAPBUFFERARBPROC glUnmapBufferARB = (PFNGLUNMAPBUFFERARBPROC)gl->getProcAddress(_PROC("glUnmapBufferARB"));
PFNGLUNMAPBUFFERARBPROC glUnmapBufferARB = (PFNGLUNMAPBUFFERARBPROC)gl->getProcAddress(_PROC("glUnmapBufferARB"));
#endif
glUnmapBufferARB(GL_ARRAY_BUFFER_ARB);
glUnmapBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB);
update_vbo=0;
}
}
glUnmapBufferARB(GL_ARRAY_BUFFER_ARB);
glUnmapBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB);
updateVbo = false;
}
}
// This is the VBO rendering code
// This is the VBO rendering code
#ifdef FC_OS_WIN32
#if QT_VERSION < 0x50000
const QGLContext* gl = QGLContext::currentContext();
#else
QOpenGLContext* gl = QOpenGLContext::currentContext();
#endif
PFNGLBINDBUFFERARBPROC glBindBufferARB = (PFNGLBINDBUFFERARBPROC)gl->getProcAddress(_PROC("glBindBufferARB"));
PFNGLBINDBUFFERARBPROC glBindBufferARB = (PFNGLBINDBUFFERARBPROC)gl->getProcAddress(_PROC("glBindBufferARB"));
#endif
glBindBufferARB(GL_ARRAY_BUFFER_ARB, myvbo[0]);
glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, myvbo[1]);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glBindBufferARB(GL_ARRAY_BUFFER_ARB, myvbo[0]);
glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, myvbo[1]);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glVertexPointer(3,GL_FLOAT,10*sizeof(GLfloat),0);
glNormalPointer(GL_FLOAT,10*sizeof(GLfloat),(GLvoid *)(3*sizeof(GLfloat)));
glColorPointer(4,GL_FLOAT,10*sizeof(GLfloat),(GLvoid *)(6*sizeof(GLfloat)));
glVertexPointer(3,GL_FLOAT,10*sizeof(GLfloat),0);
glNormalPointer(GL_FLOAT,10*sizeof(GLfloat),(GLvoid *)(3*sizeof(GLfloat)));
glColorPointer(4,GL_FLOAT,10*sizeof(GLfloat),(GLvoid *)(6*sizeof(GLfloat)));
glDrawElements(GL_TRIANGLES, indice_array, GL_UNSIGNED_INT, (void *)0);
glDrawElements(GL_TRIANGLES, indice_array, GL_UNSIGNED_INT, (void *)0);
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
glBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
// The data is within the VBO we can clear it at application level
return;
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
glBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
// The data is within the VBO we can clear it at application level
return;
}
// Legacy code without VBO support
@ -1321,7 +1280,7 @@ void SoBrepFaceSet::renderShape(const SoGLCoordinateElement * const vertexlist,
v1 = *viptr++;
v2 = *viptr++;
v3 = *viptr++;
if (v1 < 0 || v2 < 0 || v3 < 0 ||
if (v1 < 0 || v2 < 0 || v3 < 0 ||
v1 >= numverts || v2 >= numverts || v3 >= numverts) {
break;
}
@ -1330,15 +1289,11 @@ void SoBrepFaceSet::renderShape(const SoGLCoordinateElement * const vertexlist,
/* vertex 1 *********************************************************/
if (mbind == PER_PART) {
if (trinr == 0)
{
materials->send(matnr++, true);
}
}
else if (mbind == PER_PART_INDEXED) {
if (trinr == 0)
{
materials->send(*matindices++, true);
}
}
else if (mbind == PER_VERTEX || mbind == PER_FACE) {
materials->send(matnr++, true);
@ -1367,13 +1322,9 @@ void SoBrepFaceSet::renderShape(const SoGLCoordinateElement * const vertexlist,
/* vertex 2 *********************************************************/
if (mbind == PER_VERTEX)
{
materials->send(matnr++, true);
}
else if (mbind == PER_VERTEX_INDEXED)
{
materials->send(*matindices++, true);
}
if (normals) {
if (nbind == PER_VERTEX) {
@ -1396,13 +1347,9 @@ void SoBrepFaceSet::renderShape(const SoGLCoordinateElement * const vertexlist,
/* vertex 3 *********************************************************/
if (mbind == PER_VERTEX)
{
materials->send(matnr++, true);
}
else if (mbind == PER_VERTEX_INDEXED)
{
materials->send(*matindices++, true);
}
if (normals) {
if (nbind == PER_VERTEX) {
@ -1420,6 +1367,7 @@ void SoBrepFaceSet::renderShape(const SoGLCoordinateElement * const vertexlist,
vertexlist->get3(v3),
*currnormal);
}
glVertex3fv((const GLfloat*) (coords3d + v3));
if (mbind == PER_VERTEX_INDEXED)

View File

@ -32,6 +32,7 @@
#include <Inventor/elements/SoLazyElement.h>
#include <Inventor/elements/SoReplacedElement.h>
#include <vector>
class SoGLCoordinateElement;
class SoTextureCoordinateBundle;
@ -84,7 +85,6 @@ public:
SoMFInt32 partIndex;
SoSFInt32 highlightIndex;
SoMFInt32 selectionIndex;
int vbo_available,update_vbo;
protected:
virtual ~SoBrepFaceSet();
@ -112,7 +112,8 @@ private:
};
Binding findMaterialBinding(SoState * const state) const;
Binding findNormalBinding(SoState * const state) const;
void renderShape(const SoGLCoordinateElement * const vertexlist,
void renderShape(SoState * state,
const SoGLCoordinateElement * const vertexlist,
const int32_t *vertexindices,
int num_vertexindices,
const int32_t *partindices,
@ -140,13 +141,14 @@ private:
std::vector<float> vertex_array;
#endif
// Define some VBO pointer for the current mesh
uint32_t myvbo[2];
int vbo_loaded;
uint32_t indice_array;
const char *GL_extension;
SoState * current_state;
// Define some VBO pointer for the current mesh
SbBool vboAvailable;
public:
SbBool updateVbo;
private:
uint32_t myvbo[2];
SbBool vboLoaded;
uint32_t indice_array;
SbColor selectionColor;
SbColor highlightColor;

View File

@ -799,9 +799,10 @@ void ViewProviderPartExt::reload()
void ViewProviderPartExt::updateData(const App::Property* prop)
{
// vejmarie: Force VBO update of the part
this->faceset->update_vbo=1;
if (prop->getTypeId() == Part::PropertyPartShape::getClassTypeId()) {
// vejmarie: Force VBO update of the part
this->faceset->updateVbo = true;
// get the shape to show
const TopoDS_Shape &cShape = static_cast<const Part::PropertyPartShape*>(prop)->getValue();