Accelerate 3D rendering with VBO support

*First step to move Part rendering using VBO instead of direct rendering
*Update comments inside the code
*Assume VBO is available if OpenGL > 3.0 is detected
*Add initial Color support to VBO rendering !
*Initial full feature VBO rendering implementation
*Modify some include issue for linux build
*Try to fix linux include header
*Reupdate header include for linux support
*Fix compilation on linux
*Fix linux and MacoOS build
*Fix glGetString definition
*Fix Windows build
*Add VBO support as an option into the Preference menu
*Fix crash while running FreeCAD test bench with new VBO rendering infrastructure (in both cases)
*Improve performances
*Compute material index only when a VBO update is required (improve frame rate by 10%)
*Clean the code
*Fix Travis compilation warning
*Try to fix Windows compilation issue
*Update include for Windows
This commit is contained in:
Jean-Marie Verdun 2017-02-05 21:10:57 +01:00 committed by wmayer
parent b9e8b4f74f
commit 8383f7222f
9 changed files with 488 additions and 57 deletions

View File

@ -49,6 +49,19 @@
</property>
</widget>
</item>
<item>
<widget class="Gui::PrefCheckBox" name="CheckBox_useVBO">
<property name="text">
<string>Use OpenGL Vertex Buffer Object (experimental)</string>
</property>
<property name="prefEntry" stdset="0">
<cstring>useVBO</cstring>
</property>
<property name="prefPath" stdset="0">
<cstring>View</cstring>
</property>
</widget>
</item>
<item>
<widget class="Gui::PrefCheckBox" name="CheckBox_UseAutoRotation">
<property name="enabled">
@ -515,6 +528,7 @@
<tabstops>
<tabstop>CheckBox_CornerCoordSystem</tabstop>
<tabstop>CheckBox_ShowFPS</tabstop>
<tabstop>CheckBox_useVBO</tabstop>
<tabstop>CheckBox_UseAutoRotation</tabstop>
<tabstop>comboNavigationStyle</tabstop>
<tabstop>mouseButton</tabstop>

View File

@ -85,6 +85,7 @@ void DlgSettings3DViewImp::saveSettings()
spinBoxZoomStep->onSave();
CheckBox_CornerCoordSystem->onSave();
CheckBox_ShowFPS->onSave();
CheckBox_useVBO->onSave();
CheckBox_UseAutoRotation->onSave();
FloatSpinBox_EyeDistance->onSave();
checkBoxBacklight->onSave();
@ -101,6 +102,7 @@ void DlgSettings3DViewImp::loadSettings()
spinBoxZoomStep->onRestore();
CheckBox_CornerCoordSystem->onRestore();
CheckBox_ShowFPS->onRestore();
CheckBox_useVBO->onRestore();
CheckBox_UseAutoRotation->onRestore();
FloatSpinBox_EyeDistance->onRestore();
checkBoxBacklight->onRestore();

View File

@ -89,6 +89,7 @@ void AbstractSplitView::setupSettings()
OnChange(*hGrp,"UseBackgroundColorMid");
OnChange(*hGrp,"UseAntialiasing");
OnChange(*hGrp,"ShowFPS");
OnChange(*hGrp,"useVBO");
OnChange(*hGrp,"Orthographic");
OnChange(*hGrp,"HeadlightColor");
OnChange(*hGrp,"HeadlightDirection");
@ -226,7 +227,13 @@ 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) {
for (std::vector<View3DInventorViewer*>::iterator it = _viewer.begin(); it != _viewer.end(); ++it)
(*it)->setEnableduseVBO(rGrp.GetBool("useVBO",false));
}
else if (strcmp(Reason,"Orthographic") == 0) {
// check whether a perspective or orthogrphic camera should be set
if (rGrp.GetBool("Orthographic", true)) {

View File

@ -177,6 +177,7 @@ View3DInventor::View3DInventor(Gui::Document* pcDocument, QWidget* parent,
OnChange(*hGrp,"BackgroundColor4");
OnChange(*hGrp,"UseBackgroundColorMid");
OnChange(*hGrp,"ShowFPS");
OnChange(*hGrp,"useVBO");
OnChange(*hGrp,"Orthographic");
OnChange(*hGrp,"HeadlightColor");
OnChange(*hGrp,"HeadlightDirection");
@ -368,6 +369,9 @@ 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,"Orthographic") == 0) {
// check whether a perspective or orthogrphic camera should be set
if (rGrp.GetBool("Orthographic", true))

View File

@ -787,6 +787,11 @@ void View3DInventorViewer::setEnabledFPSCounter(bool on)
fpsEnabled = on;
}
void View3DInventorViewer::setEnableduseVBO(bool on)
{
vboEnabled = on;
}
void View3DInventorViewer::setAxisCross(bool on)
{
SoNode* scene = getSceneGraph();
@ -1339,7 +1344,10 @@ void View3DInventorViewer::actualRedraw()
break;
}
}
bool View3DInventorViewer::get_vbo_state()
{
return vboEnabled;
}
void View3DInventorViewer::renderFramebuffer()
{
const SbViewportRegion vp = this->getSoRenderManager()->getViewportRegion();
@ -1408,7 +1416,7 @@ void View3DInventorViewer::renderGLImage()
glEnable(GL_DEPTH_TEST);
}
//#define ENABLE_GL_DEPTH_RANGE
// #define ENABLE_GL_DEPTH_RANGE
// The calls of glDepthRange inside renderScene() causes problems with transparent objects
// so that's why it is disabled now: http://forum.freecadweb.org/viewtopic.php?f=3&t=6037&hilit=transparency
@ -1442,6 +1450,7 @@ void View3DInventorViewer::renderScene(void)
SoGLRenderActionElement::set(glra->getState(), glra);
glra->apply(this->backgroundroot);
navigation->updateAnimation();
try {

View File

@ -96,6 +96,7 @@ public:
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. */
};
//@}
@ -339,6 +340,7 @@ public:
bool hasAxisCross(void);
void setEnabledFPSCounter(bool b);
void setEnableduseVBO(bool b);
NavigationStyle* navigationStyle() const;
@ -346,6 +348,8 @@ public:
Gui::Document* getDocument();
virtual PyObject *getPyObject(void);
bool vboEnabled;
bool get_vbo_state();
protected:
void renderScene();

View File

@ -20,47 +20,60 @@
* *
***************************************************************************/
#define GL_GLEXT_PROTOTYPES
#include "PreCompiled.h"
#ifndef _PreComp_
# ifdef FC_OS_WIN32
# include <windows.h>
# endif
# ifdef FC_OS_MACOSX
# include <OpenGL/gl.h>
# else
# include <GL/gl.h>
# endif
# include <float.h>
# include <algorithm>
# include <Inventor/SoPickedPoint.h>
# include <Inventor/SoPrimitiveVertex.h>
# include <Inventor/actions/SoCallbackAction.h>
# include <Inventor/actions/SoGetBoundingBoxAction.h>
# include <Inventor/actions/SoGetPrimitiveCountAction.h>
# include <Inventor/actions/SoGLRenderAction.h>
# include <Inventor/actions/SoPickAction.h>
# include <Inventor/actions/SoWriteAction.h>
# include <Inventor/bundles/SoMaterialBundle.h>
# include <Inventor/bundles/SoTextureCoordinateBundle.h>
# include <Inventor/elements/SoLazyElement.h>
# include <Inventor/elements/SoOverrideElement.h>
# include <Inventor/elements/SoCoordinateElement.h>
# include <Inventor/elements/SoGLCoordinateElement.h>
# include <Inventor/elements/SoGLCacheContextElement.h>
# include <Inventor/elements/SoLineWidthElement.h>
# include <Inventor/elements/SoPointSizeElement.h>
# include <Inventor/errors/SoDebugError.h>
# include <Inventor/errors/SoReadError.h>
# include <Inventor/details/SoFaceDetail.h>
# include <Inventor/details/SoLineDetail.h>
# include <Inventor/misc/SoState.h>
#include <float.h>
#include <algorithm>
#include <Inventor/SoPickedPoint.h>
#include <Inventor/SoPrimitiveVertex.h>
#include <Inventor/actions/SoCallbackAction.h>
#include <Inventor/actions/SoGetBoundingBoxAction.h>
#include <Inventor/actions/SoGetPrimitiveCountAction.h>
#include <Inventor/actions/SoGLRenderAction.h>
#include <Inventor/actions/SoPickAction.h>
#include <Inventor/actions/SoWriteAction.h>
#include <Inventor/bundles/SoMaterialBundle.h>
#include <Inventor/bundles/SoTextureCoordinateBundle.h>
#include <Inventor/elements/SoLazyElement.h>
#include <Inventor/elements/SoOverrideElement.h>
#include <Inventor/elements/SoCoordinateElement.h>
#include <Inventor/elements/SoGLCoordinateElement.h>
#include <Inventor/elements/SoGLCacheContextElement.h>
#include <Inventor/elements/SoLineWidthElement.h>
#include <Inventor/elements/SoPointSizeElement.h>
#include <Inventor/errors/SoDebugError.h>
#include <Inventor/errors/SoReadError.h>
#include <Inventor/details/SoFaceDetail.h>
#include <Inventor/details/SoLineDetail.h>
#include <Inventor/misc/SoState.h>
#endif
#include "SoBrepFaceSet.h"
#include <Gui/SoFCUnifiedSelection.h>
#include <Gui/SoFCSelectionAction.h>
#include <App/Application.h>
#include <Gui/Application.h>
#include <Gui/Document.h>
#include <Gui/Command.h>
#include <Gui/View3DInventor.h>
#include <Gui/View3DInventorViewer.h>
#include <stdio.h>
#include <string.h>
#ifdef FC_OS_WIN32
#include <windows.h>
#include <GL/gl.h>
#include <GL/glext.h>
#else
#ifdef FC_OS_MACOSX
#include <OpenGL/gl.h>
#include <OpenGL/glext.h>
#else
#include <GL/gl.h>
#include <GL/glext.h>
#endif
#endif
using namespace PartGui;
@ -79,11 +92,68 @@ SoBrepFaceSet::SoBrepFaceSet()
SO_NODE_ADD_FIELD(partIndex, (-1));
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;
}
*/
// 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
#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
vbo_available=1;
update_vbo=0;
if ( vbo_available )
{
#ifdef FC_OS_WIN32
myglGenBuffers(2, &myvbo[0]);
#else
glGenBuffersARB(2, &myvbo[0]);
#endif
vbo_loaded=0;
indice_array=0;
}
selectionIndex.setNum(0);
}
SoBrepFaceSet::~SoBrepFaceSet()
{
glDeleteBuffersARB(2, &myvbo[0]);
}
void SoBrepFaceSet::doAction(SoAction* action)
@ -196,7 +266,6 @@ 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();
@ -253,13 +322,11 @@ 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,
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)
@ -284,7 +351,6 @@ 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());
@ -348,6 +414,8 @@ void SoBrepFaceSet::GLRender(SoGLRenderAction *action)
return;
SoState * state = action->getState();
current_state=state;
Binding mbind = this->findMaterialBinding(state);
Binding nbind = this->findNormalBinding(state);
@ -363,6 +431,8 @@ void SoBrepFaceSet::GLRender(SoGLRenderAction *action)
int numparts;
SbBool doTextures;
SbBool normalCacheUsed;
SbColor mycolor1;
SoMaterialBundle mb(action);
@ -376,6 +446,8 @@ 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;
@ -383,6 +455,7 @@ void SoBrepFaceSet::GLRender(SoGLRenderAction *action)
numparts = this->partIndex.getNum();
renderShape(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);
@ -445,7 +518,6 @@ void SoBrepFaceSet::generatePrimitives(SoAction * action)
//This is highly experimental!!!
if (this->coordIndex.getNum() < 3) return;
SoState * state = action->getState();
if (this->vertexProperty.getValue()) {
@ -741,9 +813,11 @@ 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,
&(pindices[id]), 1, normals, nindices, &mb, mindices, &tb, tindices, nbind, mbind, doTextures?1:0);
vbo_available=1;
}
state->pop();
@ -825,9 +899,10 @@ void SoBrepFaceSet::renderSelection(SoGLRenderAction *action)
normals_s = &(normals[start]);
else
nbind = OVERALL;
vbo_available=0;
renderShape(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;
}
state->pop();
@ -853,7 +928,10 @@ void SoBrepFaceSet::renderShape(const SoGLCoordinateElement * const vertexlist,
int texidx = 0;
const SbVec3f * coords3d = NULL;
SbVec3f * cur_coords3d = NULL;
SbColor mycolor1,mycolor2,mycolor3;
coords3d = vertexlist->getArrayPtr3();
cur_coords3d = ( SbVec3f *)coords3d;
const int32_t *viptr = vertexindices;
const int32_t *viendptr = viptr + num_indices;
@ -868,6 +946,303 @@ 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());
else
view = NULL;
bool ViewerVBO=false;
if ( view != NULL )
{
Gui::View3DInventorViewer* viewer = view->getViewer();
ViewerVBO=viewer->get_vbo_state();
}
/*
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.
*/
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;
// 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 !
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
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);
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;
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++;
/* 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 );
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 *)(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 );
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 *)(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]);
RGBA = mycolor3.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;
/* ============================================================ */
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 (( ! update_vbo ) || (!vbo_loaded) )
{
// Push the content to the VBO
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_ARRAY_BUFFER_ARB, 0);
glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
vbo_loaded=1;
update_vbo=0;
free(vertex_array);
free(index_array);
}
else
{
glUnmapBufferARB(GL_ARRAY_BUFFER_ARB);
glUnmapBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB);
update_vbo=0;
}
}
// This is the VBO rendering code
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)));
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;
}
// Legacy code without VBO support
pi = piptr < piendptr ? *piptr++ : -1;
while (pi == 0) {
// It may happen that a part has no triangles
@ -878,28 +1253,29 @@ void SoBrepFaceSet::renderShape(const SoGLCoordinateElement * const vertexlist,
matindices++;
}
glBegin(GL_TRIANGLES);
glBegin(GL_TRIANGLES);
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 = *viptr++;
v2 = *viptr++;
v3 = *viptr++;
if (v1 < 0 || v2 < 0 || v3 < 0 ||
v1 >= numverts || v2 >= numverts || v3 >= numverts) {
break;
}
v4 = viptr < viendptr ? *viptr++ : -1;
(void)v4;
/* 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);
@ -924,14 +1300,17 @@ void SoBrepFaceSet::renderShape(const SoGLCoordinateElement * const vertexlist,
vertexlist->get3(v1),
*currnormal);
}
glVertex3fv((const GLfloat*) (coords3d + v1));
/* 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) {
@ -954,9 +1333,13 @@ 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) {
@ -974,7 +1357,6 @@ void SoBrepFaceSet::renderShape(const SoGLCoordinateElement * const vertexlist,
vertexlist->get3(v3),
*currnormal);
}
glVertex3fv((const GLfloat*) (coords3d + v3));
if (mbind == PER_VERTEX_INDEXED)

View File

@ -32,13 +32,10 @@
#include <Inventor/elements/SoLazyElement.h>
#include <Inventor/elements/SoReplacedElement.h>
#include <vector>
class SoGLCoordinateElement;
class SoTextureCoordinateBundle;
#if 0
#define RENDER_GLARRAYS
#endif
// #define RENDER_GLARRAYS
namespace PartGui {
@ -87,6 +84,7 @@ public:
SoMFInt32 partIndex;
SoSFInt32 highlightIndex;
SoMFInt32 selectionIndex;
int vbo_available,update_vbo;
protected:
virtual ~SoBrepFaceSet();
@ -141,6 +139,15 @@ private:
std::vector<int32_t> index_array;
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;
SbColor selectionColor;
SbColor highlightColor;
SoColorPacker colorpacker;

View File

@ -324,8 +324,8 @@ ViewProviderPartExt::~ViewProviderPartExt()
void ViewProviderPartExt::onChanged(const App::Property* prop)
{
Part::Feature* feature = dynamic_cast<Part::Feature*>(pcObject);
Part::Feature* feature = dynamic_cast<Part::Feature*>(pcObject);
if (prop == &Deviation) {
if(Visibility.getValue() && feature && !feature->Shape.getValue().IsNull())
updateVisual(feature->Shape.getValue());
@ -799,6 +799,8 @@ 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()) {
// get the shape to show
const TopoDS_Shape &cShape = static_cast<const Part::PropertyPartShape*>(prop)->getValue();