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:
parent
b9e8b4f74f
commit
8383f7222f
|
@ -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>
|
||||
|
|
|
@ -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();
|
||||
|
|
|
@ -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)) {
|
||||
|
|
|
@ -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))
|
||||
|
|
|
@ -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 {
|
||||
|
|
|
@ -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();
|
||||
|
|
|
@ -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)
|
||||
|
|
|
@ -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;
|
||||
|
|
|
@ -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();
|
||||
|
|
Loading…
Reference in New Issue
Block a user