diff --git a/src/Gui/DlgSettings3DView.ui b/src/Gui/DlgSettings3DView.ui
index 46f31adce..cdd34646e 100644
--- a/src/Gui/DlgSettings3DView.ui
+++ b/src/Gui/DlgSettings3DView.ui
@@ -49,6 +49,19 @@
+ -
+
+
+ Use OpenGL Vertex Buffer Object (experimental)
+
+
+ useVBO
+
+
+ View
+
+
+
-
@@ -515,6 +528,7 @@
CheckBox_CornerCoordSystem
CheckBox_ShowFPS
+ CheckBox_useVBO
CheckBox_UseAutoRotation
comboNavigationStyle
mouseButton
diff --git a/src/Gui/DlgSettings3DViewImp.cpp b/src/Gui/DlgSettings3DViewImp.cpp
index dc04047f2..2d5d44606 100644
--- a/src/Gui/DlgSettings3DViewImp.cpp
+++ b/src/Gui/DlgSettings3DViewImp.cpp
@@ -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();
diff --git a/src/Gui/SplitView3DInventor.cpp b/src/Gui/SplitView3DInventor.cpp
index 597389ed5..b564c01b2 100644
--- a/src/Gui/SplitView3DInventor.cpp
+++ b/src/Gui/SplitView3DInventor.cpp
@@ -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::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::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)) {
diff --git a/src/Gui/View3DInventor.cpp b/src/Gui/View3DInventor.cpp
index a6e7b2cfc..f00597c9d 100644
--- a/src/Gui/View3DInventor.cpp
+++ b/src/Gui/View3DInventor.cpp
@@ -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))
diff --git a/src/Gui/View3DInventorViewer.cpp b/src/Gui/View3DInventorViewer.cpp
index 3152015f7..6aec28da4 100644
--- a/src/Gui/View3DInventorViewer.cpp
+++ b/src/Gui/View3DInventorViewer.cpp
@@ -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 {
diff --git a/src/Gui/View3DInventorViewer.h b/src/Gui/View3DInventorViewer.h
index fb4ac5851..1a59eacab 100644
--- a/src/Gui/View3DInventorViewer.h
+++ b/src/Gui/View3DInventorViewer.h
@@ -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();
diff --git a/src/Mod/Part/Gui/SoBrepFaceSet.cpp b/src/Mod/Part/Gui/SoBrepFaceSet.cpp
index 87216b1ab..01f33b363 100644
--- a/src/Mod/Part/Gui/SoBrepFaceSet.cpp
+++ b/src/Mod/Part/Gui/SoBrepFaceSet.cpp
@@ -20,47 +20,60 @@
* *
***************************************************************************/
-
+#define GL_GLEXT_PROTOTYPES
#include "PreCompiled.h"
#ifndef _PreComp_
-# ifdef FC_OS_WIN32
-# include
-# endif
-# ifdef FC_OS_MACOSX
-# include
-# else
-# include
-# endif
-# include
-# include
-# include
-# include
-# include
-# include
-# include
-# include
-# include
-# include
-# include
-# include
-# include
-# include
-# include
-# include
-# include
-# include
-# include
-# include
-# include
-# include
-# include
-# include
+#include
+#include
+#include
+#include
+#include
+#include
+#include
+#include
+#include
+#include
+#include
+#include
+#include
+#include
+#include
+#include
+#include
+#include
+#include
+#include
+#include
+#include
+#include
+#include
#endif
#include "SoBrepFaceSet.h"
#include
#include
+#include
+#include
+#include
+#include
+#include
+#include
+#include
+#include
+#ifdef FC_OS_WIN32
+#include
+#include
+#include
+#else
+#ifdef FC_OS_MACOSX
+#include
+#include
+#else
+#include
+#include
+#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(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(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(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(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(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)
diff --git a/src/Mod/Part/Gui/SoBrepFaceSet.h b/src/Mod/Part/Gui/SoBrepFaceSet.h
index 74eef1803..d116ac5fd 100644
--- a/src/Mod/Part/Gui/SoBrepFaceSet.h
+++ b/src/Mod/Part/Gui/SoBrepFaceSet.h
@@ -32,13 +32,10 @@
#include
#include
#include
-
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 index_array;
std::vector 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;
diff --git a/src/Mod/Part/Gui/ViewProviderExt.cpp b/src/Mod/Part/Gui/ViewProviderExt.cpp
index 7f61d1648..9e217be9c 100644
--- a/src/Mod/Part/Gui/ViewProviderExt.cpp
+++ b/src/Mod/Part/Gui/ViewProviderExt.cpp
@@ -324,8 +324,8 @@ ViewProviderPartExt::~ViewProviderPartExt()
void ViewProviderPartExt::onChanged(const App::Property* prop)
{
- Part::Feature* feature = dynamic_cast(pcObject);
+ Part::Feature* feature = dynamic_cast(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(prop)->getValue();