Commit Graph

171 Commits

Author SHA1 Message Date
312d3edee5 Hidden PBVH nodes:
Set hidden when rebuilding the PBVH tree if all primitives are hidden.
2014-05-05 22:24:13 +03:00
9a1c47de44 Attempt to solve T39950,
Avoid filling up buffers when total buffer triangles are zero.

Better still would be to tag a node as hidden when doing recreation of
the PBVH tree by checking for any visible elements. Original bug report
probably has to do with OpenGL doing something funky but hidden nodes
should be tagged as hidden to completely avoid iterating for painting.
This is to be done in a later commit.

Also some naming cleanup for consistency, GPU_build_pbvh_mesh_buffers to
GPU_build_mesh_pbvh_buffers.
2014-05-05 21:13:27 +03:00
d2a3260763 Add PBVH debug display, where we can see the PBVH node bounding boxes.
To enable enter debug value 14.
Leaf nodes are green while container nodes are red.
2014-04-30 23:43:19 +03:00
4ca67869cc Code cleanup: remove unused includes
Opted to keep includes if they are used indirectly (even if removing is possible).
2014-05-01 04:47:51 +10:00
b6e967be63 Code cleanup: const args and arrays 2014-04-27 08:56:54 +10:00
7ca74fc1c0 Code cleanup: use 'const' for arrays (blenloader, gpu, imbuf, makesdna, modifiers, nodes) 2014-04-27 00:25:16 +10:00
1b9db9911d Code cleanup: use bools
also rename BLI_omp_thread_count -> BLI_system_thread_count_omp
2014-04-17 16:04:28 +10:00
5d189069a4 Fix regression, sculpting on mesh with matcaps (without multires/ 2014-04-15 20:12:51 +03:00
41b8f88732 Split Normals I (3/5): Add 3Dview shading support of split normals.
Mostly monkey coding in gpu ("modern" VBO drawing) and DM variants ("legacy" drawing) code...

Reviewers: brecht

Reviewed By: brecht

CC: campbellbarton

Differential Revision: https://developer.blender.org/D367
2014-04-13 12:34:45 +02:00
52af5fa31f Change GPU deletion at GPU buffer update time. This should be detected
and done at PBVH update time, since it is possible to have no triangles
to display in a buffer if node is hidden.
2014-04-11 03:16:16 +03:00
7cdaf56b30 Dyntopo: use hidden face flags in more places 2014-04-11 07:51:14 +10:00
6292b60a3f Dyntopo: Minor display optimization.
While hiding, flush the hidden flags to the faces. This avoids iterating
through all the loops while updating the GPU buffers.
2014-04-10 22:31:39 +03:00
a068dda5f3 Code cleanup: ifdef unused linklist for GPU drawobject's 2014-04-09 15:42:18 +10:00
d8c4763fb0 More stack cleanup on GPU_buffers 2014-04-09 04:42:26 +03:00
b5d3f183b0 Add material storage to derivedmesh.
The variables are considered invalid unless DM_update_materials is
called prior to use. Only use case currently is
mesh drawing. This helps with excessive allocation on the stack during
GPUObject creation, but may help elsewhere in the future as well.
2014-04-09 04:03:44 +03:00
2496636a65 GPU: replace callocs with malloc since reallocs aren't cleared 2014-04-09 09:31:20 +10:00
ebaf3781fa Dyntopo: replace GHash with GSet, saves some memory 2014-04-08 14:45:48 +10:00
c6d85407d4 Forgotten to add this on last commit. This would cause dyntopo to always
refresh all its nodes if show diffuse was on.
2014-04-03 04:03:46 +03:00
03bd418d16 Fix T39517,
Issue here is that "show diffuse" option does not respect its intended
purpose which is to be used only for masking.

There are a couple of caveats here:

Dyntopo and multires -always- have mask data enabled, and thus as soon
as one goes to dyntopo mode or adds a multires modifier he would get the
default grey color instead.

Matcaps would break when nodes asked for a diffuse material color (this
was broken before too). Solved by adding global material state for when
matcaps are enabled. Also matcaps don't always played well with VBOs
off.

Added a few more missing updates for mask operators to notify
show_diffuse property as changed. This was also needed on rebuilding
dyntopo pbvh.

Also make zero mask color duller again after artist feedback.
2014-04-03 00:39:42 +03:00
8c730b1059 Fix T39520, show diffuse not working in dyntopo.
Was marked as a todo in the code.

This does not yet take care of correct display for multi material
meshes, since it would need correct separation of faces during pbvh
creation. Instead we just take material of first face in node and assume
that the rest faces have the same. This will create some funky effects
if one attempts to sculpt in this way.

Note: This does not yet address T39517
2014-04-02 18:56:19 +03:00
e60b18d51d Dyntopo: Delete OpenGL buffers of nodes that do not have any more
triangles.

It is possible to end up with such nodes using brushes in aggressive
collapse mode. Those nodes should normally be cleaned up, since they can
never be actually reused (adding more geometry to a node requires the
node having some geometry to begin with) but until we support dynamic
nodes, better delete those to avoid binding graphics driver resources.

If such zero elements buffers were used, GL error out of memory would be
reported.
2014-04-02 01:41:14 +03:00
bfe29e0ef7 Revert 7955cb78d it causes GPU_pbvh_buffers_diffuse_changed to always
return false, causing update of all pbvh nodes all the time.
2014-04-01 20:17:23 +03:00
3ed49a810d Make matcaps suck less
This commit does various changes for matcaps:

One is taking advantage of drawing with pbvh (which would only happen
with dyntopo previously) and drawing with partial redraw during
sculpting.

The second one is support for masks. To make this work in the special
case of multires, which uses flat shading, I use the only available flat
shaded builtins in OpenGL 2.0 which are color and secondary color.

Abusing colors in that way is also essential for flat shading to work if
we are to use pbvh draw in multires, since it is the color that is being
interpolated flatly, not the normal (which can only interpolated
smoothly). The pbvh drawing code for multires used last triangle
element's normal to compute the shading which would only produce smooth
results. This could change if we did the shading in the vertex shader
for flat shaded primitives, but this is more complex and makes it harder
to have one shader to rule the mole.

Also increased the brightness of the default diffuse color for
sculpting. This should be useful since artists like to tweak the
lighting settings and it will give them the full dynamic range of the
lights, but also it helps with correct brightness of sculpted matcaps.

Reviewers: brecht

Differential Revision: https://developer.blender.org/D435
2014-04-01 19:27:13 +03:00
7955cb78d6 Fix for "Show Diffuse Color" was having affect on mesh without mask
Only happened with VBOs enabled.
2014-04-01 14:00:15 +06:00
9904127e33 Code cleanup: use bool instead of int 2014-04-01 13:55:25 +06:00
617557b08e Code cleanup: remove TRUE/FALSE & WITH_BOOL_COMPAT define 2014-04-01 15:22:28 +11:00
6bba006bf2 Cleanup: Minor spelling fixes: 2014-03-29 11:56:32 +02:00
6a1b7facf9 GPU_pbvh_buffers: Use triangles to render multires.
A question here might be: why?

The answer is that GPUs will convert this to triangles so we are wasting
memory during conversion of the element buffer to a triangle buffer
anyway.

The second reason is that some modern GPUs are slower rendering GL_QUADS

The third reason is that due to element caching, this should not in
theory be slower (cached elements do not get recalculated on the GPU).
2014-03-29 11:40:53 +02:00
b7fa08f88a Code cleanup: style 2014-02-22 11:14:15 +11:00
1f5029b184 Fix T38503: crash in non-threadsafe VBO free code during render. 2014-02-07 13:33:15 +01:00
621bf47e91 Docs: doxygen file descriptions for BLF, GPU and WM 2014-01-19 23:15:25 +11:00
d9697bc145 Fix T38024 crash when rebuilding sculpt mode buffers.
Main issue here is that glBuf* calls were invoked from threads different than
main thread. This caused a crash (since those do not have a GL context active).

Fix here is twofold:
* add an ID buffer in buffer pool that handles pbvh buffers and is freed
from main thread when gpu_buffer_pool_free_unused is called.

* do not create glbuffers in derivedmesh creation routine, rather tag nodes
for update and create those in the draw function
(guaranteed to be called from main thread)

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D169
2014-01-05 04:58:27 +02:00
ba8d65a9a7 Code clean-up change naming of gpu buffers used by pbvh to better
reflect that. Previous name GPU_Buffers was very similar to GPU_Buffer,
renamed to GPU_PBVH_Buffers
2014-01-03 12:48:12 +02:00
bbce51d116 replace hashes with sets where possible. 2013-08-25 20:03:45 +00:00
f3ceee51fa fix for GPU_update_bmesh_buffers not setting bmesh vertex index values as dirty (could cause errors later). 2013-08-24 11:46:08 +00:00
b9ae749480 Make GPU buffers allocation/freeing safe for threading
Code in GPU_buffers_free was already trying to be safe
for threading, by skipping OGL calls there, but in fact
it was still buggy.

Namely, freeing was doing buffers shift in a cycle, and
if two threads will call this function shifting will go
crazy.

Now made it so GPU_buffers_alloc and GPU_buffers_free
are using mutex lock, so they're completely safe for
threading. Same goes to gpu_buffer_setup function.

It required minor functions reshuffle, so there're no
locks happening from locked thread, but it's all very
straightforward change

--
svn merge -r58276:58277 ^/branches/soc-2013-depsgraph_mt
2013-08-19 10:06:05 +00:00
3fbd8abcfd OpenGL VBO's: free VBO pool before redraw, otherwise this just holds onto memory
after objects are deleted until another big object is added. There's no good reason
to do this, or to think that our pool is somehow much faster than using the OpenGL
API to allocate and free buffers.
2013-08-09 19:55:43 +00:00
04ea8c0ee8 remove the pointer from BLI_bitmap's typedef,
hides that an arg passed is really an array which may be modified by other functions.
2013-07-22 23:20:48 +00:00
a6b505ef0b style cleanup 2013-06-06 06:02:46 +00:00
f18fad668f Fix textured draw mode + dyntopo crash fix to cover more cases. 2013-06-05 15:54:41 +00:00
aa96f0290a Obsessive Null Checking Compulsion case:
Textured draw mode + DynTopo crashed after recent specularity tweak.
2013-06-05 09:10:56 +00:00
4a7f37f6ed Fix #35602: VBO + dynamic topology sculpt did not show specularity. 2013-06-04 17:10:57 +00:00
0408684763 avoid per-vertex mask layer lookups for dyntopo. 2013-05-02 06:09:05 +00:00
89bda7899d style cleanup & some spelling 2013-02-03 10:28:28 +00:00
9a50f45469 Skip hidden faces in PBVH BMesh ray intersection test
Moved the GPU function gpu_bmesh_face_visible() to BKE_paint and
inverted the test to match equivalent tests for other mesh types:
paint_is_bmesh_face_hidden().

Changed BKE_pbvh_bmesh_node_save_orig() to not save hidden faces into
the triangle array.

Modified the non-use-original branch of pbvh_bmesh_node_raycast() to
skip hidden faces.

Fixes bug #33914:
projects.blender.org/tracker/index.php?func=detail&aid=33914&group_id=9&atid=498
2013-01-19 16:10:21 +00:00
5ddc7d64a8 optimize bmesh operations that use triangle BMFace's (dyn-topo and mesh conversion). 2013-01-16 21:09:54 +00:00
d342e3ef0f Use GPU_Buffers to draw wireframe when in dynamic-topology sculpt mode
This adds an override to the CDDM edge drawing function that switches
to GPU_Buffers drawing for PBVHes of type PBVH_BMESH.

Within the GPU_Buffers code, glPolygonMode() is used to draw lines
instead of faces.
2012-12-30 18:30:13 +00:00
d383c32413 Add GPU_buffers support for drawing dynamic topology nodes
The GPU interface for PBVH drawing gets a new pair of build/update
buffers functions for drawing BMFaces and BMVerts.

TODO: the diffuse color is hardcoded to 0.8 gray rather than using
material color.

TODO: only VBO drawing is implemented, no immediate mode.
2012-12-30 18:24:54 +00:00
9046c292f8 fix [#33598] Regression in 2.65 while opening a 2.64 file
VBO's were using a material limit half the size of the rest of blender.
2012-12-18 11:17:20 +00:00
9b948717b0 code cleanup: float <> double conversion. 2012-11-03 18:23:30 +00:00