GL/WIP: fix crash drawing text object
Note that this doesn't set the normal as it should (noted as a TODO), just committing to avoid the crash.
This commit is contained in:
@@ -5114,8 +5114,10 @@ static void drawDispListVerts(PrimitiveType prim_type, const void *data, unsigne
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* XXX : This is a huge perf issue. We should cache the resulting batches inside the object instead.
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* But new viewport will do it anyway
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* TODO implement flat drawing */
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static void drawDispListElem(bool quads, bool UNUSED(smooth), const float *data, const float *ndata, unsigned int vert_ct,
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const int *elem, unsigned int elem_ct, const unsigned char wire_col[3])
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static void drawDispListElem(
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bool quads, bool UNUSED(smooth), bool ndata_is_single,
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const float *data, const float *ndata, unsigned int data_len,
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const int *elem, unsigned int elem_len, const unsigned char wire_col[3])
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{
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VertexFormat format = {0};
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int i;
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@@ -5124,31 +5126,41 @@ static void drawDispListElem(bool quads, bool UNUSED(smooth), const float *data,
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pos_id = VertexFormat_add_attrib(&format, "pos", COMP_F32, 3, KEEP_FLOAT);
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if (ndata) {
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nor_id = VertexFormat_add_attrib(&format, "nor", COMP_F32, 3, KEEP_FLOAT);
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if (ndata_is_single) {
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/* pass */
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}
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else {
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nor_id = VertexFormat_add_attrib(&format, "nor", COMP_F32, 3, KEEP_FLOAT);
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}
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}
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ElementListBuilder elb;
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ElementListBuilder_init(&elb, PRIM_TRIANGLES, (quads) ? elem_ct * 2 : elem_ct, 0xffffffff);
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ElementListBuilder_init(&elb, PRIM_TRIANGLES, (quads) ? elem_len * 2 : elem_len, 0xffffffff);
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if (quads) {
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for (i = elem_ct; i; --i, idx += 4) {
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for (i = elem_len; i; --i, idx += 4) {
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add_triangle_vertices(&elb, idx[0], idx[1], idx[2]);
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add_triangle_vertices(&elb, idx[0], idx[2], idx[3]);
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}
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}
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else {
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for (i = elem_ct; i; --i, idx += 3) {
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for (i = elem_len; i; --i, idx += 3) {
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add_triangle_vertices(&elb, idx[0], idx[1], idx[2]);
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}
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}
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VertexBuffer *vbo = VertexBuffer_create_with_format(&format);
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VertexBuffer_allocate_data(vbo, vert_ct);
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VertexBuffer_allocate_data(vbo, data_len);
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VertexBuffer_fill_attrib(vbo, pos_id, data);
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if (ndata) {
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VertexBuffer_fill_attrib(vbo, nor_id, ndata);
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if (ndata_is_single) {
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/* TODO: something like glNormal for a single value */
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}
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else {
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VertexBuffer_fill_attrib(vbo, nor_id, ndata);
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}
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}
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Batch *batch = Batch_create(PRIM_TRIANGLES, vbo, ElementList_build(&elb));
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@@ -5229,11 +5241,17 @@ static bool drawDispListwire_ex(ListBase *dlbase, unsigned int dl_type_mask, con
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break;
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case DL_INDEX3:
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drawDispListElem(false, true, dl->verts, NULL, dl->nr, dl->index, dl->parts, wire_col);
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drawDispListElem(
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false, true, false,
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dl->verts, NULL, dl->nr,
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dl->index, dl->parts, wire_col);
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break;
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case DL_INDEX4:
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drawDispListElem(true, true, dl->verts, NULL, dl->nr, dl->index, dl->parts, wire_col);
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drawDispListElem(
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true, true, false,
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dl->verts, NULL, dl->nr,
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dl->index, dl->parts, wire_col);
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break;
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}
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}
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@@ -5300,8 +5318,12 @@ static void drawDispListsolid(ListBase *lb, Object *ob, const short UNUSED(dflag
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GPU_object_material_bind(dl->col + 1, use_glsl ? &gattribs : NULL);
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col = dl->col;
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}
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const unsigned int verts_len = dl->nr * dl->parts;
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drawDispListElem(true, (dl->rt & CU_SMOOTH), dl->verts, dl->nors, dl->nr * dl->parts, dl->index, dl->totindex, ob_wire_col);
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drawDispListElem(
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true, (dl->rt & CU_SMOOTH) != 0, false,
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dl->verts, dl->nors, verts_len,
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dl->index, dl->totindex, ob_wire_col);
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}
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break;
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@@ -5320,7 +5342,11 @@ static void drawDispListsolid(ListBase *lb, Object *ob, const short UNUSED(dflag
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else
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glNormal3fv(ndata);
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#endif
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drawDispListElem(false, (dl->rt & CU_SMOOTH), dl->verts, dl->nors, dl->nr, dl->index, dl->parts, ob_wire_col);
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/* special case, 'nors' is a single value */
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drawDispListElem(
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false, (dl->rt & CU_SMOOTH) != 0, true,
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dl->verts, dl->nors, dl->nr,
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dl->index, dl->parts, ob_wire_col);
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#if 0
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if (index3_nors_incr)
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@@ -5335,7 +5361,10 @@ static void drawDispListsolid(ListBase *lb, Object *ob, const short UNUSED(dflag
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col = dl->col;
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}
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drawDispListElem(true, true, dl->verts, dl->nors, dl->nr, dl->index, dl->parts, ob_wire_col);
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drawDispListElem(
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true, true, false,
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dl->verts, dl->nors, dl->nr,
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dl->index, dl->parts, ob_wire_col);
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break;
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}
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