1844 lines
49 KiB
C
1844 lines
49 KiB
C
/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2005 Blender Foundation.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): Brecht Van Lommel.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file blender/gpu/intern/gpu_buffers.c
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* \ingroup gpu
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*/
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#include <limits.h>
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#include <stddef.h>
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#include <string.h>
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#include "GL/glew.h"
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#include "MEM_guardedalloc.h"
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#include "BLI_bitmap.h"
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#include "BLI_math.h"
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#include "BLI_utildefines.h"
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#include "BLI_ghash.h"
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#include "BLI_threads.h"
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#include "DNA_meshdata_types.h"
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#include "BKE_DerivedMesh.h"
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#include "BKE_paint.h"
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#include "BKE_subsurf.h"
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#include "DNA_userdef_types.h"
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#include "GPU_buffers.h"
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typedef enum {
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GPU_BUFFER_VERTEX_STATE = 1,
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GPU_BUFFER_NORMAL_STATE = 2,
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GPU_BUFFER_TEXCOORD_STATE = 4,
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GPU_BUFFER_COLOR_STATE = 8,
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GPU_BUFFER_ELEMENT_STATE = 16,
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} GPUBufferState;
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#define MAX_GPU_ATTRIB_DATA 32
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/* material number is an 16-bit short and the range of short is from -16383 to 16383 (assume material number is non-negative) */
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#define MAX_MATERIALS 16384
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/* -1 - undefined, 0 - vertex arrays, 1 - VBOs */
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static int useVBOs = -1;
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static GPUBufferState GLStates = 0;
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static GPUAttrib attribData[MAX_GPU_ATTRIB_DATA] = { { -1, 0, 0 } };
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/* stores recently-deleted buffers so that new buffers won't have to
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* be recreated as often
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*
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* only one instance of this pool is created, stored in
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* gpu_buffer_pool
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*
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* note that the number of buffers in the pool is usually limited to
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* MAX_FREE_GPU_BUFFERS, but this limit may be exceeded temporarily
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* when a GPUBuffer is released outside the main thread; due to OpenGL
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* restrictions it cannot be immediately released
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*/
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typedef struct GPUBufferPool {
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/* number of allocated buffers stored */
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int totbuf;
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/* actual allocated length of the array */
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int maxsize;
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GPUBuffer **buffers;
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} GPUBufferPool;
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#define MAX_FREE_GPU_BUFFERS 8
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/* create a new GPUBufferPool */
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static GPUBufferPool *gpu_buffer_pool_new(void)
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{
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GPUBufferPool *pool;
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/* enable VBOs if supported */
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if (useVBOs == -1)
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useVBOs = (GLEW_ARB_vertex_buffer_object ? 1 : 0);
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pool = MEM_callocN(sizeof(GPUBufferPool), "GPUBuffer");
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pool->maxsize = MAX_FREE_GPU_BUFFERS;
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pool->buffers = MEM_callocN(sizeof(GPUBuffer*)*pool->maxsize,
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"GPUBuffer.buffers");
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return pool;
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}
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/* remove a GPUBuffer from the pool (does not free the GPUBuffer) */
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static void gpu_buffer_pool_remove_index(GPUBufferPool *pool, int index)
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{
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int i;
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if (!pool || index < 0 || index >= pool->totbuf)
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return;
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/* shift entries down, overwriting the buffer at `index' */
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for (i = index; i < pool->totbuf - 1; i++)
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pool->buffers[i] = pool->buffers[i+1];
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/* clear the last entry */
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if (pool->totbuf > 0)
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pool->buffers[pool->totbuf - 1] = NULL;
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pool->totbuf--;
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}
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/* delete the last entry in the pool */
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static void gpu_buffer_pool_delete_last(GPUBufferPool *pool)
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{
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GPUBuffer *last;
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if (pool->totbuf <= 0)
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return;
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/* get the last entry */
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if (!(last = pool->buffers[pool->totbuf - 1]))
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return;
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/* delete the buffer's data */
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if (useVBOs)
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glDeleteBuffersARB(1, &last->id);
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else
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MEM_freeN(last->pointer);
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/* delete the buffer and remove from pool */
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MEM_freeN(last);
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pool->totbuf--;
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pool->buffers[pool->totbuf] = NULL;
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}
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/* free a GPUBufferPool; also frees the data in the pool's
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GPUBuffers */
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static void gpu_buffer_pool_free(GPUBufferPool *pool)
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{
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if (!pool)
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return;
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while (pool->totbuf)
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gpu_buffer_pool_delete_last(pool);
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MEM_freeN(pool->buffers);
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MEM_freeN(pool);
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}
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static GPUBufferPool *gpu_buffer_pool = NULL;
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static GPUBufferPool *gpu_get_global_buffer_pool(void)
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{
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/* initialize the pool */
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if (!gpu_buffer_pool)
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gpu_buffer_pool = gpu_buffer_pool_new();
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return gpu_buffer_pool;
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}
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void GPU_global_buffer_pool_free(void)
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{
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gpu_buffer_pool_free(gpu_buffer_pool);
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gpu_buffer_pool = NULL;
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}
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/* get a GPUBuffer of at least `size' bytes; uses one from the buffer
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pool if possible, otherwise creates a new one */
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GPUBuffer *GPU_buffer_alloc(int size)
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{
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GPUBufferPool *pool;
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GPUBuffer *buf;
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int i, bufsize, bestfit = -1;
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pool = gpu_get_global_buffer_pool();
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/* not sure if this buffer pool code has been profiled much,
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seems to me that the graphics driver and system memory
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management might do this stuff anyway. --nicholas
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*/
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/* check the global buffer pool for a recently-deleted buffer
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that is at least as big as the request, but not more than
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twice as big */
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for (i = 0; i < pool->totbuf; i++) {
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bufsize = pool->buffers[i]->size;
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/* check for an exact size match */
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if (bufsize == size) {
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bestfit = i;
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break;
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}
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/* smaller buffers won't fit data and buffers at least
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twice as big are a waste of memory */
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else if (bufsize > size && size > (bufsize / 2)) {
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/* is it closer to the required size than the
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last appropriate buffer found. try to save
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memory */
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if (bestfit == -1 || pool->buffers[bestfit]->size > bufsize) {
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bestfit = i;
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}
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}
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}
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/* if an acceptable buffer was found in the pool, remove it
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from the pool and return it */
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if (bestfit != -1) {
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buf = pool->buffers[bestfit];
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gpu_buffer_pool_remove_index(pool, bestfit);
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return buf;
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}
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/* no acceptable buffer found in the pool, create a new one */
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buf = MEM_callocN(sizeof(GPUBuffer), "GPUBuffer");
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buf->size = size;
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if (useVBOs == 1) {
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/* create a new VBO and initialize it to the requested
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size */
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glGenBuffersARB(1, &buf->id);
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glBindBufferARB(GL_ARRAY_BUFFER_ARB, buf->id);
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glBufferDataARB(GL_ARRAY_BUFFER_ARB, size, NULL, GL_STATIC_DRAW_ARB);
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glBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
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}
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else {
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buf->pointer = MEM_mallocN(size, "GPUBuffer.pointer");
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/* purpose of this seems to be dealing with
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out-of-memory errors? looks a bit iffy to me
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though, at least on Linux I expect malloc() would
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just overcommit. --nicholas */
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while (!buf->pointer && pool->totbuf > 0) {
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gpu_buffer_pool_delete_last(pool);
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buf->pointer = MEM_mallocN(size, "GPUBuffer.pointer");
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}
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if (!buf->pointer)
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return NULL;
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}
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return buf;
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}
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/* release a GPUBuffer; does not free the actual buffer or its data,
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but rather moves it to the pool of recently-freed buffers for
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possible re-use*/
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void GPU_buffer_free(GPUBuffer *buffer)
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{
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GPUBufferPool *pool;
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int i;
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if (!buffer)
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return;
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pool = gpu_get_global_buffer_pool();
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/* free the last used buffer in the queue if no more space, but only
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if we are in the main thread. for e.g. rendering or baking it can
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happen that we are in other thread and can't call OpenGL, in that
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case cleanup will be done GPU_buffer_pool_free_unused */
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if (BLI_thread_is_main()) {
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/* in main thread, safe to decrease size of pool back
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down to MAX_FREE_GPU_BUFFERS */
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while (pool->totbuf >= MAX_FREE_GPU_BUFFERS)
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gpu_buffer_pool_delete_last(pool);
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}
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else {
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/* outside of main thread, can't safely delete the
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buffer, so increase pool size */
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if (pool->maxsize == pool->totbuf) {
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pool->maxsize += MAX_FREE_GPU_BUFFERS;
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pool->buffers = MEM_reallocN(pool->buffers,
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sizeof(GPUBuffer*) * pool->maxsize);
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}
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}
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/* shift pool entries up by one */
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for (i = pool->totbuf; i > 0; i--)
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pool->buffers[i] = pool->buffers[i-1];
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/* insert the buffer into the beginning of the pool */
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pool->buffers[0] = buffer;
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pool->totbuf++;
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}
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typedef struct GPUVertPointLink {
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struct GPUVertPointLink *next;
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/* -1 means uninitialized */
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int point_index;
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} GPUVertPointLink;
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/* add a new point to the list of points related to a particular
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vertex */
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static void gpu_drawobject_add_vert_point(GPUDrawObject *gdo, int vert_index, int point_index)
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{
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GPUVertPointLink *lnk;
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lnk = &gdo->vert_points[vert_index];
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/* if first link is in use, add a new link at the end */
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if (lnk->point_index != -1) {
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/* get last link */
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for (; lnk->next; lnk = lnk->next);
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/* add a new link from the pool */
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lnk = lnk->next = &gdo->vert_points_mem[gdo->vert_points_usage];
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gdo->vert_points_usage++;
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}
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lnk->point_index = point_index;
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}
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/* update the vert_points and triangle_to_mface fields with a new
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triangle */
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static void gpu_drawobject_add_triangle(GPUDrawObject *gdo,
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int base_point_index,
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int face_index,
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int v1, int v2, int v3)
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{
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int i, v[3] = {v1, v2, v3};
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for (i = 0; i < 3; i++)
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gpu_drawobject_add_vert_point(gdo, v[i], base_point_index + i);
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gdo->triangle_to_mface[base_point_index / 3] = face_index;
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}
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/* for each vertex, build a list of points related to it; these lists
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are stored in an array sized to the number of vertices */
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static void gpu_drawobject_init_vert_points(GPUDrawObject *gdo, MFace *f, int totface)
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{
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GPUBufferMaterial *mat;
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int i, mat_orig_to_new[MAX_MATERIALS];
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/* allocate the array and space for links */
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gdo->vert_points = MEM_callocN(sizeof(GPUVertPointLink) * gdo->totvert,
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"GPUDrawObject.vert_points");
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gdo->vert_points_mem = MEM_callocN(sizeof(GPUVertPointLink) * gdo->tot_triangle_point,
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"GPUDrawObject.vert_points_mem");
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gdo->vert_points_usage = 0;
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/* build a map from the original material indices to the new
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GPUBufferMaterial indices */
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for (i = 0; i < gdo->totmaterial; i++)
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mat_orig_to_new[gdo->materials[i].mat_nr] = i;
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/* -1 indicates the link is not yet used */
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for (i = 0; i < gdo->totvert; i++)
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gdo->vert_points[i].point_index = -1;
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for (i = 0; i < totface; i++, f++) {
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mat = &gdo->materials[mat_orig_to_new[f->mat_nr]];
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/* add triangle */
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gpu_drawobject_add_triangle(gdo, mat->start + mat->totpoint,
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i, f->v1, f->v2, f->v3);
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mat->totpoint += 3;
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/* add second triangle for quads */
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if (f->v4) {
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gpu_drawobject_add_triangle(gdo, mat->start + mat->totpoint,
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i, f->v3, f->v4, f->v1);
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mat->totpoint += 3;
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}
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}
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/* map any unused vertices to loose points */
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for (i = 0; i < gdo->totvert; i++) {
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if (gdo->vert_points[i].point_index == -1) {
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gdo->vert_points[i].point_index = gdo->tot_triangle_point + gdo->tot_loose_point;
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gdo->tot_loose_point++;
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}
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}
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}
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/* see GPUDrawObject's structure definition for a description of the
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data being initialized here */
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GPUDrawObject *GPU_drawobject_new( DerivedMesh *dm )
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{
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GPUDrawObject *gdo;
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MFace *mface;
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int points_per_mat[MAX_MATERIALS];
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int i, curmat, curpoint, totface;
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mface = dm->getTessFaceArray(dm);
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totface= dm->getNumTessFaces(dm);
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/* get the number of points used by each material, treating
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each quad as two triangles */
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memset(points_per_mat, 0, sizeof(int)*MAX_MATERIALS);
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for (i = 0; i < totface; i++)
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points_per_mat[mface[i].mat_nr] += mface[i].v4 ? 6 : 3;
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/* create the GPUDrawObject */
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gdo = MEM_callocN(sizeof(GPUDrawObject),"GPUDrawObject");
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gdo->totvert = dm->getNumVerts(dm);
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gdo->totedge = dm->getNumEdges(dm);
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/* count the number of materials used by this DerivedMesh */
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for (i = 0; i < MAX_MATERIALS; i++) {
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if (points_per_mat[i] > 0)
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gdo->totmaterial++;
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}
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/* allocate an array of materials used by this DerivedMesh */
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gdo->materials = MEM_mallocN(sizeof(GPUBufferMaterial) * gdo->totmaterial,
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"GPUDrawObject.materials");
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/* initialize the materials array */
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for (i = 0, curmat = 0, curpoint = 0; i < MAX_MATERIALS; i++) {
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if (points_per_mat[i] > 0) {
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gdo->materials[curmat].start = curpoint;
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gdo->materials[curmat].totpoint = 0;
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gdo->materials[curmat].mat_nr = i;
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curpoint += points_per_mat[i];
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curmat++;
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}
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}
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/* store total number of points used for triangles */
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gdo->tot_triangle_point = curpoint;
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gdo->triangle_to_mface = MEM_mallocN(sizeof(int) * (gdo->tot_triangle_point / 3),
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"GPUDrawObject.triangle_to_mface");
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gpu_drawobject_init_vert_points(gdo, mface, totface);
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return gdo;
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}
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void GPU_drawobject_free(DerivedMesh *dm)
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{
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GPUDrawObject *gdo;
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if (!dm || !(gdo = dm->drawObject))
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return;
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MEM_freeN(gdo->materials);
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MEM_freeN(gdo->triangle_to_mface);
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MEM_freeN(gdo->vert_points);
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MEM_freeN(gdo->vert_points_mem);
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GPU_buffer_free(gdo->points);
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GPU_buffer_free(gdo->normals);
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GPU_buffer_free(gdo->uv);
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GPU_buffer_free(gdo->colors);
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GPU_buffer_free(gdo->edges);
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GPU_buffer_free(gdo->uvedges);
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MEM_freeN(gdo);
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dm->drawObject = NULL;
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}
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typedef void (*GPUBufferCopyFunc)(DerivedMesh *dm, float *varray, int *index,
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int *mat_orig_to_new, void *user_data);
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static GPUBuffer *gpu_buffer_setup(DerivedMesh *dm, GPUDrawObject *object,
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int vector_size, int size, GLenum target,
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void *user, GPUBufferCopyFunc copy_f)
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{
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GPUBufferPool *pool;
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GPUBuffer *buffer;
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float *varray;
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int mat_orig_to_new[MAX_MATERIALS];
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int *cur_index_per_mat;
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int i;
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int success;
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GLboolean uploaded;
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pool = gpu_get_global_buffer_pool();
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/* alloc a GPUBuffer; fall back to legacy mode on failure */
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if (!(buffer = GPU_buffer_alloc(size)))
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dm->drawObject->legacy = 1;
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/* nothing to do for legacy mode */
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if (dm->drawObject->legacy)
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return NULL;
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cur_index_per_mat = MEM_mallocN(sizeof(int)*object->totmaterial,
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|
"GPU_buffer_setup.cur_index_per_mat");
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for (i = 0; i < object->totmaterial; i++) {
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/* for each material, the current index to copy data to */
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cur_index_per_mat[i] = object->materials[i].start * vector_size;
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/* map from original material index to new
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GPUBufferMaterial index */
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mat_orig_to_new[object->materials[i].mat_nr] = i;
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}
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if (useVBOs) {
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success = 0;
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while (!success) {
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/* bind the buffer and discard previous data,
|
|
avoids stalling gpu */
|
|
glBindBufferARB(target, buffer->id);
|
|
glBufferDataARB(target, buffer->size, NULL, GL_STATIC_DRAW_ARB);
|
|
|
|
/* attempt to map the buffer */
|
|
if (!(varray = glMapBufferARB(target, GL_WRITE_ONLY_ARB))) {
|
|
/* failed to map the buffer; delete it */
|
|
GPU_buffer_free(buffer);
|
|
gpu_buffer_pool_delete_last(pool);
|
|
buffer= NULL;
|
|
|
|
/* try freeing an entry from the pool
|
|
and reallocating the buffer */
|
|
if (pool->totbuf > 0) {
|
|
gpu_buffer_pool_delete_last(pool);
|
|
buffer = GPU_buffer_alloc(size);
|
|
}
|
|
|
|
/* allocation still failed; fall back
|
|
to legacy mode */
|
|
if (!buffer) {
|
|
dm->drawObject->legacy = 1;
|
|
success = 1;
|
|
}
|
|
}
|
|
else {
|
|
success = 1;
|
|
}
|
|
}
|
|
|
|
/* check legacy fallback didn't happen */
|
|
if (dm->drawObject->legacy == 0) {
|
|
uploaded = GL_FALSE;
|
|
/* attempt to upload the data to the VBO */
|
|
while (uploaded == GL_FALSE) {
|
|
(*copy_f)(dm, varray, cur_index_per_mat, mat_orig_to_new, user);
|
|
/* glUnmapBuffer returns GL_FALSE if
|
|
* the data store is corrupted; retry
|
|
* in that case */
|
|
uploaded = glUnmapBufferARB(target);
|
|
}
|
|
}
|
|
glBindBufferARB(target, 0);
|
|
}
|
|
else {
|
|
/* VBO not supported, use vertex array fallback */
|
|
if (buffer->pointer) {
|
|
varray = buffer->pointer;
|
|
(*copy_f)(dm, varray, cur_index_per_mat, mat_orig_to_new, user);
|
|
}
|
|
else {
|
|
dm->drawObject->legacy = 1;
|
|
}
|
|
}
|
|
|
|
MEM_freeN(cur_index_per_mat);
|
|
|
|
return buffer;
|
|
}
|
|
|
|
static void GPU_buffer_copy_vertex(DerivedMesh *dm, float *varray, int *index, int *mat_orig_to_new, void *UNUSED(user))
|
|
{
|
|
MVert *mvert;
|
|
MFace *f;
|
|
int i, j, start, totface;
|
|
|
|
mvert = dm->getVertArray(dm);
|
|
f = dm->getTessFaceArray(dm);
|
|
|
|
totface= dm->getNumTessFaces(dm);
|
|
for (i = 0; i < totface; i++, f++) {
|
|
start = index[mat_orig_to_new[f->mat_nr]];
|
|
|
|
/* v1 v2 v3 */
|
|
copy_v3_v3(&varray[start], mvert[f->v1].co);
|
|
copy_v3_v3(&varray[start+3], mvert[f->v2].co);
|
|
copy_v3_v3(&varray[start+6], mvert[f->v3].co);
|
|
index[mat_orig_to_new[f->mat_nr]] += 9;
|
|
|
|
if (f->v4) {
|
|
/* v3 v4 v1 */
|
|
copy_v3_v3(&varray[start+9], mvert[f->v3].co);
|
|
copy_v3_v3(&varray[start+12], mvert[f->v4].co);
|
|
copy_v3_v3(&varray[start+15], mvert[f->v1].co);
|
|
index[mat_orig_to_new[f->mat_nr]] += 9;
|
|
}
|
|
}
|
|
|
|
/* copy loose points */
|
|
j = dm->drawObject->tot_triangle_point*3;
|
|
for (i = 0; i < dm->drawObject->totvert; i++) {
|
|
if (dm->drawObject->vert_points[i].point_index >= dm->drawObject->tot_triangle_point) {
|
|
copy_v3_v3(&varray[j],mvert[i].co);
|
|
j+=3;
|
|
}
|
|
}
|
|
}
|
|
|
|
static void GPU_buffer_copy_normal(DerivedMesh *dm, float *varray, int *index, int *mat_orig_to_new, void *UNUSED(user))
|
|
{
|
|
int i, totface;
|
|
int start;
|
|
float f_no[3];
|
|
|
|
float *nors= dm->getTessFaceDataArray(dm, CD_NORMAL);
|
|
MVert *mvert = dm->getVertArray(dm);
|
|
MFace *f = dm->getTessFaceArray(dm);
|
|
|
|
totface= dm->getNumTessFaces(dm);
|
|
for (i = 0; i < totface; i++, f++) {
|
|
const int smoothnormal = (f->flag & ME_SMOOTH);
|
|
|
|
start = index[mat_orig_to_new[f->mat_nr]];
|
|
index[mat_orig_to_new[f->mat_nr]] += f->v4 ? 18 : 9;
|
|
|
|
if (smoothnormal) {
|
|
/* copy vertex normal */
|
|
normal_short_to_float_v3(&varray[start], mvert[f->v1].no);
|
|
normal_short_to_float_v3(&varray[start+3], mvert[f->v2].no);
|
|
normal_short_to_float_v3(&varray[start+6], mvert[f->v3].no);
|
|
|
|
if (f->v4) {
|
|
normal_short_to_float_v3(&varray[start+9], mvert[f->v3].no);
|
|
normal_short_to_float_v3(&varray[start+12], mvert[f->v4].no);
|
|
normal_short_to_float_v3(&varray[start+15], mvert[f->v1].no);
|
|
}
|
|
}
|
|
else if (nors) {
|
|
/* copy cached face normal */
|
|
copy_v3_v3(&varray[start], &nors[i*3]);
|
|
copy_v3_v3(&varray[start+3], &nors[i*3]);
|
|
copy_v3_v3(&varray[start+6], &nors[i*3]);
|
|
|
|
if (f->v4) {
|
|
copy_v3_v3(&varray[start+9], &nors[i*3]);
|
|
copy_v3_v3(&varray[start+12], &nors[i*3]);
|
|
copy_v3_v3(&varray[start+15], &nors[i*3]);
|
|
}
|
|
}
|
|
else {
|
|
/* calculate face normal */
|
|
if (f->v4)
|
|
normal_quad_v3(f_no, mvert[f->v1].co, mvert[f->v2].co, mvert[f->v3].co, mvert[f->v4].co);
|
|
else
|
|
normal_tri_v3(f_no, mvert[f->v1].co, mvert[f->v2].co, mvert[f->v3].co);
|
|
|
|
copy_v3_v3(&varray[start], f_no);
|
|
copy_v3_v3(&varray[start+3], f_no);
|
|
copy_v3_v3(&varray[start+6], f_no);
|
|
|
|
if (f->v4) {
|
|
copy_v3_v3(&varray[start+9], f_no);
|
|
copy_v3_v3(&varray[start+12], f_no);
|
|
copy_v3_v3(&varray[start+15], f_no);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
static void GPU_buffer_copy_uv(DerivedMesh *dm, float *varray, int *index, int *mat_orig_to_new, void *UNUSED(user))
|
|
{
|
|
int start;
|
|
int i, totface;
|
|
|
|
MTFace *mtface;
|
|
MFace *f;
|
|
|
|
if (!(mtface = DM_get_tessface_data_layer(dm, CD_MTFACE)))
|
|
return;
|
|
f = dm->getTessFaceArray(dm);
|
|
|
|
totface = dm->getNumTessFaces(dm);
|
|
for (i = 0; i < totface; i++, f++) {
|
|
start = index[mat_orig_to_new[f->mat_nr]];
|
|
|
|
/* v1 v2 v3 */
|
|
copy_v2_v2(&varray[start],mtface[i].uv[0]);
|
|
copy_v2_v2(&varray[start+2],mtface[i].uv[1]);
|
|
copy_v2_v2(&varray[start+4],mtface[i].uv[2]);
|
|
index[mat_orig_to_new[f->mat_nr]] += 6;
|
|
|
|
if (f->v4) {
|
|
/* v3 v4 v1 */
|
|
copy_v2_v2(&varray[start+6],mtface[i].uv[2]);
|
|
copy_v2_v2(&varray[start+8],mtface[i].uv[3]);
|
|
copy_v2_v2(&varray[start+10],mtface[i].uv[0]);
|
|
index[mat_orig_to_new[f->mat_nr]] += 6;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
static void GPU_buffer_copy_color3(DerivedMesh *dm, float *varray_, int *index, int *mat_orig_to_new, void *user)
|
|
{
|
|
int i, totface;
|
|
char *varray = (char *)varray_;
|
|
char *mcol = (char *)user;
|
|
MFace *f = dm->getTessFaceArray(dm);
|
|
|
|
totface= dm->getNumTessFaces(dm);
|
|
for (i=0; i < totface; i++, f++) {
|
|
int start = index[mat_orig_to_new[f->mat_nr]];
|
|
|
|
/* v1 v2 v3 */
|
|
copy_v3_v3_char(&varray[start], &mcol[i*12]);
|
|
copy_v3_v3_char(&varray[start+3], &mcol[i*12+3]);
|
|
copy_v3_v3_char(&varray[start+6], &mcol[i*12+6]);
|
|
index[mat_orig_to_new[f->mat_nr]] += 9;
|
|
|
|
if (f->v4) {
|
|
/* v3 v4 v1 */
|
|
copy_v3_v3_char(&varray[start+9], &mcol[i*12+6]);
|
|
copy_v3_v3_char(&varray[start+12], &mcol[i*12+9]);
|
|
copy_v3_v3_char(&varray[start+15], &mcol[i*12]);
|
|
index[mat_orig_to_new[f->mat_nr]] += 9;
|
|
}
|
|
}
|
|
}
|
|
|
|
static void copy_mcol_uc3(unsigned char *v, unsigned char *col)
|
|
{
|
|
v[0] = col[3];
|
|
v[1] = col[2];
|
|
v[2] = col[1];
|
|
}
|
|
|
|
/* treat varray_ as an array of MCol, four MCol's per face */
|
|
static void GPU_buffer_copy_mcol(DerivedMesh *dm, float *varray_, int *index, int *mat_orig_to_new, void *user)
|
|
{
|
|
int i, totface;
|
|
unsigned char *varray = (unsigned char *)varray_;
|
|
unsigned char *mcol = (unsigned char *)user;
|
|
MFace *f = dm->getTessFaceArray(dm);
|
|
|
|
totface= dm->getNumTessFaces(dm);
|
|
for (i=0; i < totface; i++, f++) {
|
|
int start = index[mat_orig_to_new[f->mat_nr]];
|
|
|
|
/* v1 v2 v3 */
|
|
copy_mcol_uc3(&varray[start], &mcol[i*16]);
|
|
copy_mcol_uc3(&varray[start+3], &mcol[i*16+4]);
|
|
copy_mcol_uc3(&varray[start+6], &mcol[i*16+8]);
|
|
index[mat_orig_to_new[f->mat_nr]] += 9;
|
|
|
|
if (f->v4) {
|
|
/* v3 v4 v1 */
|
|
copy_mcol_uc3(&varray[start+9], &mcol[i*16+8]);
|
|
copy_mcol_uc3(&varray[start+12], &mcol[i*16+12]);
|
|
copy_mcol_uc3(&varray[start+15], &mcol[i*16]);
|
|
index[mat_orig_to_new[f->mat_nr]] += 9;
|
|
}
|
|
}
|
|
}
|
|
|
|
static void GPU_buffer_copy_edge(DerivedMesh *dm, float *varray_, int *UNUSED(index), int *UNUSED(mat_orig_to_new), void *UNUSED(user))
|
|
{
|
|
MEdge *medge;
|
|
unsigned int *varray = (unsigned int *)varray_;
|
|
int i, totedge;
|
|
|
|
medge = dm->getEdgeArray(dm);
|
|
totedge = dm->getNumEdges(dm);
|
|
|
|
for (i = 0; i < totedge; i++, medge++) {
|
|
varray[i*2] = dm->drawObject->vert_points[medge->v1].point_index;
|
|
varray[i*2+1] = dm->drawObject->vert_points[medge->v2].point_index;
|
|
}
|
|
}
|
|
|
|
static void GPU_buffer_copy_uvedge(DerivedMesh *dm, float *varray, int *UNUSED(index), int *UNUSED(mat_orig_to_new), void *UNUSED(user))
|
|
{
|
|
MTFace *tf = DM_get_tessface_data_layer(dm, CD_MTFACE);
|
|
int i, j=0;
|
|
|
|
if (!tf)
|
|
return;
|
|
|
|
for (i = 0; i < dm->numTessFaceData; i++, tf++) {
|
|
MFace mf;
|
|
dm->getTessFace(dm,i,&mf);
|
|
|
|
copy_v2_v2(&varray[j],tf->uv[0]);
|
|
copy_v2_v2(&varray[j+2],tf->uv[1]);
|
|
|
|
copy_v2_v2(&varray[j+4],tf->uv[1]);
|
|
copy_v2_v2(&varray[j+6],tf->uv[2]);
|
|
|
|
if (!mf.v4) {
|
|
copy_v2_v2(&varray[j+8],tf->uv[2]);
|
|
copy_v2_v2(&varray[j+10],tf->uv[0]);
|
|
j+=12;
|
|
}
|
|
else {
|
|
copy_v2_v2(&varray[j+8],tf->uv[2]);
|
|
copy_v2_v2(&varray[j+10],tf->uv[3]);
|
|
|
|
copy_v2_v2(&varray[j+12],tf->uv[3]);
|
|
copy_v2_v2(&varray[j+14],tf->uv[0]);
|
|
j+=16;
|
|
}
|
|
}
|
|
}
|
|
|
|
/* get the DerivedMesh's MCols; choose (in decreasing order of
|
|
preference) from CD_ID_MCOL, CD_PREVIEW_MCOL, or CD_MCOL */
|
|
static MCol *gpu_buffer_color_type(DerivedMesh *dm)
|
|
{
|
|
MCol *c;
|
|
int type;
|
|
|
|
type = CD_ID_MCOL;
|
|
c = DM_get_tessface_data_layer(dm, type);
|
|
if (!c) {
|
|
type = CD_PREVIEW_MCOL;
|
|
c = DM_get_tessface_data_layer(dm, type);
|
|
if (!c) {
|
|
type = CD_MCOL;
|
|
c = DM_get_tessface_data_layer(dm, type);
|
|
}
|
|
}
|
|
|
|
dm->drawObject->colType = type;
|
|
return c;
|
|
}
|
|
|
|
typedef enum {
|
|
GPU_BUFFER_VERTEX = 0,
|
|
GPU_BUFFER_NORMAL,
|
|
GPU_BUFFER_COLOR,
|
|
GPU_BUFFER_UV,
|
|
GPU_BUFFER_EDGE,
|
|
GPU_BUFFER_UVEDGE,
|
|
} GPUBufferType;
|
|
|
|
typedef struct {
|
|
GPUBufferCopyFunc copy;
|
|
GLenum gl_buffer_type;
|
|
int vector_size;
|
|
} GPUBufferTypeSettings;
|
|
|
|
const GPUBufferTypeSettings gpu_buffer_type_settings[] = {
|
|
{GPU_buffer_copy_vertex, GL_ARRAY_BUFFER_ARB, 3},
|
|
{GPU_buffer_copy_normal, GL_ARRAY_BUFFER_ARB, 3},
|
|
{GPU_buffer_copy_mcol, GL_ARRAY_BUFFER_ARB, 3},
|
|
{GPU_buffer_copy_uv, GL_ARRAY_BUFFER_ARB, 2},
|
|
{GPU_buffer_copy_edge, GL_ELEMENT_ARRAY_BUFFER_ARB, 2},
|
|
{GPU_buffer_copy_uvedge, GL_ELEMENT_ARRAY_BUFFER_ARB, 4}
|
|
};
|
|
|
|
/* get the GPUDrawObject buffer associated with a type */
|
|
static GPUBuffer **gpu_drawobject_buffer_from_type(GPUDrawObject *gdo, GPUBufferType type)
|
|
{
|
|
switch(type) {
|
|
case GPU_BUFFER_VERTEX:
|
|
return &gdo->points;
|
|
case GPU_BUFFER_NORMAL:
|
|
return &gdo->normals;
|
|
case GPU_BUFFER_COLOR:
|
|
return &gdo->colors;
|
|
case GPU_BUFFER_UV:
|
|
return &gdo->uv;
|
|
case GPU_BUFFER_EDGE:
|
|
return &gdo->edges;
|
|
case GPU_BUFFER_UVEDGE:
|
|
return &gdo->uvedges;
|
|
default:
|
|
return NULL;
|
|
}
|
|
}
|
|
|
|
/* get the amount of space to allocate for a buffer of a particular type */
|
|
static int gpu_buffer_size_from_type(DerivedMesh *dm, GPUBufferType type)
|
|
{
|
|
switch(type) {
|
|
case GPU_BUFFER_VERTEX:
|
|
return sizeof(float)*3 * (dm->drawObject->tot_triangle_point + dm->drawObject->tot_loose_point);
|
|
case GPU_BUFFER_NORMAL:
|
|
return sizeof(float)*3*dm->drawObject->tot_triangle_point;
|
|
case GPU_BUFFER_COLOR:
|
|
return sizeof(char)*3*dm->drawObject->tot_triangle_point;
|
|
case GPU_BUFFER_UV:
|
|
return sizeof(float)*2*dm->drawObject->tot_triangle_point;
|
|
case GPU_BUFFER_EDGE:
|
|
return sizeof(int)*2*dm->drawObject->totedge;
|
|
case GPU_BUFFER_UVEDGE:
|
|
/* each face gets 3 points, 3 edges per triangle, and
|
|
each edge has its own, non-shared coords, so each
|
|
tri corner needs minimum of 4 floats, quads used
|
|
less so here we can over allocate and assume all
|
|
tris. */
|
|
return sizeof(float) * dm->drawObject->tot_triangle_point;
|
|
default:
|
|
return -1;
|
|
}
|
|
}
|
|
|
|
/* call gpu_buffer_setup with settings for a particular type of buffer */
|
|
static GPUBuffer *gpu_buffer_setup_type(DerivedMesh *dm, GPUBufferType type)
|
|
{
|
|
const GPUBufferTypeSettings *ts;
|
|
void *user_data = NULL;
|
|
GPUBuffer *buf;
|
|
|
|
ts = &gpu_buffer_type_settings[type];
|
|
|
|
/* special handling for MCol and UV buffers */
|
|
if (type == GPU_BUFFER_COLOR) {
|
|
if (!(user_data = gpu_buffer_color_type(dm)))
|
|
return NULL;
|
|
}
|
|
else if (type == GPU_BUFFER_UV) {
|
|
if (!DM_get_tessface_data_layer(dm, CD_MTFACE))
|
|
return NULL;
|
|
}
|
|
|
|
buf = gpu_buffer_setup(dm, dm->drawObject, ts->vector_size,
|
|
gpu_buffer_size_from_type(dm, type),
|
|
ts->gl_buffer_type, user_data, ts->copy);
|
|
|
|
return buf;
|
|
}
|
|
|
|
/* get the buffer of `type', initializing the GPUDrawObject and
|
|
buffer if needed */
|
|
static GPUBuffer *gpu_buffer_setup_common(DerivedMesh *dm, GPUBufferType type)
|
|
{
|
|
GPUBuffer **buf;
|
|
|
|
if (!dm->drawObject)
|
|
dm->drawObject = GPU_drawobject_new(dm);
|
|
|
|
buf = gpu_drawobject_buffer_from_type(dm->drawObject, type);
|
|
if (!(*buf))
|
|
*buf = gpu_buffer_setup_type(dm, type);
|
|
|
|
return *buf;
|
|
}
|
|
|
|
void GPU_vertex_setup(DerivedMesh *dm)
|
|
{
|
|
if (!gpu_buffer_setup_common(dm, GPU_BUFFER_VERTEX))
|
|
return;
|
|
|
|
glEnableClientState(GL_VERTEX_ARRAY);
|
|
if (useVBOs) {
|
|
glBindBufferARB(GL_ARRAY_BUFFER_ARB, dm->drawObject->points->id);
|
|
glVertexPointer(3, GL_FLOAT, 0, 0);
|
|
}
|
|
else {
|
|
glVertexPointer(3, GL_FLOAT, 0, dm->drawObject->points->pointer);
|
|
}
|
|
|
|
GLStates |= GPU_BUFFER_VERTEX_STATE;
|
|
}
|
|
|
|
void GPU_normal_setup(DerivedMesh *dm)
|
|
{
|
|
if (!gpu_buffer_setup_common(dm, GPU_BUFFER_NORMAL))
|
|
return;
|
|
|
|
glEnableClientState(GL_NORMAL_ARRAY);
|
|
if (useVBOs) {
|
|
glBindBufferARB(GL_ARRAY_BUFFER_ARB, dm->drawObject->normals->id);
|
|
glNormalPointer(GL_FLOAT, 0, 0);
|
|
}
|
|
else {
|
|
glNormalPointer(GL_FLOAT, 0, dm->drawObject->normals->pointer);
|
|
}
|
|
|
|
GLStates |= GPU_BUFFER_NORMAL_STATE;
|
|
}
|
|
|
|
void GPU_uv_setup(DerivedMesh *dm)
|
|
{
|
|
if (!gpu_buffer_setup_common(dm, GPU_BUFFER_UV))
|
|
return;
|
|
|
|
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
if (useVBOs) {
|
|
glBindBufferARB(GL_ARRAY_BUFFER_ARB, dm->drawObject->uv->id);
|
|
glTexCoordPointer(2, GL_FLOAT, 0, 0);
|
|
}
|
|
else {
|
|
glTexCoordPointer(2, GL_FLOAT, 0, dm->drawObject->uv->pointer);
|
|
}
|
|
|
|
GLStates |= GPU_BUFFER_TEXCOORD_STATE;
|
|
}
|
|
|
|
void GPU_color_setup(DerivedMesh *dm)
|
|
{
|
|
if (!gpu_buffer_setup_common(dm, GPU_BUFFER_COLOR))
|
|
return;
|
|
|
|
glEnableClientState(GL_COLOR_ARRAY);
|
|
if (useVBOs) {
|
|
glBindBufferARB(GL_ARRAY_BUFFER_ARB, dm->drawObject->colors->id);
|
|
glColorPointer(3, GL_UNSIGNED_BYTE, 0, 0);
|
|
}
|
|
else {
|
|
glColorPointer(3, GL_UNSIGNED_BYTE, 0, dm->drawObject->colors->pointer);
|
|
}
|
|
|
|
GLStates |= GPU_BUFFER_COLOR_STATE;
|
|
}
|
|
|
|
void GPU_edge_setup(DerivedMesh *dm)
|
|
{
|
|
if (!gpu_buffer_setup_common(dm, GPU_BUFFER_EDGE))
|
|
return;
|
|
|
|
if (!gpu_buffer_setup_common(dm, GPU_BUFFER_VERTEX))
|
|
return;
|
|
|
|
glEnableClientState(GL_VERTEX_ARRAY);
|
|
if (useVBOs) {
|
|
glBindBufferARB(GL_ARRAY_BUFFER_ARB, dm->drawObject->points->id);
|
|
glVertexPointer(3, GL_FLOAT, 0, 0);
|
|
}
|
|
else {
|
|
glVertexPointer(3, GL_FLOAT, 0, dm->drawObject->points->pointer);
|
|
}
|
|
|
|
GLStates |= GPU_BUFFER_VERTEX_STATE;
|
|
|
|
if (useVBOs)
|
|
glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, dm->drawObject->edges->id);
|
|
|
|
GLStates |= GPU_BUFFER_ELEMENT_STATE;
|
|
}
|
|
|
|
void GPU_uvedge_setup(DerivedMesh *dm)
|
|
{
|
|
if (!gpu_buffer_setup_common(dm, GPU_BUFFER_UVEDGE))
|
|
return;
|
|
|
|
glEnableClientState(GL_VERTEX_ARRAY);
|
|
if (useVBOs) {
|
|
glBindBufferARB(GL_ARRAY_BUFFER_ARB, dm->drawObject->uvedges->id);
|
|
glVertexPointer(2, GL_FLOAT, 0, 0);
|
|
}
|
|
else {
|
|
glVertexPointer(2, GL_FLOAT, 0, dm->drawObject->uvedges->pointer);
|
|
}
|
|
|
|
GLStates |= GPU_BUFFER_VERTEX_STATE;
|
|
}
|
|
|
|
static int GPU_typesize(int type)
|
|
{
|
|
switch(type) {
|
|
case GL_FLOAT:
|
|
return sizeof(float);
|
|
case GL_INT:
|
|
return sizeof(int);
|
|
case GL_UNSIGNED_INT:
|
|
return sizeof(unsigned int);
|
|
case GL_BYTE:
|
|
return sizeof(char);
|
|
case GL_UNSIGNED_BYTE:
|
|
return sizeof(unsigned char);
|
|
default:
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
int GPU_attrib_element_size(GPUAttrib data[], int numdata)
|
|
{
|
|
int i, elementsize = 0;
|
|
|
|
for (i = 0; i < numdata; i++) {
|
|
int typesize = GPU_typesize(data[i].type);
|
|
if (typesize != 0)
|
|
elementsize += typesize*data[i].size;
|
|
}
|
|
return elementsize;
|
|
}
|
|
|
|
void GPU_interleaved_attrib_setup(GPUBuffer *buffer, GPUAttrib data[], int numdata)
|
|
{
|
|
int i;
|
|
int elementsize;
|
|
intptr_t offset = 0;
|
|
|
|
for (i = 0; i < MAX_GPU_ATTRIB_DATA; i++) {
|
|
if (attribData[i].index != -1) {
|
|
glDisableVertexAttribArrayARB(attribData[i].index);
|
|
}
|
|
else
|
|
break;
|
|
}
|
|
elementsize = GPU_attrib_element_size(data, numdata);
|
|
|
|
if (useVBOs) {
|
|
glBindBufferARB(GL_ARRAY_BUFFER_ARB, buffer->id);
|
|
for (i = 0; i < numdata; i++) {
|
|
glEnableVertexAttribArrayARB(data[i].index);
|
|
glVertexAttribPointerARB(data[i].index, data[i].size, data[i].type,
|
|
GL_FALSE, elementsize, (void *)offset);
|
|
offset += data[i].size*GPU_typesize(data[i].type);
|
|
|
|
attribData[i].index = data[i].index;
|
|
attribData[i].size = data[i].size;
|
|
attribData[i].type = data[i].type;
|
|
}
|
|
attribData[numdata].index = -1;
|
|
}
|
|
else {
|
|
for (i = 0; i < numdata; i++) {
|
|
glEnableVertexAttribArrayARB(data[i].index);
|
|
glVertexAttribPointerARB(data[i].index, data[i].size, data[i].type,
|
|
GL_FALSE, elementsize, (char *)buffer->pointer + offset);
|
|
offset += data[i].size*GPU_typesize(data[i].type);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
void GPU_buffer_unbind(void)
|
|
{
|
|
int i;
|
|
|
|
if (GLStates & GPU_BUFFER_VERTEX_STATE)
|
|
glDisableClientState(GL_VERTEX_ARRAY);
|
|
if (GLStates & GPU_BUFFER_NORMAL_STATE)
|
|
glDisableClientState(GL_NORMAL_ARRAY);
|
|
if (GLStates & GPU_BUFFER_TEXCOORD_STATE)
|
|
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
if (GLStates & GPU_BUFFER_COLOR_STATE)
|
|
glDisableClientState(GL_COLOR_ARRAY);
|
|
if (GLStates & GPU_BUFFER_ELEMENT_STATE) {
|
|
if (useVBOs) {
|
|
glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
|
|
}
|
|
}
|
|
GLStates &= !(GPU_BUFFER_VERTEX_STATE | GPU_BUFFER_NORMAL_STATE |
|
|
GPU_BUFFER_TEXCOORD_STATE | GPU_BUFFER_COLOR_STATE |
|
|
GPU_BUFFER_ELEMENT_STATE);
|
|
|
|
for (i = 0; i < MAX_GPU_ATTRIB_DATA; i++) {
|
|
if (attribData[i].index != -1) {
|
|
glDisableVertexAttribArrayARB(attribData[i].index);
|
|
}
|
|
else
|
|
break;
|
|
}
|
|
|
|
if (useVBOs)
|
|
glBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
|
|
}
|
|
|
|
/* confusion: code in cdderivedmesh calls both GPU_color_setup and
|
|
* GPU_color3_upload; both of these set the `colors' buffer, so seems
|
|
* like it will just needlessly overwrite? --nicholas */
|
|
void GPU_color3_upload(DerivedMesh *dm, unsigned char *data)
|
|
{
|
|
if (dm->drawObject == 0)
|
|
dm->drawObject = GPU_drawobject_new(dm);
|
|
GPU_buffer_free(dm->drawObject->colors);
|
|
|
|
dm->drawObject->colors = gpu_buffer_setup(dm, dm->drawObject, 3,
|
|
sizeof(char)*3*dm->drawObject->tot_triangle_point,
|
|
GL_ARRAY_BUFFER_ARB, data, GPU_buffer_copy_color3);
|
|
}
|
|
|
|
void GPU_color_switch(int mode)
|
|
{
|
|
if (mode) {
|
|
if (!(GLStates & GPU_BUFFER_COLOR_STATE))
|
|
glEnableClientState(GL_COLOR_ARRAY);
|
|
GLStates |= GPU_BUFFER_COLOR_STATE;
|
|
}
|
|
else {
|
|
if (GLStates & GPU_BUFFER_COLOR_STATE)
|
|
glDisableClientState(GL_COLOR_ARRAY);
|
|
GLStates &= (!GPU_BUFFER_COLOR_STATE);
|
|
}
|
|
}
|
|
|
|
/* return 1 if drawing should be done using old immediate-mode
|
|
code, 0 otherwise */
|
|
int GPU_buffer_legacy(DerivedMesh *dm)
|
|
{
|
|
int test= (U.gameflags & USER_DISABLE_VBO);
|
|
if (test)
|
|
return 1;
|
|
|
|
if (dm->drawObject == 0)
|
|
dm->drawObject = GPU_drawobject_new(dm);
|
|
return dm->drawObject->legacy;
|
|
}
|
|
|
|
void *GPU_buffer_lock(GPUBuffer *buffer)
|
|
{
|
|
float *varray;
|
|
|
|
if (!buffer)
|
|
return 0;
|
|
|
|
if (useVBOs) {
|
|
glBindBufferARB(GL_ARRAY_BUFFER_ARB, buffer->id);
|
|
varray = glMapBufferARB(GL_ARRAY_BUFFER_ARB, GL_WRITE_ONLY_ARB);
|
|
return varray;
|
|
}
|
|
else {
|
|
return buffer->pointer;
|
|
}
|
|
}
|
|
|
|
void *GPU_buffer_lock_stream(GPUBuffer *buffer)
|
|
{
|
|
float *varray;
|
|
|
|
if (!buffer)
|
|
return 0;
|
|
|
|
if (useVBOs) {
|
|
glBindBufferARB(GL_ARRAY_BUFFER_ARB, buffer->id);
|
|
/* discard previous data, avoid stalling gpu */
|
|
glBufferDataARB(GL_ARRAY_BUFFER_ARB, buffer->size, 0, GL_STREAM_DRAW_ARB);
|
|
varray = glMapBufferARB(GL_ARRAY_BUFFER_ARB, GL_WRITE_ONLY_ARB);
|
|
return varray;
|
|
}
|
|
else {
|
|
return buffer->pointer;
|
|
}
|
|
}
|
|
|
|
void GPU_buffer_unlock(GPUBuffer *buffer)
|
|
{
|
|
if (useVBOs) {
|
|
if (buffer) {
|
|
/* note: this operation can fail, could return
|
|
an error code from this function? */
|
|
glUnmapBufferARB(GL_ARRAY_BUFFER_ARB);
|
|
}
|
|
glBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
|
|
}
|
|
}
|
|
|
|
/* used for drawing edges */
|
|
void GPU_buffer_draw_elements(GPUBuffer *elements, unsigned int mode, int start, int count)
|
|
{
|
|
glDrawElements(mode, count, GL_UNSIGNED_INT,
|
|
(useVBOs ?
|
|
(void*)(start * sizeof(unsigned int)) :
|
|
((int*)elements->pointer) + start));
|
|
}
|
|
|
|
|
|
/* XXX: the rest of the code in this file is used for optimized PBVH
|
|
drawing and doesn't interact at all with the buffer code above */
|
|
|
|
/* Convenience struct for building the VBO. */
|
|
typedef struct {
|
|
float co[3];
|
|
short no[3];
|
|
} VertexBufferFormat;
|
|
|
|
struct GPU_Buffers {
|
|
/* opengl buffer handles */
|
|
GLuint vert_buf, index_buf;
|
|
GLenum index_type;
|
|
|
|
/* mesh pointers in case buffer allocation fails */
|
|
MFace *mface;
|
|
MVert *mvert;
|
|
int *face_indices;
|
|
int totface;
|
|
|
|
/* grid pointers */
|
|
DMGridData **grids;
|
|
const DMFlagMat *grid_flag_mats;
|
|
const BLI_bitmap *grid_hidden;
|
|
int *grid_indices;
|
|
int totgrid;
|
|
int gridsize;
|
|
int has_hidden;
|
|
|
|
unsigned int tot_tri, tot_quad;
|
|
};
|
|
|
|
void GPU_update_mesh_buffers(GPU_Buffers *buffers, MVert *mvert,
|
|
int *vert_indices, int totvert)
|
|
{
|
|
VertexBufferFormat *vert_data;
|
|
int i;
|
|
|
|
if (buffers->vert_buf) {
|
|
/* Build VBO */
|
|
glBindBufferARB(GL_ARRAY_BUFFER_ARB, buffers->vert_buf);
|
|
glBufferDataARB(GL_ARRAY_BUFFER_ARB,
|
|
sizeof(VertexBufferFormat) * totvert,
|
|
NULL, GL_STATIC_DRAW_ARB);
|
|
vert_data = glMapBufferARB(GL_ARRAY_BUFFER_ARB, GL_WRITE_ONLY_ARB);
|
|
|
|
if (vert_data) {
|
|
for (i = 0; i < totvert; ++i) {
|
|
MVert *v = mvert + vert_indices[i];
|
|
VertexBufferFormat *out = vert_data + i;
|
|
|
|
copy_v3_v3(out->co, v->co);
|
|
memcpy(out->no, v->no, sizeof(short) * 3);
|
|
}
|
|
|
|
glUnmapBufferARB(GL_ARRAY_BUFFER_ARB);
|
|
}
|
|
else {
|
|
glDeleteBuffersARB(1, &buffers->vert_buf);
|
|
buffers->vert_buf = 0;
|
|
}
|
|
|
|
glBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
|
|
}
|
|
|
|
buffers->mvert = mvert;
|
|
}
|
|
|
|
GPU_Buffers *GPU_build_mesh_buffers(int (*face_vert_indices)[4],
|
|
MFace *mface, MVert *mvert,
|
|
int *face_indices,
|
|
int totface)
|
|
{
|
|
GPU_Buffers *buffers;
|
|
unsigned short *tri_data;
|
|
int i, j, k, tottri;
|
|
|
|
buffers = MEM_callocN(sizeof(GPU_Buffers), "GPU_Buffers");
|
|
buffers->index_type = GL_UNSIGNED_SHORT;
|
|
|
|
/* Count the number of visible triangles */
|
|
for (i = 0, tottri = 0; i < totface; ++i) {
|
|
const MFace *f = &mface[face_indices[i]];
|
|
if (!paint_is_face_hidden(f, mvert))
|
|
tottri += f->v4 ? 2 : 1;
|
|
}
|
|
|
|
if (GLEW_ARB_vertex_buffer_object && !(U.gameflags & USER_DISABLE_VBO))
|
|
glGenBuffersARB(1, &buffers->index_buf);
|
|
|
|
if (buffers->index_buf) {
|
|
/* Generate index buffer object */
|
|
glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, buffers->index_buf);
|
|
glBufferDataARB(GL_ELEMENT_ARRAY_BUFFER_ARB,
|
|
sizeof(unsigned short) * tottri * 3, NULL, GL_STATIC_DRAW_ARB);
|
|
|
|
/* Fill the triangle buffer */
|
|
tri_data = glMapBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, GL_WRITE_ONLY_ARB);
|
|
if (tri_data) {
|
|
for (i = 0; i < totface; ++i) {
|
|
const MFace *f = mface + face_indices[i];
|
|
int v[3];
|
|
|
|
/* Skip hidden faces */
|
|
if (paint_is_face_hidden(f, mvert))
|
|
continue;
|
|
|
|
v[0]= 0;
|
|
v[1]= 1;
|
|
v[2]= 2;
|
|
|
|
for (j = 0; j < (f->v4 ? 2 : 1); ++j) {
|
|
for (k = 0; k < 3; ++k) {
|
|
*tri_data = face_vert_indices[i][v[k]];
|
|
++tri_data;
|
|
}
|
|
v[0] = 3;
|
|
v[1] = 0;
|
|
v[2] = 2;
|
|
}
|
|
}
|
|
glUnmapBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB);
|
|
}
|
|
else {
|
|
glDeleteBuffersARB(1, &buffers->index_buf);
|
|
buffers->index_buf = 0;
|
|
}
|
|
|
|
glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
|
|
}
|
|
|
|
if (buffers->index_buf)
|
|
glGenBuffersARB(1, &buffers->vert_buf);
|
|
|
|
buffers->tot_tri = tottri;
|
|
|
|
buffers->mface = mface;
|
|
buffers->face_indices = face_indices;
|
|
buffers->totface = totface;
|
|
|
|
return buffers;
|
|
}
|
|
|
|
void GPU_update_grid_buffers(GPU_Buffers *buffers, DMGridData **grids,
|
|
const DMFlagMat *grid_flag_mats, int *grid_indices, int totgrid, int gridsize)
|
|
{
|
|
DMGridData *vert_data;
|
|
int i, j, k, totvert;
|
|
|
|
totvert= gridsize*gridsize*totgrid;
|
|
|
|
/* Build VBO */
|
|
if (buffers->vert_buf) {
|
|
int smooth = grid_flag_mats[grid_indices[0]].flag & ME_SMOOTH;
|
|
|
|
glBindBufferARB(GL_ARRAY_BUFFER_ARB, buffers->vert_buf);
|
|
glBufferDataARB(GL_ARRAY_BUFFER_ARB,
|
|
sizeof(DMGridData) * totvert,
|
|
NULL, GL_STATIC_DRAW_ARB);
|
|
vert_data = glMapBufferARB(GL_ARRAY_BUFFER_ARB, GL_WRITE_ONLY_ARB);
|
|
if (vert_data) {
|
|
for (i = 0; i < totgrid; ++i) {
|
|
DMGridData *grid= grids[grid_indices[i]];
|
|
memcpy(vert_data, grid, sizeof(DMGridData)*gridsize*gridsize);
|
|
|
|
if (!smooth) {
|
|
/* for flat shading, recalc normals and set the last vertex of
|
|
each quad in the index buffer to have the flat normal as
|
|
that is what opengl will use */
|
|
for (j = 0; j < gridsize-1; ++j) {
|
|
for (k = 0; k < gridsize-1; ++k) {
|
|
float fno[3];
|
|
normal_quad_v3(fno,
|
|
grid[(j+1)*gridsize + k].co,
|
|
grid[(j+1)*gridsize + k+1].co,
|
|
grid[j*gridsize + k+1].co,
|
|
grid[j*gridsize + k].co);
|
|
|
|
copy_v3_v3(vert_data[(j+1)*gridsize + (k+1)].no, fno);
|
|
}
|
|
}
|
|
}
|
|
|
|
vert_data += gridsize*gridsize;
|
|
}
|
|
glUnmapBufferARB(GL_ARRAY_BUFFER_ARB);
|
|
}
|
|
else {
|
|
glDeleteBuffersARB(1, &buffers->vert_buf);
|
|
buffers->vert_buf = 0;
|
|
}
|
|
glBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
|
|
}
|
|
|
|
buffers->grids = grids;
|
|
buffers->grid_indices = grid_indices;
|
|
buffers->totgrid = totgrid;
|
|
buffers->gridsize = gridsize;
|
|
buffers->grid_flag_mats = grid_flag_mats;
|
|
|
|
//printf("node updated %p\n", buffers);
|
|
}
|
|
|
|
/* Returns the number of visible quads in the nodes' grids. */
|
|
static int gpu_count_grid_quads(BLI_bitmap *grid_hidden,
|
|
int *grid_indices, int totgrid,
|
|
int gridsize)
|
|
{
|
|
int gridarea = (gridsize-1) * (gridsize-1);
|
|
int i, x, y, totquad;
|
|
|
|
/* grid hidden layer is present, so have to check each grid for
|
|
visiblity */
|
|
|
|
for (i = 0, totquad = 0; i < totgrid; i++) {
|
|
const BLI_bitmap gh = grid_hidden[grid_indices[i]];
|
|
|
|
if (gh) {
|
|
/* grid hidden are present, have to check each element */
|
|
for (y = 0; y < gridsize-1; y++) {
|
|
for (x = 0; x < gridsize-1; x++) {
|
|
if (!paint_is_grid_face_hidden(gh, gridsize, x, y))
|
|
totquad++;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
totquad += gridarea;
|
|
}
|
|
|
|
return totquad;
|
|
}
|
|
|
|
/* Build the element array buffer of grid indices using either
|
|
unsigned shorts or unsigned ints. */
|
|
#define FILL_QUAD_BUFFER(type_, tot_quad_, buffer_) \
|
|
{ \
|
|
type_ *quad_data; \
|
|
int offset = 0; \
|
|
int i, j, k; \
|
|
\
|
|
glBufferDataARB(GL_ELEMENT_ARRAY_BUFFER_ARB, \
|
|
sizeof(type_) * (tot_quad_) * 4, NULL, \
|
|
GL_STATIC_DRAW_ARB); \
|
|
\
|
|
/* Fill the quad buffer */ \
|
|
quad_data = glMapBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, \
|
|
GL_WRITE_ONLY_ARB); \
|
|
if (quad_data) { \
|
|
for (i = 0; i < totgrid; ++i) { \
|
|
BLI_bitmap gh = NULL; \
|
|
if (grid_hidden) \
|
|
gh = grid_hidden[(grid_indices)[i]]; \
|
|
\
|
|
for (j = 0; j < gridsize-1; ++j) { \
|
|
for (k = 0; k < gridsize-1; ++k) { \
|
|
/* Skip hidden grid face */ \
|
|
if (gh && \
|
|
paint_is_grid_face_hidden(gh, \
|
|
gridsize, k, j)) \
|
|
continue; \
|
|
\
|
|
*(quad_data++)= offset + j*gridsize + k+1; \
|
|
*(quad_data++)= offset + j*gridsize + k; \
|
|
*(quad_data++)= offset + (j+1)*gridsize + k; \
|
|
*(quad_data++)= offset + (j+1)*gridsize + k+1; \
|
|
} \
|
|
} \
|
|
\
|
|
offset += gridsize*gridsize; \
|
|
} \
|
|
glUnmapBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB); \
|
|
} \
|
|
else { \
|
|
glDeleteBuffersARB(1, &(buffer_)); \
|
|
(buffer_) = 0; \
|
|
} \
|
|
}
|
|
/* end FILL_QUAD_BUFFER */
|
|
|
|
static GLuint gpu_get_grid_buffer(int gridsize, GLenum *index_type, unsigned *totquad)
|
|
{
|
|
static int prev_gridsize = -1;
|
|
static GLenum prev_index_type = 0;
|
|
static GLuint buffer = 0;
|
|
static unsigned prev_totquad;
|
|
|
|
/* used in the FILL_QUAD_BUFFER macro */
|
|
const BLI_bitmap *grid_hidden = NULL;
|
|
int *grid_indices = NULL;
|
|
int totgrid = 1;
|
|
|
|
/* VBO is disabled; delete the previous buffer (if it exists) and
|
|
return an invalid handle */
|
|
if (!GLEW_ARB_vertex_buffer_object || (U.gameflags & USER_DISABLE_VBO)) {
|
|
if (buffer)
|
|
glDeleteBuffersARB(1, &buffer);
|
|
return 0;
|
|
}
|
|
|
|
/* VBO is already built */
|
|
if (buffer && prev_gridsize == gridsize) {
|
|
*index_type = prev_index_type;
|
|
*totquad = prev_totquad;
|
|
return buffer;
|
|
}
|
|
|
|
/* Build new VBO */
|
|
glGenBuffersARB(1, &buffer);
|
|
if (buffer) {
|
|
*totquad= (gridsize-1)*(gridsize-1);
|
|
|
|
glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, buffer);
|
|
|
|
if (gridsize * gridsize < USHRT_MAX) {
|
|
*index_type = GL_UNSIGNED_SHORT;
|
|
FILL_QUAD_BUFFER(unsigned short, *totquad, buffer);
|
|
}
|
|
else {
|
|
*index_type = GL_UNSIGNED_INT;
|
|
FILL_QUAD_BUFFER(unsigned int, *totquad, buffer);
|
|
}
|
|
|
|
glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
|
|
}
|
|
|
|
prev_gridsize = gridsize;
|
|
prev_index_type = *index_type;
|
|
prev_totquad = *totquad;
|
|
return buffer;
|
|
}
|
|
|
|
GPU_Buffers *GPU_build_grid_buffers(int *grid_indices, int totgrid,
|
|
BLI_bitmap *grid_hidden, int gridsize)
|
|
{
|
|
GPU_Buffers *buffers;
|
|
int totquad;
|
|
int fully_visible_totquad = (gridsize-1) * (gridsize-1) * totgrid;
|
|
|
|
buffers = MEM_callocN(sizeof(GPU_Buffers), "GPU_Buffers");
|
|
buffers->grid_hidden = grid_hidden;
|
|
buffers->gridsize = gridsize;
|
|
buffers->totgrid = totgrid;
|
|
|
|
/* Count the number of quads */
|
|
totquad= gpu_count_grid_quads(grid_hidden, grid_indices, totgrid, gridsize);
|
|
|
|
if (totquad == fully_visible_totquad) {
|
|
buffers->index_buf = gpu_get_grid_buffer(gridsize, &buffers->index_type, &buffers->tot_quad);
|
|
buffers->has_hidden = 0;
|
|
}
|
|
else if (GLEW_ARB_vertex_buffer_object && !(U.gameflags & USER_DISABLE_VBO)) {
|
|
/* Build new VBO */
|
|
glGenBuffersARB(1, &buffers->index_buf);
|
|
if (buffers->index_buf) {
|
|
buffers->tot_quad= totquad;
|
|
|
|
glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, buffers->index_buf);
|
|
|
|
if (totgrid * gridsize * gridsize < USHRT_MAX) {
|
|
buffers->index_type = GL_UNSIGNED_SHORT;
|
|
FILL_QUAD_BUFFER(unsigned short, totquad, buffers->index_buf);
|
|
}
|
|
else {
|
|
buffers->index_type = GL_UNSIGNED_INT;
|
|
FILL_QUAD_BUFFER(unsigned int, totquad, buffers->index_buf);
|
|
}
|
|
|
|
glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
|
|
}
|
|
|
|
buffers->has_hidden = 1;
|
|
}
|
|
|
|
/* Build coord/normal VBO */
|
|
if (buffers->index_buf)
|
|
glGenBuffersARB(1, &buffers->vert_buf);
|
|
|
|
return buffers;
|
|
}
|
|
|
|
#undef FILL_QUAD_BUFFER
|
|
|
|
static void gpu_draw_buffers_legacy_mesh(GPU_Buffers *buffers, int smooth)
|
|
{
|
|
const MVert *mvert = buffers->mvert;
|
|
int i, j;
|
|
|
|
for (i = 0; i < buffers->totface; ++i) {
|
|
MFace *f = buffers->mface + buffers->face_indices[i];
|
|
int S = f->v4 ? 4 : 3;
|
|
unsigned int *fv = &f->v1;
|
|
|
|
if (paint_is_face_hidden(f, buffers->mvert))
|
|
continue;
|
|
|
|
glBegin((f->v4)? GL_QUADS: GL_TRIANGLES);
|
|
|
|
if (smooth) {
|
|
for (j = 0; j < S; j++) {
|
|
glNormal3sv(mvert[fv[j]].no);
|
|
glVertex3fv(mvert[fv[j]].co);
|
|
}
|
|
}
|
|
else {
|
|
float fno[3];
|
|
|
|
/* calculate face normal */
|
|
if (f->v4) {
|
|
normal_quad_v3(fno, mvert[fv[0]].co, mvert[fv[1]].co,
|
|
mvert[fv[2]].co, mvert[fv[3]].co);
|
|
}
|
|
else
|
|
normal_tri_v3(fno, mvert[fv[0]].co, mvert[fv[1]].co, mvert[fv[2]].co);
|
|
glNormal3fv(fno);
|
|
|
|
for (j = 0; j < S; j++)
|
|
glVertex3fv(mvert[fv[j]].co);
|
|
}
|
|
|
|
glEnd();
|
|
}
|
|
}
|
|
|
|
static void gpu_draw_buffers_legacy_grids(GPU_Buffers *buffers, int smooth)
|
|
{
|
|
int i, j, x, y, gridsize = buffers->gridsize;
|
|
|
|
for (i = 0; i < buffers->totgrid; ++i) {
|
|
int g = buffers->grid_indices[i];
|
|
const DMGridData *grid = buffers->grids[g];
|
|
BLI_bitmap gh = buffers->grid_hidden[g];
|
|
|
|
/* TODO: could use strips with hiding as well */
|
|
|
|
if (gh) {
|
|
glBegin(GL_QUADS);
|
|
|
|
for (y = 0; y < gridsize-1; y++) {
|
|
for (x = 0; x < gridsize-1; x++) {
|
|
const DMGridData *e[4] = {
|
|
&grid[y*gridsize + x],
|
|
&grid[(y+1)*gridsize + x],
|
|
&grid[(y+1)*gridsize + x+1],
|
|
&grid[y*gridsize + x+1]
|
|
};
|
|
|
|
/* skip face if any of its corners are hidden */
|
|
if (paint_is_grid_face_hidden(gh, gridsize, x, y))
|
|
continue;
|
|
|
|
if (smooth) {
|
|
for (j = 0; j < 4; j++) {
|
|
glNormal3fv(e[j]->no);
|
|
glVertex3fv(e[j]->co);
|
|
}
|
|
}
|
|
else {
|
|
float fno[3];
|
|
normal_quad_v3(fno, e[0]->co, e[1]->co, e[2]->co, e[3]->co);
|
|
glNormal3fv(fno);
|
|
|
|
for (j = 0; j < 4; j++)
|
|
glVertex3fv(e[j]->co);
|
|
}
|
|
}
|
|
}
|
|
|
|
glEnd();
|
|
}
|
|
else if (smooth) {
|
|
for (y = 0; y < gridsize-1; y++) {
|
|
glBegin(GL_QUAD_STRIP);
|
|
for (x = 0; x < gridsize; x++) {
|
|
const DMGridData *a = &grid[y*gridsize + x];
|
|
const DMGridData *b = &grid[(y+1)*gridsize + x];
|
|
|
|
glNormal3fv(a->no);
|
|
glVertex3fv(a->co);
|
|
glNormal3fv(b->no);
|
|
glVertex3fv(b->co);
|
|
}
|
|
glEnd();
|
|
}
|
|
}
|
|
else {
|
|
for (y = 0; y < gridsize-1; y++) {
|
|
glBegin(GL_QUAD_STRIP);
|
|
for (x = 0; x < gridsize; x++) {
|
|
const DMGridData *a = &grid[y*gridsize + x];
|
|
const DMGridData *b = &grid[(y+1)*gridsize + x];
|
|
|
|
if (x > 0) {
|
|
const DMGridData *c = &grid[y*gridsize + x-1];
|
|
const DMGridData *d = &grid[(y+1)*gridsize + x-1];
|
|
float fno[3];
|
|
normal_quad_v3(fno, d->co, b->co, a->co, c->co);
|
|
glNormal3fv(fno);
|
|
}
|
|
|
|
glVertex3fv(a->co);
|
|
glVertex3fv(b->co);
|
|
}
|
|
glEnd();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void GPU_draw_buffers(GPU_Buffers *buffers, DMSetMaterial setMaterial)
|
|
{
|
|
int smooth = 0;
|
|
|
|
if (buffers->totface) {
|
|
const MFace *f = &buffers->mface[buffers->face_indices[0]];
|
|
if (!setMaterial(f->mat_nr+1, NULL))
|
|
return;
|
|
|
|
smooth = f->flag & ME_SMOOTH;
|
|
glShadeModel(smooth ? GL_SMOOTH: GL_FLAT);
|
|
}
|
|
else if (buffers->totgrid) {
|
|
const DMFlagMat *f = &buffers->grid_flag_mats[buffers->grid_indices[0]];
|
|
if (!setMaterial(f->mat_nr+1, NULL))
|
|
return;
|
|
|
|
smooth = f->flag & ME_SMOOTH;
|
|
glShadeModel(smooth ? GL_SMOOTH: GL_FLAT);
|
|
}
|
|
|
|
if (buffers->vert_buf && buffers->index_buf) {
|
|
glEnableClientState(GL_VERTEX_ARRAY);
|
|
glEnableClientState(GL_NORMAL_ARRAY);
|
|
|
|
glBindBufferARB(GL_ARRAY_BUFFER_ARB, buffers->vert_buf);
|
|
glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, buffers->index_buf);
|
|
|
|
if (buffers->tot_quad) {
|
|
unsigned offset = 0;
|
|
int i, last = buffers->has_hidden ? 1 : buffers->totgrid;
|
|
for (i = 0; i < last; i++) {
|
|
glVertexPointer(3, GL_FLOAT, sizeof(DMGridData), offset + (char*)offsetof(DMGridData, co));
|
|
glNormalPointer(GL_FLOAT, sizeof(DMGridData), offset + (char*)offsetof(DMGridData, no));
|
|
|
|
glDrawElements(GL_QUADS, buffers->tot_quad * 4, buffers->index_type, 0);
|
|
|
|
offset += buffers->gridsize * buffers->gridsize * sizeof(DMGridData);
|
|
}
|
|
}
|
|
else {
|
|
glVertexPointer(3, GL_FLOAT, sizeof(VertexBufferFormat), (void*)offsetof(VertexBufferFormat, co));
|
|
glNormalPointer(GL_SHORT, sizeof(VertexBufferFormat), (void*)offsetof(VertexBufferFormat, no));
|
|
|
|
glDrawElements(GL_TRIANGLES, buffers->tot_tri * 3, buffers->index_type, 0);
|
|
}
|
|
|
|
glBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
|
|
glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
|
|
|
|
glDisableClientState(GL_VERTEX_ARRAY);
|
|
glDisableClientState(GL_NORMAL_ARRAY);
|
|
}
|
|
/* fallbacks if we are out of memory or VBO is disabled */
|
|
else if (buffers->totface) {
|
|
gpu_draw_buffers_legacy_mesh(buffers, smooth);
|
|
}
|
|
else if (buffers->totgrid) {
|
|
gpu_draw_buffers_legacy_grids(buffers, smooth);
|
|
}
|
|
}
|
|
|
|
void GPU_free_buffers(GPU_Buffers *buffers)
|
|
{
|
|
if (buffers) {
|
|
if (buffers->vert_buf)
|
|
glDeleteBuffersARB(1, &buffers->vert_buf);
|
|
if (buffers->index_buf && (buffers->tot_tri || buffers->has_hidden))
|
|
glDeleteBuffersARB(1, &buffers->index_buf);
|
|
|
|
MEM_freeN(buffers);
|
|
}
|
|
}
|