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/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
2010-02-12 13:34:04 +00:00
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2005 Blender Foundation.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): Brecht Van Lommel.
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file GPU_buffers.h
* \ingroup gpu
*/
#ifndef __GPU_BUFFERS_H__
#define __GPU_BUFFERS_H__
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#ifdef DEBUG
/* #define DEBUG_VBO(X) printf(X)*/
# define DEBUG_VBO(X)
#else
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# define DEBUG_VBO(X)
#endif
#include <stddef.h>
struct BMesh;
struct CCGElem;
struct CCGKey;
struct DMFlagMat;
struct DerivedMesh;
struct GSet;
== GPU Buffers == This patch attempts to clean up and document the GPU buffers code. There are a few bug fixes as well. Patch reviewed here: http://codereview.appspot.com/4631052/ Summary: * Bugfix: make GPU_buffer_copy_normal convert from shorts to floats correctly, also fixed the use of cached face normal CustomData. * Bugfix: changed the `mat_nr' field of GPUBufferMaterial from char to short. * Changed color buffer setup to not alloc a temporary copy of color data, just passes the MCol data in directly. * Changed the GPU buffer pool code to make clearer what operates specifically on the global pool. * Lots of refactoring for GPU_drawobject_new; should operate mostly the same (except got rid of one unecessary allocation), just split into more functions and without macros now. * Converted some #defines into enumerations. * Made some stuff private, pulled out of header file. * Deleted unused function GPU_buffer_pool_free_unused(). * Removed GPU_interleaved_setup and related #defines. (I think this was used for editmode VBOs, but those were disabled.) * Added lots of comments. * Added a few comments in the code signed `--nicholas' to note places where I am unsure about design or usage, would be good to address these better. * Code formatting changed to be more consistent with the rest of Blender. * Renamed some fields and variables to be more consistent with Blender's naming conventions. * Renamed some fields and variables to use more descriptive names, e.g. renamed `redir' to `mat_orig_to_new'. * Removed print outs with DEBUG_VBO -- don't feel too strongly about this one, just not used elsewhere in Blender, could be easily added back if others disagree though. * Moved the PBVH drawing code down to the bottom of the file, before was sitting in the middle of the other VBO code
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struct GPUVertPointLink;
struct GPUDrawObject;
struct GridCommonGPUBuffer;
struct PBVH;
struct Batch;
struct MVert;
== GPU Buffers == This patch attempts to clean up and document the GPU buffers code. There are a few bug fixes as well. Patch reviewed here: http://codereview.appspot.com/4631052/ Summary: * Bugfix: make GPU_buffer_copy_normal convert from shorts to floats correctly, also fixed the use of cached face normal CustomData. * Bugfix: changed the `mat_nr' field of GPUBufferMaterial from char to short. * Changed color buffer setup to not alloc a temporary copy of color data, just passes the MCol data in directly. * Changed the GPU buffer pool code to make clearer what operates specifically on the global pool. * Lots of refactoring for GPU_drawobject_new; should operate mostly the same (except got rid of one unecessary allocation), just split into more functions and without macros now. * Converted some #defines into enumerations. * Made some stuff private, pulled out of header file. * Deleted unused function GPU_buffer_pool_free_unused(). * Removed GPU_interleaved_setup and related #defines. (I think this was used for editmode VBOs, but those were disabled.) * Added lots of comments. * Added a few comments in the code signed `--nicholas' to note places where I am unsure about design or usage, would be good to address these better. * Code formatting changed to be more consistent with the rest of Blender. * Renamed some fields and variables to be more consistent with Blender's naming conventions. * Renamed some fields and variables to use more descriptive names, e.g. renamed `redir' to `mat_orig_to_new'. * Removed print outs with DEBUG_VBO -- don't feel too strongly about this one, just not used elsewhere in Blender, could be easily added back if others disagree though. * Moved the PBVH drawing code down to the bottom of the file, before was sitting in the middle of the other VBO code
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typedef struct GPUBuffer {
size_t size; /* in bytes */
unsigned int id; /* used with vertex buffer objects */
} GPUBuffer;
== GPU Buffers == This patch attempts to clean up and document the GPU buffers code. There are a few bug fixes as well. Patch reviewed here: http://codereview.appspot.com/4631052/ Summary: * Bugfix: make GPU_buffer_copy_normal convert from shorts to floats correctly, also fixed the use of cached face normal CustomData. * Bugfix: changed the `mat_nr' field of GPUBufferMaterial from char to short. * Changed color buffer setup to not alloc a temporary copy of color data, just passes the MCol data in directly. * Changed the GPU buffer pool code to make clearer what operates specifically on the global pool. * Lots of refactoring for GPU_drawobject_new; should operate mostly the same (except got rid of one unecessary allocation), just split into more functions and without macros now. * Converted some #defines into enumerations. * Made some stuff private, pulled out of header file. * Deleted unused function GPU_buffer_pool_free_unused(). * Removed GPU_interleaved_setup and related #defines. (I think this was used for editmode VBOs, but those were disabled.) * Added lots of comments. * Added a few comments in the code signed `--nicholas' to note places where I am unsure about design or usage, would be good to address these better. * Code formatting changed to be more consistent with the rest of Blender. * Renamed some fields and variables to be more consistent with Blender's naming conventions. * Renamed some fields and variables to use more descriptive names, e.g. renamed `redir' to `mat_orig_to_new'. * Removed print outs with DEBUG_VBO -- don't feel too strongly about this one, just not used elsewhere in Blender, could be easily added back if others disagree though. * Moved the PBVH drawing code down to the bottom of the file, before was sitting in the middle of the other VBO code
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typedef struct GPUBufferMaterial {
/* range of points used for this material */
unsigned int start;
unsigned int totelements;
unsigned int totloops;
unsigned int *polys; /* array of polygons for this material */
unsigned int totpolys; /* total polygons in polys */
unsigned int totvisiblepolys; /* total visible polygons */
== GPU Buffers == This patch attempts to clean up and document the GPU buffers code. There are a few bug fixes as well. Patch reviewed here: http://codereview.appspot.com/4631052/ Summary: * Bugfix: make GPU_buffer_copy_normal convert from shorts to floats correctly, also fixed the use of cached face normal CustomData. * Bugfix: changed the `mat_nr' field of GPUBufferMaterial from char to short. * Changed color buffer setup to not alloc a temporary copy of color data, just passes the MCol data in directly. * Changed the GPU buffer pool code to make clearer what operates specifically on the global pool. * Lots of refactoring for GPU_drawobject_new; should operate mostly the same (except got rid of one unecessary allocation), just split into more functions and without macros now. * Converted some #defines into enumerations. * Made some stuff private, pulled out of header file. * Deleted unused function GPU_buffer_pool_free_unused(). * Removed GPU_interleaved_setup and related #defines. (I think this was used for editmode VBOs, but those were disabled.) * Added lots of comments. * Added a few comments in the code signed `--nicholas' to note places where I am unsure about design or usage, would be good to address these better. * Code formatting changed to be more consistent with the rest of Blender. * Renamed some fields and variables to be more consistent with Blender's naming conventions. * Renamed some fields and variables to use more descriptive names, e.g. renamed `redir' to `mat_orig_to_new'. * Removed print outs with DEBUG_VBO -- don't feel too strongly about this one, just not used elsewhere in Blender, could be easily added back if others disagree though. * Moved the PBVH drawing code down to the bottom of the file, before was sitting in the middle of the other VBO code
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/* original material index */
short mat_nr;
} GPUBufferMaterial;
void GPU_buffer_material_finalize(struct GPUDrawObject *gdo, GPUBufferMaterial *matinfo, int totmat);
== GPU Buffers == This patch attempts to clean up and document the GPU buffers code. There are a few bug fixes as well. Patch reviewed here: http://codereview.appspot.com/4631052/ Summary: * Bugfix: make GPU_buffer_copy_normal convert from shorts to floats correctly, also fixed the use of cached face normal CustomData. * Bugfix: changed the `mat_nr' field of GPUBufferMaterial from char to short. * Changed color buffer setup to not alloc a temporary copy of color data, just passes the MCol data in directly. * Changed the GPU buffer pool code to make clearer what operates specifically on the global pool. * Lots of refactoring for GPU_drawobject_new; should operate mostly the same (except got rid of one unecessary allocation), just split into more functions and without macros now. * Converted some #defines into enumerations. * Made some stuff private, pulled out of header file. * Deleted unused function GPU_buffer_pool_free_unused(). * Removed GPU_interleaved_setup and related #defines. (I think this was used for editmode VBOs, but those were disabled.) * Added lots of comments. * Added a few comments in the code signed `--nicholas' to note places where I am unsure about design or usage, would be good to address these better. * Code formatting changed to be more consistent with the rest of Blender. * Renamed some fields and variables to be more consistent with Blender's naming conventions. * Renamed some fields and variables to use more descriptive names, e.g. renamed `redir' to `mat_orig_to_new'. * Removed print outs with DEBUG_VBO -- don't feel too strongly about this one, just not used elsewhere in Blender, could be easily added back if others disagree though. * Moved the PBVH drawing code down to the bottom of the file, before was sitting in the middle of the other VBO code
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/* meshes are split up by material since changing materials requires
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* GL state changes that can't occur in the middle of drawing an
* array.
*
* some simplifying assumptions are made:
* - all quads are treated as two triangles.
* - no vertex sharing is used; each triangle gets its own copy of the
* vertices it uses (this makes it easy to deal with a vertex used
* by faces with different properties, such as smooth/solid shading,
* different MCols, etc.)
*
* to avoid confusion between the original MVert vertices and the
* arrays of OpenGL vertices, the latter are referred to here and in
* the source as `points'. similarly, the OpenGL triangles generated
* for MFaces are referred to as triangles rather than faces.
== GPU Buffers == This patch attempts to clean up and document the GPU buffers code. There are a few bug fixes as well. Patch reviewed here: http://codereview.appspot.com/4631052/ Summary: * Bugfix: make GPU_buffer_copy_normal convert from shorts to floats correctly, also fixed the use of cached face normal CustomData. * Bugfix: changed the `mat_nr' field of GPUBufferMaterial from char to short. * Changed color buffer setup to not alloc a temporary copy of color data, just passes the MCol data in directly. * Changed the GPU buffer pool code to make clearer what operates specifically on the global pool. * Lots of refactoring for GPU_drawobject_new; should operate mostly the same (except got rid of one unecessary allocation), just split into more functions and without macros now. * Converted some #defines into enumerations. * Made some stuff private, pulled out of header file. * Deleted unused function GPU_buffer_pool_free_unused(). * Removed GPU_interleaved_setup and related #defines. (I think this was used for editmode VBOs, but those were disabled.) * Added lots of comments. * Added a few comments in the code signed `--nicholas' to note places where I am unsure about design or usage, would be good to address these better. * Code formatting changed to be more consistent with the rest of Blender. * Renamed some fields and variables to be more consistent with Blender's naming conventions. * Renamed some fields and variables to use more descriptive names, e.g. renamed `redir' to `mat_orig_to_new'. * Removed print outs with DEBUG_VBO -- don't feel too strongly about this one, just not used elsewhere in Blender, could be easily added back if others disagree though. * Moved the PBVH drawing code down to the bottom of the file, before was sitting in the middle of the other VBO code
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*/
typedef struct GPUDrawObject {
GPUBuffer *points;
GPUBuffer *normals;
GPUBuffer *uv;
GPUBuffer *uv_tex;
GPUBuffer *colors;
GPUBuffer *edges;
GPUBuffer *uvedges;
GPUBuffer *triangles; /* triangle index buffer */
== GPU Buffers == This patch attempts to clean up and document the GPU buffers code. There are a few bug fixes as well. Patch reviewed here: http://codereview.appspot.com/4631052/ Summary: * Bugfix: make GPU_buffer_copy_normal convert from shorts to floats correctly, also fixed the use of cached face normal CustomData. * Bugfix: changed the `mat_nr' field of GPUBufferMaterial from char to short. * Changed color buffer setup to not alloc a temporary copy of color data, just passes the MCol data in directly. * Changed the GPU buffer pool code to make clearer what operates specifically on the global pool. * Lots of refactoring for GPU_drawobject_new; should operate mostly the same (except got rid of one unecessary allocation), just split into more functions and without macros now. * Converted some #defines into enumerations. * Made some stuff private, pulled out of header file. * Deleted unused function GPU_buffer_pool_free_unused(). * Removed GPU_interleaved_setup and related #defines. (I think this was used for editmode VBOs, but those were disabled.) * Added lots of comments. * Added a few comments in the code signed `--nicholas' to note places where I am unsure about design or usage, would be good to address these better. * Code formatting changed to be more consistent with the rest of Blender. * Renamed some fields and variables to be more consistent with Blender's naming conventions. * Renamed some fields and variables to use more descriptive names, e.g. renamed `redir' to `mat_orig_to_new'. * Removed print outs with DEBUG_VBO -- don't feel too strongly about this one, just not used elsewhere in Blender, could be easily added back if others disagree though. * Moved the PBVH drawing code down to the bottom of the file, before was sitting in the middle of the other VBO code
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/* for each original vertex, the list of related points */
struct GPUVertPointLink *vert_points;
/* see: USE_GPU_POINT_LINK define */
#if 0
== GPU Buffers == This patch attempts to clean up and document the GPU buffers code. There are a few bug fixes as well. Patch reviewed here: http://codereview.appspot.com/4631052/ Summary: * Bugfix: make GPU_buffer_copy_normal convert from shorts to floats correctly, also fixed the use of cached face normal CustomData. * Bugfix: changed the `mat_nr' field of GPUBufferMaterial from char to short. * Changed color buffer setup to not alloc a temporary copy of color data, just passes the MCol data in directly. * Changed the GPU buffer pool code to make clearer what operates specifically on the global pool. * Lots of refactoring for GPU_drawobject_new; should operate mostly the same (except got rid of one unecessary allocation), just split into more functions and without macros now. * Converted some #defines into enumerations. * Made some stuff private, pulled out of header file. * Deleted unused function GPU_buffer_pool_free_unused(). * Removed GPU_interleaved_setup and related #defines. (I think this was used for editmode VBOs, but those were disabled.) * Added lots of comments. * Added a few comments in the code signed `--nicholas' to note places where I am unsure about design or usage, would be good to address these better. * Code formatting changed to be more consistent with the rest of Blender. * Renamed some fields and variables to be more consistent with Blender's naming conventions. * Renamed some fields and variables to use more descriptive names, e.g. renamed `redir' to `mat_orig_to_new'. * Removed print outs with DEBUG_VBO -- don't feel too strongly about this one, just not used elsewhere in Blender, could be easily added back if others disagree though. * Moved the PBVH drawing code down to the bottom of the file, before was sitting in the middle of the other VBO code
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/* storage for the vert_points lists */
struct GPUVertPointLink *vert_points_mem;
int vert_points_usage;
#endif
== GPU Buffers == This patch attempts to clean up and document the GPU buffers code. There are a few bug fixes as well. Patch reviewed here: http://codereview.appspot.com/4631052/ Summary: * Bugfix: make GPU_buffer_copy_normal convert from shorts to floats correctly, also fixed the use of cached face normal CustomData. * Bugfix: changed the `mat_nr' field of GPUBufferMaterial from char to short. * Changed color buffer setup to not alloc a temporary copy of color data, just passes the MCol data in directly. * Changed the GPU buffer pool code to make clearer what operates specifically on the global pool. * Lots of refactoring for GPU_drawobject_new; should operate mostly the same (except got rid of one unecessary allocation), just split into more functions and without macros now. * Converted some #defines into enumerations. * Made some stuff private, pulled out of header file. * Deleted unused function GPU_buffer_pool_free_unused(). * Removed GPU_interleaved_setup and related #defines. (I think this was used for editmode VBOs, but those were disabled.) * Added lots of comments. * Added a few comments in the code signed `--nicholas' to note places where I am unsure about design or usage, would be good to address these better. * Code formatting changed to be more consistent with the rest of Blender. * Renamed some fields and variables to be more consistent with Blender's naming conventions. * Renamed some fields and variables to use more descriptive names, e.g. renamed `redir' to `mat_orig_to_new'. * Removed print outs with DEBUG_VBO -- don't feel too strongly about this one, just not used elsewhere in Blender, could be easily added back if others disagree though. * Moved the PBVH drawing code down to the bottom of the file, before was sitting in the middle of the other VBO code
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int colType;
GPUBufferMaterial *materials;
== GPU Buffers == This patch attempts to clean up and document the GPU buffers code. There are a few bug fixes as well. Patch reviewed here: http://codereview.appspot.com/4631052/ Summary: * Bugfix: make GPU_buffer_copy_normal convert from shorts to floats correctly, also fixed the use of cached face normal CustomData. * Bugfix: changed the `mat_nr' field of GPUBufferMaterial from char to short. * Changed color buffer setup to not alloc a temporary copy of color data, just passes the MCol data in directly. * Changed the GPU buffer pool code to make clearer what operates specifically on the global pool. * Lots of refactoring for GPU_drawobject_new; should operate mostly the same (except got rid of one unecessary allocation), just split into more functions and without macros now. * Converted some #defines into enumerations. * Made some stuff private, pulled out of header file. * Deleted unused function GPU_buffer_pool_free_unused(). * Removed GPU_interleaved_setup and related #defines. (I think this was used for editmode VBOs, but those were disabled.) * Added lots of comments. * Added a few comments in the code signed `--nicholas' to note places where I am unsure about design or usage, would be good to address these better. * Code formatting changed to be more consistent with the rest of Blender. * Renamed some fields and variables to be more consistent with Blender's naming conventions. * Renamed some fields and variables to use more descriptive names, e.g. renamed `redir' to `mat_orig_to_new'. * Removed print outs with DEBUG_VBO -- don't feel too strongly about this one, just not used elsewhere in Blender, could be easily added back if others disagree though. * Moved the PBVH drawing code down to the bottom of the file, before was sitting in the middle of the other VBO code
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int totmaterial;
unsigned int tot_triangle_point;
unsigned int tot_loose_point;
/* different than total loops since ngons get tesselated still */
unsigned int tot_loop_verts;
== GPU Buffers == This patch attempts to clean up and document the GPU buffers code. There are a few bug fixes as well. Patch reviewed here: http://codereview.appspot.com/4631052/ Summary: * Bugfix: make GPU_buffer_copy_normal convert from shorts to floats correctly, also fixed the use of cached face normal CustomData. * Bugfix: changed the `mat_nr' field of GPUBufferMaterial from char to short. * Changed color buffer setup to not alloc a temporary copy of color data, just passes the MCol data in directly. * Changed the GPU buffer pool code to make clearer what operates specifically on the global pool. * Lots of refactoring for GPU_drawobject_new; should operate mostly the same (except got rid of one unecessary allocation), just split into more functions and without macros now. * Converted some #defines into enumerations. * Made some stuff private, pulled out of header file. * Deleted unused function GPU_buffer_pool_free_unused(). * Removed GPU_interleaved_setup and related #defines. (I think this was used for editmode VBOs, but those were disabled.) * Added lots of comments. * Added a few comments in the code signed `--nicholas' to note places where I am unsure about design or usage, would be good to address these better. * Code formatting changed to be more consistent with the rest of Blender. * Renamed some fields and variables to be more consistent with Blender's naming conventions. * Renamed some fields and variables to use more descriptive names, e.g. renamed `redir' to `mat_orig_to_new'. * Removed print outs with DEBUG_VBO -- don't feel too strongly about this one, just not used elsewhere in Blender, could be easily added back if others disagree though. * Moved the PBVH drawing code down to the bottom of the file, before was sitting in the middle of the other VBO code
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/* caches of the original DerivedMesh values */
unsigned int totvert;
unsigned int totedge;
unsigned int loose_edge_offset;
unsigned int tot_loose_edge_drawn;
unsigned int tot_edge_drawn;
/* for subsurf, offset where drawing of interior edges starts */
unsigned int interior_offset;
unsigned int totinterior;
} GPUDrawObject;
/* currently unused */
// #define USE_GPU_POINT_LINK
typedef struct GPUVertPointLink {
#ifdef USE_GPU_POINT_LINK
struct GPUVertPointLink *next;
#endif
/* -1 means uninitialized */
int point_index;
} GPUVertPointLink;
/* used for GLSL materials */
== GPU Buffers == This patch attempts to clean up and document the GPU buffers code. There are a few bug fixes as well. Patch reviewed here: http://codereview.appspot.com/4631052/ Summary: * Bugfix: make GPU_buffer_copy_normal convert from shorts to floats correctly, also fixed the use of cached face normal CustomData. * Bugfix: changed the `mat_nr' field of GPUBufferMaterial from char to short. * Changed color buffer setup to not alloc a temporary copy of color data, just passes the MCol data in directly. * Changed the GPU buffer pool code to make clearer what operates specifically on the global pool. * Lots of refactoring for GPU_drawobject_new; should operate mostly the same (except got rid of one unecessary allocation), just split into more functions and without macros now. * Converted some #defines into enumerations. * Made some stuff private, pulled out of header file. * Deleted unused function GPU_buffer_pool_free_unused(). * Removed GPU_interleaved_setup and related #defines. (I think this was used for editmode VBOs, but those were disabled.) * Added lots of comments. * Added a few comments in the code signed `--nicholas' to note places where I am unsure about design or usage, would be good to address these better. * Code formatting changed to be more consistent with the rest of Blender. * Renamed some fields and variables to be more consistent with Blender's naming conventions. * Renamed some fields and variables to use more descriptive names, e.g. renamed `redir' to `mat_orig_to_new'. * Removed print outs with DEBUG_VBO -- don't feel too strongly about this one, just not used elsewhere in Blender, could be easily added back if others disagree though. * Moved the PBVH drawing code down to the bottom of the file, before was sitting in the middle of the other VBO code
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typedef struct GPUAttrib {
int index;
int info_index;
int size;
int type;
} GPUAttrib;
== GPU Buffers == This patch attempts to clean up and document the GPU buffers code. There are a few bug fixes as well. Patch reviewed here: http://codereview.appspot.com/4631052/ Summary: * Bugfix: make GPU_buffer_copy_normal convert from shorts to floats correctly, also fixed the use of cached face normal CustomData. * Bugfix: changed the `mat_nr' field of GPUBufferMaterial from char to short. * Changed color buffer setup to not alloc a temporary copy of color data, just passes the MCol data in directly. * Changed the GPU buffer pool code to make clearer what operates specifically on the global pool. * Lots of refactoring for GPU_drawobject_new; should operate mostly the same (except got rid of one unecessary allocation), just split into more functions and without macros now. * Converted some #defines into enumerations. * Made some stuff private, pulled out of header file. * Deleted unused function GPU_buffer_pool_free_unused(). * Removed GPU_interleaved_setup and related #defines. (I think this was used for editmode VBOs, but those were disabled.) * Added lots of comments. * Added a few comments in the code signed `--nicholas' to note places where I am unsure about design or usage, would be good to address these better. * Code formatting changed to be more consistent with the rest of Blender. * Renamed some fields and variables to be more consistent with Blender's naming conventions. * Renamed some fields and variables to use more descriptive names, e.g. renamed `redir' to `mat_orig_to_new'. * Removed print outs with DEBUG_VBO -- don't feel too strongly about this one, just not used elsewhere in Blender, could be easily added back if others disagree though. * Moved the PBVH drawing code down to the bottom of the file, before was sitting in the middle of the other VBO code
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void GPU_global_buffer_pool_free(void);
void GPU_global_buffer_pool_free_unused(void);
GPUBuffer *GPU_buffer_alloc(size_t size);
== GPU Buffers == This patch attempts to clean up and document the GPU buffers code. There are a few bug fixes as well. Patch reviewed here: http://codereview.appspot.com/4631052/ Summary: * Bugfix: make GPU_buffer_copy_normal convert from shorts to floats correctly, also fixed the use of cached face normal CustomData. * Bugfix: changed the `mat_nr' field of GPUBufferMaterial from char to short. * Changed color buffer setup to not alloc a temporary copy of color data, just passes the MCol data in directly. * Changed the GPU buffer pool code to make clearer what operates specifically on the global pool. * Lots of refactoring for GPU_drawobject_new; should operate mostly the same (except got rid of one unecessary allocation), just split into more functions and without macros now. * Converted some #defines into enumerations. * Made some stuff private, pulled out of header file. * Deleted unused function GPU_buffer_pool_free_unused(). * Removed GPU_interleaved_setup and related #defines. (I think this was used for editmode VBOs, but those were disabled.) * Added lots of comments. * Added a few comments in the code signed `--nicholas' to note places where I am unsure about design or usage, would be good to address these better. * Code formatting changed to be more consistent with the rest of Blender. * Renamed some fields and variables to be more consistent with Blender's naming conventions. * Renamed some fields and variables to use more descriptive names, e.g. renamed `redir' to `mat_orig_to_new'. * Removed print outs with DEBUG_VBO -- don't feel too strongly about this one, just not used elsewhere in Blender, could be easily added back if others disagree though. * Moved the PBVH drawing code down to the bottom of the file, before was sitting in the middle of the other VBO code
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void GPU_buffer_free(GPUBuffer *buffer);
void GPU_drawobject_free(struct DerivedMesh *dm);
/* flag that controls data type to fill buffer with, a modifier will prepare. */
typedef enum {
GPU_BUFFER_VERTEX = 0,
GPU_BUFFER_NORMAL,
GPU_BUFFER_COLOR,
GPU_BUFFER_UV,
GPU_BUFFER_UV_TEXPAINT,
GPU_BUFFER_EDGE,
GPU_BUFFER_UVEDGE,
GPU_BUFFER_TRIANGLES
} GPUBufferType;
typedef enum {
GPU_BINDING_ARRAY = 0,
GPU_BINDING_INDEX = 1,
} GPUBindingType;
typedef enum {
GPU_ATTR_INFO_SRGB = (1 << 0),
} GPUAttrInfo;
/* called before drawing */
void GPU_vertex_setup(struct DerivedMesh *dm);
void GPU_normal_setup(struct DerivedMesh *dm);
void GPU_uv_setup(struct DerivedMesh *dm);
void GPU_texpaint_uv_setup(struct DerivedMesh *dm);
/* colType is the cddata MCol type to use! */
void GPU_color_setup(struct DerivedMesh *dm, int colType);
void GPU_buffer_bind_as_color(GPUBuffer *buffer);
void GPU_edge_setup(struct DerivedMesh *dm); /* does not mix with other data */
void GPU_uvedge_setup(struct DerivedMesh *dm);
void GPU_triangle_setup(struct DerivedMesh *dm);
int GPU_attrib_element_size(GPUAttrib data[], int numdata);
void GPU_interleaved_attrib_setup(GPUBuffer *buffer, GPUAttrib data[], int numdata, int element_size);
void GPU_buffer_bind(GPUBuffer *buffer, GPUBindingType binding);
void GPU_buffer_unbind(GPUBuffer *buffer, GPUBindingType binding);
/* can't lock more than one buffer at once */
void *GPU_buffer_lock(GPUBuffer *buffer, GPUBindingType binding);
void *GPU_buffer_lock_stream(GPUBuffer *buffer, GPUBindingType binding);
void GPU_buffer_unlock(GPUBuffer *buffer, GPUBindingType binding);
/* switch color rendering on=1/off=0 */
void GPU_color_switch(int mode);
== GPU Buffers == This patch attempts to clean up and document the GPU buffers code. There are a few bug fixes as well. Patch reviewed here: http://codereview.appspot.com/4631052/ Summary: * Bugfix: make GPU_buffer_copy_normal convert from shorts to floats correctly, also fixed the use of cached face normal CustomData. * Bugfix: changed the `mat_nr' field of GPUBufferMaterial from char to short. * Changed color buffer setup to not alloc a temporary copy of color data, just passes the MCol data in directly. * Changed the GPU buffer pool code to make clearer what operates specifically on the global pool. * Lots of refactoring for GPU_drawobject_new; should operate mostly the same (except got rid of one unecessary allocation), just split into more functions and without macros now. * Converted some #defines into enumerations. * Made some stuff private, pulled out of header file. * Deleted unused function GPU_buffer_pool_free_unused(). * Removed GPU_interleaved_setup and related #defines. (I think this was used for editmode VBOs, but those were disabled.) * Added lots of comments. * Added a few comments in the code signed `--nicholas' to note places where I am unsure about design or usage, would be good to address these better. * Code formatting changed to be more consistent with the rest of Blender. * Renamed some fields and variables to be more consistent with Blender's naming conventions. * Renamed some fields and variables to use more descriptive names, e.g. renamed `redir' to `mat_orig_to_new'. * Removed print outs with DEBUG_VBO -- don't feel too strongly about this one, just not used elsewhere in Blender, could be easily added back if others disagree though. * Moved the PBVH drawing code down to the bottom of the file, before was sitting in the middle of the other VBO code
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/* used for drawing edges */
void GPU_buffer_draw_elements(GPUBuffer *elements, unsigned int mode, int start, int count);
/* called after drawing */
void GPU_buffers_unbind(void);
/* only unbind interleaved data */
void GPU_interleaved_attrib_unbind(void);
== GPU Buffers == This patch attempts to clean up and document the GPU buffers code. There are a few bug fixes as well. Patch reviewed here: http://codereview.appspot.com/4631052/ Summary: * Bugfix: make GPU_buffer_copy_normal convert from shorts to floats correctly, also fixed the use of cached face normal CustomData. * Bugfix: changed the `mat_nr' field of GPUBufferMaterial from char to short. * Changed color buffer setup to not alloc a temporary copy of color data, just passes the MCol data in directly. * Changed the GPU buffer pool code to make clearer what operates specifically on the global pool. * Lots of refactoring for GPU_drawobject_new; should operate mostly the same (except got rid of one unecessary allocation), just split into more functions and without macros now. * Converted some #defines into enumerations. * Made some stuff private, pulled out of header file. * Deleted unused function GPU_buffer_pool_free_unused(). * Removed GPU_interleaved_setup and related #defines. (I think this was used for editmode VBOs, but those were disabled.) * Added lots of comments. * Added a few comments in the code signed `--nicholas' to note places where I am unsure about design or usage, would be good to address these better. * Code formatting changed to be more consistent with the rest of Blender. * Renamed some fields and variables to be more consistent with Blender's naming conventions. * Renamed some fields and variables to use more descriptive names, e.g. renamed `redir' to `mat_orig_to_new'. * Removed print outs with DEBUG_VBO -- don't feel too strongly about this one, just not used elsewhere in Blender, could be easily added back if others disagree though. * Moved the PBVH drawing code down to the bottom of the file, before was sitting in the middle of the other VBO code
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/* Buffers for non-DerivedMesh drawing */
typedef struct GPU_PBVH_Buffers GPU_PBVH_Buffers;
/* build */
GPU_PBVH_Buffers *GPU_build_mesh_pbvh_buffers(
const int (*face_vert_indices)[3],
const struct MPoly *mpoly, const struct MLoop *mloop, const struct MLoopTri *looptri,
const struct MVert *verts,
const int *face_indices,
const int face_indices_len);
GPU_PBVH_Buffers *GPU_build_grid_pbvh_buffers(
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int *grid_indices, int totgrid, unsigned int **grid_hidden, int gridsize, const struct CCGKey *key,
struct GridCommonGPUBuffer **grid_common_gpu_buffer);
GPU_PBVH_Buffers *GPU_build_bmesh_pbvh_buffers(bool smooth_shading);
/* update */
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void GPU_update_mesh_pbvh_buffers(
GPU_PBVH_Buffers *buffers, const struct MVert *mvert,
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const int *vert_indices, int totvert, const float *vmask,
const int (*face_vert_indices)[3], bool show_diffuse_color);
void GPU_update_bmesh_pbvh_buffers(GPU_PBVH_Buffers *buffers,
struct BMesh *bm,
struct GSet *bm_faces,
struct GSet *bm_unique_verts,
struct GSet *bm_other_verts,
bool show_diffuse_color);
void GPU_update_grid_pbvh_buffers(GPU_PBVH_Buffers *buffers, struct CCGElem **grids,
const struct DMFlagMat *grid_flag_mats,
int *grid_indices, int totgrid, const struct CCGKey *key,
bool show_diffuse_color);
/* draw */
void GPU_draw_pbvh_buffers(GPU_PBVH_Buffers *buffers, DMSetMaterial setMaterial,
bool wireframe, bool fast);
struct Batch *GPU_draw_pbvh_buffers_get_batch(GPU_PBVH_Buffers *buffers, bool fast);
/* debug PBVH draw */
void GPU_draw_pbvh_BB(float min[3], float max[3], bool leaf, unsigned int pos);
bool GPU_pbvh_buffers_diffuse_changed(GPU_PBVH_Buffers *buffers, struct GSet *bm_faces, bool show_diffuse_color);
void GPU_free_pbvh_buffers(GPU_PBVH_Buffers *buffers);
void GPU_free_pbvh_buffer_multires(struct GridCommonGPUBuffer **grid_common_gpu_buffer);
== GPU Buffers == This patch attempts to clean up and document the GPU buffers code. There are a few bug fixes as well. Patch reviewed here: http://codereview.appspot.com/4631052/ Summary: * Bugfix: make GPU_buffer_copy_normal convert from shorts to floats correctly, also fixed the use of cached face normal CustomData. * Bugfix: changed the `mat_nr' field of GPUBufferMaterial from char to short. * Changed color buffer setup to not alloc a temporary copy of color data, just passes the MCol data in directly. * Changed the GPU buffer pool code to make clearer what operates specifically on the global pool. * Lots of refactoring for GPU_drawobject_new; should operate mostly the same (except got rid of one unecessary allocation), just split into more functions and without macros now. * Converted some #defines into enumerations. * Made some stuff private, pulled out of header file. * Deleted unused function GPU_buffer_pool_free_unused(). * Removed GPU_interleaved_setup and related #defines. (I think this was used for editmode VBOs, but those were disabled.) * Added lots of comments. * Added a few comments in the code signed `--nicholas' to note places where I am unsure about design or usage, would be good to address these better. * Code formatting changed to be more consistent with the rest of Blender. * Renamed some fields and variables to be more consistent with Blender's naming conventions. * Renamed some fields and variables to use more descriptive names, e.g. renamed `redir' to `mat_orig_to_new'. * Removed print outs with DEBUG_VBO -- don't feel too strongly about this one, just not used elsewhere in Blender, could be easily added back if others disagree though. * Moved the PBVH drawing code down to the bottom of the file, before was sitting in the middle of the other VBO code
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#endif