2011-02-21 06:58:46 +00:00
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/*
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2009-10-03 15:35:01 +00:00
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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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2011-11-29 10:54:47 +00:00
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* of the License, or (at your option) any later version.
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2009-10-03 15:35:01 +00:00
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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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2010-02-12 13:34:04 +00:00
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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2009-10-03 15:35:01 +00:00
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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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2011-02-21 06:58:46 +00:00
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/** \file GPU_buffers.h
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* \ingroup gpu
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*/
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2009-10-03 15:35:01 +00:00
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#ifndef __GPU_BUFFERS_H__
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#define __GPU_BUFFERS_H__
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#ifdef _DEBUG
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/*#define DEBUG_VBO(X) printf(X)*/
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#define DEBUG_VBO(X)
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#else
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#define DEBUG_VBO(X)
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#endif
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2012-12-30 18:24:54 +00:00
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struct BMesh;
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2012-05-10 20:33:09 +00:00
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struct CCGElem;
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struct CCGKey;
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2012-03-14 06:32:25 +00:00
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struct CustomData;
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2012-05-10 20:33:09 +00:00
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struct DMFlagMat;
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struct DerivedMesh;
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2012-12-30 18:24:54 +00:00
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struct GHash;
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== 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
2011-07-08 19:58:02 +00:00
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struct GPUVertPointLink;
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2012-12-30 18:24:54 +00:00
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struct PBVH;
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2009-10-03 15:35:01 +00:00
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== 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
2011-07-08 19:58:02 +00:00
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typedef struct GPUBuffer {
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2009-10-03 15:35:01 +00:00
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int size; /* in bytes */
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void *pointer; /* used with vertex arrays */
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unsigned int id; /* used with vertex buffer objects */
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} GPUBuffer;
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== 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
2011-07-08 19:58:02 +00:00
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typedef struct GPUBufferMaterial {
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/* range of points used for this material */
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int start;
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int totpoint;
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2009-10-03 15:35:01 +00:00
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== 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
2011-07-08 19:58:02 +00:00
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/* original material index */
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short mat_nr;
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} GPUBufferMaterial;
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2009-10-03 15:35:01 +00:00
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== 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
2011-07-08 19:58:02 +00:00
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/* meshes are split up by material since changing materials requires
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2012-03-09 18:28:30 +00:00
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* GL state changes that can't occur in the middle of drawing an
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* array.
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*
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* some simplifying assumptions are made:
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* - all quads are treated as two triangles.
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* - no vertex sharing is used; each triangle gets its own copy of the
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* vertices it uses (this makes it easy to deal with a vertex used
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* by faces with different properties, such as smooth/solid shading,
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* different MCols, etc.)
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*
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* to avoid confusion between the original MVert vertices and the
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* arrays of OpenGL vertices, the latter are referred to here and in
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* the source as `points'. similarly, the OpenGL triangles generated
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* 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
2011-07-08 19:58:02 +00:00
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*/
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typedef struct GPUDrawObject {
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GPUBuffer *points;
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2009-10-03 15:35:01 +00:00
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GPUBuffer *normals;
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GPUBuffer *uv;
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GPUBuffer *colors;
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GPUBuffer *edges;
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GPUBuffer *uvedges;
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== 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
2011-07-08 19:58:02 +00:00
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/* for each triangle, the original MFace index */
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int *triangle_to_mface;
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/* for each original vertex, the list of related points */
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struct GPUVertPointLink *vert_points;
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/* storage for the vert_points lists */
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struct GPUVertPointLink *vert_points_mem;
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int vert_points_usage;
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2009-10-03 15:35:01 +00:00
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int colType;
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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
2011-07-08 19:58:02 +00:00
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int totmaterial;
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int tot_triangle_point;
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int tot_loose_point;
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/* caches of the original DerivedMesh values */
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int totvert;
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int totedge;
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/* if there was a failure allocating some buffer, use old
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2012-03-09 18:28:30 +00:00
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* rendering code */
|
== 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
2011-07-08 19:58:02 +00:00
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int legacy;
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2009-10-03 15:35:01 +00:00
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} GPUDrawObject;
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2011-02-15 19:04:00 +00:00
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/* 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
2011-07-08 19:58:02 +00:00
|
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|
typedef struct GPUAttrib {
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2009-10-03 15:35:01 +00:00
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int index;
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int size;
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int type;
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} 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
2011-07-08 19:58:02 +00:00
|
|
|
void GPU_global_buffer_pool_free(void);
|
2009-10-03 15:35:01 +00:00
|
|
|
|
== 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
2011-07-08 19:58:02 +00:00
|
|
|
GPUBuffer *GPU_buffer_alloc(int size);
|
|
|
|
void GPU_buffer_free(GPUBuffer *buffer);
|
2009-10-03 15:35:01 +00:00
|
|
|
|
2012-10-30 11:00:06 +00:00
|
|
|
GPUDrawObject *GPU_drawobject_new(struct DerivedMesh *dm);
|
|
|
|
void GPU_drawobject_free(struct DerivedMesh *dm);
|
2009-10-03 15:35:01 +00:00
|
|
|
|
|
|
|
/* called before drawing */
|
2012-10-30 11:00:06 +00:00
|
|
|
void GPU_vertex_setup(struct DerivedMesh *dm);
|
|
|
|
void GPU_normal_setup(struct DerivedMesh *dm);
|
|
|
|
void GPU_uv_setup(struct DerivedMesh *dm);
|
|
|
|
/* colType is the cddata MCol type to use! */
|
|
|
|
void GPU_color_setup(struct DerivedMesh *dm, int colType);
|
|
|
|
void GPU_edge_setup(struct DerivedMesh *dm); /* does not mix with other data */
|
|
|
|
void GPU_uvedge_setup(struct DerivedMesh *dm);
|
|
|
|
int GPU_attrib_element_size(GPUAttrib data[], int numdata);
|
|
|
|
void GPU_interleaved_attrib_setup(GPUBuffer *buffer, GPUAttrib data[], int numdata);
|
2009-10-03 15:35:01 +00:00
|
|
|
|
|
|
|
/* can't lock more than one buffer at once */
|
2012-10-30 11:00:06 +00:00
|
|
|
void *GPU_buffer_lock(GPUBuffer *buffer);
|
|
|
|
void *GPU_buffer_lock_stream(GPUBuffer *buffer);
|
|
|
|
void GPU_buffer_unlock(GPUBuffer *buffer);
|
2009-10-03 15:35:01 +00:00
|
|
|
|
|
|
|
/* switch color rendering on=1/off=0 */
|
2012-10-30 11:00:06 +00:00
|
|
|
void GPU_color_switch(int mode);
|
2009-10-03 15:35:01 +00:00
|
|
|
|
== 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
2011-07-08 19:58:02 +00:00
|
|
|
/* used for drawing edges */
|
2012-10-30 11:00:06 +00:00
|
|
|
void GPU_buffer_draw_elements(GPUBuffer *elements, unsigned int mode, int start, int count);
|
2009-10-03 15:35:01 +00:00
|
|
|
|
|
|
|
/* called after drawing */
|
2010-12-03 12:30:59 +00:00
|
|
|
void GPU_buffer_unbind(void);
|
2009-10-03 15:35:01 +00:00
|
|
|
|
2011-02-15 19:04:00 +00:00
|
|
|
/* used to check whether to use the old (without buffers) code */
|
2012-10-30 11:00:06 +00:00
|
|
|
int GPU_buffer_legacy(struct DerivedMesh *dm);
|
2009-10-03 15:35:01 +00:00
|
|
|
|
== 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
2011-07-08 19:58:02 +00:00
|
|
|
/* Buffers for non-DerivedMesh drawing */
|
2011-11-05 03:29:37 +00:00
|
|
|
typedef struct GPU_Buffers GPU_Buffers;
|
2012-02-22 22:48:34 +00:00
|
|
|
|
|
|
|
GPU_Buffers *GPU_build_mesh_buffers(int (*face_vert_indices)[4],
|
2012-09-04 01:23:50 +00:00
|
|
|
struct MFace *mface, struct MVert *mvert,
|
|
|
|
int *face_indices, int totface);
|
2012-02-22 22:48:34 +00:00
|
|
|
|
2012-10-22 17:33:53 +00:00
|
|
|
void GPU_update_mesh_buffers(GPU_Buffers *buffers, MVert *mvert,
|
|
|
|
int *vert_indices, int totvert, const float *vmask,
|
|
|
|
int (*face_vert_indices)[4], int show_diffuse_color);
|
2012-02-22 22:48:34 +00:00
|
|
|
|
2012-03-14 06:32:25 +00:00
|
|
|
GPU_Buffers *GPU_build_grid_buffers(int *grid_indices, int totgrid,
|
2012-09-04 01:23:50 +00:00
|
|
|
unsigned int **grid_hidden, int gridsize);
|
2012-02-22 22:48:34 +00:00
|
|
|
|
2012-12-30 18:24:54 +00:00
|
|
|
GPU_Buffers *GPU_build_bmesh_buffers(int smooth_shading);
|
|
|
|
|
|
|
|
void GPU_update_bmesh_buffers(GPU_Buffers *buffers,
|
|
|
|
struct BMesh *bm,
|
|
|
|
struct GHash *bm_faces,
|
|
|
|
struct GHash *bm_unique_verts,
|
|
|
|
struct GHash *bm_other_verts);
|
|
|
|
|
2012-05-10 20:33:09 +00:00
|
|
|
void GPU_update_grid_buffers(GPU_Buffers *buffers, struct CCGElem **grids,
|
2012-09-04 01:23:50 +00:00
|
|
|
const struct DMFlagMat *grid_flag_mats,
|
2012-10-22 17:33:53 +00:00
|
|
|
int *grid_indices, int totgrid, const struct CCGKey *key,
|
|
|
|
int show_diffuse_color);
|
2012-02-22 22:48:34 +00:00
|
|
|
|
2012-12-30 18:30:13 +00:00
|
|
|
void GPU_draw_buffers(GPU_Buffers *buffers, DMSetMaterial setMaterial,
|
|
|
|
int wireframe);
|
2012-02-22 22:48:34 +00:00
|
|
|
|
2012-10-22 17:33:53 +00:00
|
|
|
int GPU_buffers_diffuse_changed(GPU_Buffers *buffers, int show_diffuse_color);
|
|
|
|
|
2011-11-05 03:29:37 +00:00
|
|
|
void GPU_free_buffers(GPU_Buffers *buffers);
|
== 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
2011-07-08 19:58:02 +00:00
|
|
|
|
2009-10-03 15:35:01 +00:00
|
|
|
#endif
|