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blender-archive/source/blender/gpu/GPU_buffers.h

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/*
* $Id$
*
* ***** 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. The Blender
* Foundation also sells licenses for use in proprietary software under
* the Blender License. See http://www.blender.org/BL/ for information
* about this.
*
* 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,
* 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__
#define MAX_FREE_GPU_BUFFERS 8
#ifdef _DEBUG
/*#define DEBUG_VBO(X) printf(X)*/
#define DEBUG_VBO(X)
#else
#define DEBUG_VBO(X)
#endif
#ifdef _DEBUG
#define ERROR_VBO(X) printf(X)
#else
#define ERROR_VBO(X)
#endif
struct DerivedMesh;
struct DMGridData;
struct GHash;
struct DMGridData;
/* V - vertex, N - normal, T - uv, C - color
F - float, UB - unsigned byte */
#define GPU_BUFFER_INTER_V3F 1
#define GPU_BUFFER_INTER_N3F 2
#define GPU_BUFFER_INTER_T2F 3
#define GPU_BUFFER_INTER_C3UB 4
#define GPU_BUFFER_INTER_C4UB 5
#define GPU_BUFFER_INTER_END -1
typedef struct GPUBuffer
{
int size; /* in bytes */
void *pointer; /* used with vertex arrays */
unsigned int id; /* used with vertex buffer objects */
} GPUBuffer;
/* stores deleted buffers so that new buffers wouldn't have to
be recreated that often. */
typedef struct GPUBufferPool
{
int size; /* number of allocated buffers stored */
int maxsize; /* size of the array */
GPUBuffer **buffers;
} GPUBufferPool;
typedef struct GPUBufferMaterial
{
int start; /* at which vertex in the buffer the material starts */
int end; /* at which vertex it ends */
char mat_nr;
} GPUBufferMaterial;
typedef struct IndexLink {
int element;
struct IndexLink *next;
} IndexLink;
typedef struct GPUDrawObject
{
GPUBuffer *vertices;
GPUBuffer *normals;
GPUBuffer *uv;
GPUBuffer *colors;
GPUBuffer *edges;
GPUBuffer *uvedges;
int *faceRemap; /* at what index was the face originally in DerivedMesh */
IndexLink *indices; /* given an index, find all elements using it */
IndexLink *indexMem; /* for faster memory allocation/freeing */
int indexMemUsage; /* how many are already allocated */
int colType;
GPUBufferMaterial *materials;
int nmaterials;
int nelements; /* (number of faces) * 3 */
int nlooseverts;
int nedges;
int nindices;
int legacy; /* if there was a failure allocating some buffer, use old rendering code */
} GPUDrawObject;
/* used for GLSL materials */
typedef struct GPUAttrib
{
int index;
int size;
int type;
} GPUAttrib;
GPUBufferPool *GPU_buffer_pool_new(void);
void GPU_buffer_pool_free( GPUBufferPool *pool );
void GPU_buffer_pool_free_unused( GPUBufferPool *pool );
GPUBuffer *GPU_buffer_alloc( int size, GPUBufferPool *pool );
void GPU_buffer_free( GPUBuffer *buffer, GPUBufferPool *pool );
GPUDrawObject *GPU_drawobject_new( struct DerivedMesh *dm );
void GPU_drawobject_free( struct DerivedMesh *dm );
/* Buffers for non-DerivedMesh drawing */
void *GPU_build_mesh_buffers(struct GHash *map, struct MVert *mvert,
struct MFace *mface, int *face_indices,
int totface, int *vert_indices, int uniq_verts,
int totvert);
void GPU_update_mesh_buffers(void *buffers, struct MVert *mvert,
int *vert_indices, int totvert);
void *GPU_build_grid_buffers(struct DMGridData **grids,
int *grid_indices, int totgrid, int gridsize);
void GPU_update_grid_buffers(void *buffers_v, struct DMGridData **grids,
int *grid_indices, int totgrid, int gridsize, int smooth);
void GPU_draw_buffers(void *buffers);
void GPU_free_buffers(void *buffers);
/* 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_color_setup( struct DerivedMesh *dm );
void GPU_edge_setup( struct DerivedMesh *dm ); /* does not mix with other data */
void GPU_uvedge_setup( struct DerivedMesh *dm );
void GPU_interleaved_setup( GPUBuffer *buffer, int data[] );
int GPU_attrib_element_size( GPUAttrib data[], int numdata );
void GPU_interleaved_attrib_setup( GPUBuffer *buffer, GPUAttrib data[], int numdata );
/* can't lock more than one buffer at once */
void *GPU_buffer_lock( GPUBuffer *buffer );
void *GPU_buffer_lock_stream( GPUBuffer *buffer );
void GPU_buffer_unlock( GPUBuffer *buffer );
/* upload three unsigned chars, representing RGB colors, for each vertex. Resets dm->drawObject->colType to -1 */
void GPU_color3_upload( struct DerivedMesh *dm, unsigned char *data );
/* upload four unsigned chars, representing RGBA colors, for each vertex. Resets dm->drawObject->colType to -1 */
void GPU_color4_upload( struct DerivedMesh *dm, unsigned char *data );
/* switch color rendering on=1/off=0 */
void GPU_color_switch( int mode );
void GPU_buffer_draw_elements( GPUBuffer *elements, unsigned int mode, int start, int count );
/* called after drawing */
void GPU_buffer_unbind(void);
/* used to check whether to use the old (without buffers) code */
int GPU_buffer_legacy( struct DerivedMesh *dm );
#endif