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
180 lines
5.6 KiB
C++
180 lines
5.6 KiB
C++
/*
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* $Id$
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*
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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. The Blender
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* Foundation also sells licenses for use in proprietary software under
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* the Blender License. See http://www.blender.org/BL/ for information
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* about this.
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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 GPU_buffers.h
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* \ingroup gpu
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*/
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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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struct DerivedMesh;
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struct DMGridData;
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struct GHash;
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struct DMGridData;
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struct GPUVertPointLink;
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typedef struct GPUBuffer {
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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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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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/* original material index */
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short mat_nr;
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} GPUBufferMaterial;
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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
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array.
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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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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.
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*/
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typedef struct GPUDrawObject {
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GPUBuffer *points;
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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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/* 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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int colType;
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GPUBufferMaterial *materials;
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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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rendering code */
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int legacy;
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} GPUDrawObject;
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/* used for GLSL materials */
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typedef struct GPUAttrib {
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int index;
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int size;
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int type;
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} GPUAttrib;
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void GPU_global_buffer_pool_free(void);
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GPUBuffer *GPU_buffer_alloc(int size);
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void GPU_buffer_free(GPUBuffer *buffer);
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GPUDrawObject *GPU_drawobject_new( struct DerivedMesh *dm );
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void GPU_drawobject_free( struct DerivedMesh *dm );
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/* called before drawing */
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void GPU_vertex_setup( struct DerivedMesh *dm );
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void GPU_normal_setup( struct DerivedMesh *dm );
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void GPU_uv_setup( struct DerivedMesh *dm );
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void GPU_color_setup( struct DerivedMesh *dm );
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void GPU_edge_setup( struct DerivedMesh *dm ); /* does not mix with other data */
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void GPU_uvedge_setup( struct DerivedMesh *dm );
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void GPU_interleaved_setup( GPUBuffer *buffer, int data[] );
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int GPU_attrib_element_size( GPUAttrib data[], int numdata );
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void GPU_interleaved_attrib_setup( GPUBuffer *buffer, GPUAttrib data[], int numdata );
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/* can't lock more than one buffer at once */
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void *GPU_buffer_lock( GPUBuffer *buffer );
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void *GPU_buffer_lock_stream( GPUBuffer *buffer );
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void GPU_buffer_unlock( GPUBuffer *buffer );
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/* upload three unsigned chars, representing RGB colors, for each vertex. Resets dm->drawObject->colType to -1 */
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void GPU_color3_upload( struct DerivedMesh *dm, unsigned char *data );
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/* upload four unsigned chars, representing RGBA colors, for each vertex. Resets dm->drawObject->colType to -1 */
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void GPU_color4_upload( struct DerivedMesh *dm, unsigned char *data );
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/* switch color rendering on=1/off=0 */
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void GPU_color_switch( int mode );
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/* used for drawing edges */
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void GPU_buffer_draw_elements( GPUBuffer *elements, unsigned int mode, int start, int count );
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/* called after drawing */
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void GPU_buffer_unbind(void);
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/* used to check whether to use the old (without buffers) code */
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int GPU_buffer_legacy( struct DerivedMesh *dm );
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/* Buffers for non-DerivedMesh drawing */
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void *GPU_build_mesh_buffers(struct GHash *map, struct MVert *mvert,
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struct MFace *mface, int *face_indices,
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int totface, int *vert_indices, int uniq_verts,
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int totvert);
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void GPU_update_mesh_buffers(void *buffers, struct MVert *mvert,
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int *vert_indices, int totvert);
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void *GPU_build_grid_buffers(struct DMGridData **grids,
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int *grid_indices, int totgrid, int gridsize);
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void GPU_update_grid_buffers(void *buffers_v, struct DMGridData **grids,
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int *grid_indices, int totgrid, int gridsize, int smooth);
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void GPU_draw_buffers(void *buffers);
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void GPU_free_buffers(void *buffers);
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#endif
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