197 lines
		
	
	
		
			6.2 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			197 lines
		
	
	
		
			6.2 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/*
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 * ***** BEGIN GPL LICENSE BLOCK *****
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 *
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 * This program is free software; you can redistribute it and/or
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 * modify it under the terms of the GNU General Public License
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 * as published by the Free Software Foundation; either version 2
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 * of the License, or (at your option) any later version.
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 *
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 * This program is distributed in the hope that it will be useful,
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 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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 * GNU General Public License for more details.
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 *
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 * You should have received a copy of the GNU General Public License
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 * along with this program; if not, write to the Free Software Foundation,
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 * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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 *
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 * The Original Code is Copyright (C) 2005 Blender Foundation.
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 * All rights reserved.
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 *
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 * The Original Code is: all of this file.
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 *
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 * Contributor(s): Brecht Van Lommel.
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 *
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 * ***** END GPL LICENSE BLOCK *****
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 */
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/** \file 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 BMesh;
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struct CCGElem;
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struct CCGKey;
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struct CustomData;
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struct DMFlagMat;
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struct DerivedMesh;
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struct GHash;
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struct GSet;
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struct GPUVertPointLink;
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struct PBVH;
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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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 *
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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.
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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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void GPU_global_buffer_pool_free_unused(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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/* colType is the cddata MCol type to use! */
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void GPU_color_setup(struct DerivedMesh *dm, int colType);
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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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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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/* 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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typedef struct GPU_PBVH_Buffers GPU_PBVH_Buffers;
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GPU_PBVH_Buffers *GPU_build_pbvh_mesh_buffers(int (*face_vert_indices)[4],
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                                    struct MFace *mface, struct MVert *mvert,
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                                    int *face_indices, int totface);
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void GPU_update_mesh_pbvh_buffers(GPU_PBVH_Buffers *buffers, MVert *mvert,
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                             int *vert_indices, int totvert, const float *vmask,
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                             int (*face_vert_indices)[4], bool show_diffuse_color);
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GPU_PBVH_Buffers *GPU_build_grid_pbvh_buffers(int *grid_indices, int totgrid,
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                                    unsigned int **grid_hidden, int gridsize);
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GPU_PBVH_Buffers *GPU_build_bmesh_pbvh_buffers(int smooth_shading);
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void GPU_update_bmesh_pbvh_buffers(GPU_PBVH_Buffers *buffers,
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                              struct BMesh *bm,
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                              struct GHash *bm_faces,
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                              struct GSet *bm_unique_verts,
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                              struct GSet *bm_other_verts);
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void GPU_update_grid_pbvh_buffers(GPU_PBVH_Buffers *buffers, struct CCGElem **grids,
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                             const struct DMFlagMat *grid_flag_mats,
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                             int *grid_indices, int totgrid, const struct CCGKey *key,
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                             bool show_diffuse_color);
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void GPU_draw_pbvh_buffers(GPU_PBVH_Buffers *buffers, DMSetMaterial setMaterial,
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                           bool wireframe);
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bool GPU_pbvh_buffers_diffuse_changed(GPU_PBVH_Buffers *buffers, bool show_diffuse_color);
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void GPU_free_pbvh_buffers(GPU_PBVH_Buffers *buffers);
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#endif
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