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blender-archive/source/blender/gpu/GPU_buffers.h
Campbell Barton f62ad8f69b remove header text:
"The Blender Foundation also sells licenses for use in proprietary software under the Blender Licens"

also remove NaN references from files that have been added since blender went opensource.
2011-11-29 10:54:47 +00:00

176 lines
5.5 KiB
C++

/*
* ***** 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,
* 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__
#ifdef _DEBUG
/*#define DEBUG_VBO(X) printf(X)*/
#define DEBUG_VBO(X)
#else
#define DEBUG_VBO(X)
#endif
struct DerivedMesh;
struct DMGridData;
struct GHash;
struct DMGridData;
struct GPUVertPointLink;
typedef struct GPUBuffer {
int size; /* in bytes */
void *pointer; /* used with vertex arrays */
unsigned int id; /* used with vertex buffer objects */
} GPUBuffer;
typedef struct GPUBufferMaterial {
/* range of points used for this material */
int start;
int totpoint;
/* original material index */
short mat_nr;
} GPUBufferMaterial;
/* meshes are split up by material since changing materials requires
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.
*/
typedef struct GPUDrawObject {
GPUBuffer *points;
GPUBuffer *normals;
GPUBuffer *uv;
GPUBuffer *colors;
GPUBuffer *edges;
GPUBuffer *uvedges;
/* for each triangle, the original MFace index */
int *triangle_to_mface;
/* for each original vertex, the list of related points */
struct GPUVertPointLink *vert_points;
/* storage for the vert_points lists */
struct GPUVertPointLink *vert_points_mem;
int vert_points_usage;
int colType;
GPUBufferMaterial *materials;
int totmaterial;
int tot_triangle_point;
int tot_loose_point;
/* caches of the original DerivedMesh values */
int totvert;
int totedge;
/* if there was a failure allocating some buffer, use old
rendering code */
int legacy;
} GPUDrawObject;
/* used for GLSL materials */
typedef struct GPUAttrib {
int index;
int size;
int type;
} GPUAttrib;
void GPU_global_buffer_pool_free(void);
GPUBuffer *GPU_buffer_alloc(int size);
void GPU_buffer_free(GPUBuffer *buffer);
GPUDrawObject *GPU_drawobject_new( struct DerivedMesh *dm );
void GPU_drawobject_free( struct DerivedMesh *dm );
/* 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 );
/* used for drawing edges */
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 );
/* Buffers for non-DerivedMesh drawing */
typedef struct GPU_Buffers GPU_Buffers;
GPU_Buffers *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(GPU_Buffers *buffers, struct MVert *mvert,
int *vert_indices, int totvert);
GPU_Buffers *GPU_build_grid_buffers(struct DMGridData **grids,
int *grid_indices, int totgrid, int gridsize);
void GPU_update_grid_buffers(GPU_Buffers *buffers_v, struct DMGridData **grids,
int *grid_indices, int totgrid, int gridsize, int smooth);
void GPU_draw_buffers(GPU_Buffers *buffers);
void GPU_free_buffers(GPU_Buffers *buffers);
#endif