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blender-archive/source/blender/gpu/gawain/batch.h
Dalai Felinto 99cfad6a01 Convert MBC_ API to Mesh (instead of derived mesh) and move it to mesh_render
This includes a few fixes in the MBC_ api.

The idea here is for this to be the only interface the render engines
will deal with for the meshes.

If we need to expose special options for sculpting engine we refactor
this accordingly. But for now we are shaping this in a per-case base.

Note:
* We still need to hook up to the depsgraph to force clear/update of
batch_cache when mesh changes

(I'm waiting for Sergey Sharybin's depsgraph update for this though)

* Also ideally we could/should use BMesh directly instead of
DerivedMesh, but this will do for now.

Note 2:
In the end I renamed the `BKE_mesh_render` functions to `static
mesh_render`. We can re-expose them as BKE_* later once we need it.

Reviewers: merwin

Subscribers: fclem

Differential Revision: https://developer.blender.org/D2476
2017-01-25 10:01:48 +01:00

98 lines
2.8 KiB
C++

// Gawain geometry batch
//
// This code is part of the Gawain library, with modifications
// specific to integration with Blender.
//
// Copyright 2016 Mike Erwin
//
// This Source Code Form is subject to the terms of the Mozilla Public License, v. 2.0. If a copy of
// the MPL was not distributed with this file, You can obtain one at https://mozilla.org/MPL/2.0/.
#pragma once
#include "vertex_buffer.h"
#include "element.h"
typedef enum {
READY_TO_FORMAT,
READY_TO_BUILD,
BUILDING,
READY_TO_DRAW
} BatchPhase;
typedef struct Batch{
// geometry
VertexBuffer* verts;
ElementList* elem; // NULL if element list not needed
PrimitiveType prim_type;
// book-keeping
GLuint vao_id; // remembers all geometry state (vertex attrib bindings & element buffer)
BatchPhase phase;
bool program_dirty;
bool program_in_use;
// state
GLuint program;
} Batch;
Batch* Batch_create(PrimitiveType, VertexBuffer*, ElementList*);
void Batch_discard(Batch*); // verts & elem are not discarded
void Batch_discard_all(Batch*); // including verts & elem
void Batch_set_program(Batch*, GLuint program);
// Entire batch draws with one shader program, but can be redrawn later with another program.
// Vertex shader's inputs must be compatible with the batch's vertex format.
void Batch_use_program(Batch*); // call before Batch_Uniform (temp hack?)
void Batch_done_using_program(Batch*);
void Batch_Uniform1b(Batch*, const char* name, bool value);
void Batch_Uniform1f(Batch*, const char* name, float value);
void Batch_Uniform2f(Batch*, const char* name, float x, float y);
void Batch_Uniform4f(Batch*, const char* name, float x, float y, float z, float w);
void Batch_Uniform3fv(Batch*, const char* name, const float data[3]);
void Batch_Uniform4fv(Batch*, const char* name, const float data[4]);
void Batch_draw(Batch*);
#if 0 // future plans
// Can multiple batches share a VertexBuffer? Use ref count?
// We often need a batch with its own data, to be created and discarded together.
// WithOwn variants reduce number of system allocations.
typedef struct {
Batch batch;
VertexBuffer verts; // link batch.verts to this
} BatchWithOwnVertexBuffer;
typedef struct {
Batch batch;
ElementList elem; // link batch.elem to this
} BatchWithOwnElementList;
typedef struct {
Batch batch;
ElementList elem; // link batch.elem to this
VertexBuffer verts; // link batch.verts to this
} BatchWithOwnVertexBufferAndElementList;
Batch* create_BatchWithOwnVertexBuffer(PrimitiveType, VertexFormat*, unsigned v_ct, ElementList*);
Batch* create_BatchWithOwnElementList(PrimitiveType, VertexBuffer*, unsigned prim_ct);
Batch* create_BatchWithOwnVertexBufferAndElementList(PrimitiveType, VertexFormat*, unsigned v_ct, unsigned prim_ct);
// verts: shared, own
// elem: none, shared, own
Batch* create_BatchInGeneral(PrimitiveType, VertexBufferStuff, ElementListStuff);
#endif // future plans