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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2008-09-05 00:51:28 +0400
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2008-09-05 00:51:28 +0400
commitcb89decfdcf5e6b2f26376d416633f4ccf0c532d (patch)
treea299a5c8729dd0cb4359d57501fd9e6970141e5d /source/blender/blenkernel/intern/DerivedMesh.c
parent2167e5c341f656b2f664b1052d181e8aa32fe698 (diff)
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with scons, make, but not cmake, that seems to have an issue not related to these changes. The changes include: * GLSL support in the viewport and game engine, enable in the game menu in textured draw mode. * Synced and merged part of the duplicated blender and gameengine/ gameplayer drawing code. * Further refactoring of game engine drawing code, especially mesh storage changed a lot. * Optimizations in game engine armatures to avoid recomputations. * A python function to get the framerate estimate in game. * An option take object color into account in materials. * An option to restrict shadow casters to a lamp's layers. * Increase from 10 to 18 texture slots for materials, lamps, word. An extra texture slot shows up once the last slot is used. * Memory limit for undo, not enabled by default yet because it needs the .B.blend to be changed. * Multiple undo for image painting. * An offset for dupligroups, so not all objects in a group have to be at the origin.
Diffstat (limited to 'source/blender/blenkernel/intern/DerivedMesh.c')
-rw-r--r--source/blender/blenkernel/intern/DerivedMesh.c407
1 files changed, 382 insertions, 25 deletions
diff --git a/source/blender/blenkernel/intern/DerivedMesh.c b/source/blender/blenkernel/intern/DerivedMesh.c
index 1dabab98a6e..328dcada01a 100644
--- a/source/blender/blenkernel/intern/DerivedMesh.c
+++ b/source/blender/blenkernel/intern/DerivedMesh.c
@@ -88,6 +88,10 @@
#include "BIF_gl.h"
#include "BIF_glutil.h"
+#include "GPU_draw.h"
+#include "GPU_extensions.h"
+#include "GPU_material.h"
+
// headers for fluidsim bobj meshes
#include <stdlib.h>
#include "LBM_fluidsim.h"
@@ -411,6 +415,8 @@ void DM_swap_face_data(DerivedMesh *dm, int index, int *corner_indices)
CustomData_swap(&dm->faceData, index, corner_indices);
}
+///
+
static DerivedMesh *getMeshDerivedMesh(Mesh *me, Object *ob, float (*vertCos)[3])
{
DerivedMesh *dm = CDDM_from_mesh(me, ob);
@@ -894,6 +900,162 @@ static void emDM_drawMappedFacesTex(DerivedMesh *dm, int (*setDrawOptions)(void
emDM_drawFacesTex_common(dm, NULL, setDrawOptions, userData);
}
+static void emDM_drawMappedFacesGLSL(DerivedMesh *dm,
+ int (*setMaterial)(int, void *attribs),
+ int (*setDrawOptions)(void *userData, int index), void *userData)
+{
+ EditMeshDerivedMesh *emdm= (EditMeshDerivedMesh*) dm;
+ EditMesh *em= emdm->em;
+ float (*vertexCos)[3]= emdm->vertexCos;
+ float (*vertexNos)[3]= emdm->vertexNos;
+ EditVert *eve;
+ EditFace *efa;
+ DMVertexAttribs attribs;
+ GPUVertexAttribs gattribs;
+ MTFace *tf;
+ int transp, new_transp, orig_transp, tfoffset;
+ int i, b, matnr, new_matnr, dodraw, layer;
+
+ dodraw = 0;
+ matnr = -1;
+
+ transp = GPU_get_material_blend_mode();
+ orig_transp = transp;
+ layer = CustomData_get_layer_index(&em->fdata, CD_MTFACE);
+ tfoffset = (layer == -1)? -1: em->fdata.layers[layer].offset;
+
+ memset(&attribs, 0, sizeof(attribs));
+
+ /* always use smooth shading even for flat faces, else vertex colors wont interpolate */
+ glShadeModel(GL_SMOOTH);
+
+ for (i=0,eve=em->verts.first; eve; eve= eve->next)
+ eve->tmp.l = (long) i++;
+
+#define PASSATTRIB(efa, eve, vert) { \
+ if(attribs.totorco) { \
+ float *orco = attribs.orco.array[eve->tmp.l]; \
+ glVertexAttrib3fvARB(attribs.orco.glIndex, orco); \
+ } \
+ for(b = 0; b < attribs.tottface; b++) { \
+ MTFace *tf = (MTFace*)((char*)efa->data + attribs.tface[b].emOffset); \
+ glVertexAttrib2fvARB(attribs.tface[b].glIndex, tf->uv[vert]); \
+ } \
+ for(b = 0; b < attribs.totmcol; b++) { \
+ MCol *cp = (MCol*)((char*)efa->data + attribs.mcol[b].emOffset); \
+ GLubyte col[4]; \
+ col[0]= cp->b; col[1]= cp->g; col[2]= cp->r; col[3]= cp->a; \
+ glVertexAttrib4ubvARB(attribs.mcol[b].glIndex, col); \
+ } \
+ if(attribs.tottang) { \
+ float *tang = attribs.tang.array[i*4 + vert]; \
+ glVertexAttrib3fvARB(attribs.tang.glIndex, tang); \
+ } \
+}
+
+ for (i=0,efa= em->faces.first; efa; i++,efa= efa->next) {
+ int drawSmooth= (efa->flag & ME_SMOOTH);
+
+ if(setDrawOptions && !setDrawOptions(userData, i))
+ continue;
+
+ new_matnr = efa->mat_nr + 1;
+ if(new_matnr != matnr) {
+ dodraw = setMaterial(matnr = new_matnr, &gattribs);
+ if(dodraw)
+ DM_vertex_attributes_from_gpu(dm, &gattribs, &attribs);
+ }
+
+ if(tfoffset != -1) {
+ tf = (MTFace*)((char*)efa->data)+tfoffset;
+ new_transp = tf->transp;
+
+ if(new_transp != transp) {
+ if(new_transp == GPU_BLEND_SOLID && orig_transp != GPU_BLEND_SOLID)
+ GPU_set_material_blend_mode(orig_transp);
+ else
+ GPU_set_material_blend_mode(new_transp);
+ transp = new_transp;
+ }
+ }
+
+ if(dodraw) {
+ glBegin(efa->v4?GL_QUADS:GL_TRIANGLES);
+ if (!drawSmooth) {
+ if(vertexCos) glNormal3fv(emdm->faceNos[i]);
+ else glNormal3fv(efa->n);
+
+ PASSATTRIB(efa, efa->v1, 0);
+ if(vertexCos) glVertex3fv(vertexCos[(int) efa->v1->tmp.l]);
+ else glVertex3fv(efa->v1->co);
+
+ PASSATTRIB(efa, efa->v2, 1);
+ if(vertexCos) glVertex3fv(vertexCos[(int) efa->v2->tmp.l]);
+ else glVertex3fv(efa->v2->co);
+
+ PASSATTRIB(efa, efa->v3, 2);
+ if(vertexCos) glVertex3fv(vertexCos[(int) efa->v3->tmp.l]);
+ else glVertex3fv(efa->v3->co);
+
+ if(efa->v4) {
+ PASSATTRIB(efa, efa->v4, 3);
+ if(vertexCos) glVertex3fv(vertexCos[(int) efa->v4->tmp.l]);
+ else glVertex3fv(efa->v4->co);
+ }
+ } else {
+ PASSATTRIB(efa, efa->v1, 0);
+ if(vertexCos) {
+ glNormal3fv(vertexNos[(int) efa->v1->tmp.l]);
+ glVertex3fv(vertexCos[(int) efa->v1->tmp.l]);
+ }
+ else {
+ glNormal3fv(efa->v1->no);
+ glVertex3fv(efa->v1->co);
+ }
+
+ PASSATTRIB(efa, efa->v2, 1);
+ if(vertexCos) {
+ glNormal3fv(vertexNos[(int) efa->v2->tmp.l]);
+ glVertex3fv(vertexCos[(int) efa->v2->tmp.l]);
+ }
+ else {
+ glNormal3fv(efa->v2->no);
+ glVertex3fv(efa->v2->co);
+ }
+
+ PASSATTRIB(efa, efa->v3, 2);
+ if(vertexCos) {
+ glNormal3fv(vertexNos[(int) efa->v3->tmp.l]);
+ glVertex3fv(vertexCos[(int) efa->v3->tmp.l]);
+ }
+ else {
+ glNormal3fv(efa->v3->no);
+ glVertex3fv(efa->v3->co);
+ }
+
+ if(efa->v4) {
+ PASSATTRIB(efa, efa->v4, 3);
+ if(vertexCos) {
+ glNormal3fv(vertexNos[(int) efa->v4->tmp.l]);
+ glVertex3fv(vertexCos[(int) efa->v4->tmp.l]);
+ }
+ else {
+ glNormal3fv(efa->v4->no);
+ glVertex3fv(efa->v4->co);
+ }
+ }
+ }
+ glEnd();
+ }
+ }
+}
+
+static void emDM_drawFacesGLSL(DerivedMesh *dm,
+ int (*setMaterial)(int, void *attribs))
+{
+ dm->drawMappedFacesGLSL(dm, setMaterial, NULL, NULL);
+}
+
static void emDM_getMinMax(DerivedMesh *dm, float min_r[3], float max_r[3])
{
EditMeshDerivedMesh *emdm= (EditMeshDerivedMesh*) dm;
@@ -1099,6 +1261,43 @@ void emDM_copyFaceArray(DerivedMesh *dm, MFace *face_r)
}
}
+static void *emDM_getFaceDataArray(DerivedMesh *dm, int type)
+{
+ EditMeshDerivedMesh *emdm= (EditMeshDerivedMesh*) dm;
+ EditMesh *em= emdm->em;
+ EditFace *efa;
+ char *data, *emdata;
+ void *datalayer;
+ int index, offset, size;
+
+ datalayer = DM_get_face_data_layer(dm, type);
+ if(datalayer)
+ return datalayer;
+
+ /* layers are store per face for editmesh, we convert to a temporary
+ * data layer array in the derivedmesh when these are requested */
+ if(type == CD_MTFACE || type == CD_MCOL) {
+ index = CustomData_get_layer_index(&em->fdata, type);
+
+ if(index != -1) {
+ offset = em->fdata.layers[index].offset;
+ size = CustomData_sizeof(type);
+
+ DM_add_face_layer(dm, type, CD_CALLOC, NULL);
+ index = CustomData_get_layer_index(&dm->faceData, type);
+ dm->faceData.layers[index].flag |= CD_FLAG_TEMPORARY;
+
+ data = datalayer = DM_get_face_data_layer(dm, type);
+ for(efa=em->faces.first; efa; efa=efa->next, data+=size) {
+ emdata = CustomData_em_get(&em->fdata, efa->data, type);
+ memcpy(data, emdata, size);
+ }
+ }
+ }
+
+ return datalayer;
+}
+
static void emDM_release(DerivedMesh *dm)
{
EditMeshDerivedMesh *emdm= (EditMeshDerivedMesh*) dm;
@@ -1134,6 +1333,7 @@ static DerivedMesh *getEditMeshDerivedMesh(EditMesh *em, Object *ob,
emdm->dm.copyVertArray = emDM_copyVertArray;
emdm->dm.copyEdgeArray = emDM_copyEdgeArray;
emdm->dm.copyFaceArray = emDM_copyFaceArray;
+ emdm->dm.getFaceDataArray = emDM_getFaceDataArray;
emdm->dm.foreachMappedVert = emDM_foreachMappedVert;
emdm->dm.foreachMappedEdge = emDM_foreachMappedEdge;
@@ -1144,7 +1344,9 @@ static DerivedMesh *getEditMeshDerivedMesh(EditMesh *em, Object *ob,
emdm->dm.drawMappedEdgesInterp = emDM_drawMappedEdgesInterp;
emdm->dm.drawMappedFaces = emDM_drawMappedFaces;
emdm->dm.drawMappedFacesTex = emDM_drawMappedFacesTex;
+ emdm->dm.drawMappedFacesGLSL = emDM_drawMappedFacesGLSL;
emdm->dm.drawFacesTex = emDM_drawFacesTex;
+ emdm->dm.drawFacesGLSL = emDM_drawFacesGLSL;
emdm->dm.drawUVEdges = emDM_drawUVEdges;
emdm->dm.release = emDM_release;
@@ -1574,7 +1776,7 @@ static void vDM_drawUVEdges(DerivedMesh *dm)
}
/* draw all VerseFaces */
-static void vDM_drawFacesSolid(DerivedMesh *dm, int (*setMaterial)(int))
+static void vDM_drawFacesSolid(DerivedMesh *dm, int (*setMaterial)(int, void *attribs))
{
VDerivedMesh *vdm = (VDerivedMesh*)dm;
struct VerseFace *vface;
@@ -1674,6 +1876,8 @@ static void vDM_drawMappedFacesTex(
int (*setDrawParams)(void *userData, int index),
void *userData)
{
+ /* not supported yet */
+ vDM_drawFacesTex(dm, NULL);
}
/**/
@@ -1815,19 +2019,23 @@ CustomDataMask get_viewedit_datamask()
ScrArea *sa;
/* check if we need tfaces & mcols due to face select or texture paint */
- if(FACESEL_PAINT_TEST || G.f & G_TEXTUREPAINT) {
+ if(FACESEL_PAINT_TEST || G.f & G_TEXTUREPAINT)
mask |= CD_MASK_MTFACE | CD_MASK_MCOL;
- } else {
- /* check if we need tfaces & mcols due to view mode */
- for(sa = G.curscreen->areabase.first; sa; sa = sa->next) {
- if(sa->spacetype == SPACE_VIEW3D) {
- View3D *view = sa->spacedata.first;
- if(view->drawtype == OB_SHADED) {
- /* this includes normals for mesh_create_shadedColors */
- mask |= CD_MASK_MTFACE | CD_MASK_MCOL | CD_MASK_NORMAL | CD_MASK_ORCO;
- }
- if((view->drawtype == OB_TEXTURE) || ((view->drawtype == OB_SOLID) && (view->flag2 & V3D_SOLID_TEX))) {
- mask |= CD_MASK_MTFACE | CD_MASK_MCOL;
+
+ /* check if we need tfaces & mcols due to view mode */
+ for(sa = G.curscreen->areabase.first; sa; sa = sa->next) {
+ if(sa->spacetype == SPACE_VIEW3D) {
+ View3D *view = sa->spacedata.first;
+ if(view->drawtype == OB_SHADED) {
+ /* this includes normals for mesh_create_shadedColors */
+ mask |= CD_MASK_MTFACE | CD_MASK_MCOL | CD_MASK_NORMAL | CD_MASK_ORCO;
+ }
+ if((view->drawtype == OB_TEXTURE) || ((view->drawtype == OB_SOLID) && (view->flag2 & V3D_SOLID_TEX))) {
+ mask |= CD_MASK_MTFACE | CD_MASK_MCOL;
+
+ if((G.fileflags & G_FILE_GAME_MAT) &&
+ (G.fileflags & G_FILE_GAME_MAT_GLSL)) {
+ mask |= CD_MASK_ORCO;
}
}
}
@@ -1840,13 +2048,41 @@ CustomDataMask get_viewedit_datamask()
return mask;
}
-static DerivedMesh *create_orco_dm(Object *ob, Mesh *me)
+static float *get_editmesh_orco_verts(EditMesh *em)
+{
+ EditVert *eve;
+ float *orco;
+ int a, totvert;
+
+ /* these may not really be the orco's, but it's only for preview.
+ * could be solver better once, but isn't simple */
+
+ totvert= 0;
+ for(eve=em->verts.first; eve; eve=eve->next)
+ totvert++;
+
+ orco = MEM_mallocN(sizeof(float)*3*totvert, "EditMesh Orco");
+
+ for(a=0, eve=em->verts.first; eve; eve=eve->next, a+=3)
+ VECCOPY(orco+a, eve->co);
+
+ return orco;
+}
+
+static DerivedMesh *create_orco_dm(Object *ob, Mesh *me, EditMesh *em)
{
DerivedMesh *dm;
float (*orco)[3];
- dm= CDDM_from_mesh(me, ob);
- orco= (float(*)[3])get_mesh_orco_verts(ob);
+ if(em) {
+ dm= CDDM_from_editmesh(em, me);
+ orco= (float(*)[3])get_editmesh_orco_verts(em);
+ }
+ else {
+ dm= CDDM_from_mesh(me, ob);
+ orco= (float(*)[3])get_mesh_orco_verts(ob);
+ }
+
CDDM_apply_vert_coords(dm, orco);
CDDM_calc_normals(dm);
MEM_freeN(orco);
@@ -1854,7 +2090,7 @@ static DerivedMesh *create_orco_dm(Object *ob, Mesh *me)
return dm;
}
-static void add_orco_dm(Object *ob, DerivedMesh *dm, DerivedMesh *orcodm)
+static void add_orco_dm(Object *ob, EditMesh *em, DerivedMesh *dm, DerivedMesh *orcodm)
{
float (*orco)[3], (*layerorco)[3];
int totvert;
@@ -1869,8 +2105,10 @@ static void add_orco_dm(Object *ob, DerivedMesh *dm, DerivedMesh *orcodm)
else
dm->getVertCos(dm, orco);
}
- else
- orco= (float(*)[3])get_mesh_orco_verts(ob);
+ else {
+ if(em) orco= (float(*)[3])get_editmesh_orco_verts(em);
+ else orco= (float(*)[3])get_mesh_orco_verts(ob);
+ }
transform_mesh_orco_verts(ob->data, orco, totvert, 0);
@@ -2016,7 +2254,7 @@ static void mesh_calc_modifiers(Object *ob, float (*inputVertexCos)[3],
if(dm && mti->requiredDataMask) {
mask = mti->requiredDataMask(md);
if(mask & CD_MASK_ORCO)
- add_orco_dm(ob, dm, orcodm);
+ add_orco_dm(ob, NULL, dm, orcodm);
}
/* How to apply modifier depends on (a) what we already have as
@@ -2069,7 +2307,7 @@ static void mesh_calc_modifiers(Object *ob, float (*inputVertexCos)[3],
mask= (CustomDataMask)curr->link;
if(mask & CD_MASK_ORCO) {
if(!orcodm)
- orcodm= create_orco_dm(ob, me);
+ orcodm= create_orco_dm(ob, me, NULL);
mask &= ~CD_MASK_ORCO;
DM_set_only_copy(orcodm, mask);
@@ -2146,10 +2384,10 @@ static void mesh_calc_modifiers(Object *ob, float (*inputVertexCos)[3],
/* add an orco layer if needed */
if(dataMask & CD_MASK_ORCO) {
- add_orco_dm(ob, finaldm, orcodm);
+ add_orco_dm(ob, NULL, finaldm, orcodm);
if(deform_r && *deform_r)
- add_orco_dm(ob, *deform_r, NULL);
+ add_orco_dm(ob, NULL, *deform_r, NULL);
}
*final_r = finaldm;
@@ -2205,7 +2443,8 @@ static void editmesh_calc_modifiers(DerivedMesh **cage_r,
EditMesh *em = G.editMesh;
ModifierData *md;
float (*deformedVerts)[3] = NULL;
- DerivedMesh *dm;
+ CustomDataMask mask;
+ DerivedMesh *dm, *orcodm = NULL;
int i, numVerts = 0, cageIndex = modifiers_getCageIndex(ob, NULL);
LinkNode *datamasks, *curr;
@@ -2230,6 +2469,13 @@ static void editmesh_calc_modifiers(DerivedMesh **cage_r,
if(!editmesh_modifier_is_enabled(md, dm))
continue;
+ /* add an orco layer if needed by this modifier */
+ if(dm && mti->requiredDataMask) {
+ mask = mti->requiredDataMask(md);
+ if(mask & CD_MASK_ORCO)
+ add_orco_dm(ob, em, dm, orcodm);
+ }
+
/* How to apply modifier depends on (a) what we already have as
* a result of previous modifiers (could be a DerivedMesh or just
* deformed vertices) and (b) what type the modifier is.
@@ -2280,6 +2526,23 @@ static void editmesh_calc_modifiers(DerivedMesh **cage_r,
}
}
+ /* create an orco derivedmesh in parallel */
+ mask= (CustomDataMask)curr->link;
+ if(mask & CD_MASK_ORCO) {
+ if(!orcodm)
+ orcodm= create_orco_dm(ob, ob->data, em);
+
+ mask &= ~CD_MASK_ORCO;
+ DM_set_only_copy(orcodm, mask);
+ ndm = mti->applyModifierEM(md, ob, em, orcodm);
+
+ if(ndm) {
+ /* if the modifier returned a new dm, release the old one */
+ if(orcodm && orcodm != ndm) orcodm->release(orcodm);
+ orcodm = ndm;
+ }
+ }
+
/* set the DerivedMesh to only copy needed data */
DM_set_only_copy(dm, (CustomDataMask)curr->link);
@@ -2338,6 +2601,13 @@ static void editmesh_calc_modifiers(DerivedMesh **cage_r,
deformedVerts = NULL;
}
+ /* add an orco layer if needed */
+ if(dataMask & CD_MASK_ORCO)
+ add_orco_dm(ob, em, *final_r, orcodm);
+
+ if(orcodm)
+ orcodm->release(orcodm);
+
if(deformedVerts)
MEM_freeN(deformedVerts);
}
@@ -2632,7 +2902,7 @@ void multires_render_final(Object *ob, Mesh *me, DerivedMesh **dm, float *vert_c
old->release(old);
if(dataMask & CD_MASK_ORCO)
- add_orco_dm(ob, *dm, NULL);
+ add_orco_dm(ob, NULL, *dm, NULL);
/* Restore the original verts */
me->mr->newlvl= BLI_countlist(&me->mr->levels);
@@ -2847,6 +3117,8 @@ int editmesh_get_first_deform_matrices(float (**deformmats)[3][3], float (**defo
return numleft;
}
+/* ******************* GLSL ******************** */
+
void DM_add_tangent_layer(DerivedMesh *dm)
{
/* mesh vars */
@@ -2967,6 +3239,91 @@ void DM_add_tangent_layer(DerivedMesh *dm)
MEM_freeN(vtangents);
}
+void DM_vertex_attributes_from_gpu(DerivedMesh *dm, GPUVertexAttribs *gattribs, DMVertexAttribs *attribs)
+{
+ CustomData *vdata, *fdata, *tfdata = NULL;
+ int a, b, layer;
+
+ /* From the layers requested by the GLSL shader, figure out which ones are
+ * actually available for this derivedmesh, and retrieve the pointers */
+
+ memset(attribs, 0, sizeof(DMVertexAttribs));
+
+ vdata = &dm->vertData;
+ fdata = &dm->faceData;
+
+ /* ugly hack, editmesh derivedmesh doesn't copy face data, this way we
+ * can use offsets instead */
+ if(dm->release == emDM_release)
+ tfdata = &((EditMeshDerivedMesh*)dm)->em->fdata;
+ else
+ tfdata = fdata;
+
+ /* add a tangent layer if necessary */
+ for(b = 0; b < gattribs->totlayer; b++)
+ if(gattribs->layer[b].type == CD_TANGENT)
+ if(CustomData_get_layer_index(fdata, CD_TANGENT) == -1)
+ DM_add_tangent_layer(dm);
+
+ for(b = 0; b < gattribs->totlayer; b++) {
+ if(gattribs->layer[b].type == CD_MTFACE) {
+ /* uv coordinates */
+ if(gattribs->layer[b].name[0])
+ layer = CustomData_get_named_layer_index(tfdata, CD_MTFACE,
+ gattribs->layer[b].name);
+ else
+ layer = CustomData_get_active_layer_index(tfdata, CD_MTFACE);
+
+ if(layer != -1) {
+ a = attribs->tottface++;
+
+ attribs->tface[a].array = tfdata->layers[layer].data;
+ attribs->tface[a].emOffset = tfdata->layers[layer].offset;
+ attribs->tface[a].glIndex = gattribs->layer[b].glindex;
+ }
+ }
+ else if(gattribs->layer[b].type == CD_MCOL) {
+ /* vertex colors */
+ if(gattribs->layer[b].name[0])
+ layer = CustomData_get_named_layer_index(tfdata, CD_MCOL,
+ gattribs->layer[b].name);
+ else
+ layer = CustomData_get_active_layer_index(tfdata, CD_MCOL);
+
+ if(layer != -1) {
+ a = attribs->totmcol++;
+
+ attribs->mcol[a].array = tfdata->layers[layer].data;
+ attribs->mcol[a].emOffset = tfdata->layers[layer].offset;
+ attribs->mcol[a].glIndex = gattribs->layer[b].glindex;
+ }
+ }
+ else if(gattribs->layer[b].type == CD_TANGENT) {
+ /* tangents */
+ layer = CustomData_get_layer_index(fdata, CD_TANGENT);
+
+ if(layer != -1) {
+ attribs->tottang = 1;
+
+ attribs->tang.array = fdata->layers[layer].data;
+ attribs->tang.emOffset = fdata->layers[layer].offset;
+ attribs->tang.glIndex = gattribs->layer[b].glindex;
+ }
+ }
+ else if(gattribs->layer[b].type == CD_ORCO) {
+ /* original coordinates */
+ layer = CustomData_get_layer_index(vdata, CD_ORCO);
+
+ if(layer != -1) {
+ attribs->totorco = 1;
+
+ attribs->orco.array = vdata->layers[layer].data;
+ attribs->orco.emOffset = vdata->layers[layer].offset;
+ attribs->orco.glIndex = gattribs->layer[b].glindex;
+ }
+ }
+ }
+}
/* ************************* fluidsim bobj file handling **************************** */