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authorAndre Susano Pinto <andresusanopinto@gmail.com>2009-10-06 05:58:22 +0400
committerAndre Susano Pinto <andresusanopinto@gmail.com>2009-10-06 05:58:22 +0400
commit63a88075b574e8f2f9adc041f423f49a7356d736 (patch)
tree951f1f65d74d052debdafa14f6ad22750b6aad04 /source/blender/gpu/intern/gpu_buffers.c
parent11bdf6ea10ee7bc5e2862cdddbf42eddb06c42fa (diff)
parent69a24325742c617a9902376b061006dfb24f0a3c (diff)
svn merge -r 23528:23646 https://svn.blender.org/svnroot/bf-blender/trunk/blendersoc-2009-jaguarandi
Diffstat (limited to 'source/blender/gpu/intern/gpu_buffers.c')
-rw-r--r--source/blender/gpu/intern/gpu_buffers.c1261
1 files changed, 1261 insertions, 0 deletions
diff --git a/source/blender/gpu/intern/gpu_buffers.c b/source/blender/gpu/intern/gpu_buffers.c
new file mode 100644
index 00000000000..e750a3d05fd
--- /dev/null
+++ b/source/blender/gpu/intern/gpu_buffers.c
@@ -0,0 +1,1261 @@
+/**
+ * $Id$
+ *
+ * ***** 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. The Blender
+ * Foundation also sells licenses for use in proprietary software under
+ * the Blender License. See http://www.blender.org/BL/ for information
+ * about this.
+ *
+ * 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, 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 *****
+ */
+
+#include <string.h>
+
+#include "GL/glew.h"
+
+#include "MEM_guardedalloc.h"
+
+#include "BLI_arithb.h"
+
+#include "DNA_meshdata_types.h"
+
+#include "BKE_DerivedMesh.h"
+#include "BKE_utildefines.h"
+
+#include "DNA_userdef_types.h"
+
+#include "gpu_buffers.h"
+
+#define GPU_BUFFER_VERTEX_STATE 1
+#define GPU_BUFFER_NORMAL_STATE 2
+#define GPU_BUFFER_TEXCOORD_STATE 4
+#define GPU_BUFFER_COLOR_STATE 8
+#define GPU_BUFFER_ELEMENT_STATE 16
+
+#define MAX_GPU_ATTRIB_DATA 32
+
+/* -1 - undefined, 0 - vertex arrays, 1 - VBOs */
+int useVBOs = -1;
+GPUBufferPool *globalPool = 0;
+int GLStates = 0;
+GPUAttrib attribData[MAX_GPU_ATTRIB_DATA] = { { -1, 0, 0 } };
+
+GPUBufferPool *GPU_buffer_pool_new()
+{
+ GPUBufferPool *pool;
+
+ DEBUG_VBO("GPU_buffer_pool_new\n");
+
+ if( useVBOs < 0 ) {
+ if( GL_ARB_vertex_buffer_object ) {
+ DEBUG_VBO( "Vertex Buffer Objects supported.\n" );
+ useVBOs = 1;
+ }
+ else {
+ DEBUG_VBO( "Vertex Buffer Objects NOT supported.\n" );
+ useVBOs = 0;
+ }
+ }
+
+ pool = MEM_callocN(sizeof(GPUBufferPool), "GPU_buffer_pool_new");
+
+ return pool;
+}
+
+void GPU_buffer_pool_free(GPUBufferPool *pool)
+{
+ int i;
+
+ DEBUG_VBO("GPU_buffer_pool_free\n");
+
+ if( pool == 0 )
+ pool = globalPool;
+ if( pool == 0 )
+ return;
+
+ while( pool->start < 0 )
+ pool->start += MAX_FREE_GPU_BUFFERS;
+
+ for( i = 0; i < pool->size; i++ ) {
+ if( useVBOs ) {
+ glDeleteBuffersARB( 1, &pool->buffers[(pool->start+i)%MAX_FREE_GPU_BUFFERS]->id );
+ }
+ else {
+ MEM_freeN( pool->buffers[(pool->start+i)%MAX_FREE_GPU_BUFFERS]->pointer );
+ }
+ MEM_freeN(pool->buffers[(pool->start+i)%MAX_FREE_GPU_BUFFERS]);
+ }
+ MEM_freeN(pool);
+}
+
+void GPU_buffer_pool_remove( int index, GPUBufferPool *pool )
+{
+ int i;
+
+ DEBUG_VBO("GPU_buffer_pool_remove\n");
+
+ while( pool->start < 0 )
+ pool->start += MAX_FREE_GPU_BUFFERS;
+ for( i = index; i < pool->size-1; i++ ) {
+ pool->buffers[(pool->start+i)%MAX_FREE_GPU_BUFFERS] = pool->buffers[(pool->start+i+1)%MAX_FREE_GPU_BUFFERS];
+ }
+ pool->size--;
+}
+
+void GPU_buffer_pool_delete_last( GPUBufferPool *pool )
+{
+ int last;
+
+ DEBUG_VBO("GPU_buffer_pool_delete_last\n");
+
+ if( pool->size == 0 )
+ return;
+
+ last = pool->start+pool->size-1;
+ while( last < 0 )
+ last += MAX_FREE_GPU_BUFFERS;
+ last = (last+MAX_FREE_GPU_BUFFERS)%MAX_FREE_GPU_BUFFERS;
+
+ if( useVBOs ) {
+ glDeleteBuffersARB(1,&pool->buffers[last]->id);
+ MEM_freeN( pool->buffers[last] );
+ }
+ else {
+ MEM_freeN( pool->buffers[last]->pointer );
+ MEM_freeN( pool->buffers[last] );
+ }
+ pool->size--;
+}
+
+GPUBuffer *GPU_buffer_alloc( int size, GPUBufferPool *pool )
+{
+ char buffer[60];
+ int i;
+ int cursize;
+ GPUBuffer *allocated;
+ int bestfit = -1;
+
+ DEBUG_VBO("GPU_buffer_alloc\n");
+
+ if( pool == 0 ) {
+ if( globalPool == 0 )
+ globalPool = GPU_buffer_pool_new();
+ pool = globalPool;
+ }
+
+ while( pool->start < 0 )
+ pool->start += MAX_FREE_GPU_BUFFERS;
+
+ for( i = 0; i < pool->size; i++ ) {
+ int actuali = (pool->start+i)%MAX_FREE_GPU_BUFFERS;
+ cursize = pool->buffers[actuali]->size;
+ if( cursize == size ) {
+ allocated = pool->buffers[actuali];
+ GPU_buffer_pool_remove(i,pool);
+ DEBUG_VBO("free buffer of exact size found\n");
+ return allocated;
+ }
+ /* smaller buffers won't fit data and buffers at least twice as big are a waste of memory */
+ else if( cursize > size && size > cursize/2 ) {
+ /* is it closer to the required size than the last appropriate buffer found. try to save memory */
+ if( bestfit == -1 || pool->buffers[(pool->start+bestfit)%MAX_FREE_GPU_BUFFERS]->size > cursize ) {
+ bestfit = i;
+ }
+ }
+ }
+ if( bestfit == -1 ) {
+ DEBUG_VBO("allocating a new buffer\n");
+
+ allocated = MEM_mallocN(sizeof(GPUBuffer), "GPU_buffer_alloc");
+ allocated->size = size;
+ if( useVBOs == 1 ) {
+ glGenBuffersARB( 1, &allocated->id );
+ glBindBufferARB( GL_ARRAY_BUFFER_ARB, allocated->id );
+ glBufferDataARB( GL_ARRAY_BUFFER_ARB, size, 0, GL_STATIC_DRAW_ARB );
+ glBindBufferARB( GL_ARRAY_BUFFER_ARB, 0 );
+ }
+ else {
+ allocated->pointer = MEM_mallocN(size, "GPU_buffer_alloc_vertexarray");
+ while( allocated->pointer == 0 && pool->size > 0 ) {
+ GPU_buffer_pool_delete_last(pool);
+ allocated->pointer = MEM_mallocN(size, "GPU_buffer_alloc_vertexarray");
+ }
+ if( allocated->pointer == 0 && pool->size == 0 ) {
+ return 0;
+ }
+ }
+ }
+ else {
+ sprintf(buffer,"free buffer found. Wasted %d bytes\n", pool->buffers[(pool->start+bestfit)%MAX_FREE_GPU_BUFFERS]->size-size);
+ DEBUG_VBO(buffer);
+
+ allocated = pool->buffers[(pool->start+bestfit)%MAX_FREE_GPU_BUFFERS];
+ GPU_buffer_pool_remove(bestfit,pool);
+ }
+ return allocated;
+}
+
+void GPU_buffer_free( GPUBuffer *buffer, GPUBufferPool *pool )
+{
+ int place;
+
+ DEBUG_VBO("GPU_buffer_free\n");
+
+ if( buffer == 0 )
+ return;
+ if( pool == 0 )
+ pool = globalPool;
+ if( pool == 0 )
+ globalPool = GPU_buffer_pool_new();
+
+ while( pool->start < 0 )
+ pool->start += MAX_FREE_GPU_BUFFERS;
+ place = (pool->start-1 + MAX_FREE_GPU_BUFFERS)%MAX_FREE_GPU_BUFFERS;
+
+ /* free the last used buffer in the queue if no more space */
+ if( pool->size == MAX_FREE_GPU_BUFFERS ) {
+ GPU_buffer_pool_delete_last( pool );
+ }
+
+ pool->size++;
+ pool->start = place;
+ pool->buffers[place] = buffer;
+}
+
+GPUDrawObject *GPU_drawobject_new( DerivedMesh *dm )
+{
+ GPUDrawObject *object;
+ MVert *mvert;
+ MFace *mface;
+ int numverts[32768]; /* material number is an 16-bit short so there's at most 32768 materials */
+ int redir[32768]; /* material number is an 16-bit short so there's at most 32768 materials */
+ int *index;
+ int i;
+ int curmat, curverts, numfaces;
+
+ DEBUG_VBO("GPU_drawobject_new\n");
+
+ object = MEM_callocN(sizeof(GPUDrawObject),"GPU_drawobject_new_object");
+ object->nindices = dm->getNumVerts(dm);
+ object->indices = MEM_mallocN(sizeof(IndexLink)*object->nindices, "GPU_drawobject_new_indices");
+ object->nedges = dm->getNumEdges(dm);
+
+ for( i = 0; i < object->nindices; i++ ) {
+ object->indices[i].element = -1;
+ object->indices[i].next = 0;
+ }
+ /*object->legacy = 1;*/
+ memset(numverts,0,sizeof(int)*32768);
+
+ mvert = dm->getVertArray(dm);
+ mface = dm->getFaceArray(dm);
+
+ numfaces= dm->getNumFaces(dm);
+ for( i=0; i < numfaces; i++ ) {
+ if( mface[i].v4 )
+ numverts[mface[i].mat_nr+16383] += 6; /* split every quad into two triangles */
+ else
+ numverts[mface[i].mat_nr+16383] += 3;
+ }
+
+ for( i = 0; i < 32768; i++ ) {
+ if( numverts[i] > 0 ) {
+ object->nmaterials++;
+ object->nelements += numverts[i];
+ }
+ }
+ object->materials = MEM_mallocN(sizeof(GPUBufferMaterial)*object->nmaterials,"GPU_drawobject_new_materials");
+ index = MEM_mallocN(sizeof(int)*object->nmaterials,"GPU_drawobject_new_index");
+
+ curmat = curverts = 0;
+ for( i = 0; i < 32768; i++ ) {
+ if( numverts[i] > 0 ) {
+ object->materials[curmat].mat_nr = i-16383;
+ object->materials[curmat].start = curverts;
+ index[curmat] = curverts/3;
+ object->materials[curmat].end = curverts+numverts[i];
+ curverts += numverts[i];
+ curmat++;
+ }
+ }
+ object->faceRemap = MEM_mallocN(sizeof(int)*object->nelements/3,"GPU_drawobject_new_faceRemap");
+ for( i = 0; i < object->nmaterials; i++ ) {
+ redir[object->materials[i].mat_nr+16383] = i; /* material number -> material index */
+ }
+
+ object->indexMem = MEM_callocN(sizeof(IndexLink)*object->nelements,"GPU_drawobject_new_indexMem");
+ object->indexMemUsage = 0;
+
+#define ADDLINK( INDEX, ACTUAL ) \
+ if( object->indices[INDEX].element == -1 ) { \
+ object->indices[INDEX].element = ACTUAL; \
+ } else { \
+ IndexLink *lnk = &object->indices[INDEX]; \
+ while( lnk->next != 0 ) lnk = lnk->next; \
+ lnk->next = &object->indexMem[object->indexMemUsage]; \
+ lnk->next->element = ACTUAL; \
+ object->indexMemUsage++; \
+ }
+
+ for( i=0; i < numfaces; i++ ) {
+ int curInd = index[redir[mface[i].mat_nr+16383]];
+ object->faceRemap[curInd] = i;
+ ADDLINK( mface[i].v1, curInd*3 );
+ ADDLINK( mface[i].v2, curInd*3+1 );
+ ADDLINK( mface[i].v3, curInd*3+2 );
+ if( mface[i].v4 ) {
+ object->faceRemap[curInd+1] = i;
+ ADDLINK( mface[i].v3, curInd*3+3 );
+ ADDLINK( mface[i].v4, curInd*3+4 );
+ ADDLINK( mface[i].v1, curInd*3+5 );
+
+ index[redir[mface[i].mat_nr+16383]]+=2;
+ }
+ else {
+ index[redir[mface[i].mat_nr+16383]]++;
+ }
+ }
+
+ for( i = 0; i < object->nindices; i++ ) {
+ if( object->indices[i].element == -1 ) {
+ object->indices[i].element = object->nelements + object->nlooseverts;
+ object->nlooseverts++;
+ }
+ }
+#undef ADDLINK
+
+ MEM_freeN(index);
+ return object;
+}
+
+void GPU_drawobject_free( DerivedMesh *dm )
+{
+ GPUDrawObject *object;
+
+ DEBUG_VBO("GPU_drawobject_free\n");
+
+ if( dm == 0 )
+ return;
+ object = dm->drawObject;
+ if( object == 0 )
+ return;
+
+ MEM_freeN(object->materials);
+ MEM_freeN(object->faceRemap);
+ MEM_freeN(object->indices);
+ MEM_freeN(object->indexMem);
+ GPU_buffer_free( object->vertices, globalPool );
+ GPU_buffer_free( object->normals, globalPool );
+ GPU_buffer_free( object->uv, globalPool );
+ GPU_buffer_free( object->colors, globalPool );
+ GPU_buffer_free( object->edges, globalPool );
+ GPU_buffer_free( object->uvedges, globalPool );
+
+ MEM_freeN(object);
+ dm->drawObject = 0;
+}
+
+GPUBuffer *GPU_buffer_setup( DerivedMesh *dm, GPUDrawObject *object, int size, GLenum target, void *user, void (*copy_f)(DerivedMesh *, float *, int *, int *, void *) )
+{
+ GPUBuffer *buffer;
+ float *varray;
+ int redir[32768];
+ int *index;
+ int i;
+ int success;
+ GLboolean uploaded;
+
+ DEBUG_VBO("GPU_buffer_setup\n");
+
+ if( globalPool == 0 ) {
+ globalPool = GPU_buffer_pool_new();
+
+ /* somehow GL_NORMAL_ARRAY is enabled on startup and causes edge drawing code to crash */
+ glDisableClientState( GL_VERTEX_ARRAY );
+ glDisableClientState( GL_NORMAL_ARRAY );
+ glDisableClientState( GL_TEXTURE_COORD_ARRAY );
+ glDisableClientState( GL_COLOR_ARRAY );
+ }
+ buffer = GPU_buffer_alloc(size,globalPool);
+ if( buffer == 0 ) {
+ dm->drawObject->legacy = 1;
+ }
+ if( dm->drawObject->legacy ) {
+ return 0;
+ }
+
+ index = MEM_mallocN(sizeof(int)*object->nmaterials,"GPU_buffer_setup");
+ for( i = 0; i < object->nmaterials; i++ ) {
+ index[i] = object->materials[i].start*3;
+ redir[object->materials[i].mat_nr+16383] = i;
+ }
+
+ if( useVBOs ) {
+ success = 0;
+ while( success == 0 ) {
+ glBindBufferARB( target, buffer->id );
+ glBufferDataARB( target, buffer->size, 0, GL_STATIC_DRAW_ARB ); /* discard previous data, avoid stalling gpu */
+ varray = glMapBufferARB( target, GL_WRITE_ONLY_ARB );
+ if( varray == 0 ) {
+ DEBUG_VBO( "Failed to map buffer to client address space\n" );
+ GPU_buffer_free( buffer, globalPool );
+ GPU_buffer_pool_delete_last( globalPool );
+ if( globalPool->size > 0 ) {
+ GPU_buffer_pool_delete_last( globalPool );
+ buffer = GPU_buffer_alloc( size, globalPool );
+ if( buffer == 0 ) {
+ dm->drawObject->legacy = 1;
+ success = 1;
+ }
+ }
+ else {
+ dm->drawObject->legacy = 1;
+ success = 1;
+ }
+ }
+ else {
+ success = 1;
+ }
+ }
+
+ if( dm->drawObject->legacy == 0 ) {
+ uploaded = GL_FALSE;
+ while( !uploaded ) {
+ (*copy_f)( dm, varray, index, redir, user );
+ uploaded = glUnmapBufferARB( target ); /* returns false if data got corruped during transfer */
+ }
+ }
+ glBindBufferARB(target, 0);
+ }
+ else {
+ if( buffer->pointer != 0 ) {
+ varray = buffer->pointer;
+ (*copy_f)( dm, varray, index, redir, user );
+ }
+ else {
+ dm->drawObject->legacy = 1;
+ }
+ }
+
+ MEM_freeN(index);
+
+ return buffer;
+}
+
+void GPU_buffer_copy_vertex( DerivedMesh *dm, float *varray, int *index, int *redir, void *user )
+{
+ int start;
+ int i, j, numfaces;
+
+ MVert *mvert;
+ MFace *mface;
+
+ DEBUG_VBO("GPU_buffer_copy_vertex\n");
+
+ mvert = dm->getVertArray(dm);
+ mface = dm->getFaceArray(dm);
+
+ numfaces= dm->getNumFaces(dm);
+ for( i=0; i < numfaces; i++ ) {
+ start = index[redir[mface[i].mat_nr+16383]];
+ if( mface[i].v4 )
+ index[redir[mface[i].mat_nr+16383]] += 18;
+ else
+ index[redir[mface[i].mat_nr+16383]] += 9;
+
+ /* v1 v2 v3 */
+ VECCOPY(&varray[start],mvert[mface[i].v1].co);
+ VECCOPY(&varray[start+3],mvert[mface[i].v2].co);
+ VECCOPY(&varray[start+6],mvert[mface[i].v3].co);
+
+ if( mface[i].v4 ) {
+ /* v3 v4 v1 */
+ VECCOPY(&varray[start+9],mvert[mface[i].v3].co);
+ VECCOPY(&varray[start+12],mvert[mface[i].v4].co);
+ VECCOPY(&varray[start+15],mvert[mface[i].v1].co);
+ }
+ }
+ j = dm->drawObject->nelements*3;
+ for( i = 0; i < dm->drawObject->nindices; i++ ) {
+ if( dm->drawObject->indices[i].element >= dm->drawObject->nelements ) {
+ VECCOPY(&varray[j],mvert[i].co);
+ j+=3;
+ }
+ }
+}
+
+GPUBuffer *GPU_buffer_vertex( DerivedMesh *dm )
+{
+ DEBUG_VBO("GPU_buffer_vertex\n");
+
+ return GPU_buffer_setup( dm, dm->drawObject, sizeof(float)*3*(dm->drawObject->nelements+dm->drawObject->nlooseverts), GL_ARRAY_BUFFER_ARB, 0, GPU_buffer_copy_vertex);
+}
+
+void GPU_buffer_copy_normal( DerivedMesh *dm, float *varray, int *index, int *redir, void *user )
+{
+ int i, numfaces;
+ int start;
+ float norm[3];
+
+ float *nors= dm->getFaceDataArray(dm, CD_NORMAL);
+ MVert *mvert = dm->getVertArray(dm);
+ MFace *mface = dm->getFaceArray(dm);
+
+ DEBUG_VBO("GPU_buffer_copy_normal\n");
+
+ numfaces= dm->getNumFaces(dm);
+ for( i=0; i < numfaces; i++ ) {
+ start = index[redir[mface[i].mat_nr+16383]];
+ if( mface[i].v4 )
+ index[redir[mface[i].mat_nr+16383]] += 18;
+ else
+ index[redir[mface[i].mat_nr+16383]] += 9;
+
+ /* v1 v2 v3 */
+ if( mface[i].flag & ME_SMOOTH ) {
+ VECCOPY(&varray[start],mvert[mface[i].v1].no);
+ VECCOPY(&varray[start+3],mvert[mface[i].v2].no);
+ VECCOPY(&varray[start+6],mvert[mface[i].v3].no);
+ }
+ else {
+ if( nors ) {
+ VECCOPY(&varray[start],&nors[i*3]);
+ VECCOPY(&varray[start+3],&nors[i*3]);
+ VECCOPY(&varray[start+6],&nors[i*3]);
+ }
+ if( mface[i].v4 )
+ CalcNormFloat4(mvert[mface[i].v1].co, mvert[mface[i].v2].co, mvert[mface[i].v3].co, mvert[mface[i].v4].co, norm);
+ else
+ CalcNormFloat(mvert[mface[i].v1].co, mvert[mface[i].v2].co, mvert[mface[i].v3].co, norm);
+ VECCOPY(&varray[start],norm);
+ VECCOPY(&varray[start+3],norm);
+ VECCOPY(&varray[start+6],norm);
+ }
+
+ if( mface[i].v4 ) {
+ /* v3 v4 v1 */
+ if( mface[i].flag & ME_SMOOTH ) {
+ VECCOPY(&varray[start+9],mvert[mface[i].v3].no);
+ VECCOPY(&varray[start+12],mvert[mface[i].v4].no);
+ VECCOPY(&varray[start+15],mvert[mface[i].v1].no);
+ }
+ else {
+ VECCOPY(&varray[start+9],norm);
+ VECCOPY(&varray[start+12],norm);
+ VECCOPY(&varray[start+15],norm);
+ }
+ }
+ }
+}
+
+GPUBuffer *GPU_buffer_normal( DerivedMesh *dm )
+{
+ DEBUG_VBO("GPU_buffer_normal\n");
+
+ return GPU_buffer_setup( dm, dm->drawObject, sizeof(float)*3*dm->drawObject->nelements, GL_ARRAY_BUFFER_ARB, 0, GPU_buffer_copy_normal);
+}
+
+void GPU_buffer_copy_uv( DerivedMesh *dm, float *varray, int *index, int *redir, void *user )
+{
+ int start;
+ int i, numfaces;
+
+ MTFace *mtface;
+ MFace *mface;
+
+ DEBUG_VBO("GPU_buffer_copy_uv\n");
+
+ mface = dm->getFaceArray(dm);
+ mtface = DM_get_face_data_layer(dm, CD_MTFACE);
+
+ if( mtface == 0 ) {
+ DEBUG_VBO("Texture coordinates do not exist for this mesh");
+ return;
+ }
+
+ numfaces= dm->getNumFaces(dm);
+ for( i=0; i < numfaces; i++ ) {
+ start = index[redir[mface[i].mat_nr+16383]];
+ if( mface[i].v4 )
+ index[redir[mface[i].mat_nr+16383]] += 12;
+ else
+ index[redir[mface[i].mat_nr+16383]] += 6;
+
+ /* v1 v2 v3 */
+ VECCOPY2D(&varray[start],mtface[i].uv[0]);
+ VECCOPY2D(&varray[start+2],mtface[i].uv[1]);
+ VECCOPY2D(&varray[start+4],mtface[i].uv[2]);
+
+ if( mface[i].v4 ) {
+ /* v3 v4 v1 */
+ VECCOPY2D(&varray[start+6],mtface[i].uv[2]);
+ VECCOPY2D(&varray[start+8],mtface[i].uv[3]);
+ VECCOPY2D(&varray[start+10],mtface[i].uv[0]);
+ }
+ }
+}
+
+GPUBuffer *GPU_buffer_uv( DerivedMesh *dm )
+{
+ DEBUG_VBO("GPU_buffer_uv\n");
+ if( DM_get_face_data_layer(dm, CD_MTFACE) != 0 )
+ return GPU_buffer_setup( dm, dm->drawObject, sizeof(float)*2*dm->drawObject->nelements, GL_ARRAY_BUFFER_ARB, 0, GPU_buffer_copy_uv);
+ else
+ return 0;
+}
+
+void GPU_buffer_copy_color3( DerivedMesh *dm, float *varray_, int *index, int *redir, void *user )
+{
+ int i, numfaces;
+ unsigned char *varray = (unsigned char *)varray_;
+ unsigned char *mcol = (unsigned char *)user;
+ MFace *mface = dm->getFaceArray(dm);
+
+ DEBUG_VBO("GPU_buffer_copy_color3\n");
+
+ numfaces= dm->getNumFaces(dm);
+ for( i=0; i < numfaces; i++ ) {
+ int start = index[redir[mface[i].mat_nr+16383]];
+ if( mface[i].v4 )
+ index[redir[mface[i].mat_nr+16383]] += 18;
+ else
+ index[redir[mface[i].mat_nr+16383]] += 9;
+
+ /* v1 v2 v3 */
+ VECCOPY(&varray[start],&mcol[i*12]);
+ VECCOPY(&varray[start+3],&mcol[i*12+3]);
+ VECCOPY(&varray[start+6],&mcol[i*12+6]);
+ if( mface[i].v4 ) {
+ /* v3 v4 v1 */
+ VECCOPY(&varray[start+9],&mcol[i*12+6]);
+ VECCOPY(&varray[start+12],&mcol[i*12+9]);
+ VECCOPY(&varray[start+15],&mcol[i*12]);
+ }
+ }
+}
+
+void GPU_buffer_copy_color4( DerivedMesh *dm, float *varray_, int *index, int *redir, void *user )
+{
+ int i, numfaces;
+ unsigned char *varray = (unsigned char *)varray_;
+ unsigned char *mcol = (unsigned char *)user;
+ MFace *mface = dm->getFaceArray(dm);
+
+ DEBUG_VBO("GPU_buffer_copy_color4\n");
+
+ numfaces= dm->getNumFaces(dm);
+ for( i=0; i < numfaces; i++ ) {
+ int start = index[redir[mface[i].mat_nr+16383]];
+ if( mface[i].v4 )
+ index[redir[mface[i].mat_nr+16383]] += 18;
+ else
+ index[redir[mface[i].mat_nr+16383]] += 9;
+
+ /* v1 v2 v3 */
+ VECCOPY(&varray[start],&mcol[i*16]);
+ VECCOPY(&varray[start+3],&mcol[i*16+4]);
+ VECCOPY(&varray[start+6],&mcol[i*16+8]);
+ if( mface[i].v4 ) {
+ /* v3 v4 v1 */
+ VECCOPY(&varray[start+9],&mcol[i*16+8]);
+ VECCOPY(&varray[start+12],&mcol[i*16+12]);
+ VECCOPY(&varray[start+15],&mcol[i*16]);
+ }
+ }
+}
+
+GPUBuffer *GPU_buffer_color( DerivedMesh *dm )
+{
+ unsigned char *colors;
+ int i, numfaces;
+ MCol *mcol;
+ GPUBuffer *result;
+ DEBUG_VBO("GPU_buffer_color\n");
+
+ mcol = DM_get_face_data_layer(dm, CD_ID_MCOL);
+ dm->drawObject->colType = CD_ID_MCOL;
+ if(!mcol) {
+ mcol = DM_get_face_data_layer(dm, CD_WEIGHT_MCOL);
+ dm->drawObject->colType = CD_WEIGHT_MCOL;
+ }
+ if(!mcol) {
+ mcol = DM_get_face_data_layer(dm, CD_MCOL);
+ dm->drawObject->colType = CD_MCOL;
+ }
+
+ numfaces= dm->getNumFaces(dm);
+ colors = MEM_mallocN(numfaces*12*sizeof(unsigned char), "GPU_buffer_color");
+ for( i=0; i < numfaces*4; i++ ) {
+ colors[i*3] = mcol[i].b;
+ colors[i*3+1] = mcol[i].g;
+ colors[i*3+2] = mcol[i].r;
+ }
+
+ result = GPU_buffer_setup( dm, dm->drawObject, sizeof(char)*3*dm->drawObject->nelements, GL_ARRAY_BUFFER_ARB, colors, GPU_buffer_copy_color3 );
+
+ MEM_freeN(colors);
+ return result;
+}
+
+void GPU_buffer_copy_edge( DerivedMesh *dm, float *varray, int *index, int *redir, void *user )
+{
+ int i;
+
+ MVert *mvert;
+ MEdge *medge;
+ unsigned int *varray_ = (unsigned int *)varray;
+ int numedges;
+
+ DEBUG_VBO("GPU_buffer_copy_edge\n");
+
+ mvert = dm->getVertArray(dm);
+ medge = dm->getEdgeArray(dm);
+
+ numedges= dm->getNumEdges(dm);
+ for(i = 0; i < numedges; i++) {
+ varray_[i*2] = (unsigned int)dm->drawObject->indices[medge[i].v1].element;
+ varray_[i*2+1] = (unsigned int)dm->drawObject->indices[medge[i].v2].element;
+ }
+}
+
+GPUBuffer *GPU_buffer_edge( DerivedMesh *dm )
+{
+ DEBUG_VBO("GPU_buffer_edge\n");
+
+ return GPU_buffer_setup( dm, dm->drawObject, sizeof(int)*2*dm->drawObject->nedges, GL_ELEMENT_ARRAY_BUFFER_ARB, 0, GPU_buffer_copy_edge);
+}
+
+void GPU_buffer_copy_uvedge( DerivedMesh *dm, float *varray, int *index, int *redir, void *user )
+{
+ MTFace *tf = DM_get_face_data_layer(dm, CD_MTFACE);
+ int i, j=0;
+
+ DEBUG_VBO("GPU_buffer_copy_uvedge\n");
+
+ if(tf) {
+ for(i = 0; i < dm->numFaceData; i++, tf++) {
+ MFace mf;
+ dm->getFace(dm,i,&mf);
+
+ VECCOPY2D(&varray[j],tf->uv[0]);
+ VECCOPY2D(&varray[j+2],tf->uv[1]);
+
+ VECCOPY2D(&varray[j+4],tf->uv[1]);
+ VECCOPY2D(&varray[j+6],tf->uv[2]);
+
+ if(!mf.v4) {
+ VECCOPY2D(&varray[j+8],tf->uv[2]);
+ VECCOPY2D(&varray[j+10],tf->uv[0]);
+ j+=12;
+ } else {
+ VECCOPY2D(&varray[j+8],tf->uv[2]);
+ VECCOPY2D(&varray[j+10],tf->uv[3]);
+
+ VECCOPY2D(&varray[j+12],tf->uv[3]);
+ VECCOPY2D(&varray[j+14],tf->uv[0]);
+ j+=16;
+ }
+ }
+ }
+ else {
+ DEBUG_VBO("Could not get MTFACE data layer");
+ }
+}
+
+GPUBuffer *GPU_buffer_uvedge( DerivedMesh *dm )
+{
+ DEBUG_VBO("GPU_buffer_uvedge\n");
+
+ return GPU_buffer_setup( dm, dm->drawObject, sizeof(float)*2*(dm->drawObject->nelements/3)*2, GL_ARRAY_BUFFER_ARB, 0, GPU_buffer_copy_uvedge);
+}
+
+
+void GPU_vertex_setup( DerivedMesh *dm )
+{
+ DEBUG_VBO("GPU_vertex_setup\n");
+ if( dm->drawObject == 0 )
+ dm->drawObject = GPU_drawobject_new( dm );
+ if( dm->drawObject->vertices == 0 )
+ dm->drawObject->vertices = GPU_buffer_vertex( dm );
+ if( dm->drawObject->vertices == 0 ) {
+ DEBUG_VBO( "Failed to setup vertices\n" );
+ return;
+ }
+
+ glEnableClientState( GL_VERTEX_ARRAY );
+ if( useVBOs ) {
+ glBindBufferARB( GL_ARRAY_BUFFER_ARB, dm->drawObject->vertices->id );
+ glVertexPointer( 3, GL_FLOAT, 0, 0 );
+ }
+ else {
+ glVertexPointer( 3, GL_FLOAT, 0, dm->drawObject->vertices->pointer );
+ }
+
+ GLStates |= GPU_BUFFER_VERTEX_STATE;
+}
+
+void GPU_normal_setup( DerivedMesh *dm )
+{
+ DEBUG_VBO("GPU_normal_setup\n");
+ if( dm->drawObject == 0 )
+ dm->drawObject = GPU_drawobject_new( dm );
+ if( dm->drawObject->normals == 0 )
+ dm->drawObject->normals = GPU_buffer_normal( dm );
+ if( dm->drawObject->normals == 0 ) {
+ DEBUG_VBO( "Failed to setup normals\n" );
+ return;
+ }
+ glEnableClientState( GL_NORMAL_ARRAY );
+ if( useVBOs ) {
+ glBindBufferARB( GL_ARRAY_BUFFER_ARB, dm->drawObject->normals->id );
+ glNormalPointer( GL_FLOAT, 0, 0 );
+ }
+ else {
+ glNormalPointer( GL_FLOAT, 0, dm->drawObject->normals->pointer );
+ }
+
+ GLStates |= GPU_BUFFER_NORMAL_STATE;
+}
+
+void GPU_uv_setup( DerivedMesh *dm )
+{
+ DEBUG_VBO("GPU_uv_setup\n");
+ if( dm->drawObject == 0 )
+ dm->drawObject = GPU_drawobject_new( dm );
+ if( dm->drawObject->uv == 0 )
+ dm->drawObject->uv = GPU_buffer_uv( dm );
+
+ if( dm->drawObject->uv != 0 ) {
+ glEnableClientState( GL_TEXTURE_COORD_ARRAY );
+ if( useVBOs ) {
+ glBindBufferARB( GL_ARRAY_BUFFER_ARB, dm->drawObject->uv->id );
+ glTexCoordPointer( 2, GL_FLOAT, 0, 0 );
+ }
+ else {
+ glTexCoordPointer( 2, GL_FLOAT, 0, dm->drawObject->uv->pointer );
+ }
+
+ GLStates |= GPU_BUFFER_TEXCOORD_STATE;
+ }
+}
+
+void GPU_color_setup( DerivedMesh *dm )
+{
+ DEBUG_VBO("GPU_color_setup\n");
+ if( dm->drawObject == 0 )
+ dm->drawObject = GPU_drawobject_new( dm );
+ if( dm->drawObject->colors == 0 )
+ dm->drawObject->colors = GPU_buffer_color( dm );
+ if( dm->drawObject->colors == 0 ) {
+ DEBUG_VBO( "Failed to setup colors\n" );
+ return;
+ }
+ glEnableClientState( GL_COLOR_ARRAY );
+ if( useVBOs ) {
+ glBindBufferARB( GL_ARRAY_BUFFER_ARB, dm->drawObject->colors->id );
+ glColorPointer( 3, GL_UNSIGNED_BYTE, 0, 0 );
+ }
+ else {
+ glColorPointer( 3, GL_UNSIGNED_BYTE, 0, dm->drawObject->colors->pointer );
+ }
+
+ GLStates |= GPU_BUFFER_COLOR_STATE;
+}
+
+void GPU_edge_setup( DerivedMesh *dm )
+{
+ DEBUG_VBO("GPU_edge_setup\n");
+ if( dm->drawObject == 0 )
+ dm->drawObject = GPU_drawobject_new( dm );
+ if( dm->drawObject->edges == 0 )
+ dm->drawObject->edges = GPU_buffer_edge( dm );
+ if( dm->drawObject->edges == 0 ) {
+ DEBUG_VBO( "Failed to setup edges\n" );
+ return;
+ }
+ if( dm->drawObject->vertices == 0 )
+ dm->drawObject->vertices = GPU_buffer_vertex( dm );
+ if( dm->drawObject->vertices == 0 ) {
+ DEBUG_VBO( "Failed to setup vertices\n" );
+ return;
+ }
+
+ glEnableClientState( GL_VERTEX_ARRAY );
+ if( useVBOs ) {
+ glBindBufferARB( GL_ARRAY_BUFFER_ARB, dm->drawObject->vertices->id );
+ glVertexPointer( 3, GL_FLOAT, 0, 0 );
+ }
+ else {
+ glVertexPointer( 3, GL_FLOAT, 0, dm->drawObject->vertices->pointer );
+ }
+
+ GLStates |= GPU_BUFFER_VERTEX_STATE;
+
+ if( useVBOs ) {
+ glBindBufferARB( GL_ELEMENT_ARRAY_BUFFER_ARB, dm->drawObject->edges->id );
+ }
+
+ GLStates |= GPU_BUFFER_ELEMENT_STATE;
+}
+
+void GPU_uvedge_setup( DerivedMesh *dm )
+{
+ DEBUG_VBO("GPU_uvedge_setup\n");
+ if( dm->drawObject == 0 )
+ dm->drawObject = GPU_drawobject_new( dm );
+ if( dm->drawObject->uvedges == 0 )
+ dm->drawObject->uvedges = GPU_buffer_uvedge( dm );
+ if( dm->drawObject->uvedges == 0 ) {
+ DEBUG_VBO( "Failed to setup UV edges\n" );
+ return;
+ }
+
+ glEnableClientState( GL_VERTEX_ARRAY );
+ if( useVBOs ) {
+ glBindBufferARB( GL_ARRAY_BUFFER_ARB, dm->drawObject->uvedges->id );
+ glVertexPointer( 2, GL_FLOAT, 0, 0 );
+ }
+ else {
+ glVertexPointer( 2, GL_FLOAT, 0, dm->drawObject->uvedges->pointer );
+ }
+
+ GLStates |= GPU_BUFFER_VERTEX_STATE;
+}
+
+void GPU_interleaved_setup( GPUBuffer *buffer, int data[] ) {
+ int i;
+ int elementsize = 0;
+ intptr_t offset = 0;
+
+ DEBUG_VBO("GPU_interleaved_setup\n");
+
+ for( i = 0; data[i] != GPU_BUFFER_INTER_END; i++ ) {
+ switch( data[i] ) {
+ case GPU_BUFFER_INTER_V3F:
+ elementsize += 3*sizeof(float);
+ break;
+ case GPU_BUFFER_INTER_N3F:
+ elementsize += 3*sizeof(float);
+ break;
+ case GPU_BUFFER_INTER_T2F:
+ elementsize += 2*sizeof(float);
+ break;
+ case GPU_BUFFER_INTER_C3UB:
+ elementsize += 3*sizeof(unsigned char);
+ break;
+ case GPU_BUFFER_INTER_C4UB:
+ elementsize += 4*sizeof(unsigned char);
+ break;
+ default:
+ DEBUG_VBO( "Unknown element in data type array in GPU_interleaved_setup\n" );
+ }
+ }
+
+ if( useVBOs ) {
+ glBindBufferARB( GL_ARRAY_BUFFER_ARB, buffer->id );
+ for( i = 0; data[i] != GPU_BUFFER_INTER_END; i++ ) {
+ switch( data[i] ) {
+ case GPU_BUFFER_INTER_V3F:
+ glEnableClientState( GL_VERTEX_ARRAY );
+ glVertexPointer( 3, GL_FLOAT, elementsize, (void *)offset );
+ GLStates |= GPU_BUFFER_VERTEX_STATE;
+ offset += 3*sizeof(float);
+ break;
+ case GPU_BUFFER_INTER_N3F:
+ glEnableClientState( GL_NORMAL_ARRAY );
+ glNormalPointer( GL_FLOAT, elementsize, (void *)offset );
+ GLStates |= GPU_BUFFER_NORMAL_STATE;
+ offset += 3*sizeof(float);
+ break;
+ case GPU_BUFFER_INTER_T2F:
+ glEnableClientState( GL_TEXTURE_COORD_ARRAY );
+ glTexCoordPointer( 2, GL_FLOAT, elementsize, (void *)offset );
+ GLStates |= GPU_BUFFER_TEXCOORD_STATE;
+ offset += 2*sizeof(float);
+ break;
+ case GPU_BUFFER_INTER_C3UB:
+ glEnableClientState( GL_COLOR_ARRAY );
+ glColorPointer( 3, GL_UNSIGNED_BYTE, elementsize, (void *)offset );
+ GLStates |= GPU_BUFFER_COLOR_STATE;
+ offset += 3*sizeof(unsigned char);
+ break;
+ case GPU_BUFFER_INTER_C4UB:
+ glEnableClientState( GL_COLOR_ARRAY );
+ glColorPointer( 4, GL_UNSIGNED_BYTE, elementsize, (void *)offset );
+ GLStates |= GPU_BUFFER_COLOR_STATE;
+ offset += 4*sizeof(unsigned char);
+ break;
+ }
+ }
+ }
+ else {
+ for( i = 0; data[i] != GPU_BUFFER_INTER_END; i++ ) {
+ switch( data[i] ) {
+ case GPU_BUFFER_INTER_V3F:
+ glEnableClientState( GL_VERTEX_ARRAY );
+ glVertexPointer( 3, GL_FLOAT, elementsize, offset+(char *)buffer->pointer );
+ GLStates |= GPU_BUFFER_VERTEX_STATE;
+ offset += 3*sizeof(float);
+ break;
+ case GPU_BUFFER_INTER_N3F:
+ glEnableClientState( GL_NORMAL_ARRAY );
+ glNormalPointer( GL_FLOAT, elementsize, offset+(char *)buffer->pointer );
+ GLStates |= GPU_BUFFER_NORMAL_STATE;
+ offset += 3*sizeof(float);
+ break;
+ case GPU_BUFFER_INTER_T2F:
+ glEnableClientState( GL_TEXTURE_COORD_ARRAY );
+ glTexCoordPointer( 2, GL_FLOAT, elementsize, offset+(char *)buffer->pointer );
+ GLStates |= GPU_BUFFER_TEXCOORD_STATE;
+ offset += 2*sizeof(float);
+ break;
+ case GPU_BUFFER_INTER_C3UB:
+ glEnableClientState( GL_COLOR_ARRAY );
+ glColorPointer( 3, GL_UNSIGNED_BYTE, elementsize, offset+(char *)buffer->pointer );
+ GLStates |= GPU_BUFFER_COLOR_STATE;
+ offset += 3*sizeof(unsigned char);
+ break;
+ case GPU_BUFFER_INTER_C4UB:
+ glEnableClientState( GL_COLOR_ARRAY );
+ glColorPointer( 4, GL_UNSIGNED_BYTE, elementsize, offset+(char *)buffer->pointer );
+ GLStates |= GPU_BUFFER_COLOR_STATE;
+ offset += 4*sizeof(unsigned char);
+ break;
+ }
+ }
+ }
+}
+
+static int GPU_typesize( int type ) {
+ switch( type ) {
+ case GL_FLOAT:
+ return sizeof(float);
+ case GL_INT:
+ return sizeof(int);
+ case GL_UNSIGNED_INT:
+ return sizeof(unsigned int);
+ case GL_BYTE:
+ return sizeof(char);
+ case GL_UNSIGNED_BYTE:
+ return sizeof(unsigned char);
+ default:
+ return 0;
+ }
+}
+
+int GPU_attrib_element_size( GPUAttrib data[], int numdata ) {
+ int i, elementsize = 0;
+
+ for( i = 0; i < numdata; i++ ) {
+ int typesize = GPU_typesize(data[i].type);
+ if( typesize == 0 )
+ DEBUG_VBO( "Unknown element in data type array in GPU_attrib_element_size\n" );
+ else {
+ elementsize += typesize*data[i].size;
+ }
+ }
+ return elementsize;
+}
+
+void GPU_interleaved_attrib_setup( GPUBuffer *buffer, GPUAttrib data[], int numdata ) {
+ int i;
+ int elementsize;
+ intptr_t offset = 0;
+
+ DEBUG_VBO("GPU_interleaved_attrib_setup\n");
+
+ for( i = 0; i < MAX_GPU_ATTRIB_DATA; i++ ) {
+ if( attribData[i].index != -1 ) {
+ glDisableVertexAttribArrayARB( attribData[i].index );
+ }
+ else
+ break;
+ }
+ elementsize = GPU_attrib_element_size( data, numdata );
+
+ if( useVBOs ) {
+ glBindBufferARB( GL_ARRAY_BUFFER_ARB, buffer->id );
+ for( i = 0; i < numdata; i++ ) {
+ glEnableVertexAttribArrayARB( data[i].index );
+ glVertexAttribPointerARB( data[i].index, data[i].size, data[i].type, GL_TRUE, elementsize, (void *)offset );
+ offset += data[i].size*GPU_typesize(data[i].type);
+
+ attribData[i].index = data[i].index;
+ attribData[i].size = data[i].size;
+ attribData[i].type = data[i].type;
+ }
+ attribData[numdata].index = -1;
+ }
+ else {
+ for( i = 0; i < numdata; i++ ) {
+ glEnableVertexAttribArrayARB( data[i].index );
+ glVertexAttribPointerARB( data[i].index, data[i].size, data[i].type, GL_TRUE, elementsize, (char *)buffer->pointer + offset );
+ offset += data[i].size*GPU_typesize(data[i].type);
+ }
+ }
+}
+
+
+void GPU_buffer_unbind()
+{
+ int i;
+ DEBUG_VBO("GPU_buffer_unbind\n");
+
+ if( GLStates & GPU_BUFFER_VERTEX_STATE )
+ glDisableClientState( GL_VERTEX_ARRAY );
+ if( GLStates & GPU_BUFFER_NORMAL_STATE )
+ glDisableClientState( GL_NORMAL_ARRAY );
+ if( GLStates & GPU_BUFFER_TEXCOORD_STATE )
+ glDisableClientState( GL_TEXTURE_COORD_ARRAY );
+ if( GLStates & GPU_BUFFER_COLOR_STATE )
+ glDisableClientState( GL_COLOR_ARRAY );
+ if( GLStates & GPU_BUFFER_ELEMENT_STATE ) {
+ if( useVBOs ) {
+ glBindBufferARB( GL_ELEMENT_ARRAY_BUFFER_ARB, 0 );
+ }
+ }
+ GLStates &= !(GPU_BUFFER_VERTEX_STATE | GPU_BUFFER_NORMAL_STATE | GPU_BUFFER_TEXCOORD_STATE | GPU_BUFFER_COLOR_STATE | GPU_BUFFER_ELEMENT_STATE);
+
+ for( i = 0; i < MAX_GPU_ATTRIB_DATA; i++ ) {
+ if( attribData[i].index != -1 ) {
+ glDisableVertexAttribArrayARB( attribData[i].index );
+ }
+ else
+ break;
+ }
+ if( GLStates != 0 )
+ DEBUG_VBO( "Some weird OpenGL state is still set. Why?" );
+ if( useVBOs )
+ glBindBufferARB( GL_ARRAY_BUFFER_ARB, 0 );
+}
+
+void GPU_color3_upload( DerivedMesh *dm, char *data )
+{
+ if( dm->drawObject == 0 )
+ dm->drawObject = GPU_drawobject_new(dm);
+ GPU_buffer_free(dm->drawObject->colors,globalPool);
+ dm->drawObject->colors = GPU_buffer_setup( dm, dm->drawObject, sizeof(char)*3*dm->drawObject->nelements, GL_ARRAY_BUFFER_ARB, data, GPU_buffer_copy_color3 );
+}
+void GPU_color4_upload( DerivedMesh *dm, char *data )
+{
+ if( dm->drawObject == 0 )
+ dm->drawObject = GPU_drawobject_new(dm);
+ GPU_buffer_free(dm->drawObject->colors,globalPool);
+ dm->drawObject->colors = GPU_buffer_setup( dm, dm->drawObject, sizeof(char)*3*dm->drawObject->nelements, GL_ARRAY_BUFFER_ARB, data, GPU_buffer_copy_color4 );
+}
+
+void GPU_color_switch( int mode )
+{
+ if( mode ) {
+ if( !GLStates & GPU_BUFFER_COLOR_STATE )
+ glEnableClientState( GL_COLOR_ARRAY );
+ GLStates |= GPU_BUFFER_COLOR_STATE;
+ }
+ else {
+ if( GLStates & GPU_BUFFER_COLOR_STATE )
+ glDisableClientState( GL_COLOR_ARRAY );
+ GLStates &= (!GPU_BUFFER_COLOR_STATE);
+ }
+}
+
+int GPU_buffer_legacy( DerivedMesh *dm )
+{
+ int test= (U.gameflags & USER_DISABLE_VBO);
+ if( test )
+ return 1;
+
+ if( dm->drawObject == 0 )
+ dm->drawObject = GPU_drawobject_new(dm);
+ return dm->drawObject->legacy;
+}
+
+void *GPU_buffer_lock( GPUBuffer *buffer )
+{
+ float *varray;
+
+ DEBUG_VBO("GPU_buffer_lock\n");
+ if( buffer == 0 ) {
+ DEBUG_VBO( "Failed to lock NULL buffer\n" );
+ return 0;
+ }
+
+ if( useVBOs ) {
+ glBindBufferARB( GL_ARRAY_BUFFER_ARB, buffer->id );
+ varray = glMapBufferARB( GL_ARRAY_BUFFER_ARB, GL_WRITE_ONLY_ARB );
+ if( varray == 0 ) {
+ DEBUG_VBO( "Failed to map buffer to client address space\n" );
+ }
+ return varray;
+ }
+ else {
+ return buffer->pointer;
+ }
+}
+
+void *GPU_buffer_lock_stream( GPUBuffer *buffer )
+{
+ float *varray;
+
+ DEBUG_VBO("GPU_buffer_lock_stream\n");
+ if( buffer == 0 ) {
+ DEBUG_VBO( "Failed to lock NULL buffer\n" );
+ return 0;
+ }
+
+ if( useVBOs ) {
+ glBindBufferARB( GL_ARRAY_BUFFER_ARB, buffer->id );
+ glBufferDataARB( GL_ARRAY_BUFFER_ARB, buffer->size, 0, GL_STREAM_DRAW_ARB ); /* discard previous data, avoid stalling gpu */
+ varray = glMapBufferARB( GL_ARRAY_BUFFER_ARB, GL_WRITE_ONLY_ARB );
+ if( varray == 0 ) {
+ DEBUG_VBO( "Failed to map buffer to client address space\n" );
+ }
+ return varray;
+ }
+ else {
+ return buffer->pointer;
+ }
+}
+
+void GPU_buffer_unlock( GPUBuffer *buffer )
+{
+ DEBUG_VBO( "GPU_buffer_unlock\n" );
+ if( useVBOs ) {
+ if( buffer != 0 ) {
+ if( glUnmapBufferARB( GL_ARRAY_BUFFER_ARB ) == 0 ) {
+ DEBUG_VBO( "Failed to copy new data\n" );
+ }
+ }
+ glBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
+ }
+}
+
+void GPU_buffer_draw_elements( GPUBuffer *elements, unsigned int mode, int start, int count )
+{
+ if( useVBOs ) {
+ glDrawElements( mode, count, GL_UNSIGNED_INT, (void *)(start*sizeof(unsigned int)) );
+ }
+ else {
+ glDrawElements( mode, count, GL_UNSIGNED_INT, ((int *)elements->pointer)+start );
+ }
+}