diff options
author | Clément Foucault <foucault.clem@gmail.com> | 2017-02-07 13:20:15 +0300 |
---|---|---|
committer | Dalai Felinto <dfelinto@gmail.com> | 2017-02-07 13:31:22 +0300 |
commit | 83adc544382689217e19564fd5f2dd62160956cb (patch) | |
tree | 1026a590c1079b4907a6cab43e2c5759339c4350 /source/blender/gpu/intern/gpu_uniformbuffer.c | |
parent | aeb8e81f2741aabc95d14bce7a83cef45481959c (diff) |
Clay-Engine (merge clay-engine)
Initial work by Clément Foucault with contributions from Dalai Felinto
(mainly per-collection engine settings logic, and depsgraph iterator placeholder).
This makes Blender require OpenGL 3.3. Which means Intel graphic card
and OSX will break. Disable CLAY_ENGINE in CMake in those cases.
This is a prototype render engine intended to help the design of real
render engines. This is mainly an engine with enphasis in matcap and
ambient occlusion.
Implemented Features
--------------------
* Clay Render Engine, following the new API, to be used as reference for
future engines
* A more complete Matcap customization with more options
* Per-Collection render engine settings
* New Ground Truth AO - not enabled
Missing Features
----------------
* Finish object edit mode
- Fix shaders to use new matrix
- Fix artifacts when edge does off screen
- Fix depth issue
- Selection sillhouette
- Mesh wires
- Use mesh normals (for higher quality matcap)
- Non-Mesh objects drawing
- Widget drawing
- Performance issues
* Finish mesh edit mode
- Derived-Mesh-less edit mode API (mesh_rende.c)
* General edit mode
- Per-collection edit mode settings
* General engines
- Per-collection engine settings
(they are their, but they still need to be flushed by depsgraph, and
used by the drawing code)
Diffstat (limited to 'source/blender/gpu/intern/gpu_uniformbuffer.c')
-rw-r--r-- | source/blender/gpu/intern/gpu_uniformbuffer.c | 105 |
1 files changed, 105 insertions, 0 deletions
diff --git a/source/blender/gpu/intern/gpu_uniformbuffer.c b/source/blender/gpu/intern/gpu_uniformbuffer.c new file mode 100644 index 00000000000..76aa1a8226f --- /dev/null +++ b/source/blender/gpu/intern/gpu_uniformbuffer.c @@ -0,0 +1,105 @@ +/* + * ***** 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): Clement Foucault. + * + * ***** END GPL LICENSE BLOCK ***** + */ + +/** \file gpu_uniformbuffer.c + * \ingroup gpu + */ + +#include "MEM_guardedalloc.h" + +#include "BLI_blenlib.h" + +#include "GPU_extensions.h" +#include "GPU_glew.h" +#include "GPU_uniformbuffer.h" + +struct GPUUniformBuffer { + int size; /* in bytes */ + GLuint bindcode; /* opengl identifier for UBO */ + int bindpoint; /* current binding point */ +}; + +GPUUniformBuffer *GPU_uniformbuffer_create(int size, const void *data, char err_out[256]) +{ + GPUUniformBuffer *ubo = MEM_callocN(sizeof(GPUUniformBuffer), "GPUUniformBuffer"); + ubo->size = size; + + /* Generate Buffer object */ + glGenBuffers(1, &ubo->bindcode); + + if (!ubo->bindcode) { + if (err_out) + BLI_snprintf(err_out, 256, "GPUUniformBuffer: UBO create failed"); + GPU_uniformbuffer_free(ubo); + return NULL; + } + + if (ubo->size > GPU_max_ubo_size()) { + if (err_out) + BLI_snprintf(err_out, 256, "GPUUniformBuffer: UBO too big"); + GPU_uniformbuffer_free(ubo); + return NULL; + } + + glBindBuffer(GL_UNIFORM_BUFFER, ubo->bindcode); + glBufferData(GL_UNIFORM_BUFFER, ubo->size, data, GL_DYNAMIC_DRAW); + glBindBuffer(GL_UNIFORM_BUFFER, 0); + + return ubo; +} + +void GPU_uniformbuffer_free(GPUUniformBuffer *ubo) +{ + glDeleteBuffers(1, &ubo->bindcode); + MEM_freeN(ubo); +} + +void GPU_uniformbuffer_update(GPUUniformBuffer *ubo, const void *data) +{ + glBindBuffer(GL_UNIFORM_BUFFER, ubo->bindcode); + glBufferSubData(GL_UNIFORM_BUFFER, 0, ubo->size, data); + glBindBuffer(GL_UNIFORM_BUFFER, 0); +} + +void GPU_uniformbuffer_bind(GPUUniformBuffer *ubo, int number) +{ + if (number >= GPU_max_ubo_binds()) { + fprintf(stderr, "Not enough UBO slots.\n"); + return; + } + + if (ubo->bindcode != 0) { + glBindBufferBase(GL_UNIFORM_BUFFER, number, ubo->bindcode); + } + + ubo->bindpoint = number; +} + +int GPU_uniformbuffer_bindpoint(GPUUniformBuffer *ubo) +{ + return ubo->bindpoint; +}
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