diff options
author | Nicholas Bishop <nicholasbishop@gmail.com> | 2012-10-06 20:42:11 +0400 |
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committer | Nicholas Bishop <nicholasbishop@gmail.com> | 2012-10-06 20:42:11 +0400 |
commit | 1df170bb96158abebc123256df04cebe6a5f8f08 (patch) | |
tree | cec72fa08e6d4e9f545bb32ea4bf5b8d1387e908 /source/blender/gpu/intern | |
parent | 78978dcd805af2db50478fcba7fdf56d3fbca2ec (diff) |
Code cleanups for PBVH GPU buffers
* De-duplicate GPU code to check if VBO should be used.
* Add a flag to indicate if the buffer should be drawn smooth or not,
rather than checking each time the node is drawn.
Diffstat (limited to 'source/blender/gpu/intern')
-rw-r--r-- | source/blender/gpu/intern/gpu_buffers.c | 41 |
1 files changed, 26 insertions, 15 deletions
diff --git a/source/blender/gpu/intern/gpu_buffers.c b/source/blender/gpu/intern/gpu_buffers.c index 3e5a14774c2..a0a379c3cee 100644 --- a/source/blender/gpu/intern/gpu_buffers.c +++ b/source/blender/gpu/intern/gpu_buffers.c @@ -1269,6 +1269,14 @@ void GPU_buffer_draw_elements(GPUBuffer *elements, unsigned int mode, int start, /* XXX: the rest of the code in this file is used for optimized PBVH * drawing and doesn't interact at all with the buffer code above */ +/* Return false if VBO is either unavailable or disabled by the user, + true otherwise */ +static int gpu_vbo_enabled(void) +{ + return (GLEW_ARB_vertex_buffer_object && + !(U.gameflags & USER_DISABLE_VBO)); +} + /* Convenience struct for building the VBO. */ typedef struct { float co[3]; @@ -1304,6 +1312,10 @@ struct GPU_Buffers { int has_hidden; unsigned int tot_tri, tot_quad; + + /* The PBVH ensures that either all faces in the node are + smooth-shaded or all faces are flat-shaded */ + int smooth; }; typedef enum { VBO_ENABLED, @@ -1434,6 +1446,7 @@ GPU_Buffers *GPU_build_mesh_buffers(int (*face_vert_indices)[4], buffers = MEM_callocN(sizeof(GPU_Buffers), "GPU_Buffers"); buffers->index_type = GL_UNSIGNED_SHORT; + buffers->smooth = mface[face_indices[0]].flag & ME_SMOOTH; /* Count the number of visible triangles */ for (i = 0, tottri = 0; i < totface; ++i) { @@ -1442,7 +1455,7 @@ GPU_Buffers *GPU_build_mesh_buffers(int (*face_vert_indices)[4], tottri += f->v4 ? 2 : 1; } - if (GLEW_ARB_vertex_buffer_object && !(U.gameflags & USER_DISABLE_VBO)) + if (gpu_vbo_enabled()) glGenBuffersARB(1, &buffers->index_buf); if (buffers->index_buf) { @@ -1591,6 +1604,8 @@ void GPU_update_grid_buffers(GPU_Buffers *buffers, CCGElem **grids, buffers->grid_flag_mats = grid_flag_mats; buffers->gridkey = *key; + buffers->smooth = grid_flag_mats[grid_indices[0]].flag & ME_SMOOTH; + //printf("node updated %p\n", buffers); } @@ -1685,7 +1700,7 @@ static GLuint gpu_get_grid_buffer(int gridsize, GLenum *index_type, unsigned *to /* VBO is disabled; delete the previous buffer (if it exists) and * return an invalid handle */ - if (!GLEW_ARB_vertex_buffer_object || (U.gameflags & USER_DISABLE_VBO)) { + if (gpu_vbo_enabled()) { if (buffer) glDeleteBuffersARB(1, &buffer); return 0; @@ -1773,7 +1788,7 @@ GPU_Buffers *GPU_build_grid_buffers(int *grid_indices, int totgrid, #undef FILL_QUAD_BUFFER -static void gpu_draw_buffers_legacy_mesh(GPU_Buffers *buffers, int smooth) +static void gpu_draw_buffers_legacy_mesh(GPU_Buffers *buffers) { const MVert *mvert = buffers->mvert; int i, j; @@ -1793,7 +1808,7 @@ static void gpu_draw_buffers_legacy_mesh(GPU_Buffers *buffers, int smooth) glBegin((f->v4) ? GL_QUADS : GL_TRIANGLES); - if (smooth) { + if (buffers->smooth) { for (j = 0; j < S; j++) { if (has_mask) { gpu_color_from_mask_set(buffers->vmask[fv[j]]); @@ -1840,7 +1855,7 @@ static void gpu_draw_buffers_legacy_mesh(GPU_Buffers *buffers, int smooth) } } -static void gpu_draw_buffers_legacy_grids(GPU_Buffers *buffers, int smooth) +static void gpu_draw_buffers_legacy_grids(GPU_Buffers *buffers) { const CCGKey *key = &buffers->gridkey; int i, j, x, y, gridsize = buffers->gridkey.grid_size; @@ -1873,7 +1888,7 @@ static void gpu_draw_buffers_legacy_grids(GPU_Buffers *buffers, int smooth) if (paint_is_grid_face_hidden(gh, gridsize, x, y)) continue; - if (smooth) { + if (buffers->smooth) { for (j = 0; j < 4; j++) { if (has_mask) { gpu_color_from_mask_set(*CCG_elem_mask(key, e[j])); @@ -1903,7 +1918,7 @@ static void gpu_draw_buffers_legacy_grids(GPU_Buffers *buffers, int smooth) glEnd(); } - else if (smooth) { + else if (buffers->smooth) { for (y = 0; y < gridsize - 1; y++) { glBegin(GL_QUAD_STRIP); for (x = 0; x < gridsize; x++) { @@ -1970,19 +1985,15 @@ void GPU_draw_buffers(GPU_Buffers *buffers, DMSetMaterial setMaterial) const MFace *f = &buffers->mface[buffers->face_indices[0]]; if (!setMaterial(f->mat_nr + 1, NULL)) return; - - smooth = f->flag & ME_SMOOTH; - glShadeModel(smooth ? GL_SMOOTH : GL_FLAT); } else if (buffers->totgrid) { const DMFlagMat *f = &buffers->grid_flag_mats[buffers->grid_indices[0]]; if (!setMaterial(f->mat_nr + 1, NULL)) return; - - smooth = f->flag & ME_SMOOTH; - glShadeModel(smooth ? GL_SMOOTH : GL_FLAT); } + glShadeModel(buffers->smooth ? GL_SMOOTH : GL_FLAT); + if (buffers->vert_buf && buffers->index_buf) { glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_NORMAL_ARRAY); @@ -2042,10 +2053,10 @@ void GPU_draw_buffers(GPU_Buffers *buffers, DMSetMaterial setMaterial) } /* fallbacks if we are out of memory or VBO is disabled */ else if (buffers->totface) { - gpu_draw_buffers_legacy_mesh(buffers, smooth); + gpu_draw_buffers_legacy_mesh(buffers); } else if (buffers->totgrid) { - gpu_draw_buffers_legacy_grids(buffers, smooth); + gpu_draw_buffers_legacy_grids(buffers); } } |