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-rw-r--r--config/win64-vc-config.py32
-rw-r--r--projectfiles_vc9/blender/blender.sln2
-rw-r--r--projectfiles_vc9/blender/gpu/BL_gpu.vcproj8
-rw-r--r--release/scripts/ui/space_userpref.py1
-rw-r--r--source/blender/blenkernel/BKE_DerivedMesh.h2
-rw-r--r--source/blender/blenkernel/BKE_paint.h2
-rw-r--r--source/blender/blenkernel/intern/DerivedMesh.c212
-rw-r--r--source/blender/blenkernel/intern/cdderivedmesh.c1098
-rw-r--r--source/blender/blenkernel/intern/customdata.c4
-rw-r--r--source/blender/editors/include/BIF_glutil.h1
-rw-r--r--source/blender/editors/screen/glutil.c12
-rw-r--r--source/blender/editors/sculpt_paint/sculpt.c145
-rw-r--r--source/blender/editors/space_view3d/drawmesh.c95
-rw-r--r--source/blender/editors/space_view3d/drawobject.c491
-rw-r--r--source/blender/gpu/gpu_buffers.h157
-rw-r--r--source/blender/gpu/intern/gpu_buffers.c1248
-rw-r--r--source/blender/makesdna/DNA_customdata_types.h4
-rw-r--r--source/blender/makesdna/DNA_userdef_types.h1
-rw-r--r--source/blender/makesrna/intern/rna_userdef.c4
-rw-r--r--source/blender/windowmanager/intern/wm_init_exit.c2
-rw-r--r--source/blender/windowmanager/intern/wm_operators.c1
-rw-r--r--source/blender/windowmanager/intern/wm_subwindow.c4
-rw-r--r--source/blender/windowmanager/wm_subwindow.h1
23 files changed, 3159 insertions, 368 deletions
diff --git a/config/win64-vc-config.py b/config/win64-vc-config.py
index 5bb01ff16b5..8087d36008a 100644
--- a/config/win64-vc-config.py
+++ b/config/win64-vc-config.py
@@ -1,3 +1,4 @@
+<<<<<<< .working
LCGDIR = '#../lib/win64'
LIBDIR = '${LCGDIR}'
@@ -96,11 +97,20 @@ BF_GETTEXT_LIBPATH = '${BF_GETTEXT}/lib'
WITH_BF_GAMEENGINE = True
WITH_BF_PLAYER = False
+WITH_BF_ODE = True
+BF_ODE = LIBDIR + '/ode'
+BF_ODE_INC = BF_ODE + '/include'
+BF_ODE_LIB = BF_ODE + '/lib/libode.a'
+
WITH_BF_BULLET = True
BF_BULLET = '#extern/bullet2/src'
BF_BULLET_INC = '${BF_BULLET}'
BF_BULLET_LIB = 'extern_bullet'
+BF_SOLID = '#extern/solid'
+BF_SOLID_INC = '${BF_SOLID}'
+BF_SOLID_LIB = 'extern_solid'
+
BF_WINTAB = LIBDIR + '/wintab'
BF_WINTAB_INC = '${BF_WINTAB}/INCLUDE'
@@ -184,6 +194,27 @@ WITH_BF_DOCS=False
BF_DEBUG=False
BF_BSC=False
+BF_DEBUG_CCFLAGS = ['/Zi', '/FR${TARGET}.sbr']
+
+CPPFLAGS = ['-DWIN32','-D_CONSOLE', '-D_LIB', '-DFTGL_LIBRARY_STATIC', '-D_CRT_SECURE_NO_DEPRECATE']
+REL_CFLAGS = ['-O2', '-DNDEBUG']
+REL_CCFLAGS = ['-O2', '-DNDEBUG']
+REL_CXXFLAGS = ['-O2', '-DNDEBUG']
+
+C_WARN = []
+CC_WARN = []
+CXX_WARN = []
+
+LLIBS = ['ws2_32', 'vfw32', 'winmm', 'kernel32', 'user32', 'gdi32', 'comdlg32', 'advapi32', 'shfolder', 'shell32', 'ole32', 'oleaut32', 'uuid']
+
+WITH_BF_DOCS=False
+
+BF_DEBUG=False
+BF_BSC=False
+CFLAGS = []
+CCFLAGS = ['/nologo', '/Ob1', '/J', '/W3', '/Gd', '/MT']
+CXXFLAGS = ['/EHsc']
+
if BF_DEBUG:
BF_NUMJOBS=1
else:
@@ -201,3 +232,4 @@ BF_INSTALLDIR='..\\install\\blender25-win64-vc'
+>>>>>>> .merge-right.r21114
diff --git a/projectfiles_vc9/blender/blender.sln b/projectfiles_vc9/blender/blender.sln
index d7c16229049..002e2b6a7c5 100644
--- a/projectfiles_vc9/blender/blender.sln
+++ b/projectfiles_vc9/blender/blender.sln
@@ -1,5 +1,5 @@
Microsoft Visual Studio Solution File, Format Version 10.00
-# Visual Studio 2008
+# Visual C++ Express 2008
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "blender", "blender.vcproj", "{F78B7FC9-DE32-465E-9F26-BB0B6B7A2EAF}"
ProjectSection(ProjectDependencies) = postProject
{02110D03-59DB-4571-8787-72B3C03B2F2D} = {02110D03-59DB-4571-8787-72B3C03B2F2D}
diff --git a/projectfiles_vc9/blender/gpu/BL_gpu.vcproj b/projectfiles_vc9/blender/gpu/BL_gpu.vcproj
index db96ab440b9..af0b90796d1 100644
--- a/projectfiles_vc9/blender/gpu/BL_gpu.vcproj
+++ b/projectfiles_vc9/blender/gpu/BL_gpu.vcproj
@@ -475,6 +475,10 @@
Filter="cpp;c;cxx;rc;def;r;odl;idl;hpj;bat"
>
<File
+ RelativePath="..\..\..\source\blender\gpu\intern\gpu_buffers.c"
+ >
+ </File>
+ <File
RelativePath="..\..\..\source\blender\gpu\intern\gpu_codegen.c"
>
</File>
@@ -504,6 +508,10 @@
Filter="h;hpp;hxx;hm;inl"
>
<File
+ RelativePath="..\..\..\source\blender\gpu\gpu_buffers.h"
+ >
+ </File>
+ <File
RelativePath="..\..\..\source\blender\gpu\intern\gpu_codegen.h"
>
</File>
diff --git a/release/scripts/ui/space_userpref.py b/release/scripts/ui/space_userpref.py
index 9798e0ccab6..a9126d2c7f1 100644
--- a/release/scripts/ui/space_userpref.py
+++ b/release/scripts/ui/space_userpref.py
@@ -314,6 +314,7 @@ class USERPREF_PT_system(bpy.types.Panel):
sub1.itemL(text="OpenGL:")
sub1.itemR(system, "clip_alpha", slider=True)
sub1.itemR(system, "use_mipmaps")
+ sub1.itemR(system, "use_vbos")
sub1.itemL(text="Window Draw Method:")
sub1.row().itemR(system, "window_draw_method", expand=True)
sub1.itemL(text="Textures:")
diff --git a/source/blender/blenkernel/BKE_DerivedMesh.h b/source/blender/blenkernel/BKE_DerivedMesh.h
index 06103596be1..076747cb845 100644
--- a/source/blender/blenkernel/BKE_DerivedMesh.h
+++ b/source/blender/blenkernel/BKE_DerivedMesh.h
@@ -58,6 +58,7 @@ struct ModifierData;
struct MCol;
struct ColorBand;
struct GPUVertexAttribs;
+struct GPUDrawObject;
/* number of sub-elements each mesh element has (for interpolation) */
#define SUB_ELEMS_VERT 0
@@ -72,6 +73,7 @@ struct DerivedMesh {
int needsFree; /* checked on ->release, is set to 0 for cached results */
int deformedOnly; /* set by modifier stack if only deformed from original */
BVHCache bvhCache;
+ struct GPUDrawObject *drawObject;
/* Misc. Queries */
diff --git a/source/blender/blenkernel/BKE_paint.h b/source/blender/blenkernel/BKE_paint.h
index 7dc9e4499c6..ba42aca1872 100644
--- a/source/blender/blenkernel/BKE_paint.h
+++ b/source/blender/blenkernel/BKE_paint.h
@@ -88,6 +88,8 @@ typedef struct SculptSession {
struct SculptStroke *stroke;
struct StrokeCache *cache;
+
+ struct GPUDrawObject *drawobject;
} SculptSession;
void free_sculptsession(SculptSession **);
diff --git a/source/blender/blenkernel/intern/DerivedMesh.c b/source/blender/blenkernel/intern/DerivedMesh.c
index 43b9a63a2c1..86c272e3799 100644
--- a/source/blender/blenkernel/intern/DerivedMesh.c
+++ b/source/blender/blenkernel/intern/DerivedMesh.c
@@ -84,6 +84,7 @@
#include "BIF_gl.h"
#include "BIF_glutil.h"
+#include "gpu_buffers.h"
#include "GPU_draw.h"
#include "GPU_extensions.h"
#include "GPU_material.h"
@@ -218,7 +219,7 @@ int DM_release(DerivedMesh *dm)
{
if (dm->needsFree) {
bvhcache_free(&dm->bvhCache);
-
+ GPU_drawobject_free( dm );
CustomData_free(&dm->vertData, dm->numVertData);
CustomData_free(&dm->edgeData, dm->numEdgeData);
CustomData_free(&dm->faceData, dm->numFaceData);
@@ -491,14 +492,55 @@ static void emDM_drawMappedEdges(DerivedMesh *dm, int (*setDrawOptions)(void *us
}
glEnd();
} else {
- glBegin(GL_LINES);
- for(i=0,eed= emdm->em->edges.first; eed; i++,eed= eed->next) {
- if(!setDrawOptions || setDrawOptions(userData, i)) {
- glVertex3fv(eed->v1->co);
- glVertex3fv(eed->v2->co);
+ GPUBuffer *buffer = 0;
+ float *varray;
+ if( setDrawOptions == 0 ) {
+ buffer = GPU_buffer_alloc( sizeof(float)*3*2*emdm->em->totedge, 0 );
+ }
+ if( buffer != 0 && (varray = GPU_buffer_lock_stream( buffer )) ) {
+ int prevdraw = 0;
+ int numedges = 0;
+ int draw = 0;
+ int datatype[] = { GPU_BUFFER_INTER_V3F, GPU_BUFFER_INTER_END };
+ GPU_buffer_unlock( buffer );
+ GPU_interleaved_setup( buffer, datatype );
+ varray = GPU_buffer_lock_stream( buffer );
+ for(i=0,eed= emdm->em->edges.first; eed; i++,eed= eed->next) {
+ if(!setDrawOptions || setDrawOptions(userData, i)) {
+ draw = 1;
+ } else {
+ draw = 0;
+ }
+ if( prevdraw != draw && prevdraw != 0 && numedges > 0) {
+ GPU_buffer_unlock( buffer );
+ glDrawArrays(GL_LINES,0,numedges*2);
+ varray = GPU_buffer_lock_stream( buffer );
+ numedges = 0;
+ }
+ if( draw != 0 ) {
+ VECCOPY(&varray[numedges*6],eed->v1->co);
+ VECCOPY(&varray[numedges*6+3],eed->v2->co);
+ numedges++;
+ }
+ prevdraw = draw;
+ }
+ GPU_buffer_unlock( buffer );
+ if( prevdraw != 0 && numedges > 0) {
+ glDrawArrays(GL_LINES,0,numedges*2);
+ }
+ GPU_buffer_unbind();
+ } else {
+ glBegin(GL_LINES);
+ for(i=0,eed= emdm->em->edges.first; eed; i++,eed= eed->next) {
+ if(!setDrawOptions || setDrawOptions(userData, i)) {
+ glVertex3fv(eed->v1->co);
+ glVertex3fv(eed->v2->co);
+ }
}
+ glEnd();
}
- glEnd();
+ if( buffer != 0 )
+ GPU_buffer_free( buffer, 0 );
}
}
static void emDM_drawEdges(DerivedMesh *dm, int drawLooseEdges)
@@ -627,8 +669,8 @@ static void emDM_drawMappedFaces(DerivedMesh *dm, int (*setDrawOptions)(void *us
draw = setDrawOptions==NULL ? 1 : setDrawOptions(userData, i, &drawSmooth);
if(draw) {
if (draw==2) { /* enabled with stipple */
- glEnable(GL_POLYGON_STIPPLE);
- glPolygonStipple(stipple_quarttone);
+ glEnable(GL_POLYGON_STIPPLE);
+ glPolygonStipple(stipple_quarttone);
}
glShadeModel(drawSmooth?GL_SMOOTH:GL_FLAT);
@@ -659,41 +701,135 @@ static void emDM_drawMappedFaces(DerivedMesh *dm, int (*setDrawOptions)(void *us
}
}
} else {
- for (i=0,efa= emdm->em->faces.first; efa; i++,efa= efa->next) {
- int drawSmooth = (efa->flag & ME_SMOOTH);
- draw = setDrawOptions==NULL ? 1 : setDrawOptions(userData, i, &drawSmooth);
- if(draw) {
- if (draw==2) { /* enabled with stipple */
- glEnable(GL_POLYGON_STIPPLE);
- glPolygonStipple(stipple_quarttone);
+ GPUBuffer *buffer = 0;
+ float *varray;
+ if( setDrawOptions == 0 ) {
+ /* 3 floats for position, 3 for normal and times two because the faces may actually be quads instead of triangles */
+ buffer = GPU_buffer_alloc( sizeof(float)*6*emdm->em->totface*3*2, 0 );
+ }
+ if( buffer != 0 && (varray = GPU_buffer_lock_stream( buffer )) ) {
+ int prevdraw = 0;
+ int numfaces = 0;
+ int datatype[] = { GPU_BUFFER_INTER_V3F, GPU_BUFFER_INTER_N3F, GPU_BUFFER_INTER_END };
+ GPU_buffer_unlock( buffer );
+ GPU_interleaved_setup( buffer, datatype );
+ glShadeModel(GL_SMOOTH);
+ varray = GPU_buffer_lock_stream( buffer );
+ for (i=0,efa= emdm->em->faces.first; efa; i++,efa= efa->next) {
+ int drawSmooth = (efa->flag & ME_SMOOTH);
+ draw = setDrawOptions==NULL ? 1 : setDrawOptions(userData, i, &drawSmooth);
+ if( prevdraw != draw && prevdraw != 0 && numfaces > 0) {
+ if( prevdraw==2 ) {
+ glEnable(GL_POLYGON_STIPPLE);
+ glPolygonStipple(stipple_quarttone);
+ }
+ GPU_buffer_unlock( buffer );
+ glDrawArrays(GL_TRIANGLES,0,numfaces*3);
+ if( prevdraw==2 ) {
+ glDisable(GL_POLYGON_STIPPLE);
+ }
+ varray = GPU_buffer_lock_stream( buffer );
+ numfaces = 0;
}
- glShadeModel(drawSmooth?GL_SMOOTH:GL_FLAT);
-
- glBegin(efa->v4?GL_QUADS:GL_TRIANGLES);
- if (!drawSmooth) {
- glNormal3fv(efa->n);
- glVertex3fv(efa->v1->co);
- glVertex3fv(efa->v2->co);
- glVertex3fv(efa->v3->co);
- if(efa->v4) glVertex3fv(efa->v4->co);
- } else {
- glNormal3fv(efa->v1->no);
- glVertex3fv(efa->v1->co);
- glNormal3fv(efa->v2->no);
- glVertex3fv(efa->v2->co);
- glNormal3fv(efa->v3->no);
- glVertex3fv(efa->v3->co);
- if(efa->v4) {
- glNormal3fv(efa->v4->no);
- glVertex3fv(efa->v4->co);
+ if( draw != 0 ) {
+ if(!drawSmooth) {
+ VECCOPY(&varray[numfaces*18],efa->v1->co);
+ VECCOPY(&varray[numfaces*18+3],efa->n);
+
+ VECCOPY(&varray[numfaces*18+6],efa->v2->co);
+ VECCOPY(&varray[numfaces*18+9],efa->n);
+
+ VECCOPY(&varray[numfaces*18+12],efa->v3->co);
+ VECCOPY(&varray[numfaces*18+15],efa->n);
+ numfaces++;
+ if( efa->v4 ) {
+ VECCOPY(&varray[numfaces*18],efa->v3->co);
+ VECCOPY(&varray[numfaces*18+3],efa->n);
+
+ VECCOPY(&varray[numfaces*18+6],efa->v4->co);
+ VECCOPY(&varray[numfaces*18+9],efa->n);
+
+ VECCOPY(&varray[numfaces*18+12],efa->v1->co);
+ VECCOPY(&varray[numfaces*18+15],efa->n);
+ numfaces++;
+ }
+ }
+ else {
+ VECCOPY(&varray[numfaces*18],efa->v1->co);
+ VECCOPY(&varray[numfaces*18+3],efa->v1->no);
+
+ VECCOPY(&varray[numfaces*18+6],efa->v2->co);
+ VECCOPY(&varray[numfaces*18+9],efa->v2->no);
+
+ VECCOPY(&varray[numfaces*18+12],efa->v3->co);
+ VECCOPY(&varray[numfaces*18+15],efa->v3->no);
+ numfaces++;
+ if( efa->v4 ) {
+ VECCOPY(&varray[numfaces*18],efa->v3->co);
+ VECCOPY(&varray[numfaces*18+3],efa->v3->no);
+
+ VECCOPY(&varray[numfaces*18+6],efa->v4->co);
+ VECCOPY(&varray[numfaces*18+9],efa->v4->no);
+
+ VECCOPY(&varray[numfaces*18+12],efa->v1->co);
+ VECCOPY(&varray[numfaces*18+15],efa->v1->no);
+ numfaces++;
+ }
}
}
- glEnd();
-
- if (draw==2)
+ prevdraw = draw;
+ }
+ GPU_buffer_unlock( buffer );
+ if( prevdraw != 0 && numfaces > 0) {
+ if( prevdraw==2 ) {
+ glEnable(GL_POLYGON_STIPPLE);
+ glPolygonStipple(stipple_quarttone);
+ }
+ glDrawArrays(GL_TRIANGLES,0,numfaces*3);
+ if( prevdraw==2 ) {
glDisable(GL_POLYGON_STIPPLE);
+ }
+ }
+ GPU_buffer_unbind();
+ } else {
+ for (i=0,efa= emdm->em->faces.first; efa; i++,efa= efa->next) {
+ int drawSmooth = (efa->flag & ME_SMOOTH);
+ draw = setDrawOptions==NULL ? 1 : setDrawOptions(userData, i, &drawSmooth);
+ if(draw) {
+ if (draw==2) { /* enabled with stipple */
+ glEnable(GL_POLYGON_STIPPLE);
+ glPolygonStipple(stipple_quarttone);
+ }
+ glShadeModel(drawSmooth?GL_SMOOTH:GL_FLAT);
+
+ glBegin(efa->v4?GL_QUADS:GL_TRIANGLES);
+ if (!drawSmooth) {
+ glNormal3fv(efa->n);
+ glVertex3fv(efa->v1->co);
+ glVertex3fv(efa->v2->co);
+ glVertex3fv(efa->v3->co);
+ if(efa->v4) glVertex3fv(efa->v4->co);
+ } else {
+ glNormal3fv(efa->v1->no);
+ glVertex3fv(efa->v1->co);
+ glNormal3fv(efa->v2->no);
+ glVertex3fv(efa->v2->co);
+ glNormal3fv(efa->v3->no);
+ glVertex3fv(efa->v3->co);
+ if(efa->v4) {
+ glNormal3fv(efa->v4->no);
+ glVertex3fv(efa->v4->co);
+ }
+ }
+ glEnd();
+
+ if (draw==2)
+ glDisable(GL_POLYGON_STIPPLE);
+ }
}
}
+ if( buffer != 0 )
+ GPU_buffer_free( buffer, 0 );
}
}
diff --git a/source/blender/blenkernel/intern/cdderivedmesh.c b/source/blender/blenkernel/intern/cdderivedmesh.c
index b20da0962a7..b9aa842b6dc 100644
--- a/source/blender/blenkernel/intern/cdderivedmesh.c
+++ b/source/blender/blenkernel/intern/cdderivedmesh.c
@@ -60,6 +60,7 @@
#include "MEM_guardedalloc.h"
+#include "gpu_buffers.h"
#include "GPU_draw.h"
#include "GPU_extensions.h"
#include "GPU_material.h"
@@ -176,10 +177,19 @@ static void cdDM_drawVerts(DerivedMesh *dm)
MVert *mv = cddm->mvert;
int i;
- glBegin(GL_POINTS);
- for(i = 0; i < dm->numVertData; i++, mv++)
- glVertex3fv(mv->co);
- glEnd();
+ if( GPU_buffer_legacy(dm) ) {
+ glBegin(GL_POINTS);
+ for(i = 0; i < dm->numVertData; i++, mv++)
+ glVertex3fv(mv->co);
+ glEnd();
+ }
+ else { /* use OpenGL VBOs or Vertex Arrays instead for better, faster rendering */
+ GPU_vertex_setup(dm);
+ if( !GPU_buffer_legacy(dm) ) {
+ glDrawArrays(GL_POINTS,0,dm->drawObject->nelements);
+ }
+ GPU_buffer_unbind();
+ }
}
static void cdDM_drawUVEdges(DerivedMesh *dm)
@@ -190,28 +200,65 @@ static void cdDM_drawUVEdges(DerivedMesh *dm)
int i;
if(mf) {
- glBegin(GL_LINES);
- for(i = 0; i < dm->numFaceData; i++, mf++, tf++) {
- if(!(mf->flag&ME_HIDE)) {
- glVertex2fv(tf->uv[0]);
- glVertex2fv(tf->uv[1]);
-
- glVertex2fv(tf->uv[1]);
- glVertex2fv(tf->uv[2]);
-
- if(!mf->v4) {
- glVertex2fv(tf->uv[2]);
+ if( GPU_buffer_legacy(dm) ) {
+ glBegin(GL_LINES);
+ for(i = 0; i < dm->numFaceData; i++, mf++, tf++) {
+ if(!(mf->flag&ME_HIDE)) {
glVertex2fv(tf->uv[0]);
- } else {
+ glVertex2fv(tf->uv[1]);
+
+ glVertex2fv(tf->uv[1]);
glVertex2fv(tf->uv[2]);
- glVertex2fv(tf->uv[3]);
- glVertex2fv(tf->uv[3]);
- glVertex2fv(tf->uv[0]);
+ if(!mf->v4) {
+ glVertex2fv(tf->uv[2]);
+ glVertex2fv(tf->uv[0]);
+ } else {
+ glVertex2fv(tf->uv[2]);
+ glVertex2fv(tf->uv[3]);
+
+ glVertex2fv(tf->uv[3]);
+ glVertex2fv(tf->uv[0]);
+ }
}
}
+ glEnd();
+ }
+ else {
+ int prevstart = 0;
+ int prevdraw = 1;
+ int draw = 1;
+ int curpos = 0;
+
+ GPU_uvedge_setup(dm);
+ if( !GPU_buffer_legacy(dm) ) {
+ for(i = 0; i < dm->numFaceData; i++, mf++) {
+ if(mf->flag&ME_LOOSEEDGE) {
+ draw = 1;
+ }
+ else {
+ draw = 0;
+ }
+ if( prevdraw != draw ) {
+ if( prevdraw > 0 && (curpos-prevstart) > 0) {
+ glDrawArrays(GL_LINES,prevstart,curpos-prevstart);
+ }
+ prevstart = curpos;
+ }
+ if( mf->v4 ) {
+ curpos += 8;
+ }
+ else {
+ curpos += 6;
+ }
+ prevdraw = draw;
+ }
+ if( prevdraw > 0 && (curpos-prevstart) > 0 ) {
+ glDrawArrays(GL_LINES,prevstart,curpos-prevstart);
+ }
+ }
+ GPU_buffer_unbind();
}
- glEnd();
}
}
@@ -221,16 +268,48 @@ static void cdDM_drawEdges(DerivedMesh *dm, int drawLooseEdges)
MVert *mvert = cddm->mvert;
MEdge *medge = cddm->medge;
int i;
-
- glBegin(GL_LINES);
- for(i = 0; i < dm->numEdgeData; i++, medge++) {
- if((medge->flag&ME_EDGEDRAW)
- && (drawLooseEdges || !(medge->flag&ME_LOOSEEDGE))) {
- glVertex3fv(mvert[medge->v1].co);
- glVertex3fv(mvert[medge->v2].co);
+
+ if( GPU_buffer_legacy(dm) ) {
+ DEBUG_VBO( "Using legacy code. cdDM_drawEdges\n" );
+ glBegin(GL_LINES);
+ for(i = 0; i < dm->numEdgeData; i++, medge++) {
+ if((medge->flag&ME_EDGEDRAW)
+ && (drawLooseEdges || !(medge->flag&ME_LOOSEEDGE))) {
+ glVertex3fv(mvert[medge->v1].co);
+ glVertex3fv(mvert[medge->v2].co);
+ }
}
+ glEnd();
+ }
+ else { /* use OpenGL VBOs or Vertex Arrays instead for better, faster rendering */
+ int prevstart = 0;
+ int prevdraw = 1;
+ int draw = 1;
+
+ GPU_edge_setup(dm);
+ if( !GPU_buffer_legacy(dm) ) {
+ for(i = 0; i < dm->numEdgeData; i++, medge++) {
+ if((medge->flag&ME_EDGEDRAW)
+ && (drawLooseEdges || !(medge->flag&ME_LOOSEEDGE))) {
+ draw = 1;
+ }
+ else {
+ draw = 0;
+ }
+ if( prevdraw != draw ) {
+ if( prevdraw > 0 && (i-prevstart) > 0 ) {
+ GPU_buffer_draw_elements( dm->drawObject->edges, GL_LINES, prevstart*2, (i-prevstart)*2 );
+ }
+ prevstart = i;
+ }
+ prevdraw = draw;
+ }
+ if( prevdraw > 0 && (i-prevstart) > 0 ) {
+ GPU_buffer_draw_elements( dm->drawObject->edges, GL_LINES, prevstart*2, (i-prevstart)*2 );
+ }
+ }
+ GPU_buffer_unbind();
}
- glEnd();
}
static void cdDM_drawLooseEdges(DerivedMesh *dm)
@@ -240,14 +319,45 @@ static void cdDM_drawLooseEdges(DerivedMesh *dm)
MEdge *medge = cddm->medge;
int i;
- glBegin(GL_LINES);
- for(i = 0; i < dm->numEdgeData; i++, medge++) {
- if(medge->flag&ME_LOOSEEDGE) {
- glVertex3fv(mvert[medge->v1].co);
- glVertex3fv(mvert[medge->v2].co);
+ if( GPU_buffer_legacy(dm) ) {
+ DEBUG_VBO( "Using legacy code. cdDM_drawLooseEdges\n" );
+ glBegin(GL_LINES);
+ for(i = 0; i < dm->numEdgeData; i++, medge++) {
+ if(medge->flag&ME_LOOSEEDGE) {
+ glVertex3fv(mvert[medge->v1].co);
+ glVertex3fv(mvert[medge->v2].co);
+ }
}
+ glEnd();
+ }
+ else { /* use OpenGL VBOs or Vertex Arrays instead for better, faster rendering */
+ int prevstart = 0;
+ int prevdraw = 1;
+ int draw = 1;
+
+ GPU_edge_setup(dm);
+ if( !GPU_buffer_legacy(dm) ) {
+ for(i = 0; i < dm->numEdgeData; i++, medge++) {
+ if(medge->flag&ME_LOOSEEDGE) {
+ draw = 1;
+ }
+ else {
+ draw = 0;
+ }
+ if( prevdraw != draw ) {
+ if( prevdraw > 0 && (i-prevstart) > 0) {
+ GPU_buffer_draw_elements( dm->drawObject->edges, GL_LINES, prevstart*2, (i-prevstart)*2 );
+ }
+ prevstart = i;
+ }
+ prevdraw = draw;
+ }
+ if( prevdraw > 0 && (i-prevstart) > 0 ) {
+ GPU_buffer_draw_elements( dm->drawObject->edges, GL_LINES, prevstart*2, (i-prevstart)*2 );
+ }
+ }
+ GPU_buffer_unbind();
}
- glEnd();
}
static void cdDM_drawFacesSolid(DerivedMesh *dm, int (*setMaterial)(int, void *attribs))
@@ -266,58 +376,73 @@ static void cdDM_drawFacesSolid(DerivedMesh *dm, int (*setMaterial)(int, void *a
glVertex3fv(mvert[index].co); \
}
- glBegin(glmode = GL_QUADS);
- for(a = 0; a < dm->numFaceData; a++, mface++) {
- int new_glmode, new_matnr, new_shademodel;
+ if( GPU_buffer_legacy(dm) ) {
+ DEBUG_VBO( "Using legacy code. cdDM_drawFacesSolid\n" );
+ glBegin(glmode = GL_QUADS);
+ for(a = 0; a < dm->numFaceData; a++, mface++) {
+ int new_glmode, new_matnr, new_shademodel;
- new_glmode = mface->v4?GL_QUADS:GL_TRIANGLES;
- new_matnr = mface->mat_nr + 1;
- new_shademodel = (mface->flag & ME_SMOOTH)?GL_SMOOTH:GL_FLAT;
-
- if(new_glmode != glmode || new_matnr != matnr
- || new_shademodel != shademodel) {
- glEnd();
+ new_glmode = mface->v4?GL_QUADS:GL_TRIANGLES;
+ new_matnr = mface->mat_nr + 1;
+ new_shademodel = (mface->flag & ME_SMOOTH)?GL_SMOOTH:GL_FLAT;
+
+ if(new_glmode != glmode || new_matnr != matnr
+ || new_shademodel != shademodel) {
+ glEnd();
- drawCurrentMat = setMaterial(matnr = new_matnr, NULL);
+ drawCurrentMat = setMaterial(matnr = new_matnr, NULL);
- glShadeModel(shademodel = new_shademodel);
- glBegin(glmode = new_glmode);
- }
-
- if(drawCurrentMat) {
- if(shademodel == GL_FLAT) {
- if (nors) {
- glNormal3fv(nors);
- }
- else {
- /* TODO make this better (cache facenormals as layer?) */
- float nor[3];
- if(mface->v4) {
- CalcNormFloat4(mvert[mface->v1].co, mvert[mface->v2].co,
- mvert[mface->v3].co, mvert[mface->v4].co,
- nor);
- } else {
- CalcNormFloat(mvert[mface->v1].co, mvert[mface->v2].co,
- mvert[mface->v3].co, nor);
+ glShadeModel(shademodel = new_shademodel);
+ glBegin(glmode = new_glmode);
+ }
+
+ if(drawCurrentMat) {
+ if(shademodel == GL_FLAT) {
+ if (nors) {
+ glNormal3fv(nors);
+ }
+ else {
+ /* TODO make this better (cache facenormals as layer?) */
+ float nor[3];
+ if(mface->v4) {
+ CalcNormFloat4(mvert[mface->v1].co, mvert[mface->v2].co,
+ mvert[mface->v3].co, mvert[mface->v4].co,
+ nor);
+ } else {
+ CalcNormFloat(mvert[mface->v1].co, mvert[mface->v2].co,
+ mvert[mface->v3].co, nor);
+ }
+ glNormal3fv(nor);
}
- glNormal3fv(nor);
+ }
+
+ PASSVERT(mface->v1);
+ PASSVERT(mface->v2);
+ PASSVERT(mface->v3);
+ if(mface->v4) {
+ PASSVERT(mface->v4);
}
}
- PASSVERT(mface->v1);
- PASSVERT(mface->v2);
- PASSVERT(mface->v3);
- if(mface->v4) {
- PASSVERT(mface->v4);
+ if(nors) nors += 3;
+ }
+ glEnd();
+ }
+ else { /* use OpenGL VBOs or Vertex Arrays instead for better, faster rendering */
+ GPU_vertex_setup( dm );
+ GPU_normal_setup( dm );
+ if( !GPU_buffer_legacy(dm) ) {
+ glShadeModel(GL_SMOOTH);
+ for( a = 0; a < dm->drawObject->nmaterials; a++ ) {
+ if( setMaterial(dm->drawObject->materials[a].mat_nr+1, NULL) )
+ glDrawArrays(GL_TRIANGLES, dm->drawObject->materials[a].start, dm->drawObject->materials[a].end-dm->drawObject->materials[a].start);
}
}
-
- if(nors) nors += 3;
+ GPU_buffer_unbind( );
}
- glEnd();
- glShadeModel(GL_FLAT);
#undef PASSVERT
+ glShadeModel(GL_FLAT);
}
static void cdDM_drawFacesColored(DerivedMesh *dm, int useTwoSided, unsigned char *col1, unsigned char *col2)
@@ -341,43 +466,64 @@ static void cdDM_drawFacesColored(DerivedMesh *dm, int useTwoSided, unsigned cha
/* we need that as mesh option builtin, next to double sided lighting */
if(col1 && col2)
glEnable(GL_CULL_FACE);
-
- glShadeModel(GL_SMOOTH);
- glBegin(glmode = GL_QUADS);
- for(a = 0; a < dm->numFaceData; a++, mface++, cp1 += 16) {
- int new_glmode = mface->v4?GL_QUADS:GL_TRIANGLES;
- if(new_glmode != glmode) {
- glEnd();
- glBegin(glmode = new_glmode);
- }
-
- glColor3ub(cp1[0], cp1[1], cp1[2]);
- glVertex3fv(mvert[mface->v1].co);
- glColor3ub(cp1[4], cp1[5], cp1[6]);
- glVertex3fv(mvert[mface->v2].co);
- glColor3ub(cp1[8], cp1[9], cp1[10]);
- glVertex3fv(mvert[mface->v3].co);
- if(mface->v4) {
- glColor3ub(cp1[12], cp1[13], cp1[14]);
- glVertex3fv(mvert[mface->v4].co);
- }
-
- if(useTwoSided) {
- glColor3ub(cp2[8], cp2[9], cp2[10]);
- glVertex3fv(mvert[mface->v3].co );
- glColor3ub(cp2[4], cp2[5], cp2[6]);
- glVertex3fv(mvert[mface->v2].co );
- glColor3ub(cp2[0], cp2[1], cp2[2]);
- glVertex3fv(mvert[mface->v1].co );
+ if( GPU_buffer_legacy(dm) ) {
+ DEBUG_VBO( "Using legacy code. cdDM_drawFacesColored\n" );
+ glShadeModel(GL_SMOOTH);
+ glBegin(glmode = GL_QUADS);
+ for(a = 0; a < dm->numFaceData; a++, mface++, cp1 += 16) {
+ int new_glmode = mface->v4?GL_QUADS:GL_TRIANGLES;
+
+ if(new_glmode != glmode) {
+ glEnd();
+ glBegin(glmode = new_glmode);
+ }
+
+ glColor3ub(cp1[0], cp1[1], cp1[2]);
+ glVertex3fv(mvert[mface->v1].co);
+ glColor3ub(cp1[4], cp1[5], cp1[6]);
+ glVertex3fv(mvert[mface->v2].co);
+ glColor3ub(cp1[8], cp1[9], cp1[10]);
+ glVertex3fv(mvert[mface->v3].co);
if(mface->v4) {
- glColor3ub(cp2[12], cp2[13], cp2[14]);
- glVertex3fv(mvert[mface->v4].co );
+ glColor3ub(cp1[12], cp1[13], cp1[14]);
+ glVertex3fv(mvert[mface->v4].co);
}
+
+ if(useTwoSided) {
+ glColor3ub(cp2[8], cp2[9], cp2[10]);
+ glVertex3fv(mvert[mface->v3].co );
+ glColor3ub(cp2[4], cp2[5], cp2[6]);
+ glVertex3fv(mvert[mface->v2].co );
+ glColor3ub(cp2[0], cp2[1], cp2[2]);
+ glVertex3fv(mvert[mface->v1].co );
+ if(mface->v4) {
+ glColor3ub(cp2[12], cp2[13], cp2[14]);
+ glVertex3fv(mvert[mface->v4].co );
+ }
+ }
+ if(col2) cp2 += 16;
}
- if(col2) cp2 += 16;
+ glEnd();
+ }
+ else { /* use OpenGL VBOs or Vertex Arrays instead for better, faster rendering */
+ GPU_color4_upload(dm,cp1);
+ GPU_vertex_setup(dm);
+ GPU_color_setup(dm);
+ if( !GPU_buffer_legacy(dm) ) {
+ glShadeModel(GL_SMOOTH);
+ glDrawArrays(GL_TRIANGLES, 0, dm->drawObject->nelements);
+
+ if( useTwoSided ) {
+ GPU_color4_upload(dm,cp2);
+ GPU_color_setup(dm);
+ glCullFace(GL_FRONT);
+ glDrawArrays(GL_TRIANGLES, 0, dm->drawObject->nelements);
+ glCullFace(GL_BACK);
+ }
+ }
+ GPU_buffer_unbind();
}
- glEnd();
glShadeModel(GL_FLAT);
glDisable(GL_CULL_FACE);
@@ -390,85 +536,172 @@ static void cdDM_drawFacesTex_common(DerivedMesh *dm,
{
CDDerivedMesh *cddm = (CDDerivedMesh*) dm;
MVert *mv = cddm->mvert;
- MFace *mf = cddm->mface;
- MCol *mcol = dm->getFaceDataArray(dm, CD_MCOL);
+ MFace *mf = DM_get_face_data_layer(dm, CD_MFACE);
+ MCol *realcol = dm->getFaceDataArray(dm, CD_TEXTURE_MCOL);
float *nors= dm->getFaceDataArray(dm, CD_NORMAL);
MTFace *tf = DM_get_face_data_layer(dm, CD_MTFACE);
- int i, orig, *index = DM_get_face_data_layer(dm, CD_ORIGINDEX);
+ int i, j, orig, *index = DM_get_face_data_layer(dm, CD_ORIGINDEX);
+ int startFace = 0, lastFlag = 0xdeadbeef;
+ MCol *mcol = dm->getFaceDataArray(dm, CD_WEIGHT_MCOL);
+ if(!mcol)
+ mcol = dm->getFaceDataArray(dm, CD_MCOL);
+
+ if( GPU_buffer_legacy(dm) ) {
+ DEBUG_VBO( "Using legacy code. cdDM_drawFacesTex_common\n" );
+ for(i = 0; i < dm->numFaceData; i++, mf++) {
+ MVert *mvert;
+ int flag;
+ unsigned char *cp = NULL;
- for(i = 0; i < dm->numFaceData; i++, mf++) {
- MVert *mvert;
- int flag;
- unsigned char *cp = NULL;
+ if(drawParams) {
+ flag = drawParams(tf? &tf[i]: NULL, mcol? &mcol[i*4]: NULL, mf->mat_nr);
+ }
+ else {
+ if(index) {
+ orig = *index++;
+ if(orig == ORIGINDEX_NONE) { if(nors) nors += 3; continue; }
+ if(drawParamsMapped) flag = drawParamsMapped(userData, orig);
+ else { if(nors) nors += 3; continue; }
+ }
+ else
+ if(drawParamsMapped) flag = drawParamsMapped(userData, i);
+ else { if(nors) nors += 3; continue; }
+ }
+
+ if(flag != 0) {
+ if (flag==1 && mcol)
+ cp= (unsigned char*) &mcol[i*4];
+
+ if(!(mf->flag&ME_SMOOTH)) {
+ if (nors) {
+ glNormal3fv(nors);
+ }
+ else {
+ float nor[3];
+ if(mf->v4) {
+ CalcNormFloat4(mv[mf->v1].co, mv[mf->v2].co,
+ mv[mf->v3].co, mv[mf->v4].co,
+ nor);
+ } else {
+ CalcNormFloat(mv[mf->v1].co, mv[mf->v2].co,
+ mv[mf->v3].co, nor);
+ }
+ glNormal3fv(nor);
+ }
+ }
+
+ glBegin(mf->v4?GL_QUADS:GL_TRIANGLES);
+ if(tf) glTexCoord2fv(tf[i].uv[0]);
+ if(cp) glColor3ub(cp[3], cp[2], cp[1]);
+ mvert = &mv[mf->v1];
+ if(mf->flag&ME_SMOOTH) glNormal3sv(mvert->no);
+ glVertex3fv(mvert->co);
+
+ if(tf) glTexCoord2fv(tf[i].uv[1]);
+ if(cp) glColor3ub(cp[7], cp[6], cp[5]);
+ mvert = &mv[mf->v2];
+ if(mf->flag&ME_SMOOTH) glNormal3sv(mvert->no);
+ glVertex3fv(mvert->co);
- if(drawParams) {
- flag = drawParams(tf? &tf[i]: NULL, mcol? &mcol[i*4]: NULL, mf->mat_nr);
+ if(tf) glTexCoord2fv(tf[i].uv[2]);
+ if(cp) glColor3ub(cp[11], cp[10], cp[9]);
+ mvert = &mv[mf->v3];
+ if(mf->flag&ME_SMOOTH) glNormal3sv(mvert->no);
+ glVertex3fv(mvert->co);
+
+ if(mf->v4) {
+ if(tf) glTexCoord2fv(tf[i].uv[3]);
+ if(cp) glColor3ub(cp[15], cp[14], cp[13]);
+ mvert = &mv[mf->v4];
+ if(mf->flag&ME_SMOOTH) glNormal3sv(mvert->no);
+ glVertex3fv(mvert->co);
+ }
+ glEnd();
+ }
+
+ if(nors) nors += 3;
}
- else {
- if(index) {
- orig = *index++;
- if(orig == ORIGINDEX_NONE) { if(nors) nors += 3; continue; }
- if(drawParamsMapped) flag = drawParamsMapped(userData, orig);
- else { if(nors) nors += 3; continue; }
+ } else { /* use OpenGL VBOs or Vertex Arrays instead for better, faster rendering */
+ MCol *col = realcol;
+ if(!col)
+ col = mcol;
+
+ GPU_vertex_setup( dm );
+ GPU_normal_setup( dm );
+ GPU_uv_setup( dm );
+ if( col != 0 ) {
+ /*if( realcol && dm->drawObject->colType == CD_TEXTURE_MCOL ) {
+ col = 0;
+ } else if( mcol && dm->drawObject->colType == CD_MCOL ) {
+ col = 0;
}
- else
- if(drawParamsMapped) flag = drawParamsMapped(userData, i);
- else { if(nors) nors += 3; continue; }
+
+ if( col != 0 ) {*/
+ unsigned char *colors = MEM_mallocN(dm->getNumFaces(dm)*4*3*sizeof(unsigned char), "cdDM_drawFacesTex_common");
+ for( i=0; i < dm->getNumFaces(dm); i++ ) {
+ for( j=0; j < 4; j++ ) {
+ colors[i*12+j*3] = col[i*4+j].r;
+ colors[i*12+j*3+1] = col[i*4+j].g;
+ colors[i*12+j*3+2] = col[i*4+j].b;
+ }
+ }
+ GPU_color3_upload(dm,colors);
+ MEM_freeN(colors);
+ if(realcol)
+ dm->drawObject->colType = CD_TEXTURE_MCOL;
+ else if(mcol)
+ dm->drawObject->colType = CD_MCOL;
+ //}
+ GPU_color_setup( dm );
}
-
- if(flag != 0) { /* if the flag is 0 it means the face is hidden or invisible */
- if (flag==1 && mcol)
- cp= (unsigned char*) &mcol[i*4];
- if(!(mf->flag&ME_SMOOTH)) {
- if (nors) {
- glNormal3fv(nors);
+ if( !GPU_buffer_legacy(dm) ) {
+ glShadeModel( GL_SMOOTH );
+ for(i = 0; i < dm->drawObject->nelements/3; i++) {
+ int actualFace = dm->drawObject->faceRemap[i];
+ int flag = 1;
+ unsigned char *cp = NULL;
+
+ if(drawParams) {
+ flag = drawParams(tf? &tf[actualFace]: NULL, mcol? &mcol[actualFace*4]: NULL, mf[actualFace].mat_nr);
}
else {
- /* TODO make this better (cache facenormals as layer?) */
- float nor[3];
- if(mf->v4) {
- CalcNormFloat4(mv[mf->v1].co, mv[mf->v2].co,
- mv[mf->v3].co, mv[mf->v4].co,
- nor);
- } else {
- CalcNormFloat(mv[mf->v1].co, mv[mf->v2].co,
- mv[mf->v3].co, nor);
+ if(index) {
+ orig = index[actualFace];
+ if(drawParamsMapped)
+ flag = drawParamsMapped(userData, orig);
}
- glNormal3fv(nor);
+ else
+ if(drawParamsMapped)
+ flag = drawParamsMapped(userData, actualFace);
+ }
+ if( flag != lastFlag ) {
+ if( startFace < i ) {
+ if( lastFlag != 0 ) { /* if the flag is 0 it means the face is hidden or invisible */
+ if (lastFlag==1 && mcol)
+ GPU_color_switch(1);
+ else
+ GPU_color_switch(0);
+ glDrawArrays(GL_TRIANGLES,startFace*3,(i-startFace)*3);
+ }
+ }
+ lastFlag = flag;
+ startFace = i;
}
}
-
- glBegin(mf->v4?GL_QUADS:GL_TRIANGLES);
- if(tf) glTexCoord2fv(tf[i].uv[0]);
- if(cp) glColor3ub(cp[3], cp[2], cp[1]);
- mvert = &mv[mf->v1];
- if(mf->flag&ME_SMOOTH) glNormal3sv(mvert->no);
- glVertex3fv(mvert->co);
-
- if(tf) glTexCoord2fv(tf[i].uv[1]);
- if(cp) glColor3ub(cp[7], cp[6], cp[5]);
- mvert = &mv[mf->v2];
- if(mf->flag&ME_SMOOTH) glNormal3sv(mvert->no);
- glVertex3fv(mvert->co);
-
- if(tf) glTexCoord2fv(tf[i].uv[2]);
- if(cp) glColor3ub(cp[11], cp[10], cp[9]);
- mvert = &mv[mf->v3];
- if(mf->flag&ME_SMOOTH) glNormal3sv(mvert->no);
- glVertex3fv(mvert->co);
-
- if(mf->v4) {
- if(tf) glTexCoord2fv(tf[i].uv[3]);
- if(cp) glColor3ub(cp[15], cp[14], cp[13]);
- mvert = &mv[mf->v4];
- if(mf->flag&ME_SMOOTH) glNormal3sv(mvert->no);
- glVertex3fv(mvert->co);
+ if( startFace < dm->drawObject->nelements/3 ) {
+ if( lastFlag != 0 ) { /* if the flag is 0 it means the face is hidden or invisible */
+ if (lastFlag==1 && mcol)
+ GPU_color_switch(1);
+ else
+ GPU_color_switch(0);
+ glDrawArrays(GL_TRIANGLES,startFace*3,dm->drawObject->nelements-startFace*3);
+ }
}
- glEnd();
}
-
- if(nors) nors += 3;
+
+ GPU_buffer_unbind();
+ glShadeModel( GL_FLAT );
}
}
@@ -486,79 +719,131 @@ static void cdDM_drawMappedFaces(DerivedMesh *dm, int (*setDrawOptions)(void *us
float *nors= dm->getFaceDataArray(dm, CD_NORMAL);
int i, orig, *index = DM_get_face_data_layer(dm, CD_ORIGINDEX);
- mc = DM_get_face_data_layer(dm, CD_WEIGHT_MCOL);
+
+ mc = DM_get_face_data_layer(dm, CD_ID_MCOL);
+ if(!mc)
+ mc = DM_get_face_data_layer(dm, CD_WEIGHT_MCOL);
if(!mc)
mc = DM_get_face_data_layer(dm, CD_MCOL);
- for(i = 0; i < dm->numFaceData; i++, mf++) {
- int drawSmooth = (mf->flag & ME_SMOOTH);
+ if( GPU_buffer_legacy(dm) ) {
+ DEBUG_VBO( "Using legacy code. cdDM_drawMappedFaces\n" );
+ for(i = 0; i < dm->numFaceData; i++, mf++) {
+ int drawSmooth = (mf->flag & ME_SMOOTH);
- if(index) {
- orig = *index++;
- if(setDrawOptions && orig == ORIGINDEX_NONE)
- { if(nors) nors += 3; continue; }
- }
- else
- orig = i;
+ if(index) {
+ orig = *index++;
+ if(setDrawOptions && orig == ORIGINDEX_NONE)
+ { if(nors) nors += 3; continue; }
+ }
+ else
+ orig = i;
- if(!setDrawOptions || setDrawOptions(userData, orig, &drawSmooth)) {
- unsigned char *cp = NULL;
+ if(!setDrawOptions || setDrawOptions(userData, orig, &drawSmooth)) {
+ unsigned char *cp = NULL;
- if(useColors && mc)
- cp = (unsigned char *)&mc[i * 4];
+ if(useColors && mc)
+ cp = (unsigned char *)&mc[i * 4];
- glShadeModel(drawSmooth?GL_SMOOTH:GL_FLAT);
- glBegin(mf->v4?GL_QUADS:GL_TRIANGLES);
+ glShadeModel(drawSmooth?GL_SMOOTH:GL_FLAT);
+ glBegin(mf->v4?GL_QUADS:GL_TRIANGLES);
- if (!drawSmooth) {
- if (nors) {
- glNormal3fv(nors);
- }
- else {
- /* TODO make this better (cache facenormals as layer?) */
- float nor[3];
+ if (!drawSmooth) {
+ if (nors) {
+ glNormal3fv(nors);
+ }
+ else {
+ float nor[3];
+ if(mf->v4) {
+ CalcNormFloat4(mv[mf->v1].co, mv[mf->v2].co,
+ mv[mf->v3].co, mv[mf->v4].co,
+ nor);
+ } else {
+ CalcNormFloat(mv[mf->v1].co, mv[mf->v2].co,
+ mv[mf->v3].co, nor);
+ }
+ glNormal3fv(nor);
+ }
+
+ if(cp) glColor3ub(cp[3], cp[2], cp[1]);
+ glVertex3fv(mv[mf->v1].co);
+ if(cp) glColor3ub(cp[7], cp[6], cp[5]);
+ glVertex3fv(mv[mf->v2].co);
+ if(cp) glColor3ub(cp[11], cp[10], cp[9]);
+ glVertex3fv(mv[mf->v3].co);
if(mf->v4) {
- CalcNormFloat4(mv[mf->v1].co, mv[mf->v2].co,
- mv[mf->v3].co, mv[mf->v4].co,
- nor);
- } else {
- CalcNormFloat(mv[mf->v1].co, mv[mf->v2].co,
- mv[mf->v3].co, nor);
+ if(cp) glColor3ub(cp[15], cp[14], cp[13]);
+ glVertex3fv(mv[mf->v4].co);
+ }
+ } else {
+ if(cp) glColor3ub(cp[3], cp[2], cp[1]);
+ glNormal3sv(mv[mf->v1].no);
+ glVertex3fv(mv[mf->v1].co);
+ if(cp) glColor3ub(cp[7], cp[6], cp[5]);
+ glNormal3sv(mv[mf->v2].no);
+ glVertex3fv(mv[mf->v2].co);
+ if(cp) glColor3ub(cp[11], cp[10], cp[9]);
+ glNormal3sv(mv[mf->v3].no);
+ glVertex3fv(mv[mf->v3].co);
+ if(mf->v4) {
+ if(cp) glColor3ub(cp[15], cp[14], cp[13]);
+ glNormal3sv(mv[mf->v4].no);
+ glVertex3fv(mv[mf->v4].co);
}
- glNormal3fv(nor);
}
- if(cp) glColor3ub(cp[3], cp[2], cp[1]);
- glVertex3fv(mv[mf->v1].co);
- if(cp) glColor3ub(cp[7], cp[6], cp[5]);
- glVertex3fv(mv[mf->v2].co);
- if(cp) glColor3ub(cp[11], cp[10], cp[9]);
- glVertex3fv(mv[mf->v3].co);
- if(mf->v4) {
- if(cp) glColor3ub(cp[15], cp[14], cp[13]);
- glVertex3fv(mv[mf->v4].co);
+ glEnd();
+ }
+
+ if (nors) nors += 3;
+ }
+ }
+ else { /* use OpenGL VBOs or Vertex Arrays instead for better, faster rendering */
+ int state = 1;
+ int prevstate = 1;
+ int prevstart = 0;
+ GPU_vertex_setup(dm);
+ GPU_normal_setup(dm);
+ if( useColors && mc )
+ GPU_color_setup(dm);
+ if( !GPU_buffer_legacy(dm) ) {
+ glShadeModel(GL_SMOOTH);
+ for( i = 0; i < dm->drawObject->nelements/3; i++ ) {
+ int actualFace = dm->drawObject->faceRemap[i];
+ int drawSmooth = (mf[actualFace].flag & ME_SMOOTH);
+ int dontdraw = 0;
+ if(index) {
+ orig = index[actualFace];
+ if(setDrawOptions && orig == ORIGINDEX_NONE)
+ dontdraw = 1;
}
- } else {
- if(cp) glColor3ub(cp[3], cp[2], cp[1]);
- glNormal3sv(mv[mf->v1].no);
- glVertex3fv(mv[mf->v1].co);
- if(cp) glColor3ub(cp[7], cp[6], cp[5]);
- glNormal3sv(mv[mf->v2].no);
- glVertex3fv(mv[mf->v2].co);
- if(cp) glColor3ub(cp[11], cp[10], cp[9]);
- glNormal3sv(mv[mf->v3].no);
- glVertex3fv(mv[mf->v3].co);
- if(mf->v4) {
- if(cp) glColor3ub(cp[15], cp[14], cp[13]);
- glNormal3sv(mv[mf->v4].no);
- glVertex3fv(mv[mf->v4].co);
+ else
+ orig = i;
+ if( dontdraw ) {
+ state = 0;
+ }
+ else {
+ if(!setDrawOptions || setDrawOptions(userData, orig, &drawSmooth)) {
+ state = 1;
+ }
+ else {
+ state = 0;
+ }
}
+ if( prevstate != state && prevstate == 1 ) {
+ if( i-prevstart > 0 ) {
+ glDrawArrays(GL_TRIANGLES,prevstart*3,(i-prevstart)*3);
+ }
+ prevstart = i;
+ }
+ prevstate = state;
}
-
- glEnd();
+ if(state==1) {
+ glDrawArrays(GL_TRIANGLES,prevstart*3,dm->drawObject->nelements-prevstart*3);
+ }
+ glShadeModel(GL_FLAT);
}
-
- if (nors) nors += 3;
+ GPU_buffer_unbind();
}
}
@@ -586,106 +871,309 @@ static void cdDM_drawMappedFacesGLSL(DerivedMesh *dm, int (*setMaterial)(int, vo
transp = GPU_get_material_blend_mode();
orig_transp = transp;
- memset(&attribs, 0, sizeof(attribs));
-
glShadeModel(GL_SMOOTH);
- glBegin(GL_QUADS);
- for(a = 0; a < dm->numFaceData; a++, mface++) {
- new_matnr = mface->mat_nr + 1;
+ if( GPU_buffer_legacy(dm) || setDrawOptions != 0 ) {
+ DEBUG_VBO( "Using legacy code. cdDM_drawMappedFacesGLSL\n" );
+ memset(&attribs, 0, sizeof(attribs));
- if(new_matnr != matnr) {
- glEnd();
+ glBegin(GL_QUADS);
- dodraw = setMaterial(matnr = new_matnr, &gattribs);
- if(dodraw)
- DM_vertex_attributes_from_gpu(dm, &gattribs, &attribs);
+ for(a = 0; a < dm->numFaceData; a++, mface++) {
+ new_matnr = mface->mat_nr + 1;
- glBegin(GL_QUADS);
- }
+ if(new_matnr != matnr) {
+ glEnd();
- if(!dodraw) {
- continue;
- }
- else if(setDrawOptions) {
- orig = index[a];
+ dodraw = setMaterial(matnr = new_matnr, &gattribs);
+ if(dodraw)
+ DM_vertex_attributes_from_gpu(dm, &gattribs, &attribs);
- if(orig == ORIGINDEX_NONE)
- continue;
- else if(!setDrawOptions(userData, orig))
+ glBegin(GL_QUADS);
+ }
+
+ if(!dodraw) {
continue;
- }
+ }
+ else if(setDrawOptions) {
+ orig = index[a];
+
+ if(orig == ORIGINDEX_NONE)
+ continue;
+ else if(!setDrawOptions(userData, orig))
+ continue;
+ }
- if(tf) {
- new_transp = tf[a].transp;
+ if(tf) {
+ new_transp = tf[a].transp;
- if(new_transp != transp) {
- glEnd();
+ if(new_transp != transp) {
+ glEnd();
- 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(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;
- glBegin(GL_QUADS);
+ glBegin(GL_QUADS);
+ }
}
- }
- smoothnormal = (mface->flag & ME_SMOOTH);
+ smoothnormal = (mface->flag & ME_SMOOTH);
- if(!smoothnormal) {
- if(nors) {
- glNormal3fv(nors[a]);
- }
- else {
- /* TODO ideally a normal layer should always be available */
- float nor[3];
- if(mface->v4) {
- CalcNormFloat4(mvert[mface->v1].co, mvert[mface->v2].co,
- mvert[mface->v3].co, mvert[mface->v4].co,
- nor);
- } else {
- CalcNormFloat(mvert[mface->v1].co, mvert[mface->v2].co,
- mvert[mface->v3].co, nor);
+ if(!smoothnormal) {
+ if(nors) {
+ glNormal3fv(nors[a]);
+ }
+ else {
+ /* TODO ideally a normal layer should always be available */
+ float nor[3];
+ if(mface->v4) {
+ CalcNormFloat4(mvert[mface->v1].co, mvert[mface->v2].co,
+ mvert[mface->v3].co, mvert[mface->v4].co,
+ nor);
+ } else {
+ CalcNormFloat(mvert[mface->v1].co, mvert[mface->v2].co,
+ mvert[mface->v3].co, nor);
+ }
+ glNormal3fv(nor);
}
- glNormal3fv(nor);
}
- }
#define PASSVERT(index, vert) { \
- if(attribs.totorco) \
- glVertexAttrib3fvARB(attribs.orco.glIndex, attribs.orco.array[index]); \
- for(b = 0; b < attribs.tottface; b++) { \
- MTFace *tf = &attribs.tface[b].array[a]; \
- glVertexAttrib2fvARB(attribs.tface[b].glIndex, tf->uv[vert]); \
- } \
- for(b = 0; b < attribs.totmcol; b++) { \
- MCol *cp = &attribs.mcol[b].array[a*4 + vert]; \
- 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[a*4 + vert]; \
- glVertexAttrib3fvARB(attribs.tang.glIndex, tang); \
- } \
- if(smoothnormal) \
- glNormal3sv(mvert[index].no); \
- glVertex3fv(mvert[index].co); \
-}
-
- PASSVERT(mface->v1, 0);
- PASSVERT(mface->v2, 1);
- PASSVERT(mface->v3, 2);
- if(mface->v4)
- PASSVERT(mface->v4, 3)
- else
- PASSVERT(mface->v3, 2)
+ if(attribs.totorco) \
+ glVertexAttrib3fvARB(attribs.orco.glIndex, attribs.orco.array[index]); \
+ for(b = 0; b < attribs.tottface; b++) { \
+ MTFace *tf = &attribs.tface[b].array[a]; \
+ glVertexAttrib2fvARB(attribs.tface[b].glIndex, tf->uv[vert]); \
+ } \
+ for(b = 0; b < attribs.totmcol; b++) { \
+ MCol *cp = &attribs.mcol[b].array[a*4 + vert]; \
+ 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[a*4 + vert]; \
+ glVertexAttrib3fvARB(attribs.tang.glIndex, tang); \
+ } \
+ if(smoothnormal) \
+ glNormal3sv(mvert[index].no); \
+ glVertex3fv(mvert[index].co); \
+ }
+
+ PASSVERT(mface->v1, 0);
+ PASSVERT(mface->v2, 1);
+ PASSVERT(mface->v3, 2);
+ if(mface->v4)
+ PASSVERT(mface->v4, 3)
+ else
+ PASSVERT(mface->v3, 2)
#undef PASSVERT
+ }
+ glEnd();
+ }
+ else {
+ GPUBuffer *buffer = 0;
+ char *varray = 0;
+ int numdata = 0, elementsize = 0, offset;
+ int start = 0, numfaces = 0, prevdraw = 0, curface = 0;
+ GPUAttrib datatypes[32];
+ memset(&attribs, 0, sizeof(attribs));
+
+ GPU_vertex_setup(dm);
+ GPU_normal_setup(dm);
+
+ if( !GPU_buffer_legacy(dm) ) {
+ for(a = 0; a < dm->numFaceData; a++, mface++) {
+ new_matnr = mface->mat_nr + 1;
+
+ if(new_matnr != matnr ) {
+ numfaces = curface - start;
+ if( numfaces > 0 ) {
+ if( prevdraw ) {
+ GPU_buffer_unlock(buffer);
+ GPU_interleaved_attrib_setup(buffer,datatypes,numdata);
+ glDrawArrays(GL_TRIANGLES,start*3,numfaces*3);
+ GPU_buffer_free(buffer,0);
+ }
+ }
+ start = curface;
+ prevdraw = dodraw;
+ dodraw = setMaterial(matnr = new_matnr, &gattribs);
+ if(dodraw) {
+ DM_vertex_attributes_from_gpu(dm, &gattribs, &attribs);
+
+ if(attribs.totorco) {
+ datatypes[numdata].index = attribs.orco.glIndex;
+ datatypes[numdata].size = 3;
+ datatypes[numdata].type = GL_FLOAT;
+ numdata++;
+ }
+ for(b = 0; b < attribs.tottface; b++) {
+ datatypes[numdata].index = attribs.tface[b].glIndex;
+ datatypes[numdata].size = 2;
+ datatypes[numdata].type = GL_FLOAT;
+ numdata++;
+ }
+ for(b = 0; b < attribs.totmcol; b++) {
+ datatypes[numdata].index = attribs.mcol[b].glIndex;
+ datatypes[numdata].size = 4;
+ datatypes[numdata].type = GL_UNSIGNED_BYTE;
+ numdata++;
+ }
+ if(attribs.tottang) {
+ datatypes[numdata].index = attribs.tang.glIndex;
+ datatypes[numdata].size = 3;
+ datatypes[numdata].type = GL_FLOAT;
+ numdata++;
+ }
+ if( numdata != 0 ) {
+ elementsize = GPU_attrib_element_size( datatypes, numdata );
+ buffer = GPU_buffer_alloc( elementsize*dm->drawObject->nelements, 0 );
+ if( buffer == 0 ) {
+ GPU_buffer_unbind();
+ dm->drawObject->legacy = 1;
+ return;
+ }
+ varray = GPU_buffer_lock_stream(buffer);
+ if( varray == 0 ) {
+ GPU_buffer_unbind();
+ GPU_buffer_free(buffer, 0);
+ dm->drawObject->legacy = 1;
+ return;
+ }
+ }
+ }
+ }
+ if(!dodraw) {
+ continue;
+ }
+
+ if(tf) {
+ new_transp = tf[a].transp;
+
+ if(new_transp != transp) {
+ numfaces = curface - start;
+ if( numfaces > 0 ) {
+ if( dodraw ) {
+ if( numdata != 0 ) {
+ GPU_buffer_unlock(buffer);
+ GPU_interleaved_attrib_setup(buffer,datatypes,numdata);
+ }
+ glDrawArrays(GL_TRIANGLES,start*3,(curface-start)*3);
+ if( numdata != 0 ) {
+ varray = GPU_buffer_lock_stream(buffer);
+ }
+ }
+ }
+ start = curface;
+
+ 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( numdata != 0 ) {
+ offset = 0;
+ if(attribs.totorco) {
+ VECCOPY((float *)&varray[elementsize*curface*3],(float *)attribs.orco.array[mface->v1]);
+ VECCOPY((float *)&varray[elementsize*curface*3+elementsize],(float *)attribs.orco.array[mface->v2]);
+ VECCOPY((float *)&varray[elementsize*curface*3+elementsize*2],(float *)attribs.orco.array[mface->v3]);
+ offset += sizeof(float)*3;
+ }
+ for(b = 0; b < attribs.tottface; b++) {
+ MTFace *tf = &attribs.tface[b].array[a];
+ VECCOPY((float *)&varray[elementsize*curface*3+offset],tf->uv[0]);
+ VECCOPY((float *)&varray[elementsize*curface*3+offset+elementsize],tf->uv[1]);
+ VECCOPY((float *)&varray[elementsize*curface*3+offset+elementsize*2],tf->uv[2]);
+ offset += sizeof(float)*2;
+ }
+ for(b = 0; b < attribs.totmcol; b++) {
+ MCol *cp = &attribs.mcol[b].array[a*4 + 0];
+ GLubyte col[4];
+ col[0]= cp->b; col[1]= cp->g; col[2]= cp->r; col[3]= cp->a;
+ QUATCOPY((unsigned char *)&varray[elementsize*curface*3+offset], col);
+ cp = &attribs.mcol[b].array[a*4 + 1];
+ col[0]= cp->b; col[1]= cp->g; col[2]= cp->r; col[3]= cp->a;
+ QUATCOPY((unsigned char *)&varray[elementsize*curface*3+offset+elementsize], col);
+ cp = &attribs.mcol[b].array[a*4 + 2];
+ col[0]= cp->b; col[1]= cp->g; col[2]= cp->r; col[3]= cp->a;
+ QUATCOPY((unsigned char *)&varray[elementsize*curface*3+offset+elementsize*2], col);
+ offset += sizeof(unsigned char)*4;
+ }
+ if(attribs.tottang) {
+ float *tang = attribs.tang.array[a*4 + 0];
+ VECCOPY((float *)&varray[elementsize*curface*3+offset], tang);
+ tang = attribs.tang.array[a*4 + 1];
+ VECCOPY((float *)&varray[elementsize*curface*3+offset+elementsize], tang);
+ tang = attribs.tang.array[a*4 + 2];
+ VECCOPY((float *)&varray[elementsize*curface*3+offset+elementsize], tang);
+ offset += sizeof(float)*3;
+ }
+ }
+ curface++;
+ if(mface->v4) {
+ if( numdata != 0 ) {
+ offset = 0;
+ if(attribs.totorco) {
+ VECCOPY((float *)&varray[elementsize*curface*3],(float *)attribs.orco.array[mface->v3]);
+ VECCOPY((float *)&varray[elementsize*curface*3+elementsize],(float *)attribs.orco.array[mface->v4]);
+ VECCOPY((float *)&varray[elementsize*curface*3+elementsize*2],(float *)attribs.orco.array[mface->v1]);
+ offset += sizeof(float)*3;
+ }
+ for(b = 0; b < attribs.tottface; b++) {
+ MTFace *tf = &attribs.tface[b].array[a];
+ VECCOPY((float *)&varray[elementsize*curface*3+offset],tf->uv[2]);
+ VECCOPY((float *)&varray[elementsize*curface*3+offset+elementsize],tf->uv[3]);
+ VECCOPY((float *)&varray[elementsize*curface*3+offset+elementsize*2],tf->uv[0]);
+ offset += sizeof(float)*2;
+ }
+ for(b = 0; b < attribs.totmcol; b++) {
+ MCol *cp = &attribs.mcol[b].array[a*4 + 2];
+ GLubyte col[4];
+ col[0]= cp->b; col[1]= cp->g; col[2]= cp->r; col[3]= cp->a;
+ QUATCOPY((unsigned char *)&varray[elementsize*curface*3+offset], col);
+ cp = &attribs.mcol[b].array[a*4 + 3];
+ col[0]= cp->b; col[1]= cp->g; col[2]= cp->r; col[3]= cp->a;
+ QUATCOPY((unsigned char *)&varray[elementsize*curface*3+offset+elementsize], col);
+ cp = &attribs.mcol[b].array[a*4 + 0];
+ col[0]= cp->b; col[1]= cp->g; col[2]= cp->r; col[3]= cp->a;
+ QUATCOPY((unsigned char *)&varray[elementsize*curface*3+offset+elementsize*2], col);
+ offset += sizeof(unsigned char)*4;
+ }
+ if(attribs.tottang) {
+ float *tang = attribs.tang.array[a*4 + 2];
+ VECCOPY((float *)&varray[elementsize*curface*3+offset], tang);
+ tang = attribs.tang.array[a*4 + 3];
+ VECCOPY((float *)&varray[elementsize*curface*3+offset+elementsize], tang);
+ tang = attribs.tang.array[a*4 + 0];
+ VECCOPY((float *)&varray[elementsize*curface*3+offset+elementsize], tang);
+ offset += sizeof(float)*3;
+ }
+ }
+ curface++;
+ }
+ }
+ numfaces = curface - start;
+ if( numfaces > 0 ) {
+ if( dodraw ) {
+ if( numdata != 0 ) {
+ GPU_buffer_unlock(buffer);
+ GPU_interleaved_attrib_setup(buffer,datatypes,numdata);
+ }
+ glDrawArrays(GL_TRIANGLES,start*3,(curface-start)*3);
+ }
+ }
+ GPU_buffer_unbind();
+ }
+ GPU_buffer_free( buffer, 0 );
}
- glEnd();
glShadeModel(GL_FLAT);
}
diff --git a/source/blender/blenkernel/intern/customdata.c b/source/blender/blenkernel/intern/customdata.c
index 705d0b66d7f..28aaadea9c3 100644
--- a/source/blender/blenkernel/intern/customdata.c
+++ b/source/blender/blenkernel/intern/customdata.c
@@ -726,6 +726,10 @@ const LayerTypeInfo LAYERTYPEINFO[CD_NUMTYPES] = {
layerFree_mdisps, layerInterp_mdisps, layerSwap_mdisps, NULL},
{sizeof(MCol)*4, "MCol", 4, "WeightCol", NULL, NULL, layerInterp_mcol,
layerSwap_mcol, layerDefault_mcol},
+ {sizeof(MCol)*4, "MCol", 4, "IDCol", NULL, NULL, layerInterp_mcol,
+ layerSwap_mcol, layerDefault_mcol},
+ {sizeof(MCol)*4, "MCol", 4, "TexturedCol", NULL, NULL, layerInterp_mcol,
+ layerSwap_mcol, layerDefault_mcol},
};
const char *LAYERTYPENAMES[CD_NUMTYPES] = {
diff --git a/source/blender/editors/include/BIF_glutil.h b/source/blender/editors/include/BIF_glutil.h
index deee3e3c8b4..e394de613e4 100644
--- a/source/blender/editors/include/BIF_glutil.h
+++ b/source/blender/editors/include/BIF_glutil.h
@@ -197,6 +197,7 @@ void gla2DSetMap(gla2DDrawInfo *di, struct rctf *rect);
/* use this for platform hacks. glPointSize is solved here */
void bglBegin(int mode);
void bglEnd(void);
+int bglPointHack();
void bglVertex3fv(float *vec);
void bglVertex3f(float x, float y, float z);
void bglVertex2fv(float *vec);
diff --git a/source/blender/editors/screen/glutil.c b/source/blender/editors/screen/glutil.c
index 5312ca26906..1445c6b5cf8 100644
--- a/source/blender/editors/screen/glutil.c
+++ b/source/blender/editors/screen/glutil.c
@@ -720,6 +720,18 @@ void bglBegin(int mode)
}
}
+int bglPointHack() {
+ float value[4];
+ int pointhack;
+ glGetFloatv(GL_POINT_SIZE_RANGE, value);
+ if(value[1]<2.0) {
+ glGetFloatv(GL_POINT_SIZE, value);
+ pointhack= floor(value[0]+0.5);
+ if(pointhack>4) pointhack= 4;
+ return pointhack;
+ }
+ return 0;
+}
void bglVertex3fv(float *vec)
{
diff --git a/source/blender/editors/sculpt_paint/sculpt.c b/source/blender/editors/sculpt_paint/sculpt.c
index 64af39ea497..e41231442ba 100644
--- a/source/blender/editors/sculpt_paint/sculpt.c
+++ b/source/blender/editors/sculpt_paint/sculpt.c
@@ -91,6 +91,7 @@
#include "RE_shader_ext.h" /*for multitex_ext*/
#include "GPU_draw.h"
+#include "gpu_buffers.h"
#include <math.h>
#include <stdlib.h>
@@ -304,21 +305,34 @@ static void calc_area_normal(Sculpt *sd, SculptSession *ss, float out[3], const
static void do_draw_brush(Sculpt *sd, SculptSession *ss, const ListBase* active_verts)
{
float area_normal[3];
+ int j;
ActiveData *node= active_verts->first;
+ float* buffer;
calc_area_normal(sd, ss, area_normal, active_verts);
+ buffer = (float *)GPU_buffer_lock( ss->drawobject->vertices );
while(node){
float *co= ss->mvert[node->Index].co;
const float val[3]= {co[0]+area_normal[0]*ss->cache->radius*node->Fade*ss->cache->scale[0],
co[1]+area_normal[1]*ss->cache->radius*node->Fade*ss->cache->scale[1],
co[2]+area_normal[2]*ss->cache->radius*node->Fade*ss->cache->scale[2]};
-
+
+ if( buffer != 0 ) {
+ IndexLink *cur = &ss->drawobject->indices[node->Index];
+ while( cur != 0 && cur->element != -1 ) {
+ sculpt_clip(sd, ss, &buffer[cur->element*3], val);
+ cur = cur->next;
+ }
+ }
+
sculpt_clip(sd, ss, co, val);
-
+
node= node->next;
}
+ if( buffer != 0 )
+ GPU_buffer_unlock( ss->drawobject->vertices );
}
/* For the smooth brush, uses the neighboring vertices around vert to calculate
@@ -368,6 +382,7 @@ static void neighbor_average(SculptSession *ss, float avg[3], const int vert)
static void do_smooth_brush(Sculpt *s, SculptSession *ss, const ListBase* active_verts)
{
ActiveData *node= active_verts->first;
+ float *buffer = (float *)GPU_buffer_lock( ss->drawobject->vertices );
int i;
for(i = 0; i < 2; ++i) {
@@ -380,24 +395,45 @@ static void do_smooth_brush(Sculpt *s, SculptSession *ss, const ListBase* active
val[1] = co[1]+(avg[1]-co[1])*node->Fade;
val[2] = co[2]+(avg[2]-co[2])*node->Fade;
- sculpt_clip(s, ss, co, val);
+ sculpt_clip(s, ss, co, val);
+ if( buffer != 0 ) {
+ IndexLink *cur = &ss->drawobject->indices[node->Index];
+ while( cur != 0 && cur->element != -1 ) {
+ sculpt_clip(s, ss, &buffer[cur->element*3], val);
+ cur = cur->next;
+ }
+ }
node= node->next;
}
}
+ if( buffer != 0 )
+ GPU_buffer_unlock( ss->drawobject->vertices );
}
static void do_pinch_brush(Sculpt *s, SculptSession *ss, const ListBase* active_verts)
{
ActiveData *node= active_verts->first;
+ float *buffer = (float *)GPU_buffer_lock( ss->drawobject->vertices );
while(node) {
float *co= ss->mvert[node->Index].co;
const float val[3]= {co[0]+(ss->cache->location[0]-co[0])*node->Fade,
co[1]+(ss->cache->location[1]-co[1])*node->Fade,
co[2]+(ss->cache->location[2]-co[2])*node->Fade};
+
+ if( buffer != 0 ) {
+ IndexLink *cur = &ss->drawobject->indices[node->Index];
+ while( cur != 0 && cur->element != -1 ) {
+ sculpt_clip(s, ss, &buffer[cur->element*3], val);
+ cur = cur->next;
+ }
+ }
+
sculpt_clip(s, ss, co, val);
node= node->next;
}
+ if( buffer != 0 )
+ GPU_buffer_unlock( ss->drawobject->vertices );
}
static void do_grab_brush(Sculpt *sd, SculptSession *ss)
@@ -405,6 +441,7 @@ static void do_grab_brush(Sculpt *sd, SculptSession *ss)
ActiveData *node= ss->cache->grab_active_verts[ss->cache->symmetry].first;
float add[3];
float grab_delta[3];
+ float *buffer = (float *)GPU_buffer_lock( ss->drawobject->vertices );
VecCopyf(grab_delta, ss->cache->grab_delta_symmetry);
@@ -414,10 +451,21 @@ static void do_grab_brush(Sculpt *sd, SculptSession *ss)
VecCopyf(add, grab_delta);
VecMulf(add, node->Fade);
VecAddf(add, add, co);
+
+ if( buffer != 0 ) {
+ IndexLink *cur = &ss->drawobject->indices[node->Index];
+ while( cur != 0 && cur->element != -1 ) {
+ sculpt_clip(sd, ss, &buffer[cur->element*3], add);
+ cur = cur->next;
+ }
+ }
+
sculpt_clip(sd, ss, co, add);
node= node->next;
}
+ if( buffer != 0 )
+ GPU_buffer_unlock( ss->drawobject->vertices );
}
@@ -425,6 +473,7 @@ static void do_layer_brush(Sculpt *sd, SculptSession *ss, const ListBase *active
{
float area_normal[3];
ActiveData *node= active_verts->first;
+ float *buffer;
float lim= ss->cache->radius / 4;
if(ss->cache->flip)
@@ -432,6 +481,7 @@ static void do_layer_brush(Sculpt *sd, SculptSession *ss, const ListBase *active
calc_area_normal(sd, ss, area_normal, active_verts);
+ buffer = (float *)GPU_buffer_lock( ss->drawobject->vertices );
while(node){
float *disp= &ss->layer_disps[node->Index];
float *co= ss->mvert[node->Index].co;
@@ -447,17 +497,28 @@ static void do_layer_brush(Sculpt *sd, SculptSession *ss, const ListBase *active
val[1] = ss->mesh_co_orig[node->Index][1]+area_normal[1] * *disp*ss->cache->scale[1];
val[2] = ss->mesh_co_orig[node->Index][2]+area_normal[2] * *disp*ss->cache->scale[2];
+ if( buffer != 0 ) {
+ IndexLink *cur = &ss->drawobject->indices[node->Index];
+ while( cur != 0 && cur->element != -1 ) {
+ sculpt_clip(sd, ss, &buffer[cur->element*3], val);
+ cur = cur->next;
+ }
+ }
+
sculpt_clip(sd, ss, co, val);
node= node->next;
}
+ if( buffer != 0 )
+ GPU_buffer_unlock( ss->drawobject->vertices );
}
static void do_inflate_brush(Sculpt *s, SculptSession *ss, const ListBase *active_verts)
{
ActiveData *node= active_verts->first;
float add[3];
-
+ float *buffer = (float *)GPU_buffer_lock( ss->drawobject->vertices );
+
while(node) {
float *co= ss->mvert[node->Index].co;
short *no= ss->mvert[node->Index].no;
@@ -471,10 +532,20 @@ static void do_inflate_brush(Sculpt *s, SculptSession *ss, const ListBase *activ
add[2]*= ss->cache->scale[2];
VecAddf(add, add, co);
+ if( buffer != 0 ) {
+ IndexLink *cur = &ss->drawobject->indices[node->Index];
+ while( cur != 0 && cur->element != -1 ) {
+ sculpt_clip(s, ss, &buffer[cur->element*3], add);
+ cur = cur->next;
+ }
+ }
+
sculpt_clip(s, ss, co, add);
node= node->next;
}
+ if( buffer != 0 )
+ GPU_buffer_unlock( ss->drawobject->vertices );
}
static void calc_flatten_center(SculptSession *ss, ActiveData *node, float co[3])
@@ -535,7 +606,7 @@ static void do_flatten_clay_brush(Sculpt *sd, SculptSession *ss, const ListBase
float area_normal[3];
float cntr[3], cntr2[3], bstr = 0;
int flip = 0;
-
+ float *buffer;
calc_area_normal(sd, ss, area_normal, active_verts);
calc_flatten_center(ss, node, cntr);
@@ -547,7 +618,9 @@ static void do_flatten_clay_brush(Sculpt *sd, SculptSession *ss, const ListBase
cntr2[2]=cntr[2]+area_normal[2]*bstr*ss->cache->scale[2];
flip = bstr < 0;
}
-
+
+ buffer = (float *)GPU_buffer_lock( ss->drawobject->vertices );
+
while(node){
float *co= ss->mvert[node->Index].co;
float intr[3], val[3];
@@ -573,11 +646,21 @@ static void do_flatten_clay_brush(Sculpt *sd, SculptSession *ss, const ListBase
VecAddf(val, val, co);
+ if( buffer != 0 ) {
+ IndexLink *cur = &ss->drawobject->indices[node->Index];
+ while( cur != 0 && cur->element != -1 ) {
+ sculpt_clip(sd, ss, &buffer[cur->element*3], val);
+ cur = cur->next;
+ }
+ }
sculpt_clip(sd, ss, co, val);
+
}
node= node->next;
}
+ if( buffer != 0 )
+ GPU_buffer_unlock( ss->drawobject->vertices );
}
/* Uses symm to selectively flip any axis of a coordinate. */
@@ -898,7 +981,8 @@ static void add_face_normal(vec3f *norm, MVert *mvert, const MFace* face, float
static void update_damaged_vert(SculptSession *ss, ListBase *lb)
{
ActiveData *vert;
-
+
+ float *buffer = (float *)GPU_buffer_lock( ss->drawobject->normals );
for(vert= lb->first; vert; vert= vert->next) {
vec3f norm= {0,0,0};
IndexNode *face= ss->fmap[vert->Index].first;
@@ -915,7 +999,32 @@ static void update_damaged_vert(SculptSession *ss, ListBase *lb)
ss->mvert[vert->Index].no[0]=norm.x*32767;
ss->mvert[vert->Index].no[1]=norm.y*32767;
ss->mvert[vert->Index].no[2]=norm.z*32767;
+
+ if( buffer != 0 ) {
+ IndexLink *cur = &ss->drawobject->indices[vert->Index];
+ while( cur != 0 && cur->element != -1 ) {
+ int i = ss->drawobject->faceRemap[cur->element/3];
+ if( ss->mface[i].flag & ME_SMOOTH ) {
+ VECCOPY(&buffer[cur->element*3],ss->mvert[vert->Index].no);
+ }
+ else {
+ float norm[3];
+ if( ss->mface[i].v4 )
+ CalcNormFloat4(ss->mvert[ss->mface[i].v1].co, ss->mvert[ss->mface[i].v2].co, ss->mvert[ss->mface[i].v3].co, ss->mvert[ss->mface[i].v4].co, norm);
+ else
+ CalcNormFloat(ss->mvert[ss->mface[i].v1].co, ss->mvert[ss->mface[i].v2].co, ss->mvert[ss->mface[i].v3].co, norm);
+ VECCOPY(&buffer[cur->element*3],norm);
+ VECCOPY(&buffer[cur->element*3],norm);
+ VECCOPY(&buffer[cur->element*3],norm);
+ }
+
+ //VECCOPY(&buffer[cur->element*3],ss->mvert[vert->Index].no);
+ cur = cur->next;
+ }
+ }
}
+ if( buffer != 0 )
+ GPU_buffer_unlock( ss->drawobject->normals );
}
static void calc_damaged_verts(SculptSession *ss)
@@ -1004,9 +1113,10 @@ static void sculpt_update_mesh_elements(bContext *C)
Object *ob = CTX_data_active_object(C);
SculptSession *ss = ob->sculpt;
int oldtotvert = ss->totvert;
+ DerivedMesh *dm = mesh_get_derived_final(CTX_data_scene(C), ob, CD_MASK_BAREMESH);
if((ss->multires = sculpt_multires_active(ob))) {
- DerivedMesh *dm = mesh_get_derived_final(CTX_data_scene(C), ob, CD_MASK_BAREMESH);
+ //DerivedMesh *dm = mesh_get_derived_final(CTX_data_scene(C), ob, CD_MASK_BAREMESH);
ss->totvert = dm->getNumVerts(dm);
ss->totface = dm->getNumFaces(dm);
ss->mvert = dm->getVertDataArray(dm, CD_MVERT);
@@ -1021,6 +1131,12 @@ static void sculpt_update_mesh_elements(bContext *C)
ss->mface = me->mface;
ss->face_normals = NULL;
}
+ if( GPU_buffer_legacy( dm ) ) {
+ ss->drawobject = 0;
+ }
+ else {
+ ss->drawobject = dm->drawObject;
+ }
if(ss->totvert != oldtotvert) {
if(ss->projverts) MEM_freeN(ss->projverts);
@@ -1332,16 +1448,27 @@ static void sculpt_restore_mesh(Sculpt *sd, SculptSession *ss)
{
StrokeCache *cache = ss->cache;
Brush *brush = paint_brush(&sd->paint);
+ float *buffer;
int i;
-
+
/* Restore the mesh before continuing with anchored stroke */
if((brush->flag & BRUSH_ANCHORED) && ss->mesh_co_orig) {
+ buffer = (float *)GPU_buffer_lock( ss->drawobject->normals );
for(i = 0; i < ss->totvert; ++i) {
VecCopyf(ss->mvert[i].co, ss->mesh_co_orig[i]);
ss->mvert[i].no[0] = cache->orig_norms[i][0];
ss->mvert[i].no[1] = cache->orig_norms[i][1];
ss->mvert[i].no[2] = cache->orig_norms[i][2];
+ if( buffer != 0 ) {
+ IndexLink *cur = &ss->drawobject->indices[i];
+ while( cur != 0 && cur->element != -1 ) {
+ VECCOPY(&buffer[cur->element*3],cache->orig_norms[i]);
+ cur = cur->next;
+ }
+ }
}
+ if( buffer != 0 )
+ GPU_buffer_unlock( ss->drawobject->normals );
if(ss->face_normals) {
float *fn = ss->face_normals;
diff --git a/source/blender/editors/space_view3d/drawmesh.c b/source/blender/editors/space_view3d/drawmesh.c
index da67bd8707e..a4d7ae802f6 100644
--- a/source/blender/editors/space_view3d/drawmesh.c
+++ b/source/blender/editors/space_view3d/drawmesh.c
@@ -70,6 +70,7 @@
#include "UI_resources.h"
#include "UI_interface_icons.h"
+#include "gpu_buffers.h"
#include "GPU_extensions.h"
#include "GPU_draw.h"
@@ -398,8 +399,7 @@ static void draw_textured_end()
glPopMatrix();
}
-
-static int draw_tface__set_draw(MTFace *tface, MCol *mcol, int matnr)
+static int draw_tface__set_draw_legacy(MTFace *tface, MCol *mcol, int matnr)
{
if (tface && (tface->mode&TF_INVISIBLE)) return 0;
@@ -421,6 +421,87 @@ static int draw_tface__set_draw(MTFace *tface, MCol *mcol, int matnr)
return 1; /* Set color from mcol */
}
}
+static int draw_tface__set_draw(MTFace *tface, MCol *mcol, int matnr)
+{
+ if (tface && (tface->mode&TF_INVISIBLE)) return 0;
+
+ if (tface && set_draw_settings_cached(0, Gtexdraw.istex, tface, Gtexdraw.islit, Gtexdraw.ob, matnr, TF_TWOSIDE)) {
+ return 2; /* Don't set color */
+ } else if (tface && tface->mode&TF_OBCOL) {
+ return 2; /* Don't set color */
+ } else if (!mcol) {
+ return 2; /* Don't set color */
+ } else {
+ return 1; /* Set color from mcol */
+ }
+}
+static void add_tface_color_layer(DerivedMesh *dm)
+{
+ MTFace *tface = DM_get_face_data_layer(dm, CD_MTFACE);
+ MFace *mface = DM_get_face_data_layer(dm, CD_MFACE);
+ MCol *finalCol;
+ int i,j;
+ MCol *mcol = dm->getFaceDataArray(dm, CD_WEIGHT_MCOL);
+ if(!mcol)
+ mcol = dm->getFaceDataArray(dm, CD_MCOL);
+
+ finalCol = MEM_mallocN(sizeof(MCol)*4*dm->getNumFaces(dm),"add_tface_color_layer");
+ for(i=0;i<dm->getNumFaces(dm);i++) {
+ if (tface && (tface->mode&TF_INVISIBLE)) {
+ if( mcol )
+ memcpy(&finalCol[i*4],&mcol[i*4],sizeof(MCol)*4);
+ else
+ for(j=0;j<4;j++) {
+ finalCol[i*4+j].b = 255;
+ finalCol[i*4+j].g = 255;
+ finalCol[i*4+j].r = 255;
+ }
+ }
+ else if (tface && mface && set_draw_settings_cached(0, Gtexdraw.istex, tface, Gtexdraw.islit, Gtexdraw.ob, mface[i].mat_nr, TF_TWOSIDE)) {
+ for(j=0;j<4;j++) {
+ finalCol[i*4+j].b = 255;
+ finalCol[i*4+j].g = 0;
+ finalCol[i*4+j].r = 255;
+ }
+ } else if (tface && tface->mode&TF_OBCOL) {
+ for(j=0;j<4;j++) {
+ finalCol[i*4+j].r = Gtexdraw.obcol[0];
+ finalCol[i*4+j].g = Gtexdraw.obcol[1];
+ finalCol[i*4+j].b = Gtexdraw.obcol[2];
+ }
+ } else if (!mcol) {
+ if (tface) {
+ for(j=0;j<4;j++) {
+ finalCol[i*4+j].b = 255;
+ finalCol[i*4+j].g = 255;
+ finalCol[i*4+j].r = 255;
+ }
+ }
+ else {
+ Material *ma= give_current_material(Gtexdraw.ob, mface[i].mat_nr+1);
+ if(ma)
+ for(j=0;j<4;j++) {
+ finalCol[i*4+j].b = ma->b;
+ finalCol[i*4+j].g = ma->g;
+ finalCol[i*4+j].r = ma->r;
+ }
+ else
+ for(j=0;j<4;j++) {
+ finalCol[i*4+j].b = 255;
+ finalCol[i*4+j].g = 255;
+ finalCol[i*4+j].r = 255;
+ }
+ }
+ } else {
+ for(j=0;j<4;j++) {
+ finalCol[i*4+j].b = mcol[i*4+j].r;
+ finalCol[i*4+j].g = mcol[i*4+j].g;
+ finalCol[i*4+j].r = mcol[i*4+j].b;
+ }
+ }
+ }
+ CustomData_add_layer( &dm->faceData, CD_TEXTURE_MCOL, CD_ASSIGN, finalCol, dm->numFaceData );
+}
static int draw_tface_mapped__set_draw(void *userData, int index)
{
@@ -561,6 +642,7 @@ void draw_mesh_textured(Scene *scene, View3D *v3d, RegionView3D *rv3d, Object *o
draw_textured_begin(scene, v3d, rv3d, ob);
if(ob == scene->obedit) {
+ glColor4f(1.0f,1.0f,1.0f,1.0f);
dm->drawMappedFacesTex(dm, draw_em_tf_mapped__set_draw, me->edit_mesh);
} else if(faceselect) {
if(ob->mode & OB_MODE_WEIGHT_PAINT)
@@ -569,7 +651,14 @@ void draw_mesh_textured(Scene *scene, View3D *v3d, RegionView3D *rv3d, Object *o
dm->drawMappedFacesTex(dm, draw_tface_mapped__set_draw, me);
}
else {
- dm->drawFacesTex(dm, draw_tface__set_draw);
+ if( GPU_buffer_legacy(dm) )
+ dm->drawFacesTex(dm, draw_tface__set_draw_legacy);
+ else {
+ glColor4f(1.0f,1.0f,1.0f,1.0f);
+ if( !CustomData_has_layer(&dm->faceData,CD_TEXTURE_MCOL) )
+ add_tface_color_layer(dm);
+ dm->drawFacesTex(dm, draw_tface__set_draw);
+ }
}
/* draw game engine text hack */
diff --git a/source/blender/editors/space_view3d/drawobject.c b/source/blender/editors/space_view3d/drawobject.c
index db3b7130ab3..eedcc33af37 100644
--- a/source/blender/editors/space_view3d/drawobject.c
+++ b/source/blender/editors/space_view3d/drawobject.c
@@ -102,6 +102,7 @@
#include "GPU_draw.h"
#include "GPU_material.h"
#include "GPU_extensions.h"
+#include "gpu_buffers.h"
#include "ED_mesh.h"
#include "ED_particle.h"
@@ -1550,15 +1551,72 @@ static void draw_dm_verts__mapFunc(void *userData, int index, float *co, float *
}
}
}
+/* originally defined in DerivedMesh.c */
+typedef struct {
+ DerivedMesh dm;
+
+ EditMesh *em;
+ float (*vertexCos)[3];
+ float (*vertexNos)[3];
+ float (*faceNos)[3];
+} EditMeshDerivedMesh;
+
static void draw_dm_verts(DerivedMesh *dm, int sel, EditVert *eve_act)
{
struct { int sel; EditVert *eve_act; } data;
+ GPUBuffer *buffer;
+ float *varray;
data.sel = sel;
data.eve_act = eve_act;
-
- bglBegin(GL_POINTS);
- dm->foreachMappedVert(dm, draw_dm_verts__mapFunc, &data);
- bglEnd();
+
+ /* first come the unselected vertices, then the selected */
+ buffer = GPU_buffer_alloc( sizeof(float)*3*dm->getNumVerts(dm)*2, 0 );
+
+ if( (varray = GPU_buffer_lock_stream( buffer )) && bglPointHack() == 0 ) {
+ EditMeshDerivedMesh *emdm= (EditMeshDerivedMesh*) dm;
+ EditVert *eve;
+ int i;
+ int numverts = 0, numselected = 0;
+ int datatype[] = { GPU_BUFFER_INTER_V3F, GPU_BUFFER_INTER_END };
+ GPU_buffer_unlock( buffer );
+ GPU_interleaved_setup( buffer, datatype );
+ varray = GPU_buffer_lock_stream( buffer );
+
+ glBegin(GL_POINTS);
+ for (i=0,eve= emdm->em->verts.first; eve; i++,eve=eve->next) {
+ if (eve->h==0 && (eve->f&SELECT)==data.sel) {
+ if (eve==data.eve_act) {
+ if (emdm->vertexCos) {
+ VECCOPY(&varray[3*(dm->getNumVerts(dm)+numselected)],emdm->vertexCos[i]);
+ }
+ else {
+ VECCOPY(&varray[3*(dm->getNumVerts(dm)+numselected)],eve->co);
+ }
+ numselected++;
+ } else {
+ if (emdm->vertexCos) {
+ VECCOPY(&varray[3*numverts],emdm->vertexCos[i]);
+ } else {
+ VECCOPY(&varray[3*numverts],eve->co);
+ }
+ numverts++;
+ }
+ }
+ }
+ glEnd();
+ GPU_buffer_unlock( buffer );
+ glDrawArrays(GL_POINTS,0,numverts);
+ UI_ThemeColor4(TH_EDITMESH_ACTIVE);
+ glDrawArrays(GL_POINTS,dm->getNumVerts(dm),numselected);
+ UI_ThemeColor4(data.sel?TH_VERTEX_SELECT:TH_VERTEX);
+ GPU_buffer_unbind();
+ }
+ else {
+ bglBegin(GL_POINTS);
+ dm->foreachMappedVert(dm, draw_dm_verts__mapFunc, &data);
+ bglEnd();
+ }
+ GPU_buffer_free( buffer, 0 );
}
/* Draw edges with color set based on selection */
@@ -1626,12 +1684,57 @@ static void draw_dm_edges_sel_interp__setDrawInterpOptions(void *userData, int i
col0[2] + (col1[2]-col0[2])*t,
col0[3] + (col1[3]-col0[3])*t);
}
+
static void draw_dm_edges_sel_interp(DerivedMesh *dm, unsigned char *baseCol, unsigned char *selCol)
{
unsigned char *cols[2];
+ int elemsize = sizeof(float)*3+sizeof(unsigned char)*4;
+ EditMeshDerivedMesh *emdm = (EditMeshDerivedMesh *)dm;
+ EditMesh *em= emdm->em;
+ unsigned char *varray;
+ int i;
+ GPUBuffer *buffer;
cols[0] = baseCol;
cols[1] = selCol;
- dm->drawMappedEdgesInterp(dm, draw_dm_edges_sel_interp__setDrawOptions, draw_dm_edges_sel_interp__setDrawInterpOptions, cols);
+
+ buffer = GPU_buffer_alloc( elemsize*em->totedge*2, 0 );
+ if( (varray = GPU_buffer_lock_stream( buffer )) ) {
+ EditEdge *eed;
+ int numedges = 0;
+ int datatype[] = { GPU_BUFFER_INTER_V3F, GPU_BUFFER_INTER_C4UB, GPU_BUFFER_INTER_END };
+ GPU_buffer_unlock( buffer );
+ GPU_interleaved_setup( buffer, datatype );
+ varray = GPU_buffer_lock_stream( buffer );
+ for (i=0,eed= em->edges.first; eed; i++,eed= eed->next) {
+ if(eed->h==0) {
+ unsigned char *col0 = cols[(eed->v1->f&SELECT)?1:0];
+ unsigned char *col1 = cols[(eed->v2->f&SELECT)?1:0];
+
+ if( emdm->vertexCos ) {
+ VECCOPY(((float *)&varray[elemsize*numedges*2]),emdm->vertexCos[(int) eed->v1->tmp.l]);
+ }
+ else {
+ VECCOPY(((float *)&varray[elemsize*numedges*2]),eed->v1->co);
+ }
+ QUATCOPY(&varray[elemsize*numedges*2+sizeof(float)*3],col0);
+ if( emdm->vertexCos ) {
+ VECCOPY(((float *)&varray[elemsize*numedges*2+elemsize]),emdm->vertexCos[(int) eed->v2->tmp.l]);
+ }
+ else {
+ VECCOPY(((float *)&varray[elemsize*numedges*2+elemsize]),eed->v2->co);
+ }
+ QUATCOPY(&varray[elemsize*numedges*2+elemsize+sizeof(float)*3],col1);
+ numedges++;
+ }
+ }
+ GPU_buffer_unlock( buffer );
+ glDrawArrays(GL_LINES,0,numedges*2);
+ GPU_buffer_unbind();
+ }
+ else {
+ dm->drawMappedEdgesInterp(dm, draw_dm_edges_sel_interp__setDrawOptions, draw_dm_edges_sel_interp__setDrawInterpOptions, cols);
+ }
+ GPU_buffer_free( buffer, 0 );
}
/* Draw only seam edges */
@@ -1685,12 +1788,237 @@ static int draw_dm_faces_sel__setDrawOptions(void *userData, int index, int *dra
static void draw_dm_faces_sel(DerivedMesh *dm, unsigned char *baseCol, unsigned char *selCol, unsigned char *actCol, EditFace *efa_act)
{
struct { unsigned char *cols[3]; EditFace *efa_act; } data;
+ //EditMeshDerivedMesh *emdm = (EditMeshDerivedMesh *)dm;
+ EditFace *efa;
+ unsigned char *col;
+ unsigned char *colors;
+ GPUBuffer *buffer;
+ unsigned char *varray;
+ unsigned char black[] = { 0, 0, 0, 0 };
+ int i,j,draw=0;
+ int elemsize = (sizeof(float)*6+sizeof(unsigned char)*4);
data.cols[0] = baseCol;
data.cols[1] = selCol;
data.cols[2] = actCol;
data.efa_act = efa_act;
-
- dm->drawMappedFaces(dm, draw_dm_faces_sel__setDrawOptions, &data, 0);
+
+
+ buffer = GPU_buffer_alloc( elemsize*dm->getNumFaces(dm)*3*2, 0 );
+ if( dm->getVertCos == 0 && (varray = GPU_buffer_lock_stream( buffer )) ) {
+ int prevdraw = 0;
+ int numfaces = 0;
+ int datatype[] = { GPU_BUFFER_INTER_V3F, GPU_BUFFER_INTER_N3F, GPU_BUFFER_INTER_C4UB, GPU_BUFFER_INTER_END };
+ GPU_buffer_unlock( buffer );
+ GPU_interleaved_setup( buffer, datatype );
+ glShadeModel(GL_SMOOTH);
+ varray = GPU_buffer_lock_stream( buffer );
+ for (i=0,efa= efa_act; efa; i++,efa= efa->next) {
+ int drawSmooth = (efa->flag & ME_SMOOTH);
+ if (efa->h==0) {
+ if (efa == data.efa_act) {
+ draw = 2;
+ } else {
+ col = data.cols[(efa->f&SELECT)?1:0];
+ if (col[3]==0) draw = 0;
+ else draw = 1;
+ }
+ }
+ else {
+ draw = 0;
+ }
+ if( prevdraw != draw && prevdraw != 0 && numfaces > 0) {
+ if( prevdraw==2 ) {
+ glEnable(GL_POLYGON_STIPPLE);
+ glPolygonStipple(stipple_quarttone);
+ }
+ GPU_buffer_unlock( buffer );
+ glDrawArrays(GL_TRIANGLES,0,numfaces*3);
+ if( prevdraw==2 ) {
+ glDisable(GL_POLYGON_STIPPLE);
+ }
+ varray = GPU_buffer_lock_stream( buffer );
+ numfaces = 0;
+ }
+
+ if( draw != 0 ) {
+ if(!drawSmooth) {
+ /*if (emdm->vertexCos) {
+ VECCOPY((float *)&varray[elemsize*3*numfaces],emdm->vertexCos[(int) efa->v1->tmp.l]);
+ VECCOPY((float *)&varray[elemsize*3*numfaces+sizeof(float)*3],emdm->faceNos[i]);
+
+ VECCOPY((float *)&varray[elemsize*3*numfaces+elemsize],emdm->vertexCos[(int) efa->v2->tmp.l]);
+ VECCOPY((float *)&varray[elemsize*3*numfaces+elemsize+sizeof(float)*3],emdm->faceNos[i]);
+
+ VECCOPY((float *)&varray[elemsize*3*numfaces+elemsize*2],emdm->vertexCos[(int) efa->v3->tmp.l]);
+ VECCOPY((float *)&varray[elemsize*3*numfaces+elemsize*2+sizeof(float)*3],emdm->faceNos[i]);
+ }
+ else {*/
+ VECCOPY((float *)&varray[elemsize*3*numfaces],efa->v1->co);
+ VECCOPY((float *)&varray[elemsize*3*numfaces+sizeof(float)*3],efa->n);
+
+ VECCOPY((float *)&varray[elemsize*3*numfaces+elemsize],efa->v2->co);
+ VECCOPY((float *)&varray[elemsize*3*numfaces+elemsize+sizeof(float)*3],efa->n);
+
+ VECCOPY((float *)&varray[elemsize*3*numfaces+elemsize*2],efa->v3->co);
+ VECCOPY((float *)&varray[elemsize*3*numfaces+elemsize*2+sizeof(float)*3],efa->n);
+ /*}*/
+ if( draw == 2 ) {
+ QUATCOPY(&varray[elemsize*3*numfaces+sizeof(float)*6],data.cols[2]);
+ QUATCOPY(&varray[elemsize*3*numfaces+elemsize+sizeof(float)*6],data.cols[2]);
+ QUATCOPY(&varray[elemsize*3*numfaces+elemsize*2+sizeof(float)*6],data.cols[2]);
+ }
+ else if( draw == 1 ) {
+ QUATCOPY(&varray[elemsize*3*numfaces+sizeof(float)*6],data.cols[(efa->f&SELECT)?1:0]);
+ QUATCOPY(&varray[elemsize*3*numfaces+elemsize+sizeof(float)*6],data.cols[(efa->f&SELECT)?1:0]);
+ QUATCOPY(&varray[elemsize*3*numfaces+elemsize*2+sizeof(float)*6],data.cols[(efa->f&SELECT)?1:0]);
+ }
+ else {
+ QUATCOPY(&varray[elemsize*3*numfaces+sizeof(float)*6],black);
+ QUATCOPY(&varray[elemsize*3*numfaces+elemsize+sizeof(float)*6],black);
+ QUATCOPY(&varray[elemsize*3*numfaces+elemsize*2+sizeof(float)*6],black);
+ }
+
+ numfaces++;
+ if( efa->v4 ) {
+ /*if (emdm->vertexCos) {
+ VECCOPY((float *)&varray[elemsize*3*numfaces],emdm->vertexCos[(int) efa->v3->tmp.l]);
+ VECCOPY((float *)&varray[elemsize*3*numfaces+sizeof(float)*3],emdm->faceNos[i]);
+
+ VECCOPY((float *)&varray[elemsize*3*numfaces+elemsize],emdm->vertexCos[(int) efa->v4->tmp.l]);
+ VECCOPY((float *)&varray[elemsize*3*numfaces+elemsize+sizeof(float)*3],emdm->faceNos[i]);
+
+ VECCOPY((float *)&varray[elemsize*3*numfaces+elemsize*2],emdm->vertexCos[(int) efa->v1->tmp.l]);
+ VECCOPY((float *)&varray[elemsize*3*numfaces+elemsize*2+sizeof(float)*3],emdm->faceNos[i]);
+ }
+ else {*/
+ VECCOPY((float *)&varray[elemsize*3*numfaces],efa->v3->co);
+ VECCOPY((float *)&varray[elemsize*3*numfaces+sizeof(float)*3],efa->n);
+
+ VECCOPY((float *)&varray[elemsize*3*numfaces+elemsize],efa->v4->co);
+ VECCOPY((float *)&varray[elemsize*3*numfaces+elemsize+sizeof(float)*3],efa->n);
+
+ VECCOPY((float *)&varray[elemsize*3*numfaces+elemsize*2],efa->v1->co);
+ VECCOPY((float *)&varray[elemsize*3*numfaces+elemsize*2+sizeof(float)*3],efa->n);
+ /*}*/
+
+ if( draw == 2 ) {
+ QUATCOPY(&varray[elemsize*3*numfaces+sizeof(float)*6],data.cols[2]);
+ QUATCOPY(&varray[elemsize*3*numfaces+elemsize+sizeof(float)*6],data.cols[2]);
+ QUATCOPY(&varray[elemsize*3*numfaces+elemsize*2+sizeof(float)*6],data.cols[2]);
+ }
+ else if( draw == 1 ) {
+ QUATCOPY(&varray[elemsize*3*numfaces+sizeof(float)*6],data.cols[(efa->f&SELECT)?1:0]);
+ QUATCOPY(&varray[elemsize*3*numfaces+elemsize+sizeof(float)*6],data.cols[(efa->f&SELECT)?1:0]);
+ QUATCOPY(&varray[elemsize*3*numfaces+elemsize*2+sizeof(float)*6],data.cols[(efa->f&SELECT)?1:0]);
+ }
+ else {
+ QUATCOPY(&varray[elemsize*3*numfaces+sizeof(float)*6],black);
+ QUATCOPY(&varray[elemsize*3*numfaces+elemsize+sizeof(float)*6],black);
+ QUATCOPY(&varray[elemsize*3*numfaces+elemsize*2+sizeof(float)*6],black);
+ }
+
+ numfaces++;
+ }
+ }
+ else {
+ /*if (emdm->vertexCos) {
+ VECCOPY((float *)&varray[elemsize*3*numfaces],emdm->vertexCos[(int) efa->v1->tmp.l]);
+ VECCOPY((float *)&varray[elemsize*3*numfaces+sizeof(float)*3],emdm->vertexNos[(int) efa->v1->tmp.l]);
+
+ VECCOPY((float *)&varray[elemsize*3*numfaces+elemsize],emdm->vertexCos[(int) efa->v2->tmp.l]);
+ VECCOPY((float *)&varray[elemsize*3*numfaces+elemsize+sizeof(float)*3],emdm->vertexNos[(int) efa->v2->tmp.l]);
+
+ VECCOPY((float *)&varray[elemsize*3*numfaces+elemsize*2],emdm->vertexCos[(int) efa->v3->tmp.l]);
+ VECCOPY((float *)&varray[elemsize*3*numfaces+elemsize*2+sizeof(float)*3],emdm->vertexNos[(int) efa->v3->tmp.l]);
+ }
+ else {*/
+ VECCOPY((float *)&varray[elemsize*3*numfaces],efa->v1->co);
+ VECCOPY((float *)&varray[elemsize*3*numfaces+sizeof(float)*3],efa->v1->no);
+
+ VECCOPY((float *)&varray[elemsize*3*numfaces+elemsize],efa->v2->co);
+ VECCOPY((float *)&varray[elemsize*3*numfaces+elemsize+sizeof(float)*3],efa->v2->no);
+
+ VECCOPY((float *)&varray[elemsize*3*numfaces+elemsize*2],efa->v3->co);
+ VECCOPY((float *)&varray[elemsize*3*numfaces+elemsize*2+sizeof(float)*3],efa->v3->no);
+ /*}*/
+
+ if( draw == 2 ) {
+ QUATCOPY(&varray[elemsize*3*numfaces+sizeof(float)*6],data.cols[2]);
+ QUATCOPY(&varray[elemsize*3*numfaces+elemsize+sizeof(float)*6],data.cols[2]);
+ QUATCOPY(&varray[elemsize*3*numfaces+elemsize*2+sizeof(float)*6],data.cols[2]);
+ }
+ else if( draw == 1 ) {
+ QUATCOPY(&varray[elemsize*3*numfaces+sizeof(float)*6],data.cols[(efa->f&SELECT)?1:0]);
+ QUATCOPY(&varray[elemsize*3*numfaces+elemsize+sizeof(float)*6],data.cols[(efa->f&SELECT)?1:0]);
+ QUATCOPY(&varray[elemsize*3*numfaces+elemsize*2+sizeof(float)*6],data.cols[(efa->f&SELECT)?1:0]);
+ }
+ else {
+ QUATCOPY(&varray[elemsize*3*numfaces+sizeof(float)*6],black);
+ QUATCOPY(&varray[elemsize*3*numfaces+elemsize+sizeof(float)*6],black);
+ QUATCOPY(&varray[elemsize*3*numfaces+elemsize*2+sizeof(float)*6],black);
+ }
+
+ numfaces++;
+ if( efa->v4 ) {
+ /*if (emdm->vertexCos) {
+ VECCOPY((float *)&varray[elemsize*3*numfaces],emdm->vertexCos[(int) efa->v3->tmp.l]);
+ VECCOPY((float *)&varray[elemsize*3*numfaces+sizeof(float)*3],emdm->vertexNos[(int) efa->v1->tmp.l]);
+
+ VECCOPY((float *)&varray[elemsize*3*numfaces+elemsize],emdm->vertexCos[(int) efa->v4->tmp.l]);
+ VECCOPY((float *)&varray[elemsize*3*numfaces+elemsize+sizeof(float)*3],emdm->vertexNos[(int) efa->v2->tmp.l]);
+
+ VECCOPY((float *)&varray[elemsize*3*numfaces+elemsize*2],emdm->vertexCos[(int) efa->v1->tmp.l]);
+ VECCOPY((float *)&varray[elemsize*3*numfaces+elemsize*2+sizeof(float)*3],emdm->vertexNos[(int) efa->v3->tmp.l]);
+ }
+ else {*/
+ VECCOPY((float *)&varray[elemsize*3*numfaces],efa->v3->co);
+ VECCOPY((float *)&varray[elemsize*3*numfaces+sizeof(float)*3],efa->v3->no);
+
+ VECCOPY((float *)&varray[elemsize*3*numfaces+elemsize],efa->v4->co);
+ VECCOPY((float *)&varray[elemsize*3*numfaces+elemsize+sizeof(float)*3],efa->v4->no);
+
+ VECCOPY((float *)&varray[elemsize*3*numfaces+elemsize*2],efa->v1->co);
+ VECCOPY((float *)&varray[elemsize*3*numfaces+elemsize*2+sizeof(float)*3],efa->v1->no);
+ /*}*/
+
+ if( draw == 2 ) {
+ QUATCOPY(&varray[elemsize*3*numfaces+sizeof(float)*6],data.cols[2]);
+ QUATCOPY(&varray[elemsize*3*numfaces+elemsize+sizeof(float)*6],data.cols[2]);
+ QUATCOPY(&varray[elemsize*3*numfaces+elemsize*2+sizeof(float)*6],data.cols[2]);
+ }
+ else if( draw == 1 ) {
+ QUATCOPY(&varray[elemsize*3*numfaces+sizeof(float)*6],data.cols[(efa->f&SELECT)?1:0]);
+ QUATCOPY(&varray[elemsize*3*numfaces+elemsize+sizeof(float)*6],data.cols[(efa->f&SELECT)?1:0]);
+ QUATCOPY(&varray[elemsize*3*numfaces+elemsize*2+sizeof(float)*6],data.cols[(efa->f&SELECT)?1:0]);
+ }
+ else {
+ QUATCOPY(&varray[elemsize*3*numfaces+sizeof(float)*6],black);
+ QUATCOPY(&varray[elemsize*3*numfaces+elemsize+sizeof(float)*6],black);
+ QUATCOPY(&varray[elemsize*3*numfaces+elemsize*2+sizeof(float)*6],black);
+ }
+
+ numfaces++;
+ }
+ }
+ }
+ prevdraw = draw;
+ }
+ GPU_buffer_unlock( buffer );
+ if( prevdraw != 0 && numfaces > 0) {
+ if( prevdraw==2 ) {
+ glEnable(GL_POLYGON_STIPPLE);
+ glPolygonStipple(stipple_quarttone);
+ }
+ glDrawArrays(GL_TRIANGLES,0,numfaces*3);
+ if( prevdraw==2 ) {
+ glDisable(GL_POLYGON_STIPPLE);
+ }
+ }
+ GPU_buffer_unbind();
+ } else {
+ dm->drawMappedFaces(dm, draw_dm_faces_sel__setDrawOptions, &data, 0);
+ }
+ GPU_buffer_free( buffer, 0 );
}
static int draw_dm_creases__setDrawOptions(void *userData, int index)
@@ -2103,12 +2431,115 @@ static void draw_em_fancy(Scene *scene, View3D *v3d, RegionView3D *rv3d, Object
}
}
else {
+ /* 3 floats for position, 3 for normal and times two because the faces may actually be quads instead of triangles */
+ GPUBuffer *buffer = GPU_buffer_alloc( sizeof(float)*6*em->totface*3*2, 0 );
+ float *varray;
+ EditFace *efa;
+ int i, curmat = 0, draw = 0;
+
glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, me->flag & ME_TWOSIDED);
glEnable(GL_LIGHTING);
glFrontFace((ob->transflag&OB_NEG_SCALE)?GL_CW:GL_CCW);
- finalDM->drawMappedFaces(finalDM, draw_em_fancy__setFaceOpts, 0, 0);
+ if( finalDM->getVertCos == 0 && (varray = GPU_buffer_lock_stream( buffer )) ) {
+ int prevdraw = 0, prevmat = 0;
+ int numfaces = 0;
+ int datatype[] = { GPU_BUFFER_INTER_V3F, GPU_BUFFER_INTER_N3F, GPU_BUFFER_INTER_END };
+ GPU_buffer_unlock( buffer );
+ GPU_interleaved_setup( buffer, datatype );
+ glShadeModel(GL_SMOOTH);
+ varray = GPU_buffer_lock_stream( buffer );
+ for (i=0,efa= em->faces.first; efa; i++,efa= efa->next) {
+ int drawSmooth = (efa->flag & ME_SMOOTH);
+ if( efa->h == 0 ) {
+ curmat = efa->mat_nr+1;
+ draw = 1;
+ }
+ else {
+ draw = 0;
+ }
+ if( ((prevdraw != draw) || (curmat != prevmat)) && prevdraw != 0 && numfaces > 0) {
+ if( prevdraw==2 ) {
+ glEnable(GL_POLYGON_STIPPLE);
+ glPolygonStipple(stipple_quarttone);
+ }
+ GPU_buffer_unlock( buffer );
+ GPU_enable_material(prevmat, NULL);
+ glDrawArrays(GL_TRIANGLES,0,numfaces*3);
+ if( prevdraw==2 ) {
+ glDisable(GL_POLYGON_STIPPLE);
+ }
+ varray = GPU_buffer_lock_stream( buffer );
+ numfaces = 0;
+ }
+ if( draw != 0 ) {
+ if(!drawSmooth) {
+ VECCOPY(&varray[numfaces*18],efa->v1->co);
+ VECCOPY(&varray[numfaces*18+3],efa->n);
+
+ VECCOPY(&varray[numfaces*18+6],efa->v2->co);
+ VECCOPY(&varray[numfaces*18+9],efa->n);
+
+ VECCOPY(&varray[numfaces*18+12],efa->v3->co);
+ VECCOPY(&varray[numfaces*18+15],efa->n);
+ numfaces++;
+ if( efa->v4 ) {
+ VECCOPY(&varray[numfaces*18],efa->v3->co);
+ VECCOPY(&varray[numfaces*18+3],efa->n);
+
+ VECCOPY(&varray[numfaces*18+6],efa->v4->co);
+ VECCOPY(&varray[numfaces*18+9],efa->n);
+
+ VECCOPY(&varray[numfaces*18+12],efa->v1->co);
+ VECCOPY(&varray[numfaces*18+15],efa->n);
+ numfaces++;
+ }
+ }
+ else {
+ VECCOPY(&varray[numfaces*18],efa->v1->co);
+ VECCOPY(&varray[numfaces*18+3],efa->v1->no);
+
+ VECCOPY(&varray[numfaces*18+6],efa->v2->co);
+ VECCOPY(&varray[numfaces*18+9],efa->v2->no);
+
+ VECCOPY(&varray[numfaces*18+12],efa->v3->co);
+ VECCOPY(&varray[numfaces*18+15],efa->v3->no);
+ numfaces++;
+ if( efa->v4 ) {
+ VECCOPY(&varray[numfaces*18],efa->v3->co);
+ VECCOPY(&varray[numfaces*18+3],efa->v3->no);
+
+ VECCOPY(&varray[numfaces*18+6],efa->v4->co);
+ VECCOPY(&varray[numfaces*18+9],efa->v4->no);
+
+ VECCOPY(&varray[numfaces*18+12],efa->v1->co);
+ VECCOPY(&varray[numfaces*18+15],efa->v1->no);
+ numfaces++;
+ }
+ }
+ }
+ prevdraw = draw;
+ prevmat = curmat;
+ }
+ GPU_buffer_unlock( buffer );
+ if( prevdraw != 0 && numfaces > 0) {
+ if( prevdraw==2 ) {
+ glEnable(GL_POLYGON_STIPPLE);
+ glPolygonStipple(stipple_quarttone);
+ }
+ GPU_enable_material(prevmat, NULL);
+ glDrawArrays(GL_TRIANGLES,0,numfaces*3);
+ if( prevdraw==2 ) {
+ glDisable(GL_POLYGON_STIPPLE);
+ }
+ }
+ GPU_buffer_unbind();
+ }
+ else {
+ finalDM->drawMappedFaces(finalDM, draw_em_fancy__setFaceOpts, 0, 0);
+ }
+ GPU_buffer_free(buffer,0);
glFrontFace(GL_CCW);
glDisable(GL_LIGHTING);
@@ -5608,6 +6039,16 @@ static int bbs_mesh_solid__setDrawOpts(void *userData, int index, int *drawSmoot
Mesh *me = userData;
if (!(me->mface[index].flag&ME_HIDE)) {
+ return 1;
+ } else {
+ return 0;
+ }
+}
+static int bbs_mesh_solid__setDrawOpts_legacy(void *userData, int index, int *drawSmooth_r)
+{
+ Mesh *me = userData;
+
+ if (!(me->mface[index].flag&ME_HIDE)) {
WM_set_framebuffer_index_color(index+1);
return 1;
} else {
@@ -5620,9 +6061,41 @@ static void bbs_mesh_solid(Scene *scene, View3D *v3d, Object *ob)
{
DerivedMesh *dm = mesh_get_derived_final(scene, ob, v3d->customdata_mask);
Mesh *me = (Mesh*)ob->data;
+ MCol *colors;
+ int i,j;
glColor3ub(0, 0, 0);
- dm->drawMappedFaces(dm, bbs_mesh_solid__setDrawOpts, me, 0);
+
+ if( !GPU_buffer_legacy(dm) ) {
+ int *index = DM_get_face_data_layer(dm, CD_ORIGINDEX);
+ int ind;
+ colors = MEM_mallocN(dm->getNumFaces(dm)*sizeof(MCol)*4,"bbs_mesh_solid");
+ for(i=0;i<dm->getNumFaces(dm);i++) {
+ if( index != 0 )
+ ind = index[i];
+ else
+ ind = i;
+ if (!(me->mface[ind].flag&ME_HIDE)) {
+ unsigned int fbindex = index_to_framebuffer(ind+1);
+ for(j=0;j<4;j++) {
+ colors[i*4+j].b = ((fbindex)&0xFF);
+ colors[i*4+j].g = (((fbindex)>>8)&0xFF);
+ colors[i*4+j].r = (((fbindex)>>16)&0xFF);
+ }
+ }
+ else {
+ memset(&colors[i*4],0,sizeof(MCol)*4);
+ }
+ }
+
+ CustomData_add_layer( &dm->faceData, CD_ID_MCOL, CD_ASSIGN, colors, dm->numFaceData );
+ GPU_buffer_free(dm->drawObject->colors,0);
+ dm->drawObject->colors = 0;
+ dm->drawMappedFaces(dm, bbs_mesh_solid__setDrawOpts, me, 1);
+ }
+ else {
+ dm->drawMappedFaces(dm, bbs_mesh_solid__setDrawOpts_legacy, me, 0);
+ }
dm->release(dm);
}
diff --git a/source/blender/gpu/gpu_buffers.h b/source/blender/gpu/gpu_buffers.h
new file mode 100644
index 00000000000..d71c8e49acd
--- /dev/null
+++ b/source/blender/gpu/gpu_buffers.h
@@ -0,0 +1,157 @@
+/**
+ * $Id: gpu_buffers.h 20687 2009-06-07 11:26:46Z imbusy $
+ *
+ * ***** 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 *****
+ */
+
+#ifndef __GPU_BUFFERS_H__
+#define __GPU_BUFFERS_H__
+
+#define MAX_FREE_GPU_BUFFERS 8
+
+#ifdef _DEBUG
+/*#define DEBUG_VBO(X) printf(X)*/
+#define DEBUG_VBO(X)
+#else
+#define DEBUG_VBO(X)
+#endif
+
+struct DerivedMesh;
+
+/* V - vertex, N - normal, T - uv, C - color
+ F - float, UB - unsigned byte */
+#define GPU_BUFFER_INTER_V3F 1
+#define GPU_BUFFER_INTER_N3F 2
+#define GPU_BUFFER_INTER_T2F 3
+#define GPU_BUFFER_INTER_C3UB 4
+#define GPU_BUFFER_INTER_C4UB 5
+#define GPU_BUFFER_INTER_END -1
+
+typedef struct GPUBuffer
+{
+ int size; /* in bytes */
+ void *pointer; /* used with vertex arrays */
+ unsigned int id; /* used with vertex buffer objects */
+} GPUBuffer;
+
+typedef struct GPUBufferPool
+{
+ int size; /* number of allocated buffers stored */
+ int start; /* for a queue like structure */
+ /* when running out of space for storing buffers,
+ the last one used will be thrown away */
+
+ GPUBuffer* buffers[MAX_FREE_GPU_BUFFERS];
+} GPUBufferPool;
+
+typedef struct GPUBufferMaterial
+{
+ int start; /* at which vertex in the buffer the material starts */
+ int end; /* at which vertex it ends */
+ char mat_nr;
+} GPUBufferMaterial;
+
+typedef struct IndexLink {
+ int element;
+ struct IndexLink *next;
+} IndexLink;
+
+typedef struct GPUDrawObject
+{
+ GPUBuffer *vertices;
+ GPUBuffer *normals;
+ GPUBuffer *uv;
+ GPUBuffer *colors;
+ GPUBuffer *edges;
+ GPUBuffer *uvedges;
+
+ int *faceRemap; /* at what index was the face originally in DerivedMesh */
+ IndexLink *indices; /* given an index, find all elements using it */
+ IndexLink *indexMem; /* for faster memory allocation/freeing */
+ int indexMemUsage; /* how many are already allocated */
+ int colType;
+
+ GPUBufferMaterial *materials;
+
+ int nmaterials;
+ int nelements; /* (number of faces) * 3 */
+ int nlooseverts;
+ int nedges;
+ int nindices;
+ int legacy; /* if there was a failure allocating some buffer, use old rendering code */
+
+} GPUDrawObject;
+
+typedef struct GPUAttrib
+{
+ int index;
+ int size;
+ int type;
+} GPUAttrib;
+
+GPUBufferPool *GPU_buffer_pool_new();
+void GPU_buffer_pool_free( GPUBufferPool *pool ); /* TODO: Find a place where to call this function on exit */
+
+GPUBuffer *GPU_buffer_alloc( int size, GPUBufferPool *pool );
+void GPU_buffer_free( GPUBuffer *buffer, GPUBufferPool *pool );
+
+GPUDrawObject *GPU_drawobject_new( struct DerivedMesh *dm );
+void GPU_drawobject_free( struct DerivedMesh *dm );
+
+/* called before drawing */
+void GPU_vertex_setup( struct DerivedMesh *dm );
+void GPU_normal_setup( struct DerivedMesh *dm );
+void GPU_uv_setup( struct DerivedMesh *dm );
+void GPU_color_setup( struct DerivedMesh *dm );
+void GPU_edge_setup( struct DerivedMesh *dm ); /* does not mix with other data */
+void GPU_uvedge_setup( struct DerivedMesh *dm );
+void GPU_interleaved_setup( GPUBuffer *buffer, int data[] );
+int GPU_attrib_element_size( GPUAttrib data[], int numdata );
+void GPU_interleaved_attrib_setup( GPUBuffer *buffer, GPUAttrib data[], int numdata );
+
+/* can't lock more than one buffer at once */
+void *GPU_buffer_lock( GPUBuffer *buffer );
+void *GPU_buffer_lock_stream( GPUBuffer *buffer );
+void GPU_buffer_unlock( GPUBuffer *buffer );
+
+/* upload three unsigned chars, representing RGB colors, for each vertex. Resets dm->drawObject->colType to -1 */
+void GPU_color3_upload( struct DerivedMesh *dm, char *data );
+/* upload four unsigned chars, representing RGBA colors, for each vertex. Resets dm->drawObject->colType to -1 */
+void GPU_color4_upload( struct DerivedMesh *dm, char *data );
+/* switch color rendering on=1/off=0 */
+void GPU_color_switch( int mode );
+
+void GPU_buffer_draw_elements( GPUBuffer *elements, unsigned int mode, int start, int count );
+
+/* called after drawing */
+void GPU_buffer_unbind();
+
+int GPU_buffer_legacy( struct DerivedMesh *dm );
+
+#endif
diff --git a/source/blender/gpu/intern/gpu_buffers.c b/source/blender/gpu/intern/gpu_buffers.c
new file mode 100644
index 00000000000..5781c852657
--- /dev/null
+++ b/source/blender/gpu/intern/gpu_buffers.c
@@ -0,0 +1,1248 @@
+/**
+ * $Id: gpu_buffers.c 19820 2009-04-20 15:06:46Z imbusy $
+ *
+ * ***** 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 "DNA_userdef_types.h"
+
+#include "gpu_buffers.h"
+#include "MEM_guardedalloc.h"
+#include "BKE_DerivedMesh.h"
+#include "BKE_utildefines.h"
+#include "DNA_meshdata_types.h"
+#include "BLI_arithb.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;
+
+ 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);
+
+ for( i=0; i < dm->getNumFaces(dm); 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 < dm->getNumFaces(dm); 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;
+
+ MVert *mvert;
+ MFace *mface;
+
+ DEBUG_VBO("GPU_buffer_copy_vertex\n");
+
+ mvert = dm->getVertArray(dm);
+ mface = dm->getFaceArray(dm);
+
+ for( i=0; i < dm->getNumFaces(dm); 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;
+ 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");
+
+ for( i=0; i < dm->getNumFaces(dm); 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;
+
+ 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;
+ }
+
+ for( i=0; i < dm->getNumFaces(dm); 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;
+ unsigned char *varray = (unsigned char *)varray_;
+ unsigned char *mcol = (unsigned char *)user;
+ MFace *mface = dm->getFaceArray(dm);
+
+ DEBUG_VBO("GPU_buffer_copy_color3\n");
+
+ for( i=0; i < dm->getNumFaces(dm); 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;
+ unsigned char *varray = (unsigned char *)varray_;
+ unsigned char *mcol = (unsigned char *)user;
+ MFace *mface = dm->getFaceArray(dm);
+
+ DEBUG_VBO("GPU_buffer_copy_color4\n");
+
+ for( i=0; i < dm->getNumFaces(dm); 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;
+ 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;
+ }
+
+ colors = MEM_mallocN(dm->getNumFaces(dm)*12*sizeof(unsigned char), "GPU_buffer_color");
+ for( i=0; i < dm->getNumFaces(dm)*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;
+
+ DEBUG_VBO("GPU_buffer_copy_edge\n");
+
+ mvert = dm->getVertArray(dm);
+ medge = dm->getEdgeArray(dm);
+
+ for(i = 0; i < dm->getNumEdges(dm); 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;
+ int 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;
+ int 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 );
+ }
+} \ No newline at end of file
diff --git a/source/blender/makesdna/DNA_customdata_types.h b/source/blender/makesdna/DNA_customdata_types.h
index 18c18d9e9dd..ad686e37097 100644
--- a/source/blender/makesdna/DNA_customdata_types.h
+++ b/source/blender/makesdna/DNA_customdata_types.h
@@ -76,7 +76,9 @@ typedef struct CustomData {
#define CD_TANGENT 18
#define CD_MDISPS 19
#define CD_WEIGHT_MCOL 20 /* for displaying weightpaint colors */
-#define CD_NUMTYPES 21
+#define CD_ID_MCOL 21
+#define CD_TEXTURE_MCOL 22
+#define CD_NUMTYPES 23
/* Bits for CustomDataMask */
#define CD_MASK_MVERT (1 << CD_MVERT)
diff --git a/source/blender/makesdna/DNA_userdef_types.h b/source/blender/makesdna/DNA_userdef_types.h
index 826eea43a4d..16ab3e1e9bd 100644
--- a/source/blender/makesdna/DNA_userdef_types.h
+++ b/source/blender/makesdna/DNA_userdef_types.h
@@ -446,6 +446,7 @@ extern UserDef U; /* from blenkernel blender.c */
#define USER_DEPRECATED_FLAG 1
#define USER_DISABLE_SOUND 2
#define USER_DISABLE_MIPMAP 4
+#define USER_DISABLE_VBO 8
/* wm draw method */
#define USER_DRAW_TRIPLE 0
diff --git a/source/blender/makesrna/intern/rna_userdef.c b/source/blender/makesrna/intern/rna_userdef.c
index e9fcb299c53..25448d0c2de 100644
--- a/source/blender/makesrna/intern/rna_userdef.c
+++ b/source/blender/makesrna/intern/rna_userdef.c
@@ -2173,6 +2173,10 @@ static void rna_def_userdef_system(BlenderRNA *brna)
RNA_def_property_boolean_negative_sdna(prop, NULL, "gameflags", USER_DISABLE_MIPMAP);
RNA_def_property_ui_text(prop, "Mipmaps", "Scale textures for the 3d View (looks nicer but uses more memory and slows image reloading.)");
+ prop= RNA_def_property(srna, "use_vbos", PROP_BOOLEAN, PROP_NONE);
+ RNA_def_property_boolean_negative_sdna(prop, NULL, "gameflags", USER_DISABLE_VBO);
+ RNA_def_property_ui_text(prop, "VBOs", "Use Vertex Buffer Objects (or Vertex Arrays, if unsupported) for viewport rendering.");
+
prop= RNA_def_property(srna, "gl_texture_limit", PROP_ENUM, PROP_NONE);
RNA_def_property_enum_sdna(prop, NULL, "glreslimit");
RNA_def_property_enum_items(prop, gl_texture_clamp_items);
diff --git a/source/blender/windowmanager/intern/wm_init_exit.c b/source/blender/windowmanager/intern/wm_init_exit.c
index f8985fd6531..b4328d12e81 100644
--- a/source/blender/windowmanager/intern/wm_init_exit.c
+++ b/source/blender/windowmanager/intern/wm_init_exit.c
@@ -86,6 +86,7 @@
#include "UI_interface.h"
#include "BLF_api.h"
+#include "gpu_buffers.h"
#include "GPU_extensions.h"
#include "GPU_draw.h"
@@ -252,6 +253,7 @@ void WM_exit(bContext *C)
// XXX UI_filelist_free_icons();
}
+ GPU_buffer_pool_free(0);
GPU_extensions_exit();
// if (copybuf) MEM_freeN(copybuf);
diff --git a/source/blender/windowmanager/intern/wm_operators.c b/source/blender/windowmanager/intern/wm_operators.c
index 486a887b354..2c124437eb2 100644
--- a/source/blender/windowmanager/intern/wm_operators.c
+++ b/source/blender/windowmanager/intern/wm_operators.c
@@ -2078,6 +2078,7 @@ static void WM_OT_redraw_timer(wmOperatorType *ot)
ot->name= "Redraw Timer";
ot->idname= "WM_OT_redraw_timer";
ot->description="Simple redraw timer to test the speed of updating the interface.";
+ ot->description="Ten Timer operator.";
ot->invoke= WM_menu_invoke;
ot->exec= redraw_timer_exec;
diff --git a/source/blender/windowmanager/intern/wm_subwindow.c b/source/blender/windowmanager/intern/wm_subwindow.c
index dc2aca7b15b..081125bf7f6 100644
--- a/source/blender/windowmanager/intern/wm_subwindow.c
+++ b/source/blender/windowmanager/intern/wm_subwindow.c
@@ -434,7 +434,7 @@ static int wm_get_colordepth(void)
/* apple seems to round colors to below and up on some configs */
-static unsigned int index_to_framebuffer(int index)
+unsigned int index_to_framebuffer(int index)
{
unsigned int i= index;
@@ -464,7 +464,7 @@ static unsigned int index_to_framebuffer(int index)
/* this is the old method as being in use for ages.... seems to work? colors are rounded to lower values */
-static unsigned int index_to_framebuffer(int index)
+unsigned int index_to_framebuffer(int index)
{
unsigned int i= index;
diff --git a/source/blender/windowmanager/wm_subwindow.h b/source/blender/windowmanager/wm_subwindow.h
index c0c492018ff..78d73b596b2 100644
--- a/source/blender/windowmanager/wm_subwindow.h
+++ b/source/blender/windowmanager/wm_subwindow.h
@@ -45,6 +45,7 @@ void wm_subwindow_getsize(wmWindow *win, int swinid, int *x, int *y);
void wm_subwindow_getorigin(wmWindow *win, int swinid, int *x, int *y);
void wm_subwindow_getmatrix(wmWindow *win, int swinid, float mat[][4]);
+unsigned int index_to_framebuffer(int index);
#endif /* WM_SUBWINDOW_H */