diff options
Diffstat (limited to 'source/blender/blenkernel/intern/cdderivedmesh.c')
-rw-r--r-- | source/blender/blenkernel/intern/cdderivedmesh.c | 138 |
1 files changed, 136 insertions, 2 deletions
diff --git a/source/blender/blenkernel/intern/cdderivedmesh.c b/source/blender/blenkernel/intern/cdderivedmesh.c index 472df3d0f26..9d5dcb8109b 100644 --- a/source/blender/blenkernel/intern/cdderivedmesh.c +++ b/source/blender/blenkernel/intern/cdderivedmesh.c @@ -58,6 +58,10 @@ #include "MEM_guardedalloc.h" +#include "GPU_draw.h" +#include "GPU_extensions.h" +#include "GPU_material.h" + #include <string.h> #include <limits.h> @@ -243,7 +247,7 @@ static void cdDM_drawLooseEdges(DerivedMesh *dm) glEnd(); } -static void cdDM_drawFacesSolid(DerivedMesh *dm, int (*setMaterial)(int)) +static void cdDM_drawFacesSolid(DerivedMesh *dm, int (*setMaterial)(int, void *attribs)) { CDDerivedMesh *cddm = (CDDerivedMesh*) dm; MVert *mvert = cddm->mvert; @@ -271,7 +275,7 @@ static void cdDM_drawFacesSolid(DerivedMesh *dm, int (*setMaterial)(int)) || new_shademodel != shademodel) { glEnd(); - drawCurrentMat = setMaterial(matnr = new_matnr); + drawCurrentMat = setMaterial(matnr = new_matnr, NULL); glShadeModel(shademodel = new_shademodel); glBegin(glmode = new_glmode); @@ -556,6 +560,134 @@ static void cdDM_drawMappedFacesTex(DerivedMesh *dm, int (*setDrawOptions)(void cdDM_drawFacesTex_common(dm, NULL, setDrawOptions, userData); } +static void cdDM_drawMappedFacesGLSL(DerivedMesh *dm, int (*setMaterial)(int, void *attribs), int (*setDrawOptions)(void *userData, int index), void *userData) +{ + CDDerivedMesh *cddm = (CDDerivedMesh*) dm; + GPUVertexAttribs gattribs; + DMVertexAttribs attribs; + MVert *mvert = cddm->mvert; + MFace *mface = cddm->mface; + MTFace *tf = dm->getFaceDataArray(dm, CD_MTFACE); + float (*nors)[3] = dm->getFaceDataArray(dm, CD_NORMAL); + int a, b, dodraw, smoothnormal, matnr, new_matnr; + int transp, new_transp, orig_transp; + int orig, *index = dm->getFaceDataArray(dm, CD_ORIGINDEX); + + matnr = -1; + smoothnormal = 0; + dodraw = 0; + 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(new_matnr != matnr) { + glEnd(); + + dodraw = setMaterial(matnr = new_matnr, &gattribs); + if(dodraw) + DM_vertex_attributes_from_gpu(dm, &gattribs, &attribs); + + 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(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; + + glBegin(GL_QUADS); + } + } + + 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); + } + 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) + +#undef PASSVERT + } + glEnd(); + + glShadeModel(GL_FLAT); +} + +static void cdDM_drawFacesGLSL(DerivedMesh *dm, int (*setMaterial)(int, void *attribs)) +{ + dm->drawMappedFacesGLSL(dm, setMaterial, NULL, NULL); +} + static void cdDM_drawMappedEdges(DerivedMesh *dm, int (*setDrawOptions)(void *userData, int index), void *userData) { CDDerivedMesh *cddm = (CDDerivedMesh*) dm; @@ -713,8 +845,10 @@ static CDDerivedMesh *cdDM_create(const char *desc) dm->drawFacesSolid = cdDM_drawFacesSolid; dm->drawFacesColored = cdDM_drawFacesColored; dm->drawFacesTex = cdDM_drawFacesTex; + dm->drawFacesGLSL = cdDM_drawFacesGLSL; dm->drawMappedFaces = cdDM_drawMappedFaces; dm->drawMappedFacesTex = cdDM_drawMappedFacesTex; + dm->drawMappedFacesGLSL = cdDM_drawMappedFacesGLSL; dm->foreachMappedVert = cdDM_foreachMappedVert; dm->foreachMappedEdge = cdDM_foreachMappedEdge; |