Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
Diffstat (limited to 'source/blender/gpu')
-rw-r--r--source/blender/gpu/gpu_buffers.h15
-rw-r--r--source/blender/gpu/intern/gpu_buffers.c353
2 files changed, 368 insertions, 0 deletions
diff --git a/source/blender/gpu/gpu_buffers.h b/source/blender/gpu/gpu_buffers.h
index 662912f9c19..5531ccc813b 100644
--- a/source/blender/gpu/gpu_buffers.h
+++ b/source/blender/gpu/gpu_buffers.h
@@ -43,6 +43,7 @@
#endif
struct DerivedMesh;
+struct GHash;
/* V - vertex, N - normal, T - uv, C - color
F - float, UB - unsigned byte */
@@ -124,6 +125,20 @@ void GPU_buffer_free( GPUBuffer *buffer, GPUBufferPool *pool );
GPUDrawObject *GPU_drawobject_new( struct DerivedMesh *dm );
void GPU_drawobject_free( struct DerivedMesh *dm );
+/* Buffers for non-DerivedMesh drawing */
+void *GPU_build_mesh_buffers(struct GHash *map, struct MVert *mvert,
+ struct MFace *mface, int *face_indices,
+ int totface, int *vert_indices, int uniq_verts,
+ int totvert);
+void GPU_update_mesh_buffers(void *buffers, struct MVert *mvert,
+ int *vert_indices, int totvert);
+void *GPU_build_grid_buffers(struct DMGridData **grids,
+ int *grid_indices, int totgrid, int gridsize);
+void GPU_update_grid_buffers(void *buffers_v, struct DMGridData **grids,
+ int *grid_indices, int totgrid, int gridsize);
+void GPU_draw_buffers(void *buffers);
+void GPU_free_buffers(void *buffers);
+
/* called before drawing */
void GPU_vertex_setup( struct DerivedMesh *dm );
void GPU_normal_setup( struct DerivedMesh *dm );
diff --git a/source/blender/gpu/intern/gpu_buffers.c b/source/blender/gpu/intern/gpu_buffers.c
index 3c178b10561..af220487ab1 100644
--- a/source/blender/gpu/intern/gpu_buffers.c
+++ b/source/blender/gpu/intern/gpu_buffers.c
@@ -30,6 +30,8 @@
* ***** END GPL LICENSE BLOCK *****
*/
+#include <limits.h>
+#include <stddef.h>
#include <string.h>
#include "GL/glew.h"
@@ -37,6 +39,7 @@
#include "MEM_guardedalloc.h"
#include "BLI_math.h"
+#include "BLI_ghash.h"
#include "DNA_meshdata_types.h"
@@ -376,6 +379,356 @@ void GPU_drawobject_free( DerivedMesh *dm )
dm->drawObject = 0;
}
+/* Convenience struct for building the VBO. */
+typedef struct {
+ float co[3];
+ short no[3];
+} VertexBufferFormat;
+
+typedef struct {
+ /* opengl buffer handles */
+ GLuint vert_buf, index_buf;
+ GLenum index_type;
+
+ /* mesh pointers in case buffer allocation fails */
+ MFace *mface;
+ MVert *mvert;
+ int *face_indices;
+ int totface;
+
+ /* grid pointers */
+ DMGridData **grids;
+ int *grid_indices;
+ int totgrid;
+ int gridsize;
+
+ unsigned int tot_tri, tot_quad;
+} GPU_Buffers;
+
+void GPU_update_mesh_buffers(void *buffers_v, MVert *mvert,
+ int *vert_indices, int totvert)
+{
+ GPU_Buffers *buffers = buffers_v;
+ VertexBufferFormat *vert_data;
+ int i;
+
+ if(buffers->vert_buf) {
+ /* Build VBO */
+ glBindBufferARB(GL_ARRAY_BUFFER_ARB, buffers->vert_buf);
+ glBufferDataARB(GL_ARRAY_BUFFER_ARB,
+ sizeof(VertexBufferFormat) * totvert,
+ NULL, GL_STATIC_DRAW_ARB);
+ vert_data = glMapBufferARB(GL_ARRAY_BUFFER_ARB, GL_WRITE_ONLY_ARB);
+
+ if(vert_data) {
+ for(i = 0; i < totvert; ++i) {
+ MVert *v = mvert + vert_indices[i];
+ VertexBufferFormat *out = vert_data + i;
+
+ copy_v3_v3(out->co, v->co);
+ memcpy(out->no, v->no, sizeof(short) * 3);
+ }
+
+ glUnmapBufferARB(GL_ARRAY_BUFFER_ARB);
+ }
+ else {
+ glDeleteBuffersARB(1, &buffers->vert_buf);
+ buffers->vert_buf = 0;
+ }
+
+ glBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
+ }
+
+ buffers->mvert = mvert;
+}
+
+void *GPU_build_mesh_buffers(GHash *map, MVert *mvert, MFace *mface,
+ int *face_indices, int totface,
+ int *vert_indices, int tot_uniq_verts,
+ int totvert)
+{
+ GPU_Buffers *buffers;
+ unsigned short *tri_data;
+ int i, j, k, tottri;
+
+ buffers = MEM_callocN(sizeof(GPU_Buffers), "GPU_Buffers");
+ buffers->index_type = GL_UNSIGNED_SHORT;
+
+ /* Count the number of triangles */
+ for(i = 0, tottri = 0; i < totface; ++i)
+ tottri += mface[face_indices[i]].v4 ? 2 : 1;
+
+ if(buffers->index_buf) {
+ /* Generate index buffer object */
+ glGenBuffersARB(1, &buffers->index_buf);
+ glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, buffers->index_buf);
+ glBufferDataARB(GL_ELEMENT_ARRAY_BUFFER_ARB,
+ sizeof(unsigned short) * tottri * 3, NULL, GL_STATIC_DRAW_ARB);
+
+ /* Fill the triangle buffer */
+ tri_data = glMapBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, GL_WRITE_ONLY_ARB);
+ if(tri_data) {
+ for(i = 0; i < totface; ++i) {
+ MFace *f = mface + face_indices[i];
+ int v[3] = {f->v1, f->v2, f->v3};
+
+ for(j = 0; j < (f->v4 ? 2 : 1); ++j) {
+ for(k = 0; k < 3; ++k) {
+ void *value, *key = SET_INT_IN_POINTER(v[k]);
+ int vbo_index;
+
+ value = BLI_ghash_lookup(map, key);
+ vbo_index = GET_INT_FROM_POINTER(value);
+
+ if(vbo_index < 0) {
+ vbo_index = -vbo_index +
+ tot_uniq_verts - 1;
+ }
+
+ *tri_data = vbo_index;
+ ++tri_data;
+ }
+ v[0] = f->v4;
+ v[1] = f->v1;
+ v[2] = f->v3;
+ }
+ }
+ glUnmapBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB);
+ }
+ else {
+ glDeleteBuffersARB(1, &buffers->index_buf);
+ buffers->index_buf = 0;
+ }
+
+ glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
+ }
+
+ if(buffers->vert_buf)
+ glGenBuffersARB(1, &buffers->vert_buf);
+ GPU_update_mesh_buffers(buffers, mvert, vert_indices, totvert);
+
+ buffers->tot_tri = tottri;
+
+ buffers->mface = mface;
+ buffers->face_indices = face_indices;
+ buffers->totface = totface;
+
+ return buffers;
+}
+
+void GPU_update_grid_buffers(void *buffers_v, DMGridData **grids,
+ int *grid_indices, int totgrid, int gridsize)
+{
+ GPU_Buffers *buffers = buffers_v;
+ DMGridData *vert_data;
+ int i, totvert;
+
+ totvert= gridsize*gridsize*totgrid;
+
+ /* Build VBO */
+ if(buffers->vert_buf) {
+ glBindBufferARB(GL_ARRAY_BUFFER_ARB, buffers->vert_buf);
+ glBufferDataARB(GL_ARRAY_BUFFER_ARB,
+ sizeof(DMGridData) * totvert,
+ NULL, GL_STATIC_DRAW_ARB);
+ vert_data = glMapBufferARB(GL_ARRAY_BUFFER_ARB, GL_WRITE_ONLY_ARB);
+ if(vert_data) {
+ for(i = 0; i < totgrid; ++i) {
+ DMGridData *grid= grids[grid_indices[i]];
+ memcpy(vert_data, grid, sizeof(DMGridData)*gridsize*gridsize);
+ vert_data += gridsize*gridsize;
+ }
+ glUnmapBufferARB(GL_ARRAY_BUFFER_ARB);
+ }
+ else {
+ glDeleteBuffersARB(1, &buffers->vert_buf);
+ buffers->vert_buf = 0;
+ }
+ glBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
+ }
+
+ buffers->grids = grids;
+ buffers->grid_indices = grid_indices;
+ buffers->totgrid = totgrid;
+ buffers->gridsize = gridsize;
+
+ //printf("node updated %p\n", buffers_v);
+}
+
+void *GPU_build_grid_buffers(DMGridData **grids,
+ int *grid_indices, int totgrid, int gridsize)
+{
+ GPU_Buffers *buffers;
+ int i, j, k, totquad, offset= 0;
+
+ buffers = MEM_callocN(sizeof(GPU_Buffers), "GPU_Buffers");
+
+ /* Count the number of quads */
+ totquad= (gridsize-1)*(gridsize-1)*totgrid;
+
+ /* Generate index buffer object */
+ glGenBuffersARB(1, &buffers->index_buf);
+ if(buffers->index_buf) {
+ glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, buffers->index_buf);
+
+ if(totquad < USHRT_MAX) {
+ unsigned short *quad_data;
+
+ buffers->index_type = GL_UNSIGNED_SHORT;
+ glBufferDataARB(GL_ELEMENT_ARRAY_BUFFER_ARB,
+ sizeof(unsigned short) * totquad * 4, NULL, GL_STATIC_DRAW_ARB);
+
+ /* Fill the quad buffer */
+ quad_data = glMapBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, GL_WRITE_ONLY_ARB);
+ if(quad_data) {
+ for(i = 0; i < totgrid; ++i) {
+ for(j = 0; j < gridsize-1; ++j) {
+ for(k = 0; k < gridsize-1; ++k) {
+ *(quad_data++)= offset + j*gridsize + k;
+ *(quad_data++)= offset + (j+1)*gridsize + k;
+ *(quad_data++)= offset + (j+1)*gridsize + k+1;
+ *(quad_data++)= offset + j*gridsize + k+1;
+ }
+ }
+
+ offset += gridsize*gridsize;
+ }
+ glUnmapBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB);
+ }
+ else {
+ glDeleteBuffersARB(1, &buffers->index_buf);
+ buffers->index_buf = 0;
+ }
+ }
+ else {
+ unsigned int *quad_data;
+
+ buffers->index_type = GL_UNSIGNED_INT;
+ glBufferDataARB(GL_ELEMENT_ARRAY_BUFFER_ARB,
+ sizeof(unsigned int) * totquad * 4, NULL, GL_STATIC_DRAW_ARB);
+
+ /* Fill the quad buffer */
+ quad_data = glMapBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, GL_WRITE_ONLY_ARB);
+
+ if(quad_data) {
+ for(i = 0; i < totgrid; ++i) {
+ for(j = 0; j < gridsize-1; ++j) {
+ for(k = 0; k < gridsize-1; ++k) {
+ *(quad_data++)= offset + j*gridsize + k;
+ *(quad_data++)= offset + (j+1)*gridsize + k;
+ *(quad_data++)= offset + (j+1)*gridsize + k+1;
+ *(quad_data++)= offset + j*gridsize + k+1;
+ }
+ }
+
+ offset += gridsize*gridsize;
+ }
+ glUnmapBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB);
+ }
+ else {
+ glDeleteBuffersARB(1, &buffers->index_buf);
+ buffers->index_buf = 0;
+ }
+ }
+
+ glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
+ }
+
+ /* Build VBO */
+ if(buffers->index_buf)
+ glGenBuffersARB(1, &buffers->vert_buf);
+ GPU_update_grid_buffers(buffers, grids, grid_indices, totgrid, gridsize);
+
+ buffers->tot_quad = totquad;
+
+ return buffers;
+}
+
+void GPU_draw_buffers(void *buffers_v)
+{
+ GPU_Buffers *buffers = buffers_v;
+
+ if(buffers->vert_buf && buffers->index_buf) {
+ glEnableClientState(GL_VERTEX_ARRAY);
+ glEnableClientState(GL_NORMAL_ARRAY);
+
+ glBindBufferARB(GL_ARRAY_BUFFER_ARB, buffers->vert_buf);
+ glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, buffers->index_buf);
+
+ if(buffers->tot_quad) {
+ glVertexPointer(3, GL_FLOAT, sizeof(DMGridData), (void*)offsetof(DMGridData, co));
+ glNormalPointer(GL_FLOAT, sizeof(DMGridData), (void*)offsetof(DMGridData, no));
+
+ glDrawElements(GL_QUADS, buffers->tot_quad * 4, buffers->index_type, 0);
+ }
+ else {
+ glVertexPointer(3, GL_FLOAT, sizeof(VertexBufferFormat), (void*)offsetof(VertexBufferFormat, co));
+ glNormalPointer(GL_SHORT, sizeof(VertexBufferFormat), (void*)offsetof(VertexBufferFormat, no));
+
+ glDrawElements(GL_TRIANGLES, buffers->tot_tri * 3, buffers->index_type, 0);
+ }
+
+ glDisableClientState(GL_VERTEX_ARRAY);
+ glDisableClientState(GL_NORMAL_ARRAY);
+ }
+ else if(buffers->totface) {
+ /* fallback if we are out of memory */
+ int i;
+
+ for(i = 0; i < buffers->totface; ++i) {
+ MFace *f = buffers->mface + buffers->face_indices[i];
+
+ glBegin((f->v4)? GL_QUADS: GL_TRIANGLES);
+ glNormal3sv(buffers->mvert[f->v1].no);
+ glVertex3fv(buffers->mvert[f->v1].co);
+ glNormal3sv(buffers->mvert[f->v2].no);
+ glVertex3fv(buffers->mvert[f->v2].co);
+ glNormal3sv(buffers->mvert[f->v3].no);
+ glVertex3fv(buffers->mvert[f->v3].co);
+ if(f->v4) {
+ glNormal3sv(buffers->mvert[f->v4].no);
+ glVertex3fv(buffers->mvert[f->v4].co);
+ }
+ glEnd();
+ }
+ }
+ else if(buffers->totgrid) {
+ int i, x, y, gridsize = buffers->gridsize;
+
+ for(i = 0; i < buffers->totgrid; ++i) {
+ DMGridData *grid = buffers->grids[buffers->grid_indices[i]];
+
+ for(y = 0; y < gridsize-1; y++) {
+ glBegin(GL_QUAD_STRIP);
+ for(x = 0; x < gridsize; x++) {
+ DMGridData *a = &grid[y*gridsize + x];
+ DMGridData *b = &grid[(y+1)*gridsize + x];
+
+ glNormal3fv(a->no);
+ glVertex3fv(a->co);
+ glNormal3fv(b->no);
+ glVertex3fv(b->co);
+ }
+ glEnd();
+ }
+ }
+ }
+}
+
+void GPU_free_buffers(void *buffers_v)
+{
+ if(buffers_v) {
+ GPU_Buffers *buffers = buffers_v;
+
+ if(buffers->vert_buf)
+ glDeleteBuffersARB(1, &buffers->vert_buf);
+ if(buffers->index_buf)
+ glDeleteBuffersARB(1, &buffers->index_buf);
+
+ MEM_freeN(buffers);
+ }
+}
+
GPUBuffer *GPU_buffer_setup( DerivedMesh *dm, GPUDrawObject *object, int size, GLenum target, void *user, void (*copy_f)(DerivedMesh *, float *, int *, int *, void *) )
{
GPUBuffer *buffer;