diff options
Diffstat (limited to 'source/blender/gpu')
-rw-r--r-- | source/blender/gpu/gpu_buffers.h | 15 | ||||
-rw-r--r-- | source/blender/gpu/intern/gpu_buffers.c | 353 |
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; |