From e80d2cc4262cf921758667c24b2c31a90d22f6ac Mon Sep 17 00:00:00 2001 From: Lukas Steiblys Date: Sat, 3 Oct 2009 15:35:01 +0000 Subject: imbusy GSoC'09 branch merge (Vertex Buffer Object support) --- source/blender/gpu/gpu_buffers.h | 157 ++++ source/blender/gpu/intern/gpu_buffers.c | 1248 +++++++++++++++++++++++++++++++ 2 files changed, 1405 insertions(+) create mode 100644 source/blender/gpu/gpu_buffers.h create mode 100644 source/blender/gpu/intern/gpu_buffers.c (limited to 'source/blender/gpu') 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 + +#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 -- cgit v1.2.3