/* * $Id$ * * ***** 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, 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 ***** */ /** \file GPU_buffers.h * \ingroup gpu */ #ifndef __GPU_BUFFERS_H__ #define __GPU_BUFFERS_H__ #ifdef _DEBUG /*#define DEBUG_VBO(X) printf(X)*/ #define DEBUG_VBO(X) #else #define DEBUG_VBO(X) #endif struct DerivedMesh; struct DMGridData; struct GHash; struct DMGridData; struct GPUVertPointLink; typedef struct GPUBuffer { int size; /* in bytes */ void *pointer; /* used with vertex arrays */ unsigned int id; /* used with vertex buffer objects */ } GPUBuffer; typedef struct GPUBufferMaterial { /* range of points used for this material */ int start; int totpoint; /* original material index */ short mat_nr; } GPUBufferMaterial; /* meshes are split up by material since changing materials requires GL state changes that can't occur in the middle of drawing an array. some simplifying assumptions are made: * all quads are treated as two triangles. * no vertex sharing is used; each triangle gets its own copy of the vertices it uses (this makes it easy to deal with a vertex used by faces with different properties, such as smooth/solid shading, different MCols, etc.) to avoid confusion between the original MVert vertices and the arrays of OpenGL vertices, the latter are referred to here and in the source as `points'. similarly, the OpenGL triangles generated for MFaces are referred to as triangles rather than faces. */ typedef struct GPUDrawObject { GPUBuffer *points; GPUBuffer *normals; GPUBuffer *uv; GPUBuffer *colors; GPUBuffer *edges; GPUBuffer *uvedges; /* for each triangle, the original MFace index */ int *triangle_to_mface; /* for each original vertex, the list of related points */ struct GPUVertPointLink *vert_points; /* storage for the vert_points lists */ struct GPUVertPointLink *vert_points_mem; int vert_points_usage; int colType; GPUBufferMaterial *materials; int totmaterial; int tot_triangle_point; int tot_loose_point; /* caches of the original DerivedMesh values */ int totvert; int totedge; /* if there was a failure allocating some buffer, use old rendering code */ int legacy; } GPUDrawObject; /* used for GLSL materials */ typedef struct GPUAttrib { int index; int size; int type; } GPUAttrib; void GPU_global_buffer_pool_free(void); GPUBuffer *GPU_buffer_alloc(int size); void GPU_buffer_free(GPUBuffer *buffer); 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, unsigned 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, unsigned char *data ); /* switch color rendering on=1/off=0 */ void GPU_color_switch( int mode ); /* used for drawing edges */ void GPU_buffer_draw_elements( GPUBuffer *elements, unsigned int mode, int start, int count ); /* called after drawing */ void GPU_buffer_unbind(void); /* used to check whether to use the old (without buffers) code */ int GPU_buffer_legacy( 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, int smooth); void GPU_draw_buffers(void *buffers); void GPU_free_buffers(void *buffers); #endif