/* * ***** 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. * * 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 BMesh; struct CCGElem; struct CCGKey; struct CustomData; struct DMFlagMat; struct DerivedMesh; struct GHash; struct GPUVertPointLink; struct PBVH; 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); /* colType is the cddata MCol type to use! */ void GPU_color_setup(struct DerivedMesh *dm, int colType); void GPU_edge_setup(struct DerivedMesh *dm); /* does not mix with other data */ void GPU_uvedge_setup(struct DerivedMesh *dm); 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); /* 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 */ typedef struct GPU_Buffers GPU_Buffers; GPU_Buffers *GPU_build_mesh_buffers(int (*face_vert_indices)[4], struct MFace *mface, struct MVert *mvert, int *face_indices, int totface); void GPU_update_mesh_buffers(GPU_Buffers *buffers, MVert *mvert, int *vert_indices, int totvert, const float *vmask, int (*face_vert_indices)[4], int show_diffuse_color); GPU_Buffers *GPU_build_grid_buffers(int *grid_indices, int totgrid, unsigned int **grid_hidden, int gridsize); GPU_Buffers *GPU_build_bmesh_buffers(int smooth_shading); void GPU_update_bmesh_buffers(GPU_Buffers *buffers, struct BMesh *bm, struct GHash *bm_faces, struct GHash *bm_unique_verts, struct GHash *bm_other_verts); void GPU_update_grid_buffers(GPU_Buffers *buffers, struct CCGElem **grids, const struct DMFlagMat *grid_flag_mats, int *grid_indices, int totgrid, const struct CCGKey *key, int show_diffuse_color); void GPU_draw_buffers(GPU_Buffers *buffers, DMSetMaterial setMaterial, int wireframe); int GPU_buffers_diffuse_changed(GPU_Buffers *buffers, int show_diffuse_color); void GPU_free_buffers(GPU_Buffers *buffers); #endif