/** * $Id$ * * ***** 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., 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