forked from bartvdbraak/blender
ef0473994b
* Cleaning up the conversion code to avoid a per-face material conversion. Materials are now stored in buckets and only converted if a new material is found. This replaces some of Campbell's earlier work on the subject. His work wasn't as thorough, but it was much safer for a release. * Shaders are only compiled for LibLoaded materials once. Before they could be compiled twice, which could really slow things down. * Refactoring the rasterizer code to use a strategy design pattern to handle different geometry rendering methods such as immediate mode, vertex arrays and vertex buffer objects. VBOs are added, but they will be disabled in a following commit since they are still slower than vertex arrays with display lists. However, VBOs are still useful for mobile, so it's good to keep them around. * Better multi-uv support. The BGE should now be able to handle more than two UV layers, which should help it better match the viewport.
101 lines
2.6 KiB
C++
101 lines
2.6 KiB
C++
/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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#ifndef __KX_VERTEXBUFFEROBJECTSTORAGE
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#define __KX_VERTEXBUFFEROBJECTSTORAGE
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#include <map>
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#include "GL/glew.h"
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#include "RAS_IStorage.h"
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#include "RAS_IRasterizer.h"
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#include "RAS_OpenGLRasterizer.h"
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class VBO
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{
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public:
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VBO(RAS_DisplayArray *data, unsigned int indices);
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~VBO();
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void Draw(int texco_num, RAS_IRasterizer::TexCoGen* texco, int attrib_num, RAS_IRasterizer::TexCoGen* attrib, bool multi);
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void UpdateData();
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void UpdateIndices();
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private:
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RAS_DisplayArray* data;
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GLuint size;
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GLuint stride;
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GLuint indices;
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GLenum mode;
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GLuint ibo;
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GLuint vbo_id;
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void* vertex_offset;
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void* normal_offset;
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void* color_offset;
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void* tangent_offset;
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void* uv_offset;
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};
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class RAS_StorageVBO : public RAS_IStorage
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{
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public:
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RAS_StorageVBO(int *texco_num, RAS_IRasterizer::TexCoGen *texco, int *attrib_num, RAS_IRasterizer::TexCoGen *attrib);
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virtual ~RAS_StorageVBO();
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virtual bool Init();
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virtual void Exit();
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virtual void IndexPrimitives(RAS_MeshSlot& ms);
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virtual void IndexPrimitivesMulti(RAS_MeshSlot& ms);
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virtual void SetDrawingMode(int drawingmode){m_drawingmode=drawingmode;};
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protected:
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int m_drawingmode;
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int* m_texco_num;
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int* m_attrib_num;
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RAS_IRasterizer::TexCoGen* m_texco;
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RAS_IRasterizer::TexCoGen* m_attrib;
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std::map<RAS_DisplayArray*, class VBO*> m_vbo_lookup;
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virtual void IndexPrimitivesInternal(RAS_MeshSlot& ms, bool multi);
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#ifdef WITH_CXX_GUARDEDALLOC
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public:
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void *operator new(size_t num_bytes) { return MEM_mallocN(num_bytes, "GE:RAS_StorageVA"); }
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void operator delete( void *mem ) { MEM_freeN(mem); }
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#endif
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};
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#endif //__KX_VERTEXBUFFEROBJECTSTORAGE
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