blender/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_StorageVBO.h
Brecht Van Lommel 2822a14e5d Fix #34483: game engine multi UV glsl materials not working correct after changes
to support more than 2 UV maps. This code indirectly depended on the order of
OpenGL attribute ID's assigned by the OpenGL driver being the same as the
attributes being declared in the GLSL shader code, which is not always the case.
2013-03-01 20:45:42 +00:00

102 lines
2.7 KiB
C++

/*
* ***** 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) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
*/
#ifndef __KX_VERTEXBUFFEROBJECTSTORAGE
#define __KX_VERTEXBUFFEROBJECTSTORAGE
#include <map>
#include "GL/glew.h"
#include "RAS_IStorage.h"
#include "RAS_IRasterizer.h"
#include "RAS_OpenGLRasterizer.h"
class VBO
{
public:
VBO(RAS_DisplayArray *data, unsigned int indices);
~VBO();
void Draw(int texco_num, RAS_IRasterizer::TexCoGen* texco, int attrib_num, RAS_IRasterizer::TexCoGen* attrib, int *attrib_layer, bool multi);
void UpdateData();
void UpdateIndices();
private:
RAS_DisplayArray* data;
GLuint size;
GLuint stride;
GLuint indices;
GLenum mode;
GLuint ibo;
GLuint vbo_id;
void* vertex_offset;
void* normal_offset;
void* color_offset;
void* tangent_offset;
void* uv_offset;
};
class RAS_StorageVBO : public RAS_IStorage
{
public:
RAS_StorageVBO(int *texco_num, RAS_IRasterizer::TexCoGen *texco, int *attrib_num, RAS_IRasterizer::TexCoGen *attrib, int *attrib_layer);
virtual ~RAS_StorageVBO();
virtual bool Init();
virtual void Exit();
virtual void IndexPrimitives(RAS_MeshSlot& ms);
virtual void IndexPrimitivesMulti(RAS_MeshSlot& ms);
virtual void SetDrawingMode(int drawingmode){m_drawingmode=drawingmode;};
protected:
int m_drawingmode;
int* m_texco_num;
int* m_attrib_num;
RAS_IRasterizer::TexCoGen* m_texco;
RAS_IRasterizer::TexCoGen* m_attrib;
int* m_attrib_layer;
std::map<RAS_DisplayArray*, class VBO*> m_vbo_lookup;
virtual void IndexPrimitivesInternal(RAS_MeshSlot& ms, bool multi);
#ifdef WITH_CXX_GUARDEDALLOC
public:
void *operator new(size_t num_bytes) { return MEM_mallocN(num_bytes, "GE:RAS_StorageVA"); }
void operator delete( void *mem ) { MEM_freeN(mem); }
#endif
};
#endif //__KX_VERTEXBUFFEROBJECTSTORAGE