⭐ 欢迎来到虫虫下载站! | 📦 资源下载 📁 资源专辑 ℹ️ 关于我们
⭐ 虫虫下载站

📄 vbo_exec_draw.c

📁 Mesa is an open-source implementation of the OpenGL specification - a system for rendering interacti
💻 C
字号:
/* * Mesa 3-D graphics library * Version:  7.2 * * Copyright (C) 1999-2008  Brian Paul   All Rights Reserved. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included * in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. * * Authors: *    Keith Whitwell <keith@tungstengraphics.com> */#include "main/glheader.h"#include "main/bufferobj.h"#include "main/context.h"#include "main/enums.h"#include "main/state.h"#include "main/macros.h"#include "vbo_context.h"static void vbo_exec_debug_verts( struct vbo_exec_context *exec ){   GLuint count = exec->vtx.vert_count;   GLuint i;   _mesa_printf("%s: %u vertices %d primitives, %d vertsize\n",		__FUNCTION__,		count,		exec->vtx.prim_count,		exec->vtx.vertex_size);   for (i = 0 ; i < exec->vtx.prim_count ; i++) {      struct _mesa_prim *prim = &exec->vtx.prim[i];      _mesa_printf("   prim %d: %s%s %d..%d %s %s\n",		   i, 		   _mesa_lookup_enum_by_nr(prim->mode),		   prim->weak ? " (weak)" : "",		   prim->start, 		   prim->start + prim->count,		   prim->begin ? "BEGIN" : "(wrap)",		   prim->end ? "END" : "(wrap)");   }}/* * NOTE: Need to have calculated primitives by this point -- do it on the fly. * NOTE: Old 'parity' issue is gone. */static GLuint vbo_copy_vertices( struct vbo_exec_context *exec ){   GLuint nr = exec->vtx.prim[exec->vtx.prim_count-1].count;   GLuint ovf, i;   GLuint sz = exec->vtx.vertex_size;   GLfloat *dst = exec->vtx.copied.buffer;   GLfloat *src = ((GLfloat *)exec->vtx.buffer_map + 		   exec->vtx.prim[exec->vtx.prim_count-1].start * 		   exec->vtx.vertex_size);   switch( exec->ctx->Driver.CurrentExecPrimitive )   {   case GL_POINTS:      return 0;   case GL_LINES:      ovf = nr&1;      for (i = 0 ; i < ovf ; i++)	 _mesa_memcpy( dst+i*sz, src+(nr-ovf+i)*sz, sz * sizeof(GLfloat) );      return i;   case GL_TRIANGLES:      ovf = nr%3;      for (i = 0 ; i < ovf ; i++)	 _mesa_memcpy( dst+i*sz, src+(nr-ovf+i)*sz, sz * sizeof(GLfloat) );      return i;   case GL_QUADS:      ovf = nr&3;      for (i = 0 ; i < ovf ; i++)	 _mesa_memcpy( dst+i*sz, src+(nr-ovf+i)*sz, sz * sizeof(GLfloat) );      return i;   case GL_LINE_STRIP:      if (nr == 0) 	 return 0;      else {	 _mesa_memcpy( dst, src+(nr-1)*sz, sz * sizeof(GLfloat) );	 return 1;      }   case GL_LINE_LOOP:   case GL_TRIANGLE_FAN:   case GL_POLYGON:      if (nr == 0) 	 return 0;      else if (nr == 1) {	 _mesa_memcpy( dst, src+0, sz * sizeof(GLfloat) );	 return 1;      } else {	 _mesa_memcpy( dst, src+0, sz * sizeof(GLfloat) );	 _mesa_memcpy( dst+sz, src+(nr-1)*sz, sz * sizeof(GLfloat) );	 return 2;      }   case GL_TRIANGLE_STRIP:      /* no parity issue, but need to make sure the tri is not drawn twice */      if (nr & 1) {	 exec->vtx.prim[exec->vtx.prim_count-1].count--;      }      /* fallthrough */   case GL_QUAD_STRIP:      switch (nr) {      case 0: ovf = 0; break;      case 1: ovf = 1; break;      default: ovf = 2 + (nr&1); break;      }      for (i = 0 ; i < ovf ; i++)	 _mesa_memcpy( dst+i*sz, src+(nr-ovf+i)*sz, sz * sizeof(GLfloat) );      return i;   case GL_POLYGON+1:      return 0;   default:      assert(0);      return 0;   }}/* TODO: populate these as the vertex is defined: */static void vbo_exec_bind_arrays( GLcontext *ctx ){   struct vbo_context *vbo = vbo_context(ctx);   struct vbo_exec_context *exec = &vbo->exec;   struct gl_client_array *arrays = exec->vtx.arrays;   GLuint count = exec->vtx.vert_count;   GLubyte *data = exec->vtx.buffer_map;   const GLuint *map;   GLuint attr;   /* Install the default (ie Current) attributes first, then overlay    * all active ones.    */   switch (get_program_mode(exec->ctx)) {   case VP_NONE:      for (attr = 0; attr < 16; attr++) {         exec->vtx.inputs[attr] = &vbo->legacy_currval[attr];      }      for (attr = 0; attr < MAT_ATTRIB_MAX; attr++) {         exec->vtx.inputs[attr + 16] = &vbo->mat_currval[attr];      }      map = vbo->map_vp_none;      break;   case VP_NV:   case VP_ARB:      /* The aliasing of attributes for NV vertex programs has already       * occurred.  NV vertex programs cannot access material values,       * nor attributes greater than VERT_ATTRIB_TEX7.         */      for (attr = 0; attr < 16; attr++) {         exec->vtx.inputs[attr] = &vbo->legacy_currval[attr];         exec->vtx.inputs[attr + 16] = &vbo->generic_currval[attr];      }      map = vbo->map_vp_arb;      break;   }   /* Make all active attributes (including edgeflag) available as    * arrays of floats.    */   for (attr = 0; attr < VERT_ATTRIB_MAX ; attr++) {      GLuint src = map[attr];      if (exec->vtx.attrsz[src]) {         /* override the default array set above */         exec->vtx.inputs[attr] = &arrays[attr];	 arrays[attr].Ptr = (void *)data;	 arrays[attr].Size = exec->vtx.attrsz[src];	 arrays[attr].StrideB = exec->vtx.vertex_size * sizeof(GLfloat);	 arrays[attr].Stride = exec->vtx.vertex_size * sizeof(GLfloat);	 arrays[attr].Type = GL_FLOAT;	 arrays[attr].Enabled = 1;         _mesa_reference_buffer_object(ctx,                                       &arrays[attr].BufferObj,                                       exec->vtx.bufferobj);	 arrays[attr]._MaxElement = count; /* ??? */	 data += exec->vtx.attrsz[src] * sizeof(GLfloat);      }   }}/** * Execute the buffer and save copied verts. */void vbo_exec_vtx_flush( struct vbo_exec_context *exec ){   if (0)      vbo_exec_debug_verts( exec );   if (exec->vtx.prim_count &&        exec->vtx.vert_count) {      exec->vtx.copied.nr = vbo_copy_vertices( exec );       if (exec->vtx.copied.nr != exec->vtx.vert_count) {	 GLcontext *ctx = exec->ctx;	 vbo_exec_bind_arrays( ctx );	 vbo_context(ctx)->draw_prims( ctx, 				       exec->vtx.inputs, 				       exec->vtx.prim, 				       exec->vtx.prim_count,				       NULL,				       0,				       exec->vtx.vert_count - 1);      }   }   exec->vtx.prim_count = 0;   exec->vtx.vert_count = 0;   exec->vtx.vbptr = (GLfloat *)exec->vtx.buffer_map;}

⌨️ 快捷键说明

复制代码 Ctrl + C
搜索代码 Ctrl + F
全屏模式 F11
切换主题 Ctrl + Shift + D
显示快捷键 ?
增大字号 Ctrl + =
减小字号 Ctrl + -