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📄 vbo_save_draw.c

📁 Mesa is an open-source implementation of the OpenGL specification - a system for rendering interacti
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/* * 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. *//* Author: *    Keith Whitwell <keith@tungstengraphics.com> */#include "main/glheader.h"#include "main/bufferobj.h"#include "main/context.h"#include "main/imports.h"#include "main/mtypes.h"#include "main/macros.h"#include "main/light.h"#include "main/state.h"#include "vbo_context.h"/* * After playback, copy everything but the position from the * last vertex to the saved state */static void _playback_copy_to_current( GLcontext *ctx,				       const struct vbo_save_vertex_list *node ){   struct vbo_context *vbo = vbo_context(ctx);   GLfloat vertex[VBO_ATTRIB_MAX * 4], *data = vertex;   GLuint i, offset;   if (node->count)      offset = (node->buffer_offset + 		(node->count-1) * node->vertex_size * sizeof(GLfloat));   else      offset = node->buffer_offset;   ctx->Driver.GetBufferSubData( ctx, 0, offset, 				 node->vertex_size * sizeof(GLfloat), 				 data, node->vertex_store->bufferobj );   data += node->attrsz[0]; /* skip vertex position */   for (i = VBO_ATTRIB_POS+1 ; i < VBO_ATTRIB_MAX ; i++) {      if (node->attrsz[i]) {	 GLfloat *current = (GLfloat *)vbo->currval[i].Ptr;	 COPY_CLEAN_4V(current, 		       node->attrsz[i], 		       data);	 vbo->currval[i].Size = node->attrsz[i];	 data += node->attrsz[i];	 if (i >= VBO_ATTRIB_FIRST_MATERIAL &&	     i <= VBO_ATTRIB_LAST_MATERIAL)	    ctx->NewState |= _NEW_LIGHT;      }   }   /* Colormaterial -- this kindof sucks.    */   if (ctx->Light.ColorMaterialEnabled) {      _mesa_update_color_material(ctx, ctx->Current.Attrib[VBO_ATTRIB_COLOR0]);   }   /* CurrentExecPrimitive    */   if (node->prim_count) {      const struct _mesa_prim *prim = &node->prim[node->prim_count - 1];      if (prim->end)	 ctx->Driver.CurrentExecPrimitive = PRIM_OUTSIDE_BEGIN_END;      else	 ctx->Driver.CurrentExecPrimitive = prim->mode;   }}/* Treat the vertex storage as a VBO, define vertex arrays pointing * into it: */static void vbo_bind_vertex_list( GLcontext *ctx,                                   const struct vbo_save_vertex_list *node ){   struct vbo_context *vbo = vbo_context(ctx);   struct vbo_save_context *save = &vbo->save;   struct gl_client_array *arrays = save->arrays;   GLuint data = node->buffer_offset;   const GLuint *map;   GLuint attr;   /* Install the default (ie Current) attributes first, then overlay    * all active ones.    */   switch (get_program_mode(ctx)) {   case VP_NONE:      for (attr = 0; attr < 16; attr++) {         save->inputs[attr] = &vbo->legacy_currval[attr];      }      for (attr = 0; attr < MAT_ATTRIB_MAX; attr++) {         save->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++) {         save->inputs[attr] = &vbo->legacy_currval[attr];         save->inputs[attr + 16] = &vbo->generic_currval[attr];      }      map = vbo->map_vp_arb;      break;   }   for (attr = 0; attr < VERT_ATTRIB_MAX; attr++) {      GLuint src = map[attr];      if (node->attrsz[src]) {         /* override the default array set above */         save->inputs[attr] = &arrays[attr];	 arrays[attr].Ptr = (const GLubyte *) data;	 arrays[attr].Size = node->attrsz[src];	 arrays[attr].StrideB = node->vertex_size * sizeof(GLfloat);	 arrays[attr].Stride = node->vertex_size * sizeof(GLfloat);	 arrays[attr].Type = GL_FLOAT;	 arrays[attr].Enabled = 1;         _mesa_reference_buffer_object(ctx,                                       &arrays[attr].BufferObj,                                       node->vertex_store->bufferobj);	 arrays[attr]._MaxElement = node->count; /* ??? */	 	 assert(arrays[attr].BufferObj->Name);	 data += node->attrsz[src] * sizeof(GLfloat);      }   }}static void vbo_save_loopback_vertex_list( GLcontext *ctx,					   const struct vbo_save_vertex_list *list ){   const char *buffer = ctx->Driver.MapBuffer(ctx, 					      GL_ARRAY_BUFFER_ARB, 					      GL_READ_ONLY, /* ? */					       list->vertex_store->bufferobj);   vbo_loopback_vertex_list( ctx,			     (const GLfloat *)(buffer + list->buffer_offset),			     list->attrsz,			     list->prim,			     list->prim_count,			     list->wrap_count,			     list->vertex_size);   ctx->Driver.UnmapBuffer(ctx, GL_ARRAY_BUFFER_ARB, 			   list->vertex_store->bufferobj);}/** * Execute the buffer and save copied verts. */void vbo_save_playback_vertex_list( GLcontext *ctx, void *data ){   const struct vbo_save_vertex_list *node = (const struct vbo_save_vertex_list *) data;   struct vbo_save_context *save = &vbo_context(ctx)->save;   FLUSH_CURRENT(ctx, 0);   if (node->prim_count > 0 && node->count > 0) {      if (ctx->Driver.CurrentExecPrimitive != PRIM_OUTSIDE_BEGIN_END &&	  node->prim[0].begin) {	 /* Degenerate case: list is called inside begin/end pair and	  * includes operations such as glBegin or glDrawArrays.	  */	 if (0)	    _mesa_printf("displaylist recursive begin");	 vbo_save_loopback_vertex_list( ctx, node );	 return;      }      else if (save->replay_flags) {	 /* Various degnerate cases: translate into immediate mode	  * calls rather than trying to execute in place.	  */	 vbo_save_loopback_vertex_list( ctx, node );	 return;      }            if (ctx->NewState)	 _mesa_update_state( ctx );      /* XXX also need to check if shader enabled, but invalid */      if ((ctx->VertexProgram.Enabled && !ctx->VertexProgram._Enabled) ||          (ctx->FragmentProgram.Enabled && !ctx->FragmentProgram._Enabled)) {         _mesa_error(ctx, GL_INVALID_OPERATION,                     "glBegin (invalid vertex/fragment program)");         return;      }      vbo_bind_vertex_list( ctx, node );      vbo_context(ctx)->draw_prims( ctx, 				    save->inputs, 				    node->prim, 				    node->prim_count,				    NULL,				    0,	/* Node is a VBO, so this is ok */				    node->count - 1);   }   /* Copy to current?    */   _playback_copy_to_current( ctx, node );}

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