mirror of
https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-07-21 18:19:19 +02:00
Reorganize source files into logical subdirectories
Co-authored-by: Hirek193 <23196899+Hirek193@users.noreply.github.com>
This commit is contained in:
207
rendering/opengl33geometrybank.cpp
Normal file
207
rendering/opengl33geometrybank.cpp
Normal file
@@ -0,0 +1,207 @@
|
||||
/*
|
||||
This Source Code Form is subject to the
|
||||
terms of the Mozilla Public License, v.
|
||||
2.0. If a copy of the MPL was not
|
||||
distributed with this file, You can
|
||||
obtain one at
|
||||
http://mozilla.org/MPL/2.0/.
|
||||
*/
|
||||
|
||||
#include "stdafx.h"
|
||||
#include "opengl33geometrybank.h"
|
||||
|
||||
#include "Logs.h"
|
||||
|
||||
namespace gfx {
|
||||
|
||||
// opengl vao/vbo-based variant of the geometry bank
|
||||
|
||||
// create() subclass details
|
||||
void
|
||||
opengl33_vaogeometrybank::create_( gfx::geometry_handle const &Geometry ) {
|
||||
// adding a chunk means we'll be (re)building the buffer, which will fill the chunk records, amongst other things.
|
||||
// thus we don't need to initialize the values here
|
||||
m_chunkrecords.emplace_back( chunk_record() );
|
||||
// kiss the existing buffer goodbye, new overall data size means we'll be making a new one
|
||||
delete_buffer();
|
||||
}
|
||||
|
||||
// replace() subclass details
|
||||
void
|
||||
opengl33_vaogeometrybank::replace_( gfx::geometry_handle const &Geometry ) {
|
||||
|
||||
auto &chunkrecord = m_chunkrecords[ Geometry.chunk - 1 ];
|
||||
chunkrecord.is_good = false;
|
||||
// if the overall length of the chunk didn't change we can get away with reusing the old buffer...
|
||||
if( geometry_bank::chunk( Geometry ).vertices.size() != chunkrecord.vertex_count ) {
|
||||
// ...but otherwise we'll need to allocate a new one
|
||||
// TBD: we could keep and reuse the old buffer also if the new chunk is smaller than the old one,
|
||||
// but it'd require some extra tracking and work to keep all chunks up to date; also wasting vram; may be not worth it?
|
||||
delete_buffer();
|
||||
}
|
||||
}
|
||||
|
||||
void opengl33_vaogeometrybank::setup_buffer()
|
||||
{
|
||||
if( m_vertexbuffer ) { return; }
|
||||
// if there's no buffer, we'll have to make one
|
||||
// NOTE: this isn't exactly optimal in terms of ensuring the gfx card doesn't stall waiting for the data
|
||||
// may be better to initiate upload earlier (during update phase) and trust this effort won't go to waste
|
||||
if( true == m_chunks.empty() ) { return; }
|
||||
|
||||
std::size_t
|
||||
vertexcount{ 0 },
|
||||
indexcount{ 0 };
|
||||
auto chunkiterator = m_chunks.cbegin();
|
||||
bool has_userdata{ false };
|
||||
for( auto &chunkrecord : m_chunkrecords ) {
|
||||
// fill records for all chunks, based on the chunk data
|
||||
chunkrecord.is_good = false; // if we're re-creating buffer, chunks might've been uploaded in the old one
|
||||
chunkrecord.vertex_offset = vertexcount;
|
||||
chunkrecord.vertex_count = chunkiterator->vertices.size();
|
||||
vertexcount += chunkrecord.vertex_count;
|
||||
chunkrecord.index_offset = indexcount;
|
||||
chunkrecord.index_count = chunkiterator->indices.size();
|
||||
chunkrecord.has_userdata = !chunkiterator->userdata.empty();
|
||||
indexcount += chunkrecord.index_count;
|
||||
has_userdata |= chunkrecord.has_userdata;
|
||||
++chunkiterator;
|
||||
}
|
||||
// the odds for all created chunks to get replaced with empty ones are quite low, but the possibility does exist
|
||||
if( vertexcount == 0 ) { return; }
|
||||
|
||||
if( !m_vao ) {
|
||||
m_vao.emplace();
|
||||
}
|
||||
m_vao->bind();
|
||||
// try to set up the buffers we need:
|
||||
// optional index buffer...
|
||||
if( indexcount > 0 ) {
|
||||
m_indexbuffer.emplace();
|
||||
m_indexbuffer->allocate( gl::buffer::ELEMENT_ARRAY_BUFFER, indexcount * sizeof( gfx::basic_index ), GL_STATIC_DRAW );
|
||||
if( ::glGetError() == GL_OUT_OF_MEMORY ) {
|
||||
ErrorLog( "openGL error: out of memory; failed to create a geometry index buffer" );
|
||||
throw std::bad_alloc();
|
||||
}
|
||||
m_vao->setup_ebo( *m_indexbuffer );
|
||||
}
|
||||
else {
|
||||
gl::buffer::unbind( gl::buffer::ELEMENT_ARRAY_BUFFER );
|
||||
}
|
||||
// ...and geometry buffer
|
||||
m_vertexbuffer.emplace();
|
||||
// NOTE: we're using static_draw since it's generally true for all we have implemented at the moment
|
||||
// TODO: allow to specify usage hint at the object creation, and pass it here
|
||||
const int vertex_size = has_userdata ? sizeof( gfx::basic_vertex ) + sizeof(gfx::vertex_userdata) : sizeof(gfx::basic_vertex);
|
||||
m_vertexbuffer->allocate( gl::buffer::ARRAY_BUFFER, static_cast<int>(vertexcount * vertex_size), GL_STATIC_DRAW );
|
||||
if( ::glGetError() == GL_OUT_OF_MEMORY ) {
|
||||
ErrorLog( "openGL error: out of memory; failed to create a geometry buffer" );
|
||||
throw std::bad_alloc();
|
||||
}
|
||||
m_vertex_count = static_cast<int>(vertexcount);
|
||||
|
||||
setup_attrib();
|
||||
if(has_userdata)
|
||||
setup_userdata();
|
||||
}
|
||||
|
||||
void
|
||||
opengl33_vaogeometrybank::setup_attrib(size_t offset)
|
||||
{
|
||||
m_vao->setup_attrib( *m_vertexbuffer, 0, 3, GL_FLOAT, sizeof( basic_vertex ), offsetof(basic_vertex, position) + offset * sizeof( basic_vertex ) );
|
||||
// NOTE: normal and color streams share the data
|
||||
m_vao->setup_attrib( *m_vertexbuffer, 1, 3, GL_FLOAT, sizeof( basic_vertex ), offsetof(basic_vertex, normal) + offset * sizeof( basic_vertex ) );
|
||||
m_vao->setup_attrib( *m_vertexbuffer, 2, 2, GL_FLOAT, sizeof( basic_vertex ), offsetof(basic_vertex, texture) + offset * sizeof( basic_vertex ) );
|
||||
m_vao->setup_attrib( *m_vertexbuffer, 3, 4, GL_FLOAT, sizeof( basic_vertex ), offsetof(basic_vertex, tangent) + offset * sizeof( basic_vertex ) );
|
||||
}
|
||||
|
||||
void opengl33_vaogeometrybank::setup_userdata(size_t offset) {
|
||||
const size_t offset_evaluated = m_vertex_count * sizeof(basic_vertex) + offset * sizeof( vertex_userdata );
|
||||
m_vao->setup_attrib( *m_vertexbuffer, 4, 4, GL_FLOAT, sizeof( vertex_userdata ), offsetof(vertex_userdata, data) + offset_evaluated );}
|
||||
|
||||
// draw() subclass details
|
||||
// NOTE: units and stream parameters are unused, but they're part of (legacy) interface
|
||||
// TBD: specialized bank/manager pair without the cruft?
|
||||
std::size_t
|
||||
opengl33_vaogeometrybank::draw_( gfx::geometry_handle const &Geometry, gfx::stream_units const &Units, unsigned int const Streams )
|
||||
{
|
||||
setup_buffer();
|
||||
|
||||
auto &chunkrecord = m_chunkrecords.at(Geometry.chunk - 1);
|
||||
// sanity check; shouldn't be needed but, eh
|
||||
if( chunkrecord.vertex_count == 0 )
|
||||
return 0;
|
||||
|
||||
auto const &chunk = gfx::geometry_bank::chunk( Geometry );
|
||||
if( !chunkrecord.is_good ) {
|
||||
m_vao->bind();
|
||||
// we may potentially need to upload new buffer data before we can draw it
|
||||
if( chunkrecord.index_count > 0 ) {
|
||||
m_indexbuffer->upload( gl::buffer::ELEMENT_ARRAY_BUFFER, chunk.indices.data(), chunkrecord.index_offset * sizeof( gfx::basic_index ), chunkrecord.index_count * sizeof( gfx::basic_index ) );
|
||||
}
|
||||
m_vertexbuffer->upload( gl::buffer::ARRAY_BUFFER, chunk.vertices.data(), chunkrecord.vertex_offset * sizeof( gfx::basic_vertex ), chunkrecord.vertex_count * sizeof( gfx::basic_vertex ) );
|
||||
if(chunkrecord.has_userdata)
|
||||
m_vertexbuffer->upload(gl::buffer::ARRAY_BUFFER, chunk.userdata.data(),
|
||||
static_cast<int>(m_vertex_count * sizeof(gfx::basic_vertex) + chunkrecord.vertex_offset * sizeof(gfx::vertex_userdata)),
|
||||
static_cast<int>(chunkrecord.vertex_count * sizeof(gfx::vertex_userdata)));
|
||||
chunkrecord.is_good = true;
|
||||
}
|
||||
// render
|
||||
if( chunkrecord.index_count > 0 ) {
|
||||
if (glDrawRangeElementsBaseVertex) {
|
||||
m_vao->bind();
|
||||
::glDrawRangeElementsBaseVertex(
|
||||
chunk.type,
|
||||
0, chunkrecord.vertex_count,
|
||||
chunkrecord.index_count, GL_UNSIGNED_INT, reinterpret_cast<void const *>( chunkrecord.index_offset * sizeof( gfx::basic_index ) ),
|
||||
chunkrecord.vertex_offset );
|
||||
}
|
||||
else if (glDrawElementsBaseVertexOES) {
|
||||
m_vao->bind();
|
||||
::glDrawElementsBaseVertexOES(
|
||||
chunk.type,
|
||||
chunkrecord.index_count, GL_UNSIGNED_INT, reinterpret_cast<void const *>( chunkrecord.index_offset * sizeof( gfx::basic_index ) ),
|
||||
chunkrecord.vertex_offset );
|
||||
}
|
||||
else {
|
||||
setup_attrib(chunkrecord.vertex_offset);
|
||||
m_vao->bind();
|
||||
::glDrawRangeElements(
|
||||
chunk.type,
|
||||
0, chunkrecord.vertex_count,
|
||||
chunkrecord.index_count, GL_UNSIGNED_INT, reinterpret_cast<void const *>( chunkrecord.index_offset * sizeof( gfx::basic_index ) ) );
|
||||
}
|
||||
}
|
||||
else {
|
||||
m_vao->bind();
|
||||
::glDrawArrays( chunk.type, chunkrecord.vertex_offset, chunkrecord.vertex_count );
|
||||
}
|
||||
/*
|
||||
m_vao->unbind();
|
||||
*/
|
||||
auto const vertexcount { ( chunkrecord.index_count > 0 ? chunkrecord.index_count : chunkrecord.vertex_count ) };
|
||||
switch( chunk.type ) {
|
||||
case GL_TRIANGLES: { return vertexcount / 3; }
|
||||
case GL_TRIANGLE_STRIP: { return vertexcount - 2; }
|
||||
default: { return 0; }
|
||||
}
|
||||
}
|
||||
|
||||
// release () subclass details
|
||||
void
|
||||
opengl33_vaogeometrybank::release_() {
|
||||
|
||||
delete_buffer();
|
||||
}
|
||||
|
||||
void
|
||||
opengl33_vaogeometrybank::delete_buffer() {
|
||||
|
||||
m_vao.reset();
|
||||
m_vertexbuffer.reset();
|
||||
m_indexbuffer.reset();
|
||||
// NOTE: since we've deleted the buffer all chunks it held were rendered invalid as well
|
||||
// instead of clearing their state here we're delaying it until new buffer is created to avoid looping through chunk records twice
|
||||
}
|
||||
|
||||
} // namespace gfx
|
||||
Reference in New Issue
Block a user