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:
376
rendering/openglgeometrybank.cpp
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376
rendering/openglgeometrybank.cpp
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/*
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This Source Code Form is subject to the
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terms of the Mozilla Public License, v.
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2.0. If a copy of the MPL was not
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distributed with this file, You can
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obtain one at
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http://mozilla.org/MPL/2.0/.
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*/
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#include "stdafx.h"
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#include "openglgeometrybank.h"
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#include "openglcolor.h"
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#include "Logs.h"
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namespace gfx {
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// opengl vbo-based variant of the geometry bank
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GLuint opengl_vbogeometrybank::m_activevertexbuffer { 0 }; // buffer bound currently on the opengl end, if any
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unsigned int opengl_vbogeometrybank::m_activestreams { gfx::stream::none }; // currently enabled data type pointers
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std::vector<GLint> opengl_vbogeometrybank::m_activetexturearrays; // currently enabled texture coord arrays
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// create() subclass details
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void
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opengl_vbogeometrybank::create_( gfx::geometry_handle const &Geometry ) {
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// adding a chunk means we'll be (re)building the buffer, which will fill the chunk records, amongst other things.
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// thus we don't need to initialize the values here
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m_chunkrecords.emplace_back( chunk_record() );
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// kiss the existing buffer goodbye, new overall data size means we'll be making a new one
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delete_buffer();
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}
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// replace() subclass details
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void
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opengl_vbogeometrybank::replace_( gfx::geometry_handle const &Geometry ) {
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auto &chunkrecord = m_chunkrecords[ Geometry.chunk - 1 ];
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chunkrecord.is_good = false;
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// if the overall length of the chunk didn't change we can get away with reusing the old buffer...
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if( geometry_bank::chunk( Geometry ).vertices.size() != chunkrecord.vertex_count ) {
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// ...but otherwise we'll need to allocate a new one
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// TBD: we could keep and reuse the old buffer also if the new chunk is smaller than the old one,
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// but it'd require some extra tracking and work to keep all chunks up to date; also wasting vram; may be not worth it?
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delete_buffer();
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}
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}
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// draw() subclass details
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std::size_t
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opengl_vbogeometrybank::draw_( gfx::geometry_handle const &Geometry, gfx::stream_units const &Units, unsigned int const Streams ) {
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setup_buffer();
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auto &chunkrecord { m_chunkrecords[ Geometry.chunk - 1 ] };
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// sanity check; shouldn't be needed but, eh
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if( chunkrecord.vertex_count == 0 ) { return 0; }
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// setup...
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if( m_activevertexbuffer != m_vertexbuffer ) {
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bind_buffer();
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}
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auto const &chunk = gfx::geometry_bank::chunk( Geometry );
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if( false == chunkrecord.is_good ) {
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// we may potentially need to upload new buffer data before we can draw it
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if( chunkrecord.index_count > 0 ) {
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::glBufferSubData(
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GL_ELEMENT_ARRAY_BUFFER,
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chunkrecord.index_offset * sizeof( gfx::basic_index ),
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chunkrecord.index_count * sizeof( gfx::basic_index ),
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chunk.indices.data() );
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}
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::glBufferSubData(
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GL_ARRAY_BUFFER,
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chunkrecord.vertex_offset * sizeof( gfx::basic_vertex ),
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chunkrecord.vertex_count * sizeof( gfx::basic_vertex ),
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chunk.vertices.data() );
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chunkrecord.is_good = true;
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}
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// ...render...
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if( chunkrecord.index_count > 0 ) {
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/*
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::glDrawElementsBaseVertex(
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chunk.type,
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chunkrecord.index_count, GL_UNSIGNED_INT, reinterpret_cast<void const *>( chunkrecord.index_offset * sizeof( gfx::basic_index ) ),
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chunkrecord.vertex_offset );
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*/
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if (glDrawRangeElementsBaseVertex) {
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if( m_activestreams != Streams ) {
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bind_streams( Units, Streams );
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}
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::glDrawRangeElementsBaseVertex(
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chunk.type,
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0, chunkrecord.vertex_count,
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chunkrecord.index_count, GL_UNSIGNED_INT, reinterpret_cast<void const *>( chunkrecord.index_offset * sizeof( gfx::basic_index ) ),
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chunkrecord.vertex_offset );
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}
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else {
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bind_streams( Units, Streams, chunkrecord.vertex_offset );
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::glDrawRangeElements(
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chunk.type,
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0, chunkrecord.vertex_count,
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chunkrecord.index_count, GL_UNSIGNED_INT, reinterpret_cast<void const *>( chunkrecord.index_offset * sizeof( gfx::basic_index ) ) );
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}
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}
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else {
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if( m_activestreams != Streams ) {
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bind_streams( Units, Streams );
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}
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::glDrawArrays( chunk.type, chunkrecord.vertex_offset, chunkrecord.vertex_count );
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}
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// ...post-render cleanup
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/*
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::glDisableClientState( GL_VERTEX_ARRAY );
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::glDisableClientState( GL_NORMAL_ARRAY );
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::glDisableClientState( GL_TEXTURE_COORD_ARRAY );
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::glBindBuffer( GL_ARRAY_BUFFER, 0 ); m_activebuffer = 0;
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*/
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auto const vertexcount { ( chunkrecord.index_count > 0 ? chunkrecord.index_count : chunkrecord.vertex_count ) };
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switch( chunk.type ) {
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case GL_TRIANGLES: { return vertexcount / 3; }
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case GL_TRIANGLE_STRIP: { return vertexcount - 2; }
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default: { return 0; }
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}
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}
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// release () subclass details
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void
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opengl_vbogeometrybank::release_() {
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delete_buffer();
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}
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void
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opengl_vbogeometrybank::setup_buffer() {
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if( m_vertexbuffer != 0 ) { return; }
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// if there's no buffer, we'll have to make one
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// NOTE: this isn't exactly optimal in terms of ensuring the gfx card doesn't stall waiting for the data
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// may be better to initiate upload earlier (during update phase) and trust this effort won't go to waste
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if( true == m_chunks.empty() ) { return; }
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std::size_t
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vertexcount{ 0 },
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indexcount{ 0 };
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auto chunkiterator = m_chunks.cbegin();
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for( auto &chunkrecord : m_chunkrecords ) {
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// fill records for all chunks, based on the chunk data
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chunkrecord.is_good = false; // if we're re-creating buffer, chunks might've been uploaded in the old one
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chunkrecord.vertex_offset = vertexcount;
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chunkrecord.vertex_count = chunkiterator->vertices.size();
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vertexcount += chunkrecord.vertex_count;
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chunkrecord.index_offset = indexcount;
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chunkrecord.index_count = chunkiterator->indices.size();
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indexcount += chunkrecord.index_count;
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++chunkiterator;
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}
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// the odds for all created chunks to get replaced with empty ones are quite low, but the possibility does exist
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if( vertexcount == 0 ) { return; }
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// try to set up the buffers we need
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if( ( indexcount > 0 ) && ( m_indexbuffer == 0 ) ) {
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::glGenBuffers( 1, &m_indexbuffer );
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if( m_indexbuffer == 0 ) { return; } // if we didn't get a buffer we'll try again during the next draw call
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}
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if( m_vertexbuffer == 0 ) {
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::glGenBuffers( 1, &m_vertexbuffer );
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if( m_vertexbuffer == 0 ) { return; } // if we didn't get a buffer we'll try again during the next draw call
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}
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bind_buffer();
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// NOTE: we're using static_draw since it's generally true for all we have implemented at the moment
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// TODO: allow to specify usage hint at the object creation, and pass it here
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if( indexcount > 0 ) {
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::glBufferData(
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GL_ELEMENT_ARRAY_BUFFER,
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indexcount * sizeof( gfx::basic_index ),
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nullptr,
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GL_STATIC_DRAW );
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if( ::glGetError() == GL_OUT_OF_MEMORY ) {
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// TBD: throw a bad_alloc?
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ErrorLog( "openGL error: out of memory; failed to create a geometry index buffer" );
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delete_buffer();
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return;
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}
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}
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::glBufferData(
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GL_ARRAY_BUFFER,
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vertexcount * sizeof( gfx::basic_vertex ),
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nullptr,
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GL_STATIC_DRAW );
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if( ::glGetError() == GL_OUT_OF_MEMORY ) {
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// TBD: throw a bad_alloc?
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ErrorLog( "openGL error: out of memory; failed to create a geometry buffer" );
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delete_buffer();
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return;
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}
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}
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void
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opengl_vbogeometrybank::bind_buffer() {
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::glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, m_indexbuffer );
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::glBindBuffer( GL_ARRAY_BUFFER, m_vertexbuffer );
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m_activevertexbuffer = m_vertexbuffer;
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m_activestreams = gfx::stream::none;
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}
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void
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opengl_vbogeometrybank::delete_buffer() {
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if( m_indexbuffer != 0 ) {
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::glDeleteBuffers( 1, &m_indexbuffer );
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m_indexbuffer = 0;
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}
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if( m_vertexbuffer != 0 ) {
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::glDeleteBuffers( 1, &m_vertexbuffer );
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if( m_activevertexbuffer == m_vertexbuffer ) {
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m_activevertexbuffer = 0;
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release_streams();
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}
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m_vertexbuffer = 0;
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// NOTE: since we've deleted the buffer all chunks it held were rendered invalid as well
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// instead of clearing their state here we're delaying it until new buffer is created to avoid looping through chunk records twice
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}
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}
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void
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opengl_vbogeometrybank::bind_streams( gfx::stream_units const &Units, unsigned int const Streams, size_t offset ) {
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if( Streams & gfx::stream::position ) {
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::glVertexPointer( 3, GL_FLOAT, sizeof( gfx::basic_vertex ), reinterpret_cast<void const *>( offsetof(gfx::basic_vertex, position) + sizeof( gfx::basic_vertex ) * offset ) );
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::glEnableClientState( GL_VERTEX_ARRAY );
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}
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else {
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::glDisableClientState( GL_VERTEX_ARRAY );
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}
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// NOTE: normal and color streams share the data, making them effectively mutually exclusive
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if( Streams & gfx::stream::normal ) {
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::glNormalPointer( GL_FLOAT, sizeof( gfx::basic_vertex ), reinterpret_cast<void const *>( offsetof(gfx::basic_vertex, normal) + sizeof( gfx::basic_vertex ) * offset ) );
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::glEnableClientState( GL_NORMAL_ARRAY );
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}
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else {
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::glDisableClientState( GL_NORMAL_ARRAY );
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}
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if( Streams & gfx::stream::color ) {
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::glColorPointer( 3, GL_FLOAT, sizeof( gfx::basic_vertex ), reinterpret_cast<void const *>( offsetof(gfx::basic_vertex, normal) + sizeof( gfx::basic_vertex ) * offset ) );
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::glEnableClientState( GL_COLOR_ARRAY );
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}
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else {
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::glDisableClientState( GL_COLOR_ARRAY );
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}
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if( Streams & gfx::stream::texture ) {
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for( auto unit : Units.texture ) {
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::glClientActiveTexture( GL_TEXTURE0 + unit );
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::glTexCoordPointer( 2, GL_FLOAT, sizeof( gfx::basic_vertex ), reinterpret_cast<void const *>( offsetof(gfx::basic_vertex, texture) + sizeof( gfx::basic_vertex ) * offset ) );
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::glEnableClientState( GL_TEXTURE_COORD_ARRAY );
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}
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m_activetexturearrays = Units.texture;
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}
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else {
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for( auto unit : Units.texture ) {
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::glClientActiveTexture( GL_TEXTURE0 + unit );
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::glDisableClientState( GL_TEXTURE_COORD_ARRAY );
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}
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m_activetexturearrays.clear(); // NOTE: we're simplifying here, since we always toggle the same texture coord sets
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}
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m_activestreams = Streams;
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}
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void
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opengl_vbogeometrybank::release_streams() {
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::glDisableClientState( GL_VERTEX_ARRAY );
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::glDisableClientState( GL_NORMAL_ARRAY );
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::glDisableClientState( GL_COLOR_ARRAY );
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for( auto unit : m_activetexturearrays ) {
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::glClientActiveTexture( GL_TEXTURE0 + unit );
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::glDisableClientState( GL_TEXTURE_COORD_ARRAY );
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}
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m_activestreams = gfx::stream::none;
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m_activetexturearrays.clear();
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}
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// opengl display list based variant of the geometry bank
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// create() subclass details
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void
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opengl_dlgeometrybank::create_( gfx::geometry_handle const &Geometry ) {
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m_chunkrecords.emplace_back( chunk_record() );
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}
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// replace() subclass details
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void
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opengl_dlgeometrybank::replace_( gfx::geometry_handle const &Geometry ) {
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delete_list( Geometry );
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}
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// draw() subclass details
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std::size_t
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opengl_dlgeometrybank::draw_( gfx::geometry_handle const &Geometry, gfx::stream_units const &Units, unsigned int const Streams ) {
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auto &chunkrecord = m_chunkrecords[ Geometry.chunk - 1 ];
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if( chunkrecord.streams != Streams ) {
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delete_list( Geometry );
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chunkrecord.primitive_count = 0;
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}
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if( chunkrecord.list == 0 ) {
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// we don't have a list ready, so compile one
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chunkrecord.streams = Streams;
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chunkrecord.list = ::glGenLists( 1 );
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auto const &chunk = gfx::geometry_bank::chunk( Geometry );
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::glNewList( chunkrecord.list, GL_COMPILE );
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::glBegin( chunk.type );
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if( chunk.indices.size() > 0 ) {
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// indexed geometry
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for( auto const &index : chunk.indices ) {
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auto const &vertex { chunk.vertices[ index ] };
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if( Streams & gfx::stream::normal ) { ::glNormal3fv( glm::value_ptr( vertex.normal ) ); }
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else if( Streams & gfx::stream::color ) { ::glColor3fv( glm::value_ptr( vertex.normal ) ); }
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if( Streams & gfx::stream::texture ) { for( auto unit : Units.texture ) { ::glMultiTexCoord2fv( unit, glm::value_ptr( vertex.texture ) ); } }
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if( Streams & gfx::stream::position ) { ::glVertex3fv( glm::value_ptr( vertex.position ) ); }
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}
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}
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else {
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// raw geometry
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for( auto const &vertex : chunk.vertices ) {
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if( Streams & gfx::stream::normal ) { ::glNormal3fv( glm::value_ptr( vertex.normal ) ); }
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else if( Streams & gfx::stream::color ) { ::glColor3fv( glm::value_ptr( vertex.normal ) ); }
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if( Streams & gfx::stream::texture ) { for( auto unit : Units.texture ) { ::glMultiTexCoord2fv( unit, glm::value_ptr( vertex.texture ) ); } }
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if( Streams & gfx::stream::position ) { ::glVertex3fv( glm::value_ptr( vertex.position ) ); }
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}
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}
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::glEnd();
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::glEndList();
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auto const vertexcount { ( chunk.indices.empty() ? chunk.vertices.size() : chunk.indices.size() ) };
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switch( chunk.type ) {
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case GL_TRIANGLES: { chunkrecord.primitive_count += vertexcount / 3; break; }
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case GL_TRIANGLE_STRIP: { chunkrecord.primitive_count += vertexcount - 2; break; }
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default: { break; }
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}
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}
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// with the list done we can just play it
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::glCallList( chunkrecord.list );
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return chunkrecord.primitive_count;
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}
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// release () subclass details
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void
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opengl_dlgeometrybank::release_() {
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for( auto &chunkrecord : m_chunkrecords ) {
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if( chunkrecord.list != 0 ) {
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::glDeleteLists( chunkrecord.list, 1 );
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chunkrecord.list = 0;
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}
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chunkrecord.streams = gfx::stream::none;
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}
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}
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void
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opengl_dlgeometrybank::delete_list( gfx::geometry_handle const &Geometry ) {
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// NOTE: given it's our own internal method we trust it to be called with valid parameters
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auto &chunkrecord = m_chunkrecords[ Geometry.chunk - 1 ];
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if( chunkrecord.list != 0 ) {
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::glDeleteLists( chunkrecord.list, 1 );
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chunkrecord.list = 0;
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}
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chunkrecord.streams = gfx::stream::none;
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}
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} // namespace gfx
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