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mirror of https://github.com/MaSzyna-EU07/maszyna.git synced 2026-07-21 22:59:19 +02:00

basic indexed geometry support, geometry data packing

This commit is contained in:
tmj-fstate
2020-10-18 03:08:59 +02:00
parent af3a724ede
commit 5d252745bd
17 changed files with 975 additions and 512 deletions

View File

@@ -16,7 +16,7 @@ namespace gfx {
// opengl vbo-based variant of the geometry bank
GLuint opengl_vbogeometrybank::m_activebuffer { 0 }; // buffer bound currently on the opengl end, if any
GLuint opengl_vbogeometrybank::m_activevertexbuffer { 0 }; // buffer bound currently on the opengl end, if any
unsigned int opengl_vbogeometrybank::m_activestreams { gfx::stream::none }; // currently enabled data type pointers
std::vector<GLint> opengl_vbogeometrybank::m_activetexturearrays; // currently enabled texture coord arrays
@@ -37,7 +37,7 @@ opengl_vbogeometrybank::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.size ) {
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?
@@ -53,18 +53,25 @@ opengl_vbogeometrybank::draw_( gfx::geometry_handle const &Geometry, gfx::stream
auto &chunkrecord { m_chunkrecords[ Geometry.chunk - 1 ] };
// sanity check; shouldn't be needed but, eh
if( chunkrecord.size == 0 ) { return 0; }
if( chunkrecord.vertex_count == 0 ) { return 0; }
// setup...
if( m_activebuffer != m_buffer ) {
if( m_activevertexbuffer != m_vertexbuffer ) {
bind_buffer();
}
auto const &chunk = gfx::geometry_bank::chunk( Geometry );
if( false == chunkrecord.is_good ) {
// we may potentially need to upload new buffer data before we can draw it
if( chunkrecord.index_count > 0 ) {
::glBufferSubData(
GL_ELEMENT_ARRAY_BUFFER,
chunkrecord.index_offset * sizeof( gfx::basic_index ),
chunkrecord.index_count * sizeof( gfx::basic_index ),
chunk.indices.data() );
}
::glBufferSubData(
GL_ARRAY_BUFFER,
chunkrecord.offset * sizeof( gfx::basic_vertex ),
chunkrecord.size * sizeof( gfx::basic_vertex ),
chunkrecord.vertex_offset * sizeof( gfx::basic_vertex ),
chunkrecord.vertex_count * sizeof( gfx::basic_vertex ),
chunk.vertices.data() );
chunkrecord.is_good = true;
}
@@ -72,7 +79,22 @@ opengl_vbogeometrybank::draw_( gfx::geometry_handle const &Geometry, gfx::stream
bind_streams( Units, Streams );
}
// ...render...
::glDrawArrays( chunk.type, chunkrecord.offset, chunkrecord.size );
if( chunkrecord.index_count > 0 ) {
/*
::glDrawElementsBaseVertex(
chunk.type,
chunkrecord.index_count, GL_UNSIGNED_INT, reinterpret_cast<void const *>( chunkrecord.index_offset * sizeof( gfx::basic_index ) ),
chunkrecord.vertex_offset );
*/
::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 {
::glDrawArrays( chunk.type, chunkrecord.vertex_offset, chunkrecord.vertex_count );
}
// ...post-render cleanup
/*
::glDisableClientState( GL_VERTEX_ARRAY );
@@ -80,9 +102,10 @@ opengl_vbogeometrybank::draw_( gfx::geometry_handle const &Geometry, gfx::stream
::glDisableClientState( GL_TEXTURE_COORD_ARRAY );
::glBindBuffer( GL_ARRAY_BUFFER, 0 ); m_activebuffer = 0;
*/
auto const vertexcount { ( chunkrecord.index_count > 0 ? chunkrecord.index_count : chunkrecord.vertex_count ) };
switch( chunk.type ) {
case GL_TRIANGLES: { return chunkrecord.size / 3; }
case GL_TRIANGLE_STRIP: { return chunkrecord.size - 2; }
case GL_TRIANGLES: { return vertexcount / 3; }
case GL_TRIANGLE_STRIP: { return vertexcount - 2; }
default: { return 0; }
}
}
@@ -97,33 +120,57 @@ opengl_vbogeometrybank::release_() {
void
opengl_vbogeometrybank::setup_buffer() {
if( m_buffer != 0 ) { return; }
if( m_vertexbuffer != 0 ) { 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 datasize{ 0 };
std::size_t
vertexcount{ 0 },
indexcount{ 0 };
auto chunkiterator = m_chunks.cbegin();
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.offset = datasize;
chunkrecord.size = chunkiterator->vertices.size();
datasize += chunkrecord.size;
chunkrecord.vertex_offset = vertexcount;
chunkrecord.vertex_count = chunkiterator->vertices.size();
vertexcount += chunkrecord.vertex_count;
chunkrecord.index_offset = indexcount;
chunkrecord.index_count = chunkiterator->indices.size();
indexcount += chunkrecord.index_count;
++chunkiterator;
}
// the odds for all created chunks to get replaced with empty ones are quite low, but the possibility does exist
if( datasize == 0 ) { return; }
// try to set up the buffer we need
::glGenBuffers( 1, &m_buffer );
if( vertexcount == 0 ) { return; }
// try to set up the buffers we need
if( ( indexcount > 0 ) && ( m_indexbuffer == 0 ) ) {
::glGenBuffers( 1, &m_indexbuffer );
if( m_indexbuffer == 0 ) { return; } // if we didn't get a buffer we'll try again during the next draw call
}
if( m_vertexbuffer == 0 ) {
::glGenBuffers( 1, &m_vertexbuffer );
if( m_vertexbuffer == 0 ) { return; } // if we didn't get a buffer we'll try again during the next draw call
}
bind_buffer();
if( m_buffer == 0 ) { return; } // if we didn't get a buffer we'll try again during the next draw call
// 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
if( indexcount > 0 ) {
::glBufferData(
GL_ELEMENT_ARRAY_BUFFER,
indexcount * sizeof( gfx::basic_index ),
nullptr,
GL_STATIC_DRAW );
if( ::glGetError() == GL_OUT_OF_MEMORY ) {
// TBD: throw a bad_alloc?
ErrorLog( "openGL error: out of memory; failed to create a geometry index buffer" );
delete_buffer();
return;
}
}
::glBufferData(
GL_ARRAY_BUFFER,
datasize * sizeof( gfx::basic_vertex ),
vertexcount * sizeof( gfx::basic_vertex ),
nullptr,
GL_STATIC_DRAW );
if( ::glGetError() == GL_OUT_OF_MEMORY ) {
@@ -132,29 +179,32 @@ opengl_vbogeometrybank::setup_buffer() {
delete_buffer();
return;
}
m_buffercapacity = datasize;
}
void
opengl_vbogeometrybank::bind_buffer() {
::glBindBuffer( GL_ARRAY_BUFFER, m_buffer );
m_activebuffer = m_buffer;
::glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, m_indexbuffer );
::glBindBuffer( GL_ARRAY_BUFFER, m_vertexbuffer );
m_activevertexbuffer = m_vertexbuffer;
m_activestreams = gfx::stream::none;
}
void
opengl_vbogeometrybank::delete_buffer() {
if( m_buffer != 0 ) {
if( m_indexbuffer != 0 ) {
::glDeleteBuffers( 1, &m_indexbuffer );
m_indexbuffer = 0;
}
if( m_vertexbuffer != 0 ) {
::glDeleteBuffers( 1, &m_buffer );
if( m_activebuffer == m_buffer ) {
m_activebuffer = 0;
::glDeleteBuffers( 1, &m_vertexbuffer );
if( m_activevertexbuffer == m_vertexbuffer ) {
m_activevertexbuffer = 0;
release_streams();
}
m_buffer = 0;
m_buffercapacity = 0;
m_vertexbuffer = 0;
// 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
}
@@ -252,18 +302,32 @@ opengl_dlgeometrybank::draw_( gfx::geometry_handle const &Geometry, gfx::stream_
::glNewList( chunkrecord.list, GL_COMPILE );
::glBegin( chunk.type );
for( auto const &vertex : chunk.vertices ) {
if( Streams & gfx::stream::normal ) { ::glNormal3fv( glm::value_ptr( vertex.normal ) ); }
else if( Streams & gfx::stream::color ) { ::glColor3fv( glm::value_ptr( vertex.normal ) ); }
if( Streams & gfx::stream::texture ) { for( auto unit : Units.texture ) { ::glMultiTexCoord2fv( unit, glm::value_ptr( vertex.texture ) ); } }
if( Streams & gfx::stream::position ) { ::glVertex3fv( glm::value_ptr( vertex.position ) ); }
if( chunk.indices.size() > 0 ) {
// indexed geometry
for( auto const &index : chunk.indices ) {
auto const &vertex { chunk.vertices[ index ] };
if( Streams & gfx::stream::normal ) { ::glNormal3fv( glm::value_ptr( vertex.normal ) ); }
else if( Streams & gfx::stream::color ) { ::glColor3fv( glm::value_ptr( vertex.normal ) ); }
if( Streams & gfx::stream::texture ) { for( auto unit : Units.texture ) { ::glMultiTexCoord2fv( unit, glm::value_ptr( vertex.texture ) ); } }
if( Streams & gfx::stream::position ) { ::glVertex3fv( glm::value_ptr( vertex.position ) ); }
}
}
else {
// raw geometry
for( auto const &vertex : chunk.vertices ) {
if( Streams & gfx::stream::normal ) { ::glNormal3fv( glm::value_ptr( vertex.normal ) ); }
else if( Streams & gfx::stream::color ) { ::glColor3fv( glm::value_ptr( vertex.normal ) ); }
if( Streams & gfx::stream::texture ) { for( auto unit : Units.texture ) { ::glMultiTexCoord2fv( unit, glm::value_ptr( vertex.texture ) ); } }
if( Streams & gfx::stream::position ) { ::glVertex3fv( glm::value_ptr( vertex.position ) ); }
}
}
::glEnd();
::glEndList();
auto const vertexcount { ( chunk.indices.empty() ? chunk.vertices.size() : chunk.indices.size() ) };
switch( chunk.type ) {
case GL_TRIANGLES: { chunkrecord.primitive_count += chunk.vertices.size() / 3; break; }
case GL_TRIANGLE_STRIP: { chunkrecord.primitive_count += chunk.vertices.size() - 2; break; }
case GL_TRIANGLES: { chunkrecord.primitive_count += vertexcount / 3; break; }
case GL_TRIANGLE_STRIP: { chunkrecord.primitive_count += vertexcount - 2; break; }
default: { break; }
}
}