mirror of
https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-07-21 21:49:19 +02:00
opengl 3.3 renderer integration, minor renderer tweaks
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@@ -49,44 +49,8 @@ opengl_vbogeometrybank::replace_( gfx::geometry_handle const &Geometry ) {
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void
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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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if( m_buffer == 0 ) {
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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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setup_buffer();
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std::size_t datasize{ 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.offset = datasize;
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chunkrecord.size = chunkiterator->vertices.size();
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datasize += chunkrecord.size;
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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( datasize == 0 ) { return; }
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// try to set up the buffer we need
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::glGenBuffers( 1, &m_buffer );
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bind_buffer();
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if( m_buffer == 0 ) { return; } // if we didn't get a buffer we'll try again during the next draw call
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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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::glBufferData(
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GL_ARRAY_BUFFER,
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datasize * 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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m_buffercapacity = datasize;
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}
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// actual draw procedure starts here
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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.size == 0 ) { return; }
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@@ -125,6 +89,47 @@ 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_buffer != 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 datasize{ 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.offset = datasize;
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chunkrecord.size = chunkiterator->vertices.size();
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datasize += chunkrecord.size;
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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( datasize == 0 ) { return; }
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// try to set up the buffer we need
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::glGenBuffers( 1, &m_buffer );
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bind_buffer();
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if( m_buffer == 0 ) { return; } // if we didn't get a buffer we'll try again during the next draw call
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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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::glBufferData(
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GL_ARRAY_BUFFER,
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datasize * 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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m_buffercapacity = datasize;
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}
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void
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opengl_vbogeometrybank::bind_buffer() {
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