/* 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 "rendering/opengl33geometrybank.h" #include "utilities/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(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(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(m_vertex_count * sizeof(gfx::basic_vertex) + chunkrecord.vertex_offset * sizeof(gfx::vertex_userdata)), static_cast(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( 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( 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( 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