/* 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 "openglgeometrybank.h" #include "Logs.h" 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 unsigned int opengl_vbogeometrybank::m_activestreams { gfx::stream::none }; // currently enabled data type pointers std::vector opengl_vbogeometrybank::m_activetexturearrays; // currently enabled texture coord arrays // create() subclass details void opengl_vbogeometrybank::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 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 ) { // ...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(); } } // draw() subclass details std::size_t opengl_vbogeometrybank::draw_( gfx::geometry_handle const &Geometry, gfx::stream_units const &Units, unsigned int const Streams ) { setup_buffer(); auto &chunkrecord { m_chunkrecords[ Geometry.chunk - 1 ] }; // sanity check; shouldn't be needed but, eh if( chunkrecord.size == 0 ) { return 0; } // setup... if( m_activebuffer != m_buffer ) { 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 ::glBufferSubData( GL_ARRAY_BUFFER, chunkrecord.offset * sizeof( gfx::basic_vertex ), chunkrecord.size * sizeof( gfx::basic_vertex ), chunk.vertices.data() ); chunkrecord.is_good = true; } if( m_activestreams != Streams ) { bind_streams( Units, Streams ); } // ...render... ::glDrawArrays( chunk.type, chunkrecord.offset, chunkrecord.size ); // ...post-render cleanup /* ::glDisableClientState( GL_VERTEX_ARRAY ); ::glDisableClientState( GL_NORMAL_ARRAY ); ::glDisableClientState( GL_TEXTURE_COORD_ARRAY ); ::glBindBuffer( GL_ARRAY_BUFFER, 0 ); m_activebuffer = 0; */ switch( chunk.type ) { case GL_TRIANGLES: { return chunkrecord.size / 3; } case GL_TRIANGLE_STRIP: { return chunkrecord.size - 2; } default: { return 0; } } } // release () subclass details void opengl_vbogeometrybank::release_() { delete_buffer(); } void opengl_vbogeometrybank::setup_buffer() { if( m_buffer != 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 }; 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; ++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 ); 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 ::glBufferData( GL_ARRAY_BUFFER, datasize * sizeof( gfx::basic_vertex ), 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 buffer" ); delete_buffer(); return; } m_buffercapacity = datasize; } void opengl_vbogeometrybank::bind_buffer() { ::glBindBuffer( GL_ARRAY_BUFFER, m_buffer ); m_activebuffer = m_buffer; m_activestreams = gfx::stream::none; } void opengl_vbogeometrybank::delete_buffer() { if( m_buffer != 0 ) { ::glDeleteBuffers( 1, &m_buffer ); if( m_activebuffer == m_buffer ) { m_activebuffer = 0; release_streams(); } m_buffer = 0; m_buffercapacity = 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 } } void opengl_vbogeometrybank::bind_streams( gfx::stream_units const &Units, unsigned int const Streams ) { if( Streams & gfx::stream::position ) { ::glVertexPointer( 3, GL_FLOAT, sizeof( gfx::basic_vertex ), reinterpret_cast( 0 ) ); ::glEnableClientState( GL_VERTEX_ARRAY ); } else { ::glDisableClientState( GL_VERTEX_ARRAY ); } // NOTE: normal and color streams share the data, making them effectively mutually exclusive if( Streams & gfx::stream::normal ) { ::glNormalPointer( GL_FLOAT, sizeof( gfx::basic_vertex ), reinterpret_cast( 12 ) ); ::glEnableClientState( GL_NORMAL_ARRAY ); } else { ::glDisableClientState( GL_NORMAL_ARRAY ); } if( Streams & gfx::stream::color ) { ::glColorPointer( 3, GL_FLOAT, sizeof( gfx::basic_vertex ), reinterpret_cast( 12 ) ); ::glEnableClientState( GL_COLOR_ARRAY ); } else { ::glDisableClientState( GL_COLOR_ARRAY ); } if( Streams & gfx::stream::texture ) { for( auto unit : Units.texture ) { ::glClientActiveTexture( GL_TEXTURE0 + unit ); ::glTexCoordPointer( 2, GL_FLOAT, sizeof( gfx::basic_vertex ), reinterpret_cast( 24 ) ); ::glEnableClientState( GL_TEXTURE_COORD_ARRAY ); } m_activetexturearrays = Units.texture; } else { for( auto unit : Units.texture ) { ::glClientActiveTexture( GL_TEXTURE0 + unit ); ::glDisableClientState( GL_TEXTURE_COORD_ARRAY ); } m_activetexturearrays.clear(); // NOTE: we're simplifying here, since we always toggle the same texture coord sets } m_activestreams = Streams; } void opengl_vbogeometrybank::release_streams() { ::glDisableClientState( GL_VERTEX_ARRAY ); ::glDisableClientState( GL_NORMAL_ARRAY ); ::glDisableClientState( GL_COLOR_ARRAY ); for( auto unit : m_activetexturearrays ) { ::glClientActiveTexture( GL_TEXTURE0 + unit ); ::glDisableClientState( GL_TEXTURE_COORD_ARRAY ); } m_activestreams = gfx::stream::none; m_activetexturearrays.clear(); } // opengl display list based variant of the geometry bank // create() subclass details void opengl_dlgeometrybank::create_( gfx::geometry_handle const &Geometry ) { m_chunkrecords.emplace_back( chunk_record() ); } // replace() subclass details void opengl_dlgeometrybank::replace_( gfx::geometry_handle const &Geometry ) { delete_list( Geometry ); } // draw() subclass details std::size_t opengl_dlgeometrybank::draw_( gfx::geometry_handle const &Geometry, gfx::stream_units const &Units, unsigned int const Streams ) { auto &chunkrecord = m_chunkrecords[ Geometry.chunk - 1 ]; if( chunkrecord.streams != Streams ) { delete_list( Geometry ); chunkrecord.primitive_count = 0; } if( chunkrecord.list == 0 ) { // we don't have a list ready, so compile one chunkrecord.streams = Streams; chunkrecord.list = ::glGenLists( 1 ); auto const &chunk = gfx::geometry_bank::chunk( Geometry ); ::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 ) ); } } ::glEnd(); ::glEndList(); 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; } default: { break; } } } // with the list done we can just play it ::glCallList( chunkrecord.list ); return chunkrecord.primitive_count; } // release () subclass details void opengl_dlgeometrybank::release_() { for( auto &chunkrecord : m_chunkrecords ) { if( chunkrecord.list != 0 ) { ::glDeleteLists( chunkrecord.list, 1 ); chunkrecord.list = 0; } chunkrecord.streams = gfx::stream::none; } } void opengl_dlgeometrybank::delete_list( gfx::geometry_handle const &Geometry ) { // NOTE: given it's our own internal method we trust it to be called with valid parameters auto &chunkrecord = m_chunkrecords[ Geometry.chunk - 1 ]; if( chunkrecord.list != 0 ) { ::glDeleteLists( chunkrecord.list, 1 ); chunkrecord.list = 0; } chunkrecord.streams = gfx::stream::none; } } // namespace gfx