/* 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_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 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.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(); } } // 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.vertex_count == 0 ) { return 0; } // setup... 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.vertex_offset * sizeof( gfx::basic_vertex ), chunkrecord.vertex_count * sizeof( gfx::basic_vertex ), chunk.vertices.data() ); chunkrecord.is_good = true; } if( m_activestreams != Streams ) { bind_streams( Units, Streams ); } // ...render... if( chunkrecord.index_count > 0 ) { /* ::glDrawElementsBaseVertex( chunk.type, chunkrecord.index_count, GL_UNSIGNED_INT, reinterpret_cast( 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( 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 ); ::glDisableClientState( GL_NORMAL_ARRAY ); ::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 vertexcount / 3; } case GL_TRIANGLE_STRIP: { return vertexcount - 2; } default: { return 0; } } } // release () subclass details void opengl_vbogeometrybank::release_() { delete_buffer(); } void opengl_vbogeometrybank::setup_buffer() { 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 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.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( 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(); // 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, vertexcount * 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; } } void opengl_vbogeometrybank::bind_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_indexbuffer != 0 ) { ::glDeleteBuffers( 1, &m_indexbuffer ); m_indexbuffer = 0; } if( m_vertexbuffer != 0 ) { ::glDeleteBuffers( 1, &m_vertexbuffer ); if( m_activevertexbuffer == m_vertexbuffer ) { m_activevertexbuffer = 0; release_streams(); } 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 } } 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 ); 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 += vertexcount / 3; break; } case GL_TRIANGLE_STRIP: { chunkrecord.primitive_count += vertexcount - 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