Files
maszyna/rendering/opengl33geometrybank.cpp
2026-03-14 19:16:48 +00:00

208 lines
8.8 KiB
C++

/*
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<int>(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<int>(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<int>(m_vertex_count * sizeof(gfx::basic_vertex) + chunkrecord.vertex_offset * sizeof(gfx::vertex_userdata)),
static_cast<int>(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<void const *>( 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<void const *>( 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<void const *>( 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