mirror of
https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-03-22 06:55:02 +01:00
208 lines
8.8 KiB
C++
208 lines
8.8 KiB
C++
/*
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This Source Code Form is subject to the
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terms of the Mozilla Public License, v.
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2.0. If a copy of the MPL was not
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distributed with this file, You can
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obtain one at
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http://mozilla.org/MPL/2.0/.
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*/
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#include "stdafx.h"
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#include "rendering/opengl33geometrybank.h"
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#include "utilities/Logs.h"
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namespace gfx {
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// opengl vao/vbo-based variant of the geometry bank
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// create() subclass details
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void
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opengl33_vaogeometrybank::create_( gfx::geometry_handle const &Geometry ) {
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// adding a chunk means we'll be (re)building the buffer, which will fill the chunk records, amongst other things.
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// thus we don't need to initialize the values here
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m_chunkrecords.emplace_back( chunk_record() );
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// kiss the existing buffer goodbye, new overall data size means we'll be making a new one
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delete_buffer();
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}
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// replace() subclass details
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void
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opengl33_vaogeometrybank::replace_( gfx::geometry_handle const &Geometry ) {
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auto &chunkrecord = m_chunkrecords[ Geometry.chunk - 1 ];
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chunkrecord.is_good = false;
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// if the overall length of the chunk didn't change we can get away with reusing the old buffer...
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if( geometry_bank::chunk( Geometry ).vertices.size() != chunkrecord.vertex_count ) {
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// ...but otherwise we'll need to allocate a new one
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// TBD: we could keep and reuse the old buffer also if the new chunk is smaller than the old one,
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// but it'd require some extra tracking and work to keep all chunks up to date; also wasting vram; may be not worth it?
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delete_buffer();
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}
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}
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void opengl33_vaogeometrybank::setup_buffer()
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{
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if( m_vertexbuffer ) { 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
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vertexcount{ 0 },
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indexcount{ 0 };
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auto chunkiterator = m_chunks.cbegin();
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bool has_userdata{ false };
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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.vertex_offset = vertexcount;
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chunkrecord.vertex_count = chunkiterator->vertices.size();
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vertexcount += chunkrecord.vertex_count;
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chunkrecord.index_offset = indexcount;
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chunkrecord.index_count = chunkiterator->indices.size();
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chunkrecord.has_userdata = !chunkiterator->userdata.empty();
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indexcount += chunkrecord.index_count;
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has_userdata |= chunkrecord.has_userdata;
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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( vertexcount == 0 ) { return; }
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if( !m_vao ) {
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m_vao.emplace();
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}
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m_vao->bind();
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// try to set up the buffers we need:
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// optional index buffer...
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if( indexcount > 0 ) {
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m_indexbuffer.emplace();
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m_indexbuffer->allocate( gl::buffer::ELEMENT_ARRAY_BUFFER, indexcount * sizeof( gfx::basic_index ), GL_STATIC_DRAW );
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if( ::glGetError() == GL_OUT_OF_MEMORY ) {
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ErrorLog( "openGL error: out of memory; failed to create a geometry index buffer" );
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throw std::bad_alloc();
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}
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m_vao->setup_ebo( *m_indexbuffer );
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}
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else {
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gl::buffer::unbind( gl::buffer::ELEMENT_ARRAY_BUFFER );
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}
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// ...and geometry buffer
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m_vertexbuffer.emplace();
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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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const int vertex_size = has_userdata ? sizeof( gfx::basic_vertex ) + sizeof(gfx::vertex_userdata) : sizeof(gfx::basic_vertex);
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m_vertexbuffer->allocate( gl::buffer::ARRAY_BUFFER, static_cast<int>(vertexcount * vertex_size), GL_STATIC_DRAW );
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if( ::glGetError() == GL_OUT_OF_MEMORY ) {
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ErrorLog( "openGL error: out of memory; failed to create a geometry buffer" );
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throw std::bad_alloc();
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}
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m_vertex_count = static_cast<int>(vertexcount);
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setup_attrib();
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if(has_userdata)
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setup_userdata();
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}
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void
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opengl33_vaogeometrybank::setup_attrib(size_t offset)
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{
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m_vao->setup_attrib( *m_vertexbuffer, 0, 3, GL_FLOAT, sizeof( basic_vertex ), offsetof(basic_vertex, position) + offset * sizeof( basic_vertex ) );
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// NOTE: normal and color streams share the data
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m_vao->setup_attrib( *m_vertexbuffer, 1, 3, GL_FLOAT, sizeof( basic_vertex ), offsetof(basic_vertex, normal) + offset * sizeof( basic_vertex ) );
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m_vao->setup_attrib( *m_vertexbuffer, 2, 2, GL_FLOAT, sizeof( basic_vertex ), offsetof(basic_vertex, texture) + offset * sizeof( basic_vertex ) );
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m_vao->setup_attrib( *m_vertexbuffer, 3, 4, GL_FLOAT, sizeof( basic_vertex ), offsetof(basic_vertex, tangent) + offset * sizeof( basic_vertex ) );
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}
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void opengl33_vaogeometrybank::setup_userdata(size_t offset) {
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const size_t offset_evaluated = m_vertex_count * sizeof(basic_vertex) + offset * sizeof( vertex_userdata );
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m_vao->setup_attrib( *m_vertexbuffer, 4, 4, GL_FLOAT, sizeof( vertex_userdata ), offsetof(vertex_userdata, data) + offset_evaluated );}
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// draw() subclass details
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// NOTE: units and stream parameters are unused, but they're part of (legacy) interface
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// TBD: specialized bank/manager pair without the cruft?
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std::size_t
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opengl33_vaogeometrybank::draw_( gfx::geometry_handle const &Geometry, gfx::stream_units const &Units, unsigned int const Streams )
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{
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setup_buffer();
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auto &chunkrecord = m_chunkrecords.at(Geometry.chunk - 1);
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// sanity check; shouldn't be needed but, eh
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if( chunkrecord.vertex_count == 0 )
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return 0;
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auto const &chunk = gfx::geometry_bank::chunk( Geometry );
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if( !chunkrecord.is_good ) {
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m_vao->bind();
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// we may potentially need to upload new buffer data before we can draw it
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if( chunkrecord.index_count > 0 ) {
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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 ) );
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}
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m_vertexbuffer->upload( gl::buffer::ARRAY_BUFFER, chunk.vertices.data(), chunkrecord.vertex_offset * sizeof( gfx::basic_vertex ), chunkrecord.vertex_count * sizeof( gfx::basic_vertex ) );
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if(chunkrecord.has_userdata)
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m_vertexbuffer->upload(gl::buffer::ARRAY_BUFFER, chunk.userdata.data(),
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static_cast<int>(m_vertex_count * sizeof(gfx::basic_vertex) + chunkrecord.vertex_offset * sizeof(gfx::vertex_userdata)),
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static_cast<int>(chunkrecord.vertex_count * sizeof(gfx::vertex_userdata)));
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chunkrecord.is_good = true;
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}
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// render
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if( chunkrecord.index_count > 0 ) {
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if (glDrawRangeElementsBaseVertex) {
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m_vao->bind();
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::glDrawRangeElementsBaseVertex(
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chunk.type,
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0, chunkrecord.vertex_count,
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chunkrecord.index_count, GL_UNSIGNED_INT, reinterpret_cast<void const *>( chunkrecord.index_offset * sizeof( gfx::basic_index ) ),
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chunkrecord.vertex_offset );
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}
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else if (glDrawElementsBaseVertexOES) {
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m_vao->bind();
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::glDrawElementsBaseVertexOES(
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chunk.type,
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chunkrecord.index_count, GL_UNSIGNED_INT, reinterpret_cast<void const *>( chunkrecord.index_offset * sizeof( gfx::basic_index ) ),
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chunkrecord.vertex_offset );
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}
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else {
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setup_attrib(chunkrecord.vertex_offset);
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m_vao->bind();
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::glDrawRangeElements(
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chunk.type,
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0, chunkrecord.vertex_count,
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chunkrecord.index_count, GL_UNSIGNED_INT, reinterpret_cast<void const *>( chunkrecord.index_offset * sizeof( gfx::basic_index ) ) );
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}
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}
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else {
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m_vao->bind();
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::glDrawArrays( chunk.type, chunkrecord.vertex_offset, chunkrecord.vertex_count );
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}
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/*
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m_vao->unbind();
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*/
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auto const vertexcount { ( chunkrecord.index_count > 0 ? chunkrecord.index_count : chunkrecord.vertex_count ) };
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switch( chunk.type ) {
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case GL_TRIANGLES: { return vertexcount / 3; }
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case GL_TRIANGLE_STRIP: { return vertexcount - 2; }
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default: { return 0; }
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}
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}
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// release () subclass details
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void
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opengl33_vaogeometrybank::release_() {
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delete_buffer();
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}
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void
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opengl33_vaogeometrybank::delete_buffer() {
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m_vao.reset();
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m_vertexbuffer.reset();
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m_indexbuffer.reset();
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// NOTE: since we've deleted the buffer all chunks it held were rendered invalid as well
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// instead of clearing their state here we're delaying it until new buffer is created to avoid looping through chunk records twice
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}
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} // namespace gfx
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