mirror of
https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-03-22 15:05:03 +01:00
444 lines
16 KiB
C++
444 lines
16 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 "openglgeometrybank.h"
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#include "sn_utils.h"
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#include "logs.h"
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#include "globals.h"
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namespace gfx {
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void
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basic_vertex::serialize( std::ostream &s ) const {
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sn_utils::ls_float32( s, position.x );
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sn_utils::ls_float32( s, position.y );
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sn_utils::ls_float32( s, position.z );
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sn_utils::ls_float32( s, normal.x );
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sn_utils::ls_float32( s, normal.y );
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sn_utils::ls_float32( s, normal.z );
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sn_utils::ls_float32( s, texture.x );
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sn_utils::ls_float32( s, texture.y );
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}
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void
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basic_vertex::deserialize( std::istream &s ) {
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position.x = sn_utils::ld_float32( s );
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position.y = sn_utils::ld_float32( s );
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position.z = sn_utils::ld_float32( s );
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normal.x = sn_utils::ld_float32( s );
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normal.y = sn_utils::ld_float32( s );
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normal.z = sn_utils::ld_float32( s );
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texture.x = sn_utils::ld_float32( s );
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texture.y = sn_utils::ld_float32( s );
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}
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// generic geometry bank class, allows storage, update and drawing of geometry chunks
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// creates a new geometry chunk of specified type from supplied vertex data. returns: handle to the chunk
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gfx::geometry_handle
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geometry_bank::create( gfx::vertex_array &Vertices, unsigned int const Type ) {
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if( true == Vertices.empty() ) { return { 0, 0 }; }
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m_chunks.emplace_back( Vertices, Type );
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// NOTE: handle is effectively (index into chunk array + 1) this leaves value of 0 to serve as error/empty handle indication
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gfx::geometry_handle chunkhandle { 0, static_cast<std::uint32_t>(m_chunks.size()) };
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// template method implementation
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create_( chunkhandle );
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// all done
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return chunkhandle;
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}
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// replaces data of specified chunk with the supplied vertex data, starting from specified offset
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bool
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geometry_bank::replace( gfx::vertex_array &Vertices, gfx::geometry_handle const &Geometry, std::size_t const Offset ) {
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if( ( Geometry.chunk == 0 ) || ( Geometry.chunk > m_chunks.size() ) ) { return false; }
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auto &chunk = gfx::geometry_bank::chunk( Geometry );
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if( ( Offset == 0 )
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&& ( Vertices.size() == chunk.vertices.size() ) ) {
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// check first if we can get away with a simple swap...
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chunk.vertices.swap( Vertices );
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}
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else {
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// ...otherwise we need to do some legwork
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// NOTE: if the offset is larger than existing size of the chunk, it'll bridge the gap with 'blank' vertices
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// TBD: we could bail out with an error instead if such request occurs
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chunk.vertices.resize( Offset + Vertices.size(), gfx::basic_vertex() );
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chunk.vertices.insert( std::end( chunk.vertices ), std::begin( Vertices ), std::end( Vertices ) );
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}
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// template method implementation
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replace_( Geometry );
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// all done
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return true;
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}
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// adds supplied vertex data at the end of specified chunk
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bool
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geometry_bank::append( gfx::vertex_array &Vertices, gfx::geometry_handle const &Geometry ) {
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if( ( Geometry.chunk == 0 ) || ( Geometry.chunk > m_chunks.size() ) ) { return false; }
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return replace( Vertices, Geometry, gfx::geometry_bank::chunk( Geometry ).vertices.size() );
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}
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// draws geometry stored in specified chunk
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void
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geometry_bank::draw( gfx::geometry_handle const &Geometry, gfx::stream_units const &Units, unsigned int const Streams ) {
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// template method implementation
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draw_( Geometry, Units, Streams );
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}
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// frees subclass-specific resources associated with the bank, typically called when the bank wasn't in use for a period of time
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void
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geometry_bank::release() {
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// template method implementation
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release_();
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}
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vertex_array const &
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geometry_bank::vertices( gfx::geometry_handle const &Geometry ) const {
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return geometry_bank::chunk( Geometry ).vertices;
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}
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// opengl vbo-based variant of the geometry bank
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GLuint opengl_vbogeometrybank::m_activebuffer { 0 }; // buffer bound currently on the opengl end, if any
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unsigned int opengl_vbogeometrybank::m_activestreams { gfx::stream::none }; // currently enabled data type pointers
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std::vector<GLint> opengl_vbogeometrybank::m_activetexturearrays; // currently enabled texture coord arrays
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// create() subclass details
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void
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opengl_vbogeometrybank::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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opengl_vbogeometrybank::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.size ) {
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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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// draw() subclass details
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void
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opengl_vbogeometrybank::draw_( gfx::geometry_handle const &Geometry, gfx::stream_units const &Units, unsigned int const Streams ) {
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if( m_buffer == 0 ) {
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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 datasize{ 0 };
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auto chunkiterator = m_chunks.cbegin();
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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.offset = datasize;
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chunkrecord.size = chunkiterator->vertices.size();
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datasize += chunkrecord.size;
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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( datasize == 0 ) { return; }
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// try to set up the buffer we need
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::glGenBuffers( 1, &m_buffer );
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bind_buffer();
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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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::glBufferData(
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GL_ARRAY_BUFFER,
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datasize * sizeof( gfx::basic_vertex ),
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nullptr,
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GL_STATIC_DRAW );
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if( ::glGetError() == GL_OUT_OF_MEMORY ) {
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// TBD: throw a bad_alloc?
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ErrorLog( "openGL error: out of memory; failed to create a geometry buffer" );
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delete_buffer();
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return;
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}
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m_buffercapacity = datasize;
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}
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// actual draw procedure starts here
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// setup...
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if( m_activebuffer != m_buffer ) {
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bind_buffer();
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}
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auto &chunkrecord = m_chunkrecords[ Geometry.chunk - 1 ];
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auto const &chunk = gfx::geometry_bank::chunk( Geometry );
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if( false == chunkrecord.is_good ) {
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// we may potentially need to upload new buffer data before we can draw it
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::glBufferSubData(
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GL_ARRAY_BUFFER,
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chunkrecord.offset * sizeof( gfx::basic_vertex ),
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chunkrecord.size * sizeof( gfx::basic_vertex ),
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chunk.vertices.data() );
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chunkrecord.is_good = true;
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}
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if( m_activestreams != Streams ) {
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bind_streams( Units, Streams );
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}
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// ...render...
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::glDrawArrays( chunk.type, chunkrecord.offset, chunkrecord.size );
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// ...post-render cleanup
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/*
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::glDisableClientState( GL_VERTEX_ARRAY );
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::glDisableClientState( GL_NORMAL_ARRAY );
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::glDisableClientState( GL_TEXTURE_COORD_ARRAY );
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::glBindBuffer( GL_ARRAY_BUFFER, 0 ); m_activebuffer = 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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opengl_vbogeometrybank::release_() {
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delete_buffer();
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}
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void
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opengl_vbogeometrybank::bind_buffer() {
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::glBindBuffer( GL_ARRAY_BUFFER, m_buffer );
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m_activebuffer = m_buffer;
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m_activestreams = gfx::stream::none;
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}
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void
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opengl_vbogeometrybank::delete_buffer() {
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if( m_buffer != 0 ) {
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::glDeleteBuffers( 1, &m_buffer );
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if( m_activebuffer == m_buffer ) {
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m_activebuffer = 0;
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release_streams();
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}
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m_buffer = 0;
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m_buffercapacity = 0;
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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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}
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void
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opengl_vbogeometrybank::bind_streams( gfx::stream_units const &Units, unsigned int const Streams ) {
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if( Streams & gfx::stream::position ) {
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::glVertexPointer( 3, GL_FLOAT, sizeof( gfx::basic_vertex ), static_cast<char *>( nullptr ) );
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::glEnableClientState( GL_VERTEX_ARRAY );
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}
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else {
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::glDisableClientState( GL_VERTEX_ARRAY );
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}
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// NOTE: normal and color streams share the data, making them effectively mutually exclusive
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if( Streams & gfx::stream::normal ) {
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::glNormalPointer( GL_FLOAT, sizeof( gfx::basic_vertex ), static_cast<char *>( nullptr ) + sizeof( float ) * 3 );
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::glEnableClientState( GL_NORMAL_ARRAY );
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}
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else {
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::glDisableClientState( GL_NORMAL_ARRAY );
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}
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if( Streams & gfx::stream::color ) {
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::glColorPointer( 3, GL_FLOAT, sizeof( gfx::basic_vertex ), static_cast<char *>( nullptr ) + sizeof( float ) * 3 );
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::glEnableClientState( GL_COLOR_ARRAY );
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}
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else {
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::glDisableClientState( GL_COLOR_ARRAY );
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}
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if( Streams & gfx::stream::texture ) {
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for( auto unit : Units.texture ) {
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::glClientActiveTexture( unit );
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::glTexCoordPointer( 2, GL_FLOAT, sizeof( gfx::basic_vertex ), static_cast<char *>( nullptr ) + 24 );
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::glEnableClientState( GL_TEXTURE_COORD_ARRAY );
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}
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m_activetexturearrays = Units.texture;
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}
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else {
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for( auto unit : Units.texture ) {
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::glClientActiveTexture( unit );
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::glDisableClientState( GL_TEXTURE_COORD_ARRAY );
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}
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m_activetexturearrays.clear(); // NOTE: we're simplifying here, since we always toggle the same texture coord sets
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}
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m_activestreams = Streams;
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}
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void
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opengl_vbogeometrybank::release_streams() {
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::glDisableClientState( GL_VERTEX_ARRAY );
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::glDisableClientState( GL_NORMAL_ARRAY );
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::glDisableClientState( GL_COLOR_ARRAY );
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for( auto unit : m_activetexturearrays ) {
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::glClientActiveTexture( unit );
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::glDisableClientState( GL_TEXTURE_COORD_ARRAY );
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}
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m_activestreams = gfx::stream::none;
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m_activetexturearrays.clear();
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}
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// opengl display list based variant of the geometry bank
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// create() subclass details
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void
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opengl_dlgeometrybank::create_( gfx::geometry_handle const &Geometry ) {
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m_chunkrecords.emplace_back( chunk_record() );
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}
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// replace() subclass details
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void
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opengl_dlgeometrybank::replace_( gfx::geometry_handle const &Geometry ) {
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delete_list( Geometry );
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}
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// draw() subclass details
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void
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opengl_dlgeometrybank::draw_( gfx::geometry_handle const &Geometry, gfx::stream_units const &Units, unsigned int const Streams ) {
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auto &chunkrecord = m_chunkrecords[ Geometry.chunk - 1 ];
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if( chunkrecord.streams != Streams ) {
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delete_list( Geometry );
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}
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if( chunkrecord.list == 0 ) {
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// we don't have a list ready, so compile one
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chunkrecord.streams = Streams;
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chunkrecord.list = ::glGenLists( 1 );
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auto const &chunk = gfx::geometry_bank::chunk( Geometry );
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::glNewList( chunkrecord.list, GL_COMPILE );
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::glBegin( chunk.type );
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for( auto const &vertex : chunk.vertices ) {
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if( Streams & gfx::stream::normal ) { ::glNormal3fv( glm::value_ptr( vertex.normal ) ); }
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else if( Streams & gfx::stream::color ) { ::glColor3fv( glm::value_ptr( vertex.normal ) ); }
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if( Streams & gfx::stream::texture ) { for( auto unit : Units.texture ) { ::glMultiTexCoord2fv( unit, glm::value_ptr( vertex.texture ) ); } }
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if( Streams & gfx::stream::position ) { ::glVertex3fv( glm::value_ptr( vertex.position ) ); }
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}
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::glEnd();
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::glEndList();
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}
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// with the list done we can just play it
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::glCallList( chunkrecord.list );
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}
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// release () subclass details
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void
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opengl_dlgeometrybank::release_() {
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for( auto &chunkrecord : m_chunkrecords ) {
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if( chunkrecord.list != 0 ) {
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::glDeleteLists( chunkrecord.list, 1 );
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chunkrecord.list = 0;
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}
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chunkrecord.streams = gfx::stream::none;
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}
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}
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void
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opengl_dlgeometrybank::delete_list( gfx::geometry_handle const &Geometry ) {
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// NOTE: given it's our own internal method we trust it to be called with valid parameters
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auto &chunkrecord = m_chunkrecords[ Geometry.chunk - 1 ];
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if( chunkrecord.list != 0 ) {
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::glDeleteLists( chunkrecord.list, 1 );
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chunkrecord.list = 0;
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}
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chunkrecord.streams = gfx::stream::none;
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}
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// geometry bank manager, holds collection of geometry banks
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// performs a resource sweep
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void
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geometrybank_manager::update() {
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m_garbagecollector.sweep();
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}
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// creates a new geometry bank. returns: handle to the bank or NULL
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gfx::geometrybank_handle
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geometrybank_manager::create_bank() {
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if( true == Global::bUseVBO ) { m_geometrybanks.emplace_back( std::make_shared<opengl_vbogeometrybank>(), std::chrono::steady_clock::time_point() ); }
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else { m_geometrybanks.emplace_back( std::make_shared<opengl_dlgeometrybank>(), std::chrono::steady_clock::time_point() ); }
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// NOTE: handle is effectively (index into chunk array + 1) this leaves value of 0 to serve as error/empty handle indication
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return { m_geometrybanks.size(), 0 };
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}
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// creates a new geometry chunk of specified type from supplied vertex data, in specified bank. returns: handle to the chunk or NULL
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gfx::geometry_handle
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geometrybank_manager::create_chunk( gfx::vertex_array &Vertices, gfx::geometrybank_handle const &Geometry, int const Type ) {
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auto const newchunkhandle = bank( Geometry ).first->create( Vertices, Type );
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if( newchunkhandle.chunk != 0 ) { return { Geometry.bank, newchunkhandle.chunk }; }
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else { return { 0, 0 }; }
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}
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// replaces data of specified chunk with the supplied vertex data, starting from specified offset
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bool
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geometrybank_manager::replace( gfx::vertex_array &Vertices, gfx::geometry_handle const &Geometry, std::size_t const Offset ) {
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return bank( Geometry ).first->replace( Vertices, Geometry, Offset );
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}
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// adds supplied vertex data at the end of specified chunk
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bool
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geometrybank_manager::append( gfx::vertex_array &Vertices, gfx::geometry_handle const &Geometry ) {
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return bank( Geometry ).first->append( Vertices, Geometry );
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}
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// draws geometry stored in specified chunk
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void
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geometrybank_manager::draw( gfx::geometry_handle const &Geometry, unsigned int const Streams ) {
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if( Geometry == null_handle ) { return; }
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auto &bankrecord = bank( Geometry );
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bankrecord.second = m_garbagecollector.timestamp();
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bankrecord.first->draw( Geometry, m_units, Streams );
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}
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// provides direct access to vertex data of specfied chunk
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gfx::vertex_array const &
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geometrybank_manager::vertices( gfx::geometry_handle const &Geometry ) const {
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return bank( Geometry ).first->vertices( Geometry );
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}
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} // namespace gfx
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