mirror of
https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-07-19 02:09:17 +02:00
219 lines
8.0 KiB
C++
219 lines
8.0 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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void
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basic_vertex::serialize( std::ostream &s ) {
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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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geometrychunk_handle
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geometry_bank::create( vertex_array &Vertices, int const Datatype ) {
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if( true == Vertices.empty() ) { return NULL; }
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m_chunks.emplace_back( Vertices, Datatype );
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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_chunks.size();
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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( vertex_array &Vertices, geometrychunk_handle const Chunk, std::size_t const Offset ) {
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if( ( Chunk == 0 ) || ( Chunk > m_chunks.size() ) ) { return false; }
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auto &chunk = m_chunks[ Chunk - 1 ];
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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(), 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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return true;
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}
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vertex_array &
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geometry_bank::data( geometrychunk_handle const Chunk ) {
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return m_chunks.at( Chunk - 1 ).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{ NULL }; // buffer bound currently on the opengl end, if any
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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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geometrychunk_handle
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opengl_vbogeometrybank::create( vertex_array &Vertices, int const Datatype ) {
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auto const handle = geometry_bank::create( Vertices, Datatype );
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if( handle == NULL ) {
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// if we didn't get anything, bail early
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return handle;
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}
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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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// so 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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return handle;
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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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opengl_vbogeometrybank::replace( vertex_array &Vertices, geometrychunk_handle const Chunk, std::size_t const Offset ) {
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auto const result = geometry_bank::replace( Vertices, Chunk, Offset );
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if( false == result ) {
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// if nothing happened we can bail out early
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return result;
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}
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auto &chunkrecord = m_chunkrecords[ 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( m_chunks[ Chunk - 1 ].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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return result;
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}
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// draws geometry stored in specified chunk
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void
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opengl_vbogeometrybank::draw( geometrychunk_handle const Chunk ) {
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if( m_buffer == NULL ) {
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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 &chunkrecord = m_chunkrecords.begin();
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for( auto &chunk : m_chunks ) {
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// fill all chunk records, based on the chunk data
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chunkrecord->offset = datasize;
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chunkrecord->size = chunk.vertices.size();
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datasize += chunkrecord->size;
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++chunkrecord;
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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( basic_vertex ),
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nullptr,
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GL_STATIC_DRAW );
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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[ Chunk - 1 ];
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auto const &chunk = m_chunks[ Chunk - 1 ];
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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( basic_vertex ),
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chunkrecord.size * sizeof( 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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// ...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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void
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opengl_vbogeometrybank::bind_buffer() {
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::glBindBuffer( GL_ARRAY_BUFFER, m_buffer );
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// TODO: allow specifying other vertex data setups
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::glVertexPointer( 3, GL_FLOAT, sizeof( basic_vertex ), static_cast<char *>( nullptr ) );
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::glNormalPointer( GL_FLOAT, sizeof( basic_vertex ), static_cast<char *>( nullptr ) + sizeof(float) * 3 ); // normalne
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::glTexCoordPointer( 2, GL_FLOAT, sizeof( basic_vertex ), static_cast<char *>( nullptr ) + 24 ); // wierzchołki
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// TODO: allow specifying other vertex data setups, either in the draw() parameters or during chunk or buffer creation
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::glEnableClientState( GL_VERTEX_ARRAY );
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::glEnableClientState( GL_NORMAL_ARRAY );
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::glEnableClientState( GL_TEXTURE_COORD_ARRAY );
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m_activebuffer = m_buffer;
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}
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void
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opengl_vbogeometrybank::delete_buffer() {
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if( m_buffer != NULL ) {
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::glDeleteBuffers( 1, &m_buffer );
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if( m_activebuffer == m_buffer ) {
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m_activebuffer = NULL;
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}
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m_buffer = NULL;
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m_buffercapacity = 0;
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}
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}
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