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Files
maszyna/openglgeometrybank.cpp
2017-06-03 18:29:07 +02:00

219 lines
8.0 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 "openglgeometrybank.h"
#include "sn_utils.h"
void
basic_vertex::serialize( std::ostream &s ) {
sn_utils::ls_float32( s, position.x );
sn_utils::ls_float32( s, position.y );
sn_utils::ls_float32( s, position.z );
sn_utils::ls_float32( s, normal.x );
sn_utils::ls_float32( s, normal.y );
sn_utils::ls_float32( s, normal.z );
sn_utils::ls_float32( s, texture.x );
sn_utils::ls_float32( s, texture.y );
}
void
basic_vertex::deserialize( std::istream &s ) {
position.x = sn_utils::ld_float32( s );
position.y = sn_utils::ld_float32( s );
position.z = sn_utils::ld_float32( s );
normal.x = sn_utils::ld_float32( s );
normal.y = sn_utils::ld_float32( s );
normal.z = sn_utils::ld_float32( s );
texture.x = sn_utils::ld_float32( s );
texture.y = sn_utils::ld_float32( s );
}
// generic geometry bank class, allows storage, update and drawing of geometry chunks
// creates a new geometry chunk of specified type from supplied vertex data. returns: handle to the chunk
geometrychunk_handle
geometry_bank::create( vertex_array &Vertices, int const Datatype ) {
if( true == Vertices.empty() ) { return NULL; }
m_chunks.emplace_back( Vertices, Datatype );
// NOTE: handle is effectively (index into chunk array + 1) this leaves value of 0 to serve as error/empty handle indication
return m_chunks.size();
}
// replaces data of specified chunk with the supplied vertex data, starting from specified offset
bool
geometry_bank::replace( vertex_array &Vertices, geometrychunk_handle const Chunk, std::size_t const Offset ) {
if( ( Chunk == 0 ) || ( Chunk > m_chunks.size() ) ) { return false; }
auto &chunk = m_chunks[ Chunk - 1 ];
if( ( Offset == 0 )
&& ( Vertices.size() == chunk.vertices.size() ) ) {
// check first if we can get away with a simple swap...
chunk.vertices.swap( Vertices );
}
else {
// ...otherwise we need to do some legwork
// NOTE: if the offset is larger than existing size of the chunk, it'll bridge the gap with 'blank' vertices
// TBD: we could bail out with an error instead if such request occurs
chunk.vertices.resize( Offset + Vertices.size(), basic_vertex() );
chunk.vertices.insert( std::end( chunk.vertices ), std::begin( Vertices ), std::end( Vertices ) );
}
return true;
}
vertex_array &
geometry_bank::data( geometrychunk_handle const Chunk ) {
return m_chunks.at( Chunk - 1 ).vertices;
}
// opengl vbo-based variant of the geometry bank
GLuint opengl_vbogeometrybank::m_activebuffer{ NULL }; // buffer bound currently on the opengl end, if any
// creates a new geometry chunk of specified type from supplied vertex data. returns: handle to the chunk
geometrychunk_handle
opengl_vbogeometrybank::create( vertex_array &Vertices, int const Datatype ) {
auto const handle = geometry_bank::create( Vertices, Datatype );
if( handle == NULL ) {
// if we didn't get anything, bail early
return handle;
}
// adding a chunk means we'll be (re)building the buffer, which will fill the chunk records, amongst other things
// so 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();
return handle;
}
// replaces data of specified chunk with the supplied vertex data, starting from specified offset
bool
opengl_vbogeometrybank::replace( vertex_array &Vertices, geometrychunk_handle const Chunk, std::size_t const Offset ) {
auto const result = geometry_bank::replace( Vertices, Chunk, Offset );
if( false == result ) {
// if nothing happened we can bail out early
return result;
}
auto &chunkrecord = m_chunkrecords[ 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( m_chunks[ Chunk - 1 ].vertices.size() != chunkrecord.size ) {
// ...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();
}
return result;
}
// draws geometry stored in specified chunk
void
opengl_vbogeometrybank::draw( geometrychunk_handle const Chunk ) {
if( m_buffer == NULL ) {
// 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 datasize{ 0 };
auto &chunkrecord = m_chunkrecords.begin();
for( auto &chunk : m_chunks ) {
// fill all chunk records, based on the chunk data
chunkrecord->offset = datasize;
chunkrecord->size = chunk.vertices.size();
datasize += chunkrecord->size;
++chunkrecord;
}
// the odds for all created chunks to get replaced with empty ones are quite low, but the possibility does exist
if( datasize == 0 ) { return; }
// try to set up the buffer we need
::glGenBuffers( 1, &m_buffer );
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
::glBufferData(
GL_ARRAY_BUFFER,
datasize * sizeof( basic_vertex ),
nullptr,
GL_STATIC_DRAW );
m_buffercapacity = datasize;
}
// actual draw procedure starts here
// setup...
if( m_activebuffer != m_buffer ) {
bind_buffer();
}
auto &chunkrecord = m_chunkrecords[ Chunk - 1 ];
auto const &chunk = m_chunks[ Chunk - 1 ];
if( false == chunkrecord.is_good ) {
// we may potentially need to upload new buffer data before we can draw it
::glBufferSubData(
GL_ARRAY_BUFFER,
chunkrecord.offset * sizeof( basic_vertex ),
chunkrecord.size * sizeof( basic_vertex ),
chunk.vertices.data() );
chunkrecord.is_good = true;
}
// ...render...
::glDrawArrays( chunk.type, chunkrecord.offset, chunkrecord.size );
// ...post-render cleanup
/*
::glDisableClientState( GL_VERTEX_ARRAY );
::glDisableClientState( GL_NORMAL_ARRAY );
::glDisableClientState( GL_TEXTURE_COORD_ARRAY );
::glBindBuffer( GL_ARRAY_BUFFER, 0 ); m_activebuffer = 0;
*/
}
void
opengl_vbogeometrybank::bind_buffer() {
::glBindBuffer( GL_ARRAY_BUFFER, m_buffer );
// TODO: allow specifying other vertex data setups
::glVertexPointer( 3, GL_FLOAT, sizeof( basic_vertex ), static_cast<char *>( nullptr ) );
::glNormalPointer( GL_FLOAT, sizeof( basic_vertex ), static_cast<char *>( nullptr ) + sizeof(float) * 3 ); // normalne
::glTexCoordPointer( 2, GL_FLOAT, sizeof( basic_vertex ), static_cast<char *>( nullptr ) + 24 ); // wierzchołki
// TODO: allow specifying other vertex data setups, either in the draw() parameters or during chunk or buffer creation
::glEnableClientState( GL_VERTEX_ARRAY );
::glEnableClientState( GL_NORMAL_ARRAY );
::glEnableClientState( GL_TEXTURE_COORD_ARRAY );
m_activebuffer = m_buffer;
}
void
opengl_vbogeometrybank::delete_buffer() {
if( m_buffer != NULL ) {
::glDeleteBuffers( 1, &m_buffer );
if( m_activebuffer == m_buffer ) {
m_activebuffer = NULL;
}
m_buffer = NULL;
m_buffercapacity = 0;
}
}