Files
maszyna/openglgeometrybank.cpp
2018-08-03 22:38:23 +02:00

485 lines
16 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"
#include "Logs.h"
#include "Globals.h"
namespace gfx {
void
basic_vertex::serialize( std::ostream &s ) const {
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 );
}
// based on
// Lengyel, Eric. “Computing Tangent Space Basis Vectors for an Arbitrary Mesh”.
// Terathon Software, 2001. http://terathon.com/code/tangent.html
void calculate_tangent(vertex_array &vertices, int type)
{
size_t vertex_count = vertices.size();
if (!vertex_count || vertices[0].tangent.w != 0.0f)
return;
size_t triangle_count;
if (type == GL_TRIANGLES)
triangle_count = vertex_count / 3;
else if (type == GL_TRIANGLE_STRIP)
triangle_count = vertex_count - 2;
else if (type == GL_TRIANGLE_FAN)
triangle_count = vertex_count - 2;
else
return;
std::vector<glm::vec3> tan(vertex_count * 2);
for (size_t a = 0; a < triangle_count; a++)
{
size_t i1, i2, i3;
if (type == GL_TRIANGLES)
{
i1 = a * 3;
i2 = a * 3 + 1;
i3 = a * 3 + 2;
}
else if (type == GL_TRIANGLE_STRIP)
{
if (a % 2 == 0)
{
i1 = a;
i2 = a + 1;
}
else
{
i1 = a + 1;
i2 = a;
}
i3 = a + 2;
}
else if (type == GL_TRIANGLE_FAN)
{
i1 = 0;
i2 = a + 1;
i3 = a + 2;
}
const glm::vec3 &v1 = vertices[i1].position;
const glm::vec3 &v2 = vertices[i2].position;
const glm::vec3 &v3 = vertices[i3].position;
const glm::vec2 &w1 = vertices[i1].texture;
const glm::vec2 &w2 = vertices[i2].texture;
const glm::vec2 &w3 = vertices[i3].texture;
float x1 = v2.x - v1.x;
float x2 = v3.x - v1.x;
float y1 = v2.y - v1.y;
float y2 = v3.y - v1.y;
float z1 = v2.z - v1.z;
float z2 = v3.z - v1.z;
float s1 = w2.x - w1.x;
float s2 = w3.x - w1.x;
float t1 = w2.y - w1.y;
float t2 = w3.y - w1.y;
float r = 1.0F / (s1 * t2 - s2 * t1);
glm::vec3 sdir((t2 * x1 - t1 * x2) * r, (t2 * y1 - t1 * y2) * r,
(t2 * z1 - t1 * z2) * r);
glm::vec3 tdir((s1 * x2 - s2 * x1) * r, (s1 * y2 - s2 * y1) * r,
(s1 * z2 - s2 * z1) * r);
tan[i1] += sdir;
tan[i2] += sdir;
tan[i3] += sdir;
tan[vertex_count + i1] += tdir;
tan[vertex_count + i2] += tdir;
tan[vertex_count + i3] += tdir;
}
for (size_t a = 0; a < vertex_count; a++)
{
const glm::vec3 &n = vertices[a].normal;
const glm::vec3 &t = tan[a];
const glm::vec3 &t2 = tan[vertex_count + a];
vertices[a].tangent = glm::vec4(glm::normalize((t - n * glm::dot(n, t))),
(glm::dot(glm::cross(n, t), t2) < 0.0F) ? -1.0F : 1.0F);
}
}
// 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
gfx::geometry_handle
geometry_bank::create( gfx::vertex_array const &Vertices, unsigned int const Type ) {
if( true == Vertices.empty() ) { return { 0, 0 }; }
m_chunks.emplace_back( Vertices, Type );
// NOTE: handle is effectively (index into chunk array + 1) this leaves value of 0 to serve as error/empty handle indication
gfx::geometry_handle chunkhandle { 0, static_cast<std::uint32_t>(m_chunks.size()) };
// template method implementation
create_( chunkhandle );
// all done
return chunkhandle;
}
// replaces data of specified chunk with the supplied vertex data, starting from specified offset
bool
geometry_bank::replace( gfx::vertex_array &Vertices, gfx::geometry_handle const &Geometry, std::size_t const Offset ) {
if( ( Geometry.chunk == 0 ) || ( Geometry.chunk > m_chunks.size() ) ) { return false; }
auto &chunk = gfx::geometry_bank::chunk( Geometry );
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(), gfx::basic_vertex() );
chunk.vertices.insert( std::end( chunk.vertices ), std::begin( Vertices ), std::end( Vertices ) );
}
// template method implementation
replace_( Geometry );
// all done
return true;
}
// adds supplied vertex data at the end of specified chunk
bool
geometry_bank::append( gfx::vertex_array &Vertices, gfx::geometry_handle const &Geometry ) {
if( ( Geometry.chunk == 0 ) || ( Geometry.chunk > m_chunks.size() ) ) { return false; }
return replace( Vertices, Geometry, gfx::geometry_bank::chunk( Geometry ).vertices.size() );
}
// draws geometry stored in specified chunk
void
geometry_bank::draw( gfx::geometry_handle const &Geometry ) {
// template method implementation
draw_( Geometry );
}
// frees subclass-specific resources associated with the bank, typically called when the bank wasn't in use for a period of time
void
geometry_bank::release() {
// template method implementation
release_();
}
vertex_array const &
geometry_bank::vertices( gfx::geometry_handle const &Geometry ) const {
return geometry_bank::chunk( Geometry ).vertices;
}
// create() subclass details
void
opengl_vbogeometrybank::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
opengl_vbogeometrybank::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.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();
}
}
void opengl_vbogeometrybank::setup_buffer()
{
if( m_buffer == 0 ) {
// 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 chunkiterator = m_chunks.cbegin();
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.offset = datasize;
chunkrecord.size = chunkiterator->vertices.size();
datasize += chunkrecord.size;
++chunkiterator;
}
// 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 );
glBindBuffer( GL_ARRAY_BUFFER, m_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( gfx::basic_vertex ),
nullptr,
GL_STATIC_DRAW );
glBindBuffer(GL_ARRAY_BUFFER, 0);
if( ::glGetError() == GL_OUT_OF_MEMORY ) {
ErrorLog( "openGL error: out of memory; failed to create a geometry buffer" );
throw std::bad_alloc();
}
m_buffercapacity = datasize;
}
if (!m_vao)
{
m_vao = std::make_unique<gl::vao>();
glBindBuffer( GL_ARRAY_BUFFER, m_buffer );
m_vao->setup_attrib(0, 3, GL_FLOAT, sizeof(basic_vertex), 0 * sizeof(GL_FLOAT));
// NOTE: normal and color streams share the data
m_vao->setup_attrib(1, 3, GL_FLOAT, sizeof(basic_vertex), 3 * sizeof(GL_FLOAT));
m_vao->setup_attrib(2, 2, GL_FLOAT, sizeof(basic_vertex), 6 * sizeof(GL_FLOAT));
m_vao->setup_attrib(3, 4, GL_FLOAT, sizeof(basic_vertex), 8 * sizeof(GL_FLOAT));
glBindBuffer(GL_ARRAY_BUFFER, 0);
m_vao->unbind();
}
}
// draw() subclass details
void
opengl_vbogeometrybank::draw_( gfx::geometry_handle const &Geometry)
{
setup_buffer();
// actual draw procedure starts here
auto &chunkrecord = m_chunkrecords.at(Geometry.chunk - 1);
auto const &chunk = gfx::geometry_bank::chunk( Geometry );
if( false == chunkrecord.is_good ) {
glBindBuffer( GL_ARRAY_BUFFER, m_buffer );
// we may potentially need to upload new buffer data before we can draw it
::glBufferSubData(
GL_ARRAY_BUFFER,
chunkrecord.offset * sizeof( gfx::basic_vertex ),
chunkrecord.size * sizeof( gfx::basic_vertex ),
chunk.vertices.data() );
glBindBuffer(GL_ARRAY_BUFFER, 0);
chunkrecord.is_good = true;
}
// ...render...
m_vao->bind();
::glDrawArrays( chunk.type, chunkrecord.offset, chunkrecord.size );
}
void opengl_vbogeometrybank::draw_(const std::vector<gfx::geometry_handle>::iterator begin, const std::vector<gfx::geometry_handle>::iterator end)
{
if (begin == end)
return;
setup_buffer();
m_offsets.clear();
m_counts.clear();
GLenum type = 0;
bool coalesce = false;
for (auto it = begin; it != end; it++)
{
gfx::geometry_handle Geometry = *it;
auto &chunkrecord = m_chunkrecords.at(Geometry.chunk - 1);
auto const &chunk = gfx::geometry_bank::chunk( Geometry );
if( false == chunkrecord.is_good ) {
glBindBuffer( GL_ARRAY_BUFFER, m_buffer );
// we may potentially need to upload new buffer data before we can draw it
::glBufferSubData(
GL_ARRAY_BUFFER,
chunkrecord.offset * sizeof( gfx::basic_vertex ),
chunkrecord.size * sizeof( gfx::basic_vertex ),
chunk.vertices.data() );
glBindBuffer(GL_ARRAY_BUFFER, 0);
chunkrecord.is_good = true;
}
if (!type)
{
type = chunk.type;
if (type == GL_POINTS || type == GL_LINES || type == GL_TRIANGLES)
coalesce = true;
}
else if (type != chunk.type)
throw std::logic_error("inconsistent draw types");
if (coalesce && m_offsets.size() && chunkrecord.offset == m_offsets.back() + m_counts.back())
m_counts.back() += chunkrecord.size;
else
{
m_offsets.push_back(chunkrecord.offset);
m_counts.push_back(chunkrecord.size);
}
}
m_vao->bind();
if (m_offsets.size() == 1)
glDrawArrays(type, m_offsets.front(), m_counts.front());
else
glMultiDrawArrays(type, m_offsets.data(), m_counts.data(), m_offsets.size());
}
// release () subclass details
void
opengl_vbogeometrybank::release_() {
delete_buffer();
}
void
opengl_vbogeometrybank::delete_buffer() {
if( m_buffer != 0 ) {
m_vao.reset(nullptr);
::glDeleteBuffers( 1, &m_buffer );
m_buffer = 0;
m_buffercapacity = 0;
// 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
}
}
// geometry bank manager, holds collection of geometry banks
// performs a resource sweep
void
geometrybank_manager::update() {
m_garbagecollector.sweep();
}
// creates a new geometry bank. returns: handle to the bank or NULL
gfx::geometrybank_handle
geometrybank_manager::create_bank() {
m_geometrybanks.emplace_back( std::make_shared<opengl_vbogeometrybank>(), std::chrono::steady_clock::time_point() );
// NOTE: handle is effectively (index into chunk array + 1) this leaves value of 0 to serve as error/empty handle indication
return { static_cast<std::uint32_t>( m_geometrybanks.size() ), 0 };
}
// creates a new geometry chunk of specified type from supplied vertex data, in specified bank. returns: handle to the chunk or NULL
gfx::geometry_handle
geometrybank_manager::create_chunk( gfx::vertex_array const &Vertices, gfx::geometrybank_handle const &Geometry, int const Type ) {
auto const newchunkhandle = bank( Geometry ).first->create( Vertices, Type );
if( newchunkhandle.chunk != 0 ) { return { Geometry.bank, newchunkhandle.chunk }; }
else { return { 0, 0 }; }
}
// replaces data of specified chunk with the supplied vertex data, starting from specified offset
bool
geometrybank_manager::replace( gfx::vertex_array &Vertices, gfx::geometry_handle const &Geometry, std::size_t const Offset ) {
return bank( Geometry ).first->replace( Vertices, Geometry, Offset );
}
// adds supplied vertex data at the end of specified chunk
bool
geometrybank_manager::append( gfx::vertex_array &Vertices, gfx::geometry_handle const &Geometry ) {
return bank( Geometry ).first->append( Vertices, Geometry );
}
// draws geometry stored in specified chunk
void
geometrybank_manager::draw( gfx::geometry_handle const &Geometry ) {
if( Geometry == null_handle ) { return; }
auto &bankrecord = bank( Geometry );
bankrecord.second = m_garbagecollector.timestamp();
bankrecord.first->draw( Geometry );
}
void geometrybank_manager::draw(const std::vector<gfx::geometry_handle>::iterator begin, const std::vector<gfx::geometry_handle>::iterator end)
{
if (begin == end)
return;
auto &run_bank = bank(*begin);
std::vector<gfx::geometry_handle>::iterator run_begin = begin;
std::vector<gfx::geometry_handle>::iterator it;
for (it = begin; it != end; it++)
{
if (bank(*it) != run_bank)
{
run_bank.first->draw(run_begin, it);
run_bank = bank(*it);
run_begin = it;
}
}
if (run_begin != it)
run_bank.first->draw(run_begin, it);
}
// provides direct access to vertex data of specfied chunk
gfx::vertex_array const &
geometrybank_manager::vertices( gfx::geometry_handle const &Geometry ) const {
return bank( Geometry ).first->vertices( Geometry );
}
} // namespace gfx