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forked from 0ad/0ad
0ad/source/renderer/VertexArray.cpp
2022-02-18 17:33:12 +00:00

324 lines
7.2 KiB
C++

/* Copyright (C) 2022 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#include "precompiled.h"
#include "lib/alignment.h"
#include "lib/ogl.h"
#include "lib/sysdep/rtl.h"
#include "maths/Vector3D.h"
#include "maths/Vector4D.h"
#include "ps/CLogger.h"
#include "graphics/Color.h"
#include "graphics/SColor.h"
#include "renderer/VertexArray.h"
#include "renderer/VertexBuffer.h"
#include "renderer/VertexBufferManager.h"
VertexArray::VertexArray(
const Renderer::Backend::GL::CBuffer::Type type, const bool dynamic)
: m_Type(type), m_Dynamic(dynamic)
{
m_NumberOfVertices = 0;
m_BackingStore = 0;
m_Stride = 0;
}
VertexArray::~VertexArray()
{
Free();
}
// Free all resources on destruction or when a layout parameter changes
void VertexArray::Free()
{
rtl_FreeAligned(m_BackingStore);
m_BackingStore = 0;
m_VB.Reset();
}
// Set the number of vertices stored in the array
void VertexArray::SetNumberOfVertices(const size_t numberOfVertices)
{
if (numberOfVertices == m_NumberOfVertices)
return;
Free();
m_NumberOfVertices = numberOfVertices;
}
// Add vertex attributes like Position, Normal, UV
void VertexArray::AddAttribute(Attribute* attr)
{
ENSURE(
(attr->type == GL_FLOAT || attr->type == GL_SHORT || attr->type == GL_UNSIGNED_SHORT || attr->type == GL_UNSIGNED_BYTE)
&& "Unsupported attribute type"
);
ENSURE(attr->elems >= 1 && attr->elems <= 4);
attr->vertexArray = this;
m_Attributes.push_back(attr);
Free();
}
// Template specialization for GetIterator().
// We can put this into the source file because only a fixed set of types
// is supported for type safety.
template<>
VertexArrayIterator<CVector3D> VertexArray::Attribute::GetIterator<CVector3D>() const
{
ENSURE(vertexArray);
ENSURE(type == GL_FLOAT);
ENSURE(elems >= 3);
return vertexArray->MakeIterator<CVector3D>(this);
}
template<>
VertexArrayIterator<CVector4D> VertexArray::Attribute::GetIterator<CVector4D>() const
{
ENSURE(vertexArray);
ENSURE(type == GL_FLOAT);
ENSURE(elems >= 4);
return vertexArray->MakeIterator<CVector4D>(this);
}
template<>
VertexArrayIterator<float[2]> VertexArray::Attribute::GetIterator<float[2]>() const
{
ENSURE(vertexArray);
ENSURE(type == GL_FLOAT);
ENSURE(elems >= 2);
return vertexArray->MakeIterator<float[2]>(this);
}
template<>
VertexArrayIterator<SColor3ub> VertexArray::Attribute::GetIterator<SColor3ub>() const
{
ENSURE(vertexArray);
ENSURE(type == GL_UNSIGNED_BYTE);
ENSURE(elems >= 3);
return vertexArray->MakeIterator<SColor3ub>(this);
}
template<>
VertexArrayIterator<SColor4ub> VertexArray::Attribute::GetIterator<SColor4ub>() const
{
ENSURE(vertexArray);
ENSURE(type == GL_UNSIGNED_BYTE);
ENSURE(elems >= 4);
return vertexArray->MakeIterator<SColor4ub>(this);
}
template<>
VertexArrayIterator<u16> VertexArray::Attribute::GetIterator<u16>() const
{
ENSURE(vertexArray);
ENSURE(type == GL_UNSIGNED_SHORT);
ENSURE(elems >= 1);
return vertexArray->MakeIterator<u16>(this);
}
template<>
VertexArrayIterator<u16[2]> VertexArray::Attribute::GetIterator<u16[2]>() const
{
ENSURE(vertexArray);
ENSURE(type == GL_UNSIGNED_SHORT);
ENSURE(elems >= 2);
return vertexArray->MakeIterator<u16[2]>(this);
}
template<>
VertexArrayIterator<u8> VertexArray::Attribute::GetIterator<u8>() const
{
ENSURE(vertexArray);
ENSURE(type == GL_UNSIGNED_BYTE);
ENSURE(elems >= 1);
return vertexArray->MakeIterator<u8>(this);
}
template<>
VertexArrayIterator<u8[4]> VertexArray::Attribute::GetIterator<u8[4]>() const
{
ENSURE(vertexArray);
ENSURE(type == GL_UNSIGNED_BYTE);
ENSURE(elems >= 4);
return vertexArray->MakeIterator<u8[4]>(this);
}
template<>
VertexArrayIterator<short> VertexArray::Attribute::GetIterator<short>() const
{
ENSURE(vertexArray);
ENSURE(type == GL_SHORT);
ENSURE(elems >= 1);
return vertexArray->MakeIterator<short>(this);
}
template<>
VertexArrayIterator<short[2]> VertexArray::Attribute::GetIterator<short[2]>() const
{
ENSURE(vertexArray);
ENSURE(type == GL_SHORT);
ENSURE(elems >= 2);
return vertexArray->MakeIterator<short[2]>(this);
}
static size_t RoundStride(size_t stride)
{
if (stride <= 0)
return 0;
if (stride <= 4)
return 4;
if (stride <= 8)
return 8;
if (stride <= 16)
return 16;
return Align<32>(stride);
}
// Re-layout by assigning offsets on a first-come first-serve basis,
// then round up to a reasonable stride.
// Backing store is also created here, VBOs are created on upload.
void VertexArray::Layout()
{
Free();
m_Stride = 0;
for (ssize_t idx = m_Attributes.size()-1; idx >= 0; --idx)
{
Attribute* attr = m_Attributes[idx];
if (!attr->type || !attr->elems)
continue;
size_t attrSize = 0;
switch(attr->type)
{
case GL_UNSIGNED_BYTE:
attrSize = sizeof(GLubyte);
break;
case GL_SHORT:
attrSize = sizeof(GLshort);
break;
case GL_UNSIGNED_SHORT:
attrSize = sizeof(GLushort);
break;
case GL_FLOAT:
attrSize = sizeof(GLfloat);
break;
default:
attrSize = 0;
debug_warn(L"Bad Attribute::type"); break;
}
attrSize *= attr->elems;
attr->offset = m_Stride;
m_Stride += attrSize;
if (m_Type == Renderer::Backend::GL::CBuffer::Type::VERTEX)
m_Stride = Align<4>(m_Stride);
}
if (m_Type == Renderer::Backend::GL::CBuffer::Type::VERTEX)
m_Stride = RoundStride(m_Stride);
if (m_Stride)
m_BackingStore = (char*)rtl_AllocateAligned(m_Stride * m_NumberOfVertices, 16);
}
void VertexArray::PrepareForRendering()
{
m_VB->m_Owner->PrepareForRendering(m_VB.Get());
}
// (Re-)Upload the attributes.
// Create the VBO if necessary.
void VertexArray::Upload()
{
ENSURE(m_BackingStore);
if (!m_VB)
{
m_VB = g_VBMan.AllocateChunk(
m_Stride, m_NumberOfVertices, m_Type, m_Dynamic, m_BackingStore);
}
if (!m_VB)
{
LOGERROR("Failed to allocate VBO for vertex array");
return;
}
m_VB->m_Owner->UpdateChunkVertices(m_VB.Get(), m_BackingStore);
}
// Bind this array, returns the base address for calls to glVertexPointer etc.
u8* VertexArray::Bind(
Renderer::Backend::GL::CDeviceCommandContext* deviceCommandContext)
{
if (!m_VB)
return NULL;
u8* base = m_VB->m_Owner->Bind(deviceCommandContext);
base += m_VB->m_Index*m_Stride;
return base;
}
// Free the backing store to save some memory
void VertexArray::FreeBackingStore()
{
// In streaming modes, the backing store must be retained
ENSURE(!CVertexBuffer::UseStreaming(m_Dynamic));
rtl_FreeAligned(m_BackingStore);
m_BackingStore = 0;
}
VertexIndexArray::VertexIndexArray(const bool dynamic) :
VertexArray(Renderer::Backend::GL::CBuffer::Type::INDEX, dynamic)
{
m_Attr.type = GL_UNSIGNED_SHORT;
m_Attr.elems = 1;
AddAttribute(&m_Attr);
}
VertexArrayIterator<u16> VertexIndexArray::GetIterator() const
{
return m_Attr.GetIterator<u16>();
}