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#pragma once
#include "igl.h"
#include "irender.h"
#include <limits>
#include "iwindingrenderer.h"
#include "iobjectrenderer.h"
#include "render/CompactWindingVertexBuffer.h"
namespace render
{
class IBackendWindingRenderer :
public IWindingRenderer
{
public:
virtual ~IBackendWindingRenderer()
{}
// Returns true if the vertex buffers are empty
virtual bool empty() const = 0;
// Submit the geometry of all windings in this renderer
virtual void renderAllWindings() = 0;
// Ensures that everything in the IGeometryStore is up to date
virtual void prepareForRendering() = 0;
};
// Traits class to retrieve the GLenum render mode based on the indexer type
template<typename IndexerT> struct RenderingTraits
{};
template<>
struct RenderingTraits<WindingIndexer_Lines>
{
constexpr static GLenum Mode() { return GL_LINES; }
constexpr static bool SupportsEntitySurfaces() { return false; }
};
template<>
struct RenderingTraits<WindingIndexer_Triangles>
{
constexpr static GLenum Mode() { return GL_TRIANGLES; }
constexpr static bool SupportsEntitySurfaces() { return true; }
};
template<>
struct RenderingTraits<WindingIndexer_Polygon>
{
constexpr static GLenum Mode() { return GL_POLYGON; }
constexpr static bool SupportsEntitySurfaces() { return false; }
};
template<class WindingIndexerT>
class WindingRenderer final :
public IBackendWindingRenderer
{
private:
using VertexBuffer = CompactWindingVertexBuffer<RenderVertex, WindingIndexerT>;
static constexpr typename VertexBuffer::Slot InvalidVertexBufferSlot = std::numeric_limits<typename VertexBuffer::Slot>::max();
static constexpr IGeometryStore::Slot InvalidStorageHandle = std::numeric_limits<IGeometryStore::Slot>::max();
IGeometryStore& _geometryStore;
IObjectRenderer& _objectRenderer;
Shader* _owningShader;
using BucketIndex = std::uint16_t;
static constexpr BucketIndex InvalidBucketIndex = std::numeric_limits<BucketIndex>::max();
// A Bucket holds all windings of a certain size (3,4,5...)
struct Bucket
{
Bucket(BucketIndex bucketIndex, std::size_t size) :
index(bucketIndex),
buffer(size),
storageHandle(InvalidStorageHandle),
storageCapacity(0),
modifiedSlotRange(InvalidVertexBufferSlot, 0)
{}
BucketIndex index;
VertexBuffer buffer;
std::vector<typename VertexBuffer::Slot> pendingDeletions;
// The memory chunk in the central storage
IGeometryStore::Slot storageHandle;
// The maximum number of windings we can load in the geometry store
std::size_t storageCapacity;
// The lowest and highest slot numbers that have been modified since the last sync
std::pair<typename VertexBuffer::Slot, typename VertexBuffer::Slot> modifiedSlotRange;
};
// Maintain one bucket per winding size, allocated on demand
std::vector<Bucket> _buckets;
// Stores the offset of a winding slot within a bucket, client code receives an index to a SlotMapping
struct SlotMapping
{
BucketIndex bucketIndex = InvalidBucketIndex;
typename VertexBuffer::Slot slotNumber = InvalidVertexBufferSlot;
IRenderEntity* renderEntity = nullptr;
};
std::vector<SlotMapping> _slots;
static constexpr std::size_t InvalidSlotMapping = std::numeric_limits<std::size_t>::max();
std::size_t _freeSlotMappingHint;
std::size_t _windingCount;
// Represents a group of windings associated to a single entity
// A winding is identified by its slot mapping index as used by the parent WindingRenderer
class WindingGroup :
public IRenderableObject
{
private:
WindingRenderer& _owner;
const IRenderEntity* _entity;
BucketIndex _bucketIndex;
// The winding slot mapping indices, an index into
// the _slots vector of the parent WindingRenderer
std::set<Slot> _slotMappingIndices;
bool _surfaceNeedsRebuild;
AABB _bounds;
bool _boundsNeedUpdate;
IGeometryStore::Slot _indexSlot;
IGeometryStore::Slot _vertexSlot;
std::size_t _indexCapacity;
sigc::signal<void> _sigBoundsChanged;
public:
WindingGroup(WindingRenderer& owner, const IRenderEntity* entity, BucketIndex bucketIndex) :
_owner(owner),
_entity(entity),
_bucketIndex(bucketIndex),
_surfaceNeedsRebuild(true),
_boundsNeedUpdate(true),
_indexSlot(InvalidStorageHandle),
_vertexSlot(InvalidStorageHandle),
_indexCapacity(0)
{}
~WindingGroup()
{
deallocateGeometrySlot();
}
void addWinding(Slot slotMappingIndex)
{
_slotMappingIndices.insert(slotMappingIndex);
_surfaceNeedsRebuild = true;
boundsChanged();
}
void updateWinding(Slot _)
{
boundsChanged();
}
void removeWinding(Slot slotMappingIndex)
{
_slotMappingIndices.erase(slotMappingIndex);
_surfaceNeedsRebuild = true;
boundsChanged();
}
bool empty() const
{
return _slotMappingIndices.empty();
}
bool isVisible() override
{
return !empty();
}
bool isOriented() override
{
return false;
}
const Matrix4& getObjectTransform() override
{
static Matrix4 _identity = Matrix4::getIdentity();
return _identity;
}
const AABB& getObjectBounds() override
{
ensureSurfaceIsBuilt();
if (_boundsNeedUpdate)
{
_boundsNeedUpdate = false;
_bounds = _owner._geometryStore.getBounds(_indexSlot);
}
return _bounds;
}
sigc::signal<void>& signal_boundsChanged() override
{
return _sigBoundsChanged;
}
IGeometryStore::Slot getStorageLocation() override
{
ensureSurfaceIsBuilt();
return _indexSlot;
}
bool isShadowCasting() override
{
return _entity->isShadowCasting();
}
// Called by EntityWindings after the vertex location has moved
// in which case this group needs to rebuild its index remap
void onVertexGeometryLocationChanged()
{
_surfaceNeedsRebuild = true;
}
private:
void boundsChanged()
{
_boundsNeedUpdate = true;
_sigBoundsChanged.emit();
}
void ensureSurfaceIsBuilt()
{
if (!_surfaceNeedsRebuild) return;
_surfaceNeedsRebuild = false;
auto& bucket = _owner._buckets[_bucketIndex];
// Make sure the bucket is synced with the geometry store
_owner.ensureBucketIsReady(bucket);
auto numIndicesPerWinding = bucket.buffer.getNumIndicesPerWinding();
auto requiredIndexSize = _slotMappingIndices.size() * numIndicesPerWinding;
// Have we run out of windings? Then de-allocate and we're done
if (requiredIndexSize == 0)
{
deallocateGeometrySlot();
return;
}
std::vector<unsigned int> indices;
indices.reserve(requiredIndexSize);
auto indexInserter = std::back_inserter(indices);
// Arrange all indices into a new array
for (auto slotMappingIndex : _slotMappingIndices)
{
auto& slot = _owner._slots[slotMappingIndex];
auto sourceIndices = bucket.buffer.getIndices().begin() + (slot.slotNumber * numIndicesPerWinding);
std::copy(sourceIndices, sourceIndices + numIndicesPerWinding, indexInserter);
}
// Re-allocate once we exceed the available storage
// or if the referenced slot changed in the meantime
if (_vertexSlot != bucket.storageHandle || _indexCapacity < indices.size())
{
deallocateGeometrySlot();
// Allocate a new index remapping slot
_indexCapacity = indices.size();
_indexSlot = _owner._geometryStore.allocateIndexSlot(bucket.storageHandle, _indexCapacity);
// Remember the vertex storage handle, we need to be able to detect changes later
_vertexSlot = bucket.storageHandle;
}
_owner._geometryStore.updateIndexData(_indexSlot, indices);
}
void deallocateGeometrySlot()
{
if (_indexSlot == InvalidStorageHandle) return;
_owner._geometryStore.deallocateSlot(_indexSlot);
_indexSlot = InvalidStorageHandle;
_vertexSlot = InvalidStorageHandle;
_indexCapacity = 0;
}
};
// Internal helper to groups windings (slots) by entities
class EntityWindings
{
private:
WindingRenderer& _owner;
using Key = std::pair<IRenderEntity*, BucketIndex>;
std::map<Key, std::shared_ptr<WindingGroup>> _windingMap;
public:
EntityWindings(WindingRenderer& owner) :
_owner(owner)
{}
~EntityWindings()
{
// Remove all groups from all entities
for (auto& [key, group] : _windingMap)
{
key.first->removeRenderable(group);
}
}
void addWinding(Slot slotMappingIndex)
{
const auto& slot = _owner._slots[slotMappingIndex];
// Find or create a surface for the entity
auto key = std::make_pair(slot.renderEntity, slot.bucketIndex);
auto existing = _windingMap.find(key);
if (existing == _windingMap.end())
{
existing = _windingMap.emplace(key,
std::make_shared<WindingGroup>(_owner, slot.renderEntity, slot.bucketIndex)).first;
// New surface, register this with the entity
slot.renderEntity->addRenderable(existing->second, _owner._owningShader);
}
existing->second->addWinding(slotMappingIndex);
}
void updateWinding(Slot slotMappingIndex)
{
const auto& slot = _owner._slots[slotMappingIndex];
auto key = std::make_pair(slot.renderEntity, slot.bucketIndex);
_windingMap[key]->updateWinding(slotMappingIndex);
}
void removeWinding(Slot slotMappingIndex)
{
const auto& slot = _owner._slots[slotMappingIndex];
auto key = std::make_pair(slot.renderEntity, slot.bucketIndex);
auto& group = _windingMap[key];
group->removeWinding(slotMappingIndex);
if (group->empty())
{
slot.renderEntity->removeRenderable(group);
_windingMap.erase(key);
}
}
// Called by the WindingRenderer after the vertex location of the given bucket has moved
// in which case all affected groups need to rebuild their index remaps
void onVertexGeometryLocationChanged(BucketIndex bucketIndex)
{
for (auto& [key, group] : _windingMap)
{
if (key.second == bucketIndex)
{
group->onVertexGeometryLocationChanged();
}
}
}
};
std::unique_ptr<EntityWindings> _entitySurfaces;
bool _geometryUpdatePending;
public:
WindingRenderer(IGeometryStore& geometryStore, IObjectRenderer& objectRenderer, Shader* owningShader) :
_geometryStore(geometryStore),
_objectRenderer(objectRenderer),
_owningShader(owningShader),
_windingCount(0),
_freeSlotMappingHint(InvalidSlotMapping),
_geometryUpdatePending(false)
{
if (RenderingTraits<WindingIndexerT>::SupportsEntitySurfaces())
{
_entitySurfaces = std::make_unique<EntityWindings>(*this);
}
}
~WindingRenderer()
{
// Release all storage allocations
for (auto& bucket : _buckets)
{
deallocateStorage(bucket);
}
// Clear the entities after releasing the buckets
_entitySurfaces.reset();
}
bool empty() const override
{
return _windingCount == 0;
}
Slot addWinding(const std::vector<RenderVertex>& vertices, IRenderEntity* entity) override
{
auto windingSize = vertices.size();
if (windingSize >= std::numeric_limits<BucketIndex>::max()) throw std::logic_error("Winding too large");
// Get the Bucket this Slot is referring to
auto bucketIndex = GetBucketIndexForWindingSize(windingSize);
auto& bucket = ensureBucketForWindingSize(windingSize);
// Allocate a new slot descriptor, we can't hand out absolute indices to clients
auto slotMappingIndex = allocateSlotMapping();
auto& slotMapping = _slots[slotMappingIndex];
slotMapping.bucketIndex = bucketIndex;
// Check if we have a free slot in this buffer (marked for deletion)
if (!bucket.pendingDeletions.empty())
{
slotMapping.slotNumber = bucket.pendingDeletions.back();
bucket.pendingDeletions.pop_back();
// Use the replace method to load the data
bucket.buffer.replaceWinding(slotMapping.slotNumber, vertices);
}
else
{
// No deleted slot available, allocate a new one
slotMapping.slotNumber = bucket.buffer.pushWinding(vertices);
}
updateModifiedRange(bucket, slotMapping.slotNumber);
++_windingCount;
if (RenderingTraits<WindingIndexerT>::SupportsEntitySurfaces())
{
slotMapping.renderEntity = entity;
// Add this winding to the surface associated to the render entity
_entitySurfaces->addWinding(slotMappingIndex);
}
return slotMappingIndex;
}
void removeWinding(Slot slot) override
{
assert(slot < _slots.size());
auto& slotMapping = _slots[slot];
auto bucketIndex = slotMapping.bucketIndex;
assert(bucketIndex != InvalidBucketIndex);
if (RenderingTraits<WindingIndexerT>::SupportsEntitySurfaces())
{
_entitySurfaces->removeWinding(slot);
}
// Mark this winding slot as pending for deletion
auto& bucket = _buckets.at(bucketIndex);
bucket.pendingDeletions.push_back(slotMapping.slotNumber);
updateModifiedRange(bucket, slotMapping.slotNumber, true); // true => deletion
// Invalidate the slot mapping
slotMapping.bucketIndex = InvalidBucketIndex;
slotMapping.slotNumber = InvalidVertexBufferSlot;
slotMapping.renderEntity = nullptr;
// Update the free slot hint, for the next round we allocate one
if (slot < _freeSlotMappingHint)
{
_freeSlotMappingHint = slot;
}
if (--_windingCount == 0)
{
// This was the last winding in the entire renderer, run a cleanup round
for (auto& bucket : _buckets)
{
ensureBucketIsReady(bucket);
}
}
}
void updateWinding(Slot slot, const std::vector<RenderVertex>& vertices) override
{
assert(slot < _slots.size());
auto& slotMapping = _slots[slot];
assert(slotMapping.bucketIndex != InvalidBucketIndex);
auto& bucket = _buckets[slotMapping.bucketIndex];
if (bucket.buffer.getWindingSize() != vertices.size())
{
throw std::logic_error("Winding size changes are not supported through updateWinding.");
}
bucket.buffer.replaceWinding(slotMapping.slotNumber, vertices);
updateModifiedRange(bucket, slotMapping.slotNumber);
if (RenderingTraits<WindingIndexerT>::SupportsEntitySurfaces())
{
_entitySurfaces->updateWinding(slot);
}
}
void renderAllWindings() override
{
assert(!_geometryUpdatePending); // prepareForRendering should have been called
for (auto& bucket : _buckets)
{
if (bucket.storageHandle == InvalidStorageHandle) continue; // nothing here
auto primitiveMode = RenderingTraits<WindingIndexerT>::Mode();
_objectRenderer.submitGeometry(bucket.storageHandle, primitiveMode);
}
}
void renderWinding(RenderMode mode, Slot slot) override
{
assert(!_geometryUpdatePending); // prepareForRendering should have been called
assert(slot < _slots.size());
auto& slotMapping = _slots[slot];
assert(slotMapping.bucketIndex != InvalidBucketIndex);
auto& bucket = _buckets[slotMapping.bucketIndex];
if (mode == RenderMode::Polygon)
{
renderSingleWinding<WindingIndexer_Polygon>(bucket.buffer, bucket.storageHandle, slotMapping.slotNumber);
}
else if (mode == RenderMode::Triangles)
{
renderSingleWinding<WindingIndexer_Triangles>(bucket.buffer, bucket.storageHandle, slotMapping.slotNumber);
}
}
// Ensure all data is written to the IGeometryStore
void prepareForRendering() override
{
if (!_geometryUpdatePending) return;
_geometryUpdatePending = false;
for (auto& bucket : _buckets)
{
ensureBucketIsReady(bucket);
}
}
private:
void ensureBucketIsReady(BucketIndex bucketIndex)
{
ensureBucketIsReady(_buckets[bucketIndex]);
}
void ensureBucketIsReady(Bucket& bucket)
{
commitDeletions(bucket);
syncWithGeometryStore(bucket);
}
void updateModifiedRange(Bucket& bucket, typename VertexBuffer::Slot modifiedSlot, bool dueToDeletion = false)
{
// Update the modified range
bucket.modifiedSlotRange.first = std::min(bucket.modifiedSlotRange.first, modifiedSlot);
if (!dueToDeletion)
{
bucket.modifiedSlotRange.second = std::max(bucket.modifiedSlotRange.second, modifiedSlot);
}
else
{
// Deletions invalidates all data to the right
bucket.modifiedSlotRange.second = static_cast<typename VertexBuffer::Slot>(bucket.buffer.getNumberOfStoredWindings());
}
_geometryUpdatePending = true;
}
// Commit all local buffer changes to the geometry store
void syncWithGeometryStore(Bucket& bucket)
{
if (bucket.modifiedSlotRange.first == InvalidVertexBufferSlot)
{
return; // no changes
}
auto numberOfStoredWindings = static_cast<typename VertexBuffer::Slot>(bucket.buffer.getNumberOfStoredWindings());
if (numberOfStoredWindings == 0)
{
// Empty, deallocate the storage
deallocateStorage(bucket);
bucket.modifiedSlotRange.first = InvalidVertexBufferSlot;
bucket.modifiedSlotRange.second = 0;
return;
}
// Constrain modified range to actual bounds of our vertex storage
if (bucket.modifiedSlotRange.first >= numberOfStoredWindings)
{
bucket.modifiedSlotRange.first = numberOfStoredWindings - 1;
}
if (bucket.modifiedSlotRange.second >= numberOfStoredWindings)
{
bucket.modifiedSlotRange.second = numberOfStoredWindings - 1;
}
const auto& vertices = bucket.buffer.getVertices();
const auto& indices = bucket.buffer.getIndices();
// Ensure our storage allocation is large enough
if (bucket.storageCapacity < numberOfStoredWindings)
{
// (Re-)allocate a chunk that is large enough
// Release the old one first
deallocateStorage(bucket);
bucket.storageHandle = _geometryStore.allocateSlot(vertices.size(), indices.size());
bucket.storageCapacity = numberOfStoredWindings;
_geometryStore.updateData(bucket.storageHandle, vertices, indices);
}
else
{
// Copy the modified range to the store
// We need to set up a local copy here, this could be optimised
// if the GeometryStore accepted iterator ranges
std::vector<RenderVertex> vertexSubData;
auto firstVertex = bucket.modifiedSlotRange.first * bucket.buffer.getWindingSize();
auto highestVertex = (bucket.modifiedSlotRange.second + 1) * bucket.buffer.getWindingSize();
vertexSubData.reserve(highestVertex - firstVertex);
std::copy(vertices.begin() + firstVertex, vertices.begin() + highestVertex, std::back_inserter(vertexSubData));
std::vector<unsigned int> indexSubData;
auto firstIndex = bucket.modifiedSlotRange.first * bucket.buffer.getNumIndicesPerWinding();
auto highestIndex = (bucket.modifiedSlotRange.second + 1) * bucket.buffer.getNumIndicesPerWinding();
indexSubData.reserve(highestIndex - firstIndex);
std::copy(indices.begin() + firstIndex, indices.begin() + highestIndex, std::back_inserter(indexSubData));
// Upload just this subset
_geometryStore.updateSubData(bucket.storageHandle, firstVertex, vertexSubData, firstIndex, indexSubData);
// Shrink the storage to what we actually use
_geometryStore.resizeData(bucket.storageHandle, vertices.size(), indices.size());
}
// Mark the bucket as unmodified
bucket.modifiedSlotRange.first = InvalidVertexBufferSlot;
bucket.modifiedSlotRange.second = 0;
}
void deallocateStorage(Bucket& bucket)
{
if (bucket.storageHandle == InvalidStorageHandle) return;
_geometryStore.deallocateSlot(bucket.storageHandle);
bucket.storageHandle = InvalidStorageHandle;
bucket.storageCapacity = 0;
// Notify any groups about the changed storage location
if (RenderingTraits<WindingIndexerT>::SupportsEntitySurfaces())
{
_entitySurfaces->onVertexGeometryLocationChanged(bucket.index);
}
}
void commitDeletions(BucketIndex bucketIndex)
{
commitDeletions(_buckets[bucketIndex]);
}
void commitDeletions(Bucket& bucket)
{
if (bucket.pendingDeletions.empty()) return;
std::sort(bucket.pendingDeletions.begin(), bucket.pendingDeletions.end());
// Remove the winding from the bucket
bucket.buffer.removeWindings(bucket.pendingDeletions);
// A mapping to quickly know which mapping has been shifted by how many positions
std::map<typename VertexBuffer::Slot, typename VertexBuffer::Slot> offsets;
auto offsetToApply = 0;
for (auto removed : bucket.pendingDeletions)
{
offsets[removed] = offsetToApply++;
}
auto maxOffsetToApply = offsetToApply;
for (auto& mapping : _slots)
{
// Every index in the same bucket beyond the first removed winding needs to be shifted
if (mapping.bucketIndex != bucket.index || mapping.slotNumber == InvalidVertexBufferSlot)
{
continue;
}
// lower_bound yields the item that is equal to or larger
auto offset = offsets.lower_bound(mapping.slotNumber);
if (offset != offsets.end())
{
mapping.slotNumber -= offset->second;
}
else
{
mapping.slotNumber -= maxOffsetToApply;
}
}
bucket.pendingDeletions.clear();
}
template<class CustomWindingIndexerT>
void renderSingleWinding(const VertexBuffer& buffer, IGeometryStore::Slot geometrySlot, typename VertexBuffer::Slot slotNumber) const
{
auto windingSize = buffer.getWindingSize();
std::vector<unsigned int> indices;
indices.reserve(CustomWindingIndexerT::GetNumberOfIndicesPerWinding(windingSize));
// Calculate the offset to the first vertex of this winding within the slot
auto windingOffset = static_cast<unsigned int>(windingSize * slotNumber);
CustomWindingIndexerT::GenerateAndAssignIndices(std::back_inserter(indices), windingSize, windingOffset);
auto mode = RenderingTraits<CustomWindingIndexerT>::Mode();
_objectRenderer.submitGeometryWithCustomIndices(geometrySlot, mode, indices);
}
Slot allocateSlotMapping()
{
auto numSlots = static_cast<Slot>(_slots.size());
for (auto i = _freeSlotMappingHint; i < numSlots; ++i)
{
if (_slots[i].bucketIndex == InvalidBucketIndex)
{
_freeSlotMappingHint = i + 1; // start searching here next time
return i;
}
}
_slots.emplace_back();
return numSlots; // == the size before we emplaced the new slot
}
inline static BucketIndex GetBucketIndexForWindingSize(std::size_t windingSize)
{
// Since there are no windings with sizes 0, 1, 2, we can deduct 3 to get the bucket index
if (windingSize < 3) throw std::logic_error("No winding sizes < 3 are supported");
return static_cast<BucketIndex>(windingSize - 3);
}
Bucket& ensureBucketForWindingSize(std::size_t windingSize)
{
auto bucketIndex = GetBucketIndexForWindingSize(windingSize);
// Keep adding buckets until we have the matching one
while (bucketIndex >= _buckets.size())
{
auto nextWindingSize = _buckets.size() + 3;
_buckets.emplace_back(GetBucketIndexForWindingSize(nextWindingSize), nextWindingSize);
}
return _buckets.at(bucketIndex);
}
};
}
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