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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#ifndef GL_RENDERDATABUFFER_HDR
#define GL_RENDERDATABUFFER_HDR
#include <array>
#include <cstring> // memcpy
#include "VAO.h"
#include "VBO.h"
#include "RenderDataBufferFwd.hpp"
#include "Rendering/Shaders/Shader.h"
#define SYNC_RENDER_BUFFERS 1
namespace GL {
constexpr static int NUM_RENDER_BUFFERS = 3;
static_assert(sizeof(VA_TYPE_0) == sizeof(float3), "");
static_assert(sizeof(VA_TYPE_0) == (sizeof(float) * 3), "");
const static std::array<Shader::ShaderInput, 1> VA_TYPE_0_ATTRS = {{
{0, 3, GL_FLOAT, (sizeof(float) * 3), "a_vertex_xyz", VA_TYPE_OFFSET(float, 0)},
}};
#if 0
static_assert((VA_SIZE_C + 3) == 7, "");
const static std::array<Shader::ShaderInput, 2> VA_TYPE_C_ATTRS = {{
{0, 3, GL_FLOAT, 7 * sizeof(float), "a_vertex_xyz", VA_TYPE_OFFSET(float, 0)},
{1, 4, GL_FLOAT, 7 * sizeof(float), "a_color_rgba", VA_TYPE_OFFSET(float, 3)},
}};
#else
static_assert(sizeof(VA_TYPE_C) == (sizeof(float) * 3 + sizeof(uint32_t)), "");
const static std::array<Shader::ShaderInput, 2> VA_TYPE_C_ATTRS = {{
{0, 3, GL_FLOAT , (sizeof(float) * 3 + sizeof(uint8_t) * 4), "a_vertex_xyz", VA_TYPE_OFFSET(float, 0)},
{1, 4, GL_UNSIGNED_BYTE, (sizeof(float) * 3 + sizeof(uint8_t) * 4), "a_color_rgba", VA_TYPE_OFFSET(float, 3)},
}};
// flat-shaded variant
const static std::array<Shader::ShaderInput, 2> VA_TYPE_FC_ATTRS = {{
{0, 3, GL_FLOAT , (sizeof(float) * 3 + sizeof(uint8_t) * 4), "a_vertex_xyz" , VA_TYPE_OFFSET(float, 0)},
{1, 4, GL_UNSIGNED_BYTE, (sizeof(float) * 3 + sizeof(uint8_t) * 4), "a_color_rgba_flat", VA_TYPE_OFFSET(float, 3)},
}};
#endif
static_assert(sizeof(VA_TYPE_T) == (sizeof(float3) + sizeof(float) * 2), "");
static_assert(sizeof(VA_TYPE_T) == (sizeof(float) * 5), ""); // 5 = 3 + 2
const static std::array<Shader::ShaderInput, 2> VA_TYPE_T_ATTRS = {{
{0, 3, GL_FLOAT, (sizeof(float) * 5), "a_vertex_xyz", VA_TYPE_OFFSET(float, 0)},
{1, 2, GL_FLOAT, (sizeof(float) * 5), "a_texcoor_st", VA_TYPE_OFFSET(float, 3)},
}};
static_assert(sizeof(VA_TYPE_T4) == (sizeof(float3) + sizeof(float4)), "");
static_assert(sizeof(VA_TYPE_T4) == (sizeof(float) * 7), ""); // 7 = 3 + 4
const static std::array<Shader::ShaderInput, 2> VA_TYPE_T4_ATTRS = {{
{0, 3, GL_FLOAT, (sizeof(float) * 7), "a_vertex_xyz" , VA_TYPE_OFFSET(float, 0)},
{1, 4, GL_FLOAT, (sizeof(float) * 7), "a_texcoor_stuv", VA_TYPE_OFFSET(float, 3)},
}};
static_assert(sizeof(VA_TYPE_TN) == (sizeof(float3) * 2 + sizeof(float) * 2), "");
static_assert(sizeof(VA_TYPE_TN) == (sizeof(float) * 8), ""); // 8 = 3 + 2 + 3
const static std::array<Shader::ShaderInput, 3> VA_TYPE_TN_ATTRS = {{
{0, 3, GL_FLOAT, (sizeof(float) * 8), "a_vertex_xyz", VA_TYPE_OFFSET(float, 0)},
{1, 2, GL_FLOAT, (sizeof(float) * 8), "a_texcoor_st", VA_TYPE_OFFSET(float, 3)},
{2, 3, GL_FLOAT, (sizeof(float) * 8), "a_normal_xyz", VA_TYPE_OFFSET(float, 5)},
}};
#if 0
static_assert((VA_SIZE_TC + 3) == 9, "");
const static std::array<Shader::ShaderInput, 3> VA_TYPE_TC_ATTRS = {{
{0, 3, GL_FLOAT, (sizeof(float) * 9), "a_vertex_xyz", VA_TYPE_OFFSET(float, 0)},
{1, 2, GL_FLOAT, (sizeof(float) * 9), "a_texcoor_st", VA_TYPE_OFFSET(float, 3)},
{2, 4, GL_FLOAT, (sizeof(float) * 9), "a_color_rgba", VA_TYPE_OFFSET(float, 5)},
}};
#else
static_assert(sizeof(VA_TYPE_TC) == (sizeof(float) * (3 + 2) + sizeof(uint32_t)), "");
const static std::array<Shader::ShaderInput, 3> VA_TYPE_TC_ATTRS = {{
{0, 3, GL_FLOAT , (sizeof(float) * 5 + sizeof(uint8_t) * 4), "a_vertex_xyz", VA_TYPE_OFFSET(float, 0)},
{1, 2, GL_FLOAT , (sizeof(float) * 5 + sizeof(uint8_t) * 4), "a_texcoor_st", VA_TYPE_OFFSET(float, 3)},
{2, 4, GL_UNSIGNED_BYTE, (sizeof(float) * 5 + sizeof(uint8_t) * 4), "a_color_rgba", VA_TYPE_OFFSET(float, 5)},
}};
#endif
static_assert(sizeof(VA_TYPE_2d0) == (sizeof(float) * 2), "");
const static std::array<Shader::ShaderInput, 1> VA_TYPE_2D0_ATTRS = {{
{0, 2, GL_FLOAT, (sizeof(float) * 2), "a_vertex_xy", VA_TYPE_OFFSET(float, 0)},
}};
static_assert(sizeof(VA_TYPE_2dT) == (sizeof(float) * 4), ""); // 4 = 2 + 2
const static std::array<Shader::ShaderInput, 2> VA_TYPE_2DT_ATTRS = {{
{0, 2, GL_FLOAT, (sizeof(float) * 4), "a_vertex_xy" , VA_TYPE_OFFSET(float, 0)},
{1, 2, GL_FLOAT, (sizeof(float) * 4), "a_texcoor_st", VA_TYPE_OFFSET(float, 2)},
}};
#if 0
static_assert((VA_SIZE_2DTC + 3) == 8, "");
const static std::array<Shader::ShaderInput, 3> VA_TYPE_2DTC_ATTRS = {{
{0, 2, GL_FLOAT, (sizeof(float) * 8), "a_vertex_xy" , VA_TYPE_OFFSET(float, 0)},
{1, 2, GL_FLOAT, (sizeof(float) * 8), "a_texcoor_st", VA_TYPE_OFFSET(float, 2)},
{2, 4, GL_FLOAT, (sizeof(float) * 8), "a_color_rgba", VA_TYPE_OFFSET(float, 4)},
}};
#else
static_assert(sizeof(VA_TYPE_2dTC) == (sizeof(float) * (2 + 2) + sizeof(uint32_t)), "");
const static std::array<Shader::ShaderInput, 3> VA_TYPE_2DTC_ATTRS = {{
{0, 2, GL_FLOAT , (sizeof(float) * 4 + sizeof(uint8_t) * 4), "a_vertex_xy" , VA_TYPE_OFFSET(float, 0)},
{1, 2, GL_FLOAT , (sizeof(float) * 4 + sizeof(uint8_t) * 4), "a_texcoor_st", VA_TYPE_OFFSET(float, 2)},
{2, 4, GL_UNSIGNED_BYTE, (sizeof(float) * 4 + sizeof(uint8_t) * 4), "a_color_rgba", VA_TYPE_OFFSET(float, 4)},
}};
#endif
static_assert(sizeof(VA_TYPE_L) == (sizeof(float) * (4 + 3 + 4) + sizeof(uint32_t) * (1 + 1)), "");
const static std::array<Shader::ShaderInput, 5> VA_TYPE_L_ATTRS = {{
{0, 4, GL_FLOAT , (sizeof(float) * 11 + sizeof(uint8_t) * 8), "a_vertex_xyzw" , VA_TYPE_OFFSET(float, 0)},
{1, 3, GL_FLOAT , (sizeof(float) * 11 + sizeof(uint8_t) * 8), "a_normal_xyz" , VA_TYPE_OFFSET(float, 4)},
{2, 4, GL_FLOAT , (sizeof(float) * 11 + sizeof(uint8_t) * 8), "a_texcoor_stuv", VA_TYPE_OFFSET(float, 7)},
{3, 4, GL_UNSIGNED_BYTE, (sizeof(float) * 11 + sizeof(uint8_t) * 8), "a_color0_rgba" , VA_TYPE_OFFSET(float, 11)},
{4, 4, GL_UNSIGNED_BYTE, (sizeof(float) * 11 + sizeof(uint8_t) * 8), "a_color1_rgba" , VA_TYPE_OFFSET(float, 12)},
}};
const static size_t NUM_VA_TYPE_0_ATTRS = VA_TYPE_0_ATTRS.size(); // (sizeof(VA_TYPE_0_ATTRS) / sizeof(VA_TYPE_0_ATTRS[0]));
const static size_t NUM_VA_TYPE_C_ATTRS = VA_TYPE_C_ATTRS.size(); // (sizeof(VA_TYPE_C_ATTRS) / sizeof(VA_TYPE_C_ATTRS[0]));
const static size_t NUM_VA_TYPE_FC_ATTRS = VA_TYPE_FC_ATTRS.size(); // (sizeof(VA_TYPE_FC_ATTRS) / sizeof(VA_TYPE_FC_ATTRS[0]));
const static size_t NUM_VA_TYPE_T_ATTRS = VA_TYPE_T_ATTRS.size(); // (sizeof(VA_TYPE_T_ATTRS) / sizeof(VA_TYPE_T_ATTRS[0]));
const static size_t NUM_VA_TYPE_T4_ATTRS = VA_TYPE_T4_ATTRS.size(); // (sizeof(VA_TYPE_T4_ATTRS) / sizeof(VA_TYPE_T4_ATTRS[0]));
const static size_t NUM_VA_TYPE_TN_ATTRS = VA_TYPE_TN_ATTRS.size(); // (sizeof(VA_TYPE_TN_ATTRS) / sizeof(VA_TYPE_TN_ATTRS[0]));
const static size_t NUM_VA_TYPE_TC_ATTRS = VA_TYPE_TC_ATTRS.size(); // (sizeof(VA_TYPE_TC_ATTRS) / sizeof(VA_TYPE_TC_ATTRS[0]));
const static size_t NUM_VA_TYPE_2D0_ATTRS = VA_TYPE_2D0_ATTRS.size(); // (sizeof(VA_TYPE_2D0_ATTRS) / sizeof(VA_TYPE_2D0_ATTRS[0]));
const static size_t NUM_VA_TYPE_2DT_ATTRS = VA_TYPE_2DT_ATTRS.size(); // (sizeof(VA_TYPE_2DT_ATTRS) / sizeof(VA_TYPE_2DT_ATTRS[0]));
const static size_t NUM_VA_TYPE_2DTC_ATTRS = VA_TYPE_2DTC_ATTRS.size(); // (sizeof(VA_TYPE_2DTC_ATTRS) / sizeof(VA_TYPE_2DTC_ATTRS[0]));
const static size_t NUM_VA_TYPE_L_ATTRS = VA_TYPE_L_ATTRS.size(); // (sizeof(VA_TYPE_L_ATTRS) / sizeof(VA_TYPE_L_ATTRS[0]));
struct RenderDataBuffer {
public:
RenderDataBuffer() = default;
RenderDataBuffer(const RenderDataBuffer& rdb) = delete;
RenderDataBuffer(RenderDataBuffer&& rdb) { *this = std::move(rdb); }
RenderDataBuffer& operator = (const RenderDataBuffer& rdb) = delete;
RenderDataBuffer& operator = (RenderDataBuffer&& rdb) {
elems = std::move(rdb.elems);
indcs = std::move(rdb.indcs);
array = std::move(rdb.array);
shader = std::move(rdb.shader);
inited = rdb.inited;
mapped[0] = rdb.mapped[0];
mapped[1] = rdb.mapped[1];
return *this;
}
// must be called manually; allows {con,de}struction in global scope
// VAO and VBO ctors do not call GL functions for this reason either
bool Init(bool persistent = false, bool readable = false) {
if (inited)
return false;
elems = VBO(GL_ARRAY_BUFFER, persistent, readable);
indcs = VBO(GL_ELEMENT_ARRAY_BUFFER, persistent, readable);
shader = Shader::GLSLProgramObject();
elems.Generate();
indcs.Generate();
array.Generate();
// defaults
SetElemBufferUsage(GL_STATIC_DRAW);
SetIndxBufferUsage(GL_STATIC_DRAW);
inited = true;
mapped[0] = false;
mapped[1] = false;
return true;
}
bool Kill() {
if (!inited)
return false;
elems.Release();
indcs.Release();
array.Delete();
// do not delete the attached objects
shader.Release(false);
inited = false;
mapped[0] = false;
mapped[1] = false;
return true;
}
void SetElemBufferUsage(unsigned int usage) { elems.usage = usage; }
void SetIndxBufferUsage(unsigned int usage) { indcs.usage = usage; }
void EnableShader() { shader.Enable(); }
void DisableShader() { shader.Disable(); }
void EnableAttribs(size_t numAttrs, const Shader::ShaderInput* rawAttrs) const;
void DisableAttribs(size_t numAttrs, const Shader::ShaderInput* rawAttrs) const;
static const char* GetShaderName(const char* s) {
switch (hashString(s)) {
case hashString("0" ): case hashString("VA_TYPE_0" ): { return "[VA_SHADER_0]"; } break;
case hashString("C" ): case hashString("VA_TYPE_C" ): { return "[VA_SHADER_C]"; } break;
case hashString("T" ): case hashString("VA_TYPE_T" ): { return "[VA_SHADER_T]"; } break;
case hashString("T4" ): case hashString("VA_TYPE_T4" ): { return "[VA_SHADER_T4]"; } break;
case hashString("TN" ): case hashString("VA_TYPE_TN" ): { return "[VA_SHADER_TN]"; } break;
case hashString("TC" ): case hashString("VA_TYPE_TC" ): { return "[VA_SHADER_TC]"; } break;
case hashString("2D0"): case hashString("VA_TYPE_2D0"): { return "[VA_SHADER_2D0]"; } break;
case hashString("2DT"): case hashString("VA_TYPE_2DT"): { return "[VA_SHADER_2DT]"; } break;
// VA_TYPE_L has no associated shader
default: {
} break;
}
return "";
}
static char* FormatShaderBase(
char* buf,
const char* end,
const char* defines, // "#define PI 3.14159\n"
const char* globals, // custom uniforms, consts, etc
const char* type,
const char* name
);
static char* FormatShaderType(
char* buf,
char* ptr,
const char* end,
size_t numAttrs,
const Shader::ShaderInput* rawAttrs,
const char* code, // body of main()
const char* type, // "VS", "FS"
const char* name // "VA_TYPE_*"
);
static char* FormatShader0(char* buf, const char* end, const char* defines, const char* globals, const char* code, const char* type) {
char* ptr = &buf[0];
ptr = FormatShaderBase(buf, end, defines, globals, type, "VA_TYPE_0");
ptr = FormatShaderType(buf, ptr, end, VA_TYPE_0_ATTRS.size(), VA_TYPE_0_ATTRS.data(), code, type, "VA_TYPE_0");
return ptr;
}
static char* FormatShaderC(char* buf, const char* end, const char* defines, const char* globals, const char* code, const char* type) {
char* ptr = &buf[0];
ptr = FormatShaderBase(buf, end, defines, globals, type, "VA_TYPE_C");
ptr = FormatShaderType(buf, ptr, end, VA_TYPE_C_ATTRS.size(), VA_TYPE_C_ATTRS.data(), code, type, "VA_TYPE_C");
return ptr;
}
static char* FormatShaderFC(char* buf, const char* end, const char* defines, const char* globals, const char* code, const char* type) {
char* ptr = &buf[0];
ptr = FormatShaderBase(buf, end, defines, globals, type, "VA_TYPE_FC");
ptr = FormatShaderType(buf, ptr, end, VA_TYPE_FC_ATTRS.size(), VA_TYPE_FC_ATTRS.data(), code, type, "VA_TYPE_FC");
return ptr;
}
static char* FormatShaderT(char* buf, const char* end, const char* defines, const char* globals, const char* code, const char* type) {
char* ptr = &buf[0];
ptr = FormatShaderBase(buf, end, defines, globals, type, "VA_TYPE_T");
ptr = FormatShaderType(buf, ptr, end, VA_TYPE_T_ATTRS.size(), VA_TYPE_T_ATTRS.data(), code, type, "VA_TYPE_T");
return ptr;
}
static char* FormatShaderT4(char* buf, const char* end, const char* defines, const char* globals, const char* code, const char* type) {
char* ptr = &buf[0];
ptr = FormatShaderBase(buf, end, defines, globals, type, "VA_TYPE_T4");
ptr = FormatShaderType(buf, ptr, end, VA_TYPE_T4_ATTRS.size(), VA_TYPE_T4_ATTRS.data(), code, type, "VA_TYPE_T4");
return ptr;
}
static char* FormatShaderTN(char* buf, const char* end, const char* defines, const char* globals, const char* code, const char* type) {
char* ptr = &buf[0];
ptr = FormatShaderBase(buf, end, defines, globals, type, "VA_TYPE_TN");
ptr = FormatShaderType(buf, ptr, end, VA_TYPE_TN_ATTRS.size(), VA_TYPE_TN_ATTRS.data(), code, type, "VA_TYPE_TN");
return ptr;
}
static char* FormatShaderTC(char* buf, const char* end, const char* defines, const char* globals, const char* code, const char* type) {
char* ptr = &buf[0];
ptr = FormatShaderBase(buf, end, defines, globals, type, "VA_TYPE_TC");
ptr = FormatShaderType(buf, ptr, end, VA_TYPE_TC_ATTRS.size(), VA_TYPE_TC_ATTRS.data(), code, type, "VA_TYPE_TC");
return ptr;
}
static char* FormatShader2D0(char* buf, const char* end, const char* defines, const char* globals, const char* code, const char* type) {
char* ptr = &buf[0];
ptr = FormatShaderBase(buf, end, defines, globals, type, "VA_TYPE_2D0");
ptr = FormatShaderType(buf, ptr, end, VA_TYPE_2D0_ATTRS.size(), VA_TYPE_2D0_ATTRS.data(), code, type, "VA_TYPE_2D0");
return ptr;
}
static char* FormatShader2DT(char* buf, const char* end, const char* defines, const char* globals, const char* code, const char* type) {
char* ptr = &buf[0];
ptr = FormatShaderBase(buf, end, defines, globals, type, "VA_TYPE_2DT");
ptr = FormatShaderType(buf, ptr, end, VA_TYPE_2DT_ATTRS.size(), VA_TYPE_2DT_ATTRS.data(), code, type, "VA_TYPE_2DT");
return ptr;
}
static char* FormatShader2DTC(char* buf, const char* end, const char* defines, const char* globals, const char* code, const char* type) {
char* ptr = &buf[0];
ptr = FormatShaderBase(buf, end, defines, globals, type, "VA_TYPE_2DTC");
ptr = FormatShaderType(buf, ptr, end, VA_TYPE_2DTC_ATTRS.size(), VA_TYPE_2DTC_ATTRS.data(), code, type, "VA_TYPE_2DTC");
return ptr;
}
static char* FormatShaderL(char* buf, const char* end, const char* defines, const char* globals, const char* code, const char* type) {
char* ptr = &buf[0];
ptr = FormatShaderBase(buf, end, defines, globals, type, "VA_TYPE_L");
ptr = FormatShaderType(buf, ptr, end, VA_TYPE_L_ATTRS.size(), VA_TYPE_L_ATTRS.data(), code, type, "VA_TYPE_L");
return ptr;
}
Shader::GLSLProgramObject* CreateShader(
size_t numObjects,
size_t numUniforms,
Shader::GLSLShaderObject* objects,
const Shader::ShaderInput* uniforms,
const char* progName = ""
);
void Submit(uint32_t primType, uint32_t dataIndx, uint32_t dataSize) const;
void SubmitInstanced(uint32_t primType, uint32_t dataIndx, uint32_t dataSize, uint32_t numInsts) const;
void SubmitIndexed(uint32_t primType, uint32_t dataIndx, uint32_t dataSize) const;
void SubmitIndexedInstanced(uint32_t primType, uint32_t dataIndx, uint32_t dataSize, uint32_t numInsts) const;
void Upload(
size_t numElems, // in bytes!
size_t numIndcs, // in bytes!
size_t numAttrs,
const uint8_t* rawElems,
const uint8_t* rawIndcs,
const Shader::ShaderInput* rawAttrs
);
template<typename T> static const uint8_t* Cast(const T* p) { return (reinterpret_cast<const uint8_t*>(p)); }
template<typename T, typename I, typename A> void TUpload(
size_t numElems,
size_t numIndcs,
size_t numAttrs,
const T* typedElems,
const I* typedIndcs,
const A* typedAttrs
) {
Upload((numElems * sizeof(T)), (numIndcs * sizeof(I)), numAttrs, Cast(typedElems), Cast(typedIndcs), typedAttrs);
}
// typed versions
void Upload0 (size_t numElems, size_t numIndcs, const VA_TYPE_0* e, const uint32_t* i) { TUpload(numElems, numIndcs, VA_TYPE_0_ATTRS.size() , e, i, VA_TYPE_0_ATTRS.data()); }
void UploadC (size_t numElems, size_t numIndcs, const VA_TYPE_C* e, const uint32_t* i) { TUpload(numElems, numIndcs, VA_TYPE_C_ATTRS.size() , e, i, VA_TYPE_C_ATTRS.data()); }
void UploadFC (size_t numElems, size_t numIndcs, const VA_TYPE_C* e, const uint32_t* i) { TUpload(numElems, numIndcs, VA_TYPE_FC_ATTRS.size() , e, i, VA_TYPE_FC_ATTRS.data()); }
void UploadT (size_t numElems, size_t numIndcs, const VA_TYPE_T* e, const uint32_t* i) { TUpload(numElems, numIndcs, VA_TYPE_T_ATTRS.size() , e, i, VA_TYPE_T_ATTRS.data()); }
void UploadT4 (size_t numElems, size_t numIndcs, const VA_TYPE_T4* e, const uint32_t* i) { TUpload(numElems, numIndcs, VA_TYPE_T4_ATTRS.size() , e, i, VA_TYPE_T4_ATTRS.data()); }
void UploadTN (size_t numElems, size_t numIndcs, const VA_TYPE_TN* e, const uint32_t* i) { TUpload(numElems, numIndcs, VA_TYPE_TN_ATTRS.size() , e, i, VA_TYPE_TN_ATTRS.data()); }
void UploadTC (size_t numElems, size_t numIndcs, const VA_TYPE_TC* e, const uint32_t* i) { TUpload(numElems, numIndcs, VA_TYPE_TC_ATTRS.size() , e, i, VA_TYPE_TC_ATTRS.data()); }
void Upload2D0 (size_t numElems, size_t numIndcs, const VA_TYPE_2d0* e, const uint32_t* i) { TUpload(numElems, numIndcs, VA_TYPE_2D0_ATTRS.size() , e, i, VA_TYPE_2D0_ATTRS.data()); }
void Upload2DT (size_t numElems, size_t numIndcs, const VA_TYPE_2dT* e, const uint32_t* i) { TUpload(numElems, numIndcs, VA_TYPE_2DT_ATTRS.size() , e, i, VA_TYPE_2DT_ATTRS.data()); }
void Upload2DTC(size_t numElems, size_t numIndcs, const VA_TYPE_2dTC* e, const uint32_t* i) { TUpload(numElems, numIndcs, VA_TYPE_2DTC_ATTRS.size(), e, i, VA_TYPE_2DTC_ATTRS.data()); }
void UploadL (size_t numElems, size_t numIndcs, const VA_TYPE_L* e, const uint32_t* i) { TUpload(numElems, numIndcs, VA_TYPE_L_ATTRS.size() , e, i, VA_TYPE_L_ATTRS.data()); }
template<typename T> T* MapElems(bool bind, bool unbind, bool r = false, bool w = true) { mapped[0] = true; return (MapBuffer<T>(elems, bind, unbind, r, w)); }
template<typename T> T* MapIndcs(bool bind, bool unbind, bool r = false, bool w = true) { mapped[1] = true; return (MapBuffer<T>(indcs, bind, unbind, r, w)); }
void UnmapElems(bool unbind = false) { elems.UnmapBuffer(); if (unbind) { elems.Unbind(); } mapped[0] = false; }
void UnmapIndcs(bool unbind = false) { indcs.UnmapBuffer(); if (unbind) { indcs.Unbind(); } mapped[1] = false; }
VAO& GetArray() { return array; }
VBO& GetElems() { return elems; }
VBO& GetIndcs() { return indcs; }
Shader::GLSLProgramObject& GetShader() { return shader; }
template<typename T> size_t GetNumElems() const { return (elems.GetSize() / sizeof(T)); }
template<typename T> size_t GetNumIndcs() const { return (indcs.GetSize() / sizeof(T)); }
bool IsInited() const { return inited; }
bool IsMapped() const { return (mapped[0] || mapped[1]); }
bool IsPinned() const { return elems.immutableStorage; }
private:
template<typename T> static T* MapBuffer(VBO& vbo, bool bind, bool unbind, bool read, bool write) {
if (bind)
vbo.Bind();
// read and write cannot both be false
constexpr unsigned int flags[] = {0, GL_READ_ONLY, GL_WRITE_ONLY, GL_READ_WRITE};
const unsigned int flag = flags[int(read) + int(write) * 2];
T* ptr = reinterpret_cast<T*>(vbo.MapBuffer(flag));
if (unbind)
vbo.Unbind();
return ptr;
}
private:
VBO elems;
VBO indcs;
VAO array;
Shader::GLSLProgramObject shader;
bool inited = false;
bool mapped[2] = {false, false};
};
#ifdef HEADLESS
template<typename VA_TYPE> struct TRenderDataBuffer {
public:
typedef VA_TYPE VertexArrayType;
typedef uint32_t IndexArrayType;
TRenderDataBuffer() = default;
TRenderDataBuffer(const TRenderDataBuffer& trdb) = delete;
TRenderDataBuffer(TRenderDataBuffer&& trdb) { *this = std::move(trdb); }
TRenderDataBuffer& operator = (const TRenderDataBuffer& trdb) = delete;
TRenderDataBuffer& operator = (TRenderDataBuffer&& trdb) { std::swap(rawBuffer, trdb.rawBuffer); return *this; }
template<typename VertexAttribArray> void Setup(
RenderDataBuffer* buffer,
const VertexAttribArray* attrs,
size_t numElems = 1 << 18,
size_t numIndcs = 1 << 16
) {
rawBuffer = buffer;
}
template<typename VertexAttribArray> void SetupStatic(
RenderDataBuffer* buffer,
const VertexAttribArray* attrs,
size_t numElems = 1 << 18,
size_t numIndcs = 1 << 16
) {
rawBuffer = buffer;
}
VertexArrayType* BindMapElems(bool r = false, bool w = true) { return (static_cast<VertexArrayType*>(nullptr)); }
IndexArrayType* BindMapIndcs(bool r = false, bool w = true) { return (static_cast< IndexArrayType*>(nullptr)); }
void UnmapUnbindElems() {}
void UnmapUnbindIndcs() {}
bool Wait() { return false; }
bool Sync() { return false; }
void Reset() { Reset(0, 0); }
void Reset(size_t elemsPos, size_t indcsPos) {}
bool CheckSizeE(size_t ne, size_t pos) const { return false; }
bool CheckSizeI(size_t ni, size_t pos) const { return false; }
void Update(const VertexArrayType& e, size_t pos) {}
void Update(const IndexArrayType i, size_t pos) {}
void Update(const VertexArrayType* e, size_t ne, size_t pos) {}
void Update(const IndexArrayType* i, size_t ni, size_t pos) {}
bool SafeUpdate(const VertexArrayType& e, size_t pos) { return false; }
bool SafeUpdate(const IndexArrayType i, size_t pos) { return false; }
bool SafeUpdate(const VertexArrayType* e, size_t ne, size_t pos) { return false; }
bool SafeUpdate(const IndexArrayType* i, size_t ni, size_t pos) { return false; }
void Append(const VertexArrayType& e ) {}
void Append(const IndexArrayType i ) {}
void Append(const VertexArrayType* e, size_t ne) {}
void Append(const IndexArrayType* i, size_t ni) {}
bool SafeAppend(const VertexArrayType& e ) { return false; }
bool SafeAppend(const IndexArrayType i ) { return false; }
bool SafeAppend(const VertexArrayType* e, size_t ne) { return false; }
bool SafeAppend(const IndexArrayType* i, size_t ni) { return false; }
void Submit(uint32_t primType, uint32_t dataIndx, uint32_t dataSize) const {}
void Submit(uint32_t primType) {}
void SubmitIndexed(uint32_t primType, uint32_t dataIndx, uint32_t dataSize) const {}
void SubmitIndexed(uint32_t primType) {}
size_t NumElems() const { return 0; }
size_t NumIndcs() const { return 0; }
size_t SumElems() const { return 0; }
size_t SumIndcs() const { return 0; }
size_t NumSubmits(bool indexed) const { return 0; }
GL::RenderDataBuffer* GetBuffer() { return rawBuffer; }
Shader::IProgramObject* GetShader() { return &(rawBuffer->GetShader()); }
VertexArrayType* GetElemsMap() { return nullptr; }
IndexArrayType* GetIndcsMap() { return nullptr; }
private:
RenderDataBuffer* rawBuffer = nullptr;
};
#else
// typed persistent wrapper
template<typename VA_TYPE> struct TRenderDataBuffer {
public:
typedef VA_TYPE VertexArrayType;
typedef uint32_t IndexArrayType; // GL_UNSIGNED_INT
TRenderDataBuffer() = default;
TRenderDataBuffer(const TRenderDataBuffer& trdb) = delete;
TRenderDataBuffer(TRenderDataBuffer&& trdb) { *this = std::move(trdb); }
TRenderDataBuffer& operator = (const TRenderDataBuffer& trdb) = delete;
TRenderDataBuffer& operator = (TRenderDataBuffer&& trdb) {
std::swap(rawBuffer, trdb.rawBuffer);
std::swap(elemsMap, trdb.elemsMap);
std::swap(indcsMap, trdb.indcsMap);
std::swap(prvElemPos, trdb.prvElemPos);
std::swap(curElemPos, trdb.curElemPos);
std::swap(sumElemPos, trdb.sumElemPos);
std::swap(prvIndxPos, trdb.prvIndxPos);
std::swap(curIndxPos, trdb.curIndxPos);
std::swap(sumIndxPos, trdb.sumIndxPos);
std::swap(numSubmits[0], trdb.numSubmits[0]);
std::swap(numSubmits[1], trdb.numSubmits[1]);
std::swap(glSyncObj, trdb.glSyncObj);
return *this;
}
// NOTE: potential mismatch between VertexArrayType and VertexAttribArray (std::array<T, N>)
template<typename VertexAttribArray> void Setup(
RenderDataBuffer* buffer,
const VertexAttribArray* attribs,
size_t numElems = 1 << 18,
size_t numIndcs = 1 << 16
) {
rawBuffer = buffer;
rawBuffer->Init(true);
rawBuffer->TUpload<VertexArrayType, IndexArrayType, Shader::ShaderInput>(numElems, numIndcs, attribs->size(), nullptr, nullptr, attribs->data());
elemsMap = rawBuffer->MapElems<VertexArrayType>(true, true);
indcsMap = rawBuffer->MapIndcs< IndexArrayType>(true, true); // null if numIndcs is 0
}
template<typename VertexAttribArray> void SetupStatic(
RenderDataBuffer* buffer,
const VertexAttribArray* attribs,
size_t numElems = 1 << 18,
size_t numIndcs = 1 << 16
) {
rawBuffer = buffer;
rawBuffer->Init(false);
rawBuffer->TUpload<VertexArrayType, IndexArrayType, Shader::ShaderInput>(numElems, numIndcs, attribs->size(), nullptr, nullptr, attribs->data());
}
VertexArrayType* BindMapElems(bool r = false, bool w = true) { assert(!rawBuffer->IsPinned()); return (elemsMap = rawBuffer->MapElems<VertexArrayType>(true, false, r, w)); }
IndexArrayType* BindMapIndcs(bool r = false, bool w = true) { assert(!rawBuffer->IsPinned()); return (indcsMap = rawBuffer->MapIndcs< IndexArrayType>(true, false, r, w)); }
void UnmapUnbindElems() { assert(!rawBuffer->IsPinned()); rawBuffer->UnmapElems(true); elemsMap = nullptr; }
void UnmapUnbindIndcs() { assert(!rawBuffer->IsPinned()); rawBuffer->UnmapIndcs(true); indcsMap = nullptr; }
static GLsync WaitSync(const GLsync& syncObj) {
#if (SYNC_RENDER_BUFFERS == 1)
#ifndef HEADLESS
constexpr GLuint64 NANOSECS_PER_SEC = 1000000000;
GLbitfield waitFlag = 0;
GLuint64 waitTime = 0;
assert(syncObj != 0);
for (int i = 0; i < 10; i++) {
const GLenum waitRet = glClientWaitSync(syncObj, waitFlag, waitTime);
if (waitRet == GL_ALREADY_SIGNALED || waitRet == GL_CONDITION_SATISFIED)
break;
if (waitRet == GL_WAIT_FAILED) {
assert(false);
break;
}
// start flushing
waitFlag = GL_SYNC_FLUSH_COMMANDS_BIT;
waitTime = NANOSECS_PER_SEC;
}
glDeleteSync(syncObj);
return {0};
#endif
#endif
}
// only wait on the first access this frame, and never indefinitely
bool Wait() { return (glSyncObj == 0 || (glSyncObj = WaitSync(glSyncObj)) == 0); }
bool Sync() { return (glSyncObj == 0 && (glSyncObj = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0)) != 0); }
void Reset() {
Reset(0, 0);
numSubmits[0] = 0;
numSubmits[1] = 0;
}
void Reset(size_t elemsPos, size_t indcsPos) {
// there should never be data left unsubmitted
assert(NumElems() == 0);
assert(NumIndcs() == 0);
prvElemPos = elemsPos;
curElemPos = elemsPos;
sumElemPos = elemsPos;
prvIndxPos = indcsPos;
curIndxPos = indcsPos;
sumIndxPos = indcsPos;
}
bool CheckSizeE(size_t ne, size_t pos) const { return (ne > 0 && ((pos + (ne - 1)) < rawBuffer->GetNumElems<VertexArrayType>())); }
bool CheckSizeI(size_t ni, size_t pos) const { return (ni > 0 && ((pos + (ni - 1)) < rawBuffer->GetNumIndcs< IndexArrayType>())); }
void AssertSizeE(size_t ne, size_t pos) const { assert(CheckSizeE(ne, pos)); }
void AssertSizeI(size_t ni, size_t pos) const { assert(CheckSizeI(ni, pos)); }
void Update(const VertexArrayType& e, size_t pos) { Update(&e, 1, pos); }
void Update(const IndexArrayType i, size_t pos) { Update(&i, 1, pos); }
void Update(const VertexArrayType* e, size_t ne, size_t pos) { AssertSizeE( ne, pos); std::memcpy(&elemsMap[pos], e, ne * sizeof(VertexArrayType)); }
void Update(const IndexArrayType* i, size_t ni, size_t pos) { AssertSizeI( ni, pos); std::memcpy(&indcsMap[pos], i, ni * sizeof( IndexArrayType)); }
bool SafeUpdate(const VertexArrayType& e, size_t pos) { return SafeUpdate(&e, 1, pos); }
bool SafeUpdate(const IndexArrayType i, size_t pos) { return SafeUpdate(&i, 1, pos); }
bool SafeUpdate(const VertexArrayType* e, size_t ne, size_t pos) {
if (elemsMap == nullptr || !CheckSizeE(ne, pos))
return false;
return (Update(e, ne, pos), true);
}
bool SafeUpdate(const IndexArrayType* i, size_t ni, size_t pos) {
if (indcsMap == nullptr || !CheckSizeI(ni, pos))
return false;
return (Update(i, ni, pos), true);
}
void Append(const VertexArrayType& e ) { Append(&e, 1 ); }
void Append(const IndexArrayType i ) { Append(&i, 1 ); }
void Append(const VertexArrayType* e, size_t ne) { Update( e, ne, curElemPos); curElemPos += ne; }
void Append(const IndexArrayType* i, size_t ni) { Update( i, ni, curIndxPos); curIndxPos += ni; }
bool SafeAppend(const VertexArrayType& e ) { return SafeAppend(&e, 1); }
bool SafeAppend(const VertexArrayType* e, size_t ne) {
if (elemsMap == nullptr || !CheckSizeE(ne, curElemPos))
return false;
return (Append(e, ne), true);
}
bool SafeAppend(const IndexArrayType i ) { return SafeAppend(&i, 1); }
bool SafeAppend(const IndexArrayType* i, size_t ni) {
if (indcsMap == nullptr || !CheckSizeI(ni, curIndxPos))
return false;
return (Append(i, ni), true);
}
void Submit(uint32_t primType, uint32_t dataIndx, uint32_t dataSize) const { rawBuffer->Submit(primType, dataIndx, dataSize); }
void Submit(uint32_t primType) {
if (NumElems() > 0)
rawBuffer->Submit(primType, prvElemPos, NumElems());
numSubmits[0] += 1;
sumElemPos += NumElems();
prvElemPos = curElemPos;
}
void SubmitIndexed(uint32_t primType, uint32_t dataIndx, uint32_t dataSize) const { rawBuffer->SubmitIndexed(primType, dataIndx, dataSize); }
void SubmitIndexed(uint32_t primType) {
if (NumIndcs() > 0)
rawBuffer->SubmitIndexed(primType, prvIndxPos, NumIndcs());
// TODO: allow multiple batches with the same set of indices?
numSubmits[1] += 1;
sumElemPos += NumElems();
prvElemPos = curElemPos;
sumIndxPos += NumIndcs();
prvIndxPos = curIndxPos;
}
size_t NumElems() const { return (curElemPos - prvElemPos); }
size_t NumIndcs() const { return (curIndxPos - prvIndxPos); }
size_t SumElems() const { return sumElemPos; }
size_t SumIndcs() const { return sumIndxPos; }
size_t NumSubmits(bool indexed) const { return numSubmits[indexed]; }
GL::RenderDataBuffer* GetBuffer() { return rawBuffer; }
Shader::IProgramObject* GetShader() { return &(rawBuffer->GetShader()); }
VertexArrayType* GetElemsMap() { return elemsMap; }
IndexArrayType* GetIndcsMap() { return indcsMap; }
private:
RenderDataBuffer* rawBuffer = nullptr;
VertexArrayType* elemsMap = nullptr;
IndexArrayType* indcsMap = nullptr;
// these must never exceed rawBuffer->GetNum{Elems,Indcs}<{Vertex,Index}ArrayType>()
size_t prvElemPos = 0;
size_t curElemPos = 0;
size_t sumElemPos = 0;
size_t prvIndxPos = 0;
size_t curIndxPos = 0;
size_t sumIndxPos = 0;
// [0] := non-indexed, [1] := indexed
size_t numSubmits[2] = {0, 0};
GLsync glSyncObj = 0;
};
#endif
void InitRenderBuffers();
void KillRenderBuffers();
void SwapRenderBuffers();
RenderDataBuffer0* GetRenderBuffer0();
RenderDataBufferC* GetRenderBufferC();
RenderDataBufferC* GetRenderBufferFC();
RenderDataBufferT* GetRenderBufferT();
RenderDataBufferT4* GetRenderBufferT4();
RenderDataBufferTN* GetRenderBufferTN();
RenderDataBufferTC* GetRenderBufferTC();
RenderDataBuffer2D0* GetRenderBuffer2D0();
RenderDataBuffer2DT* GetRenderBuffer2DT();
RenderDataBufferL* GetRenderBufferL();
};
#endif
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