PrimeWorldEditor/OpenGL/CVertexBuffer.cpp

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#include "CVertexBuffer.h"
#include "CVertexArrayManager.h"
#include <Core/CGraphics.h>
CVertexBuffer::CVertexBuffer()
{
mBuffered = false;
SetVertexDesc(ePosition | eNormal | eTex0 | eTex1 | eTex2 | eTex3 | eTex4 | eTex5 | eTex6 | eTex7);
}
CVertexBuffer::CVertexBuffer(EVertexDescription Desc)
{
mBuffered = false;
SetVertexDesc(Desc);
}
CVertexBuffer::~CVertexBuffer()
{
CVertexArrayManager::DeleteAllArraysForVBO(this);
if (mBuffered)
glDeleteBuffers(12, mAttribBuffers);
}
u16 CVertexBuffer::AddVertex(const CVertex& Vert)
{
if (mPositions.size() == 0xFFFF) throw std::overflow_error("VBO contains too many vertices");
if (mVtxDesc & ePosition) mPositions.push_back(Vert.Position);
if (mVtxDesc & eNormal) mNormals.push_back(Vert.Normal);
if (mVtxDesc & eColor0) mColors[0].push_back(Vert.Color[0]);
if (mVtxDesc & eColor1) mColors[1].push_back(Vert.Color[1]);
for (u32 iTex = 0; iTex < 8; iTex++)
if (mVtxDesc & (eTex0 << (iTex * 2))) mTexCoords[iTex].push_back(Vert.Tex[iTex]);
for (u32 iMtx = 0; iMtx < 8; iMtx++)
if (mVtxDesc & (ePosMtx << iMtx)) mTexCoords[iMtx].push_back(Vert.MatrixIndices[iMtx]);
return (mPositions.size() - 1);
}
u16 CVertexBuffer::AddIfUnique(const CVertex& Vert, u16 Start)
{
if (Start < mPositions.size())
{
for (u16 iVert = Start; iVert < mPositions.size(); iVert++)
{
// I use a bool because "continue" doesn't work properly within the iTex loop
bool Unique = false;
if (mVtxDesc & ePosition)
if (Vert.Position != mPositions[iVert]) Unique = true;
if ((!Unique) && (mVtxDesc & eNormal))
if (Vert.Normal != mNormals[iVert]) Unique = true;
if ((!Unique) && (mVtxDesc & eColor0))
if (Vert.Color[0] != mColors[0][iVert]) Unique = true;
if ((!Unique) && (mVtxDesc & eColor1))
if (Vert.Color[1] != mColors[1][iVert]) Unique = true;
if (!Unique)
for (u32 iTex = 0; iTex < 8; iTex++)
if ((mVtxDesc & (eTex0 << (iTex * 2))))
if (Vert.Tex[iTex] != mTexCoords[iTex][iVert])
{
Unique = true;
break;
}
if (!Unique) return iVert;
}
}
return AddVertex(Vert);
}
void CVertexBuffer::Reserve(u16 size)
{
u32 ReserveSize = mPositions.size() + size;
if (mVtxDesc & ePosition)
mPositions.reserve(ReserveSize);
if (mVtxDesc & eNormal)
mNormals.reserve(ReserveSize);
if (mVtxDesc & eColor0)
mColors[0].reserve(ReserveSize);
if (mVtxDesc & eColor1)
mColors[1].reserve(ReserveSize);
for (u32 iTex = 0; iTex < 8; iTex++)
if (mVtxDesc & (eTex0 << (iTex * 2)))
mTexCoords[iTex].reserve(ReserveSize);
}
void CVertexBuffer::Clear()
{
if (mBuffered)
glDeleteBuffers(12, mAttribBuffers);
mBuffered = false;
mPositions.clear();
mNormals.clear();
mColors[0].clear();
mColors[1].clear();
for (u32 iTex = 0; iTex < 8; iTex++)
mTexCoords[iTex].clear();
}
void CVertexBuffer::Buffer()
{
// Make sure we don't end up with two buffers for the same data...
if (mBuffered)
{
glDeleteBuffers(12, mAttribBuffers);
mBuffered = false;
}
// Generate buffers
glGenBuffers(12, mAttribBuffers);
for (u32 iAttrib = 0; iAttrib < 12; iAttrib++)
{
int Attrib = (ePosition << (iAttrib * 2));
bool HasAttrib = ((mVtxDesc & Attrib) != 0);
if (!HasAttrib) continue;
if (iAttrib < 2)
{
std::vector<CVector3f> *pBuffer = (iAttrib == 0) ? &mPositions : &mNormals;
glBindBuffer(GL_ARRAY_BUFFER, mAttribBuffers[iAttrib]);
glBufferData(GL_ARRAY_BUFFER, pBuffer->size() * sizeof(CVector3f), pBuffer->data(), GL_STATIC_DRAW);
}
else if (iAttrib < 4)
{
u8 idx = (u8) (iAttrib - 2);
glBindBuffer(GL_ARRAY_BUFFER, mAttribBuffers[iAttrib]);
glBufferData(GL_ARRAY_BUFFER, mColors[idx].size() * sizeof(CColor), mColors[idx].data(), GL_STATIC_DRAW);
}
else
{
u8 idx = (u8) (iAttrib - 4);
glBindBuffer(GL_ARRAY_BUFFER, mAttribBuffers[iAttrib]);
glBufferData(GL_ARRAY_BUFFER, mTexCoords[idx].size() * sizeof(CVector2f), mTexCoords[idx].data(), GL_STATIC_DRAW);
}
}
mBuffered = true;
}
void CVertexBuffer::Bind()
{
if (!mBuffered) Buffer();
CVertexArrayManager::Current()->BindVAO(this);
}
void CVertexBuffer::Unbind()
{
glBindVertexArray(0);
}
bool CVertexBuffer::IsBuffered()
{
return mBuffered;
}
EVertexDescription CVertexBuffer::VertexDesc()
{
return mVtxDesc;
}
void CVertexBuffer::SetVertexDesc(EVertexDescription Desc)
{
Clear();
mVtxDesc = Desc;
}
u32 CVertexBuffer::Size()
{
return mPositions.size();
}
GLuint CVertexBuffer::CreateVAO()
{
GLuint VertexArray;
glGenVertexArrays(1, &VertexArray);
glBindVertexArray(VertexArray);
for (u32 iAttrib = 0; iAttrib < 12; iAttrib++)
{
int Attrib = (ePosition << (iAttrib * 2));
bool HasAttrib = ((mVtxDesc & Attrib) != 0);
if (!HasAttrib) continue;
if (iAttrib < 2)
{
glBindBuffer(GL_ARRAY_BUFFER, mAttribBuffers[iAttrib]);
glVertexAttribPointer(iAttrib, 3, GL_FLOAT, GL_FALSE, sizeof(CVector3f), (void*) 0);
glEnableVertexAttribArray(iAttrib);
}
else if (iAttrib < 4)
{
glBindBuffer(GL_ARRAY_BUFFER, mAttribBuffers[iAttrib]);
glVertexAttribPointer(iAttrib, 1, GL_UNSIGNED_INT, GL_FALSE, sizeof(CColor), (void*) 0);
glEnableVertexAttribArray(iAttrib);
}
else
{
glBindBuffer(GL_ARRAY_BUFFER, mAttribBuffers[iAttrib]);
glVertexAttribPointer(iAttrib, 2, GL_FLOAT, GL_FALSE, sizeof(CVector2f), (void*) 0);
glEnableVertexAttribArray(iAttrib);
}
}
glBindVertexArray(0);
return VertexArray;
}