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occt/src/OpenGl/OpenGl_VertexBuffer.hxx
asl da87ddc3eb 0030076: Visualization, TKV3d - API to update certain vertex attribute(s) without recomputing a presentation
Graphic3d_Buffer can be now optionally initialized as non-interleaved array of vertex attributes
and provides an interface to invalidate buffer sub-range tracked by OpenGl_PrimitiveArray.
2018-10-17 16:35:31 +03:00

358 lines
14 KiB
C++

// Created by: Kirill GAVRILOV
// Copyright (c) 2013-2014 OPEN CASCADE SAS
//
// This file is part of Open CASCADE Technology software library.
//
// This library is free software; you can redistribute it and/or modify it under
// the terms of the GNU Lesser General Public License version 2.1 as published
// by the Free Software Foundation, with special exception defined in the file
// OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT
// distribution for complete text of the license and disclaimer of any warranty.
//
// Alternatively, this file may be used under the terms of Open CASCADE
// commercial license or contractual agreement.
#ifndef _OpenGl_VertexBuffer_H__
#define _OpenGl_VertexBuffer_H__
#include <OpenGl_GlCore20.hxx>
#include <OpenGl_Resource.hxx>
#include <OpenGl_Context.hxx>
#include <OpenGl_ShaderProgram.hxx>
#include <Graphic3d_IndexBuffer.hxx>
//! Vertex Buffer Object - is a general storage object for vertex attributes (position, normal, color).
//! Notice that you should use OpenGl_IndexBuffer specialization for array of indices.
class OpenGl_VertexBuffer : public OpenGl_Resource
{
public:
//! Helpful constants
static const GLuint NO_BUFFER = 0;
public:
//! Create uninitialized VBO.
Standard_EXPORT OpenGl_VertexBuffer();
//! Destroy object.
Standard_EXPORT virtual ~OpenGl_VertexBuffer();
Standard_EXPORT virtual GLenum GetTarget() const;
//! Return TRUE if this is a virtual (for backward compatibility) VBO object.
virtual bool IsVirtual() const { return false; }
//! @return true if current object was initialized
inline bool IsValid() const
{
return myBufferId != NO_BUFFER;
}
//! @return the number of components per generic vertex attribute.
inline GLuint GetComponentsNb() const
{
return myComponentsNb;
}
//! @return number of vertex attributes / number of vertices specified within ::Init()
inline GLsizei GetElemsNb() const
{
return myElemsNb;
}
//! Overrides the number of vertex attributes / number of vertexes.
//! It is up to user specifying this number correct (e.g. below initial value)!
void SetElemsNb (GLsizei theNbElems) { myElemsNb = theNbElems; }
//! @return data type of each component in the array.
inline GLenum GetDataType() const
{
return myDataType;
}
//! @return offset to data, NULL by default
inline GLubyte* GetDataOffset() const
{
return myOffset;
}
//! Creates VBO name (id) if not yet generated.
//! Data should be initialized by another method.
Standard_EXPORT virtual bool Create (const Handle(OpenGl_Context)& theGlCtx);
//! Destroy object - will release GPU memory if any.
Standard_EXPORT virtual void Release (OpenGl_Context* theGlCtx) Standard_OVERRIDE;
//! Bind this VBO.
Standard_EXPORT virtual void Bind (const Handle(OpenGl_Context)& theGlCtx) const;
//! Unbind this VBO.
Standard_EXPORT virtual void Unbind (const Handle(OpenGl_Context)& theGlCtx) const;
//! Notice that VBO will be unbound after this call.
//! @param theComponentsNb - specifies the number of components per generic vertex attribute; must be 1, 2, 3, or 4;
//! @param theElemsNb - elements count;
//! @param theData - pointer to GLfloat data (vertices/normals etc.).
bool Init (const Handle(OpenGl_Context)& theGlCtx,
const GLuint theComponentsNb,
const GLsizei theElemsNb,
const GLfloat* theData)
{
return init (theGlCtx, theComponentsNb, theElemsNb, theData, GL_FLOAT);
}
//! Notice that VBO will be unbound after this call.
//! @param theComponentsNb - specifies the number of components per generic vertex attribute; must be 1, 2, 3, or 4;
//! @param theElemsNb - elements count;
//! @param theData - pointer to GLuint data (indices etc.).
bool Init (const Handle(OpenGl_Context)& theGlCtx,
const GLuint theComponentsNb,
const GLsizei theElemsNb,
const GLuint* theData)
{
return init (theGlCtx, theComponentsNb, theElemsNb, theData, GL_UNSIGNED_INT);
}
//! Notice that VBO will be unbound after this call.
//! @param theComponentsNb - specifies the number of components per generic vertex attribute; must be 1, 2, 3, or 4;
//! @param theElemsNb - elements count;
//! @param theData - pointer to GLushort data (indices etc.).
bool Init (const Handle(OpenGl_Context)& theGlCtx,
const GLuint theComponentsNb,
const GLsizei theElemsNb,
const GLushort* theData)
{
return init (theGlCtx, theComponentsNb, theElemsNb, theData, GL_UNSIGNED_SHORT);
}
//! Notice that VBO will be unbound after this call.
//! @param theComponentsNb - specifies the number of components per generic vertex attribute; must be 1, 2, 3, or 4;
//! @param theElemsNb - elements count;
//! @param theData - pointer to GLubyte data (indices/colors etc.).
bool Init (const Handle(OpenGl_Context)& theGlCtx,
const GLuint theComponentsNb,
const GLsizei theElemsNb,
const GLubyte* theData)
{
return init (theGlCtx, theComponentsNb, theElemsNb, theData, GL_UNSIGNED_BYTE);
}
//! Notice that VBO will be unbound after this call.
//! Function replaces portion of data within this VBO using glBufferSubData().
//! The VBO should be initialized before call.
//! @param theElemFrom - element id from which replace buffer data (>=0);
//! @param theElemsNb - elements count (theElemFrom + theElemsNb <= GetElemsNb());
//! @param theData - pointer to GLfloat data.
bool SubData (const Handle(OpenGl_Context)& theGlCtx,
const GLsizei theElemFrom,
const GLsizei theElemsNb,
const GLfloat* theData)
{
return subData (theGlCtx, theElemFrom, theElemsNb, theData, GL_FLOAT);
}
//! Notice that VBO will be unbound after this call.
//! Function replaces portion of data within this VBO using glBufferSubData().
//! The VBO should be initialized before call.
//! @param theElemFrom element id from which replace buffer data (>=0);
//! @param theElemsNb elements count (theElemFrom + theElemsNb <= GetElemsNb());
//! @param theData pointer to GLuint data.
bool SubData (const Handle(OpenGl_Context)& theGlCtx,
const GLsizei theElemFrom,
const GLsizei theElemsNb,
const GLuint* theData)
{
return subData (theGlCtx, theElemFrom, theElemsNb, theData, GL_UNSIGNED_INT);
}
//! Notice that VBO will be unbound after this call.
//! Function replaces portion of data within this VBO using glBufferSubData().
//! The VBO should be initialized before call.
//! @param theElemFrom element id from which replace buffer data (>=0);
//! @param theElemsNb elements count (theElemFrom + theElemsNb <= GetElemsNb());
//! @param theData pointer to GLushort data.
bool SubData (const Handle(OpenGl_Context)& theGlCtx,
const GLsizei theElemFrom,
const GLsizei theElemsNb,
const GLushort* theData)
{
return subData (theGlCtx, theElemFrom, theElemsNb, theData, GL_UNSIGNED_SHORT);
}
//! Notice that VBO will be unbound after this call.
//! Function replaces portion of data within this VBO using glBufferSubData().
//! The VBO should be initialized before call.
//! @param theElemFrom element id from which replace buffer data (>=0);
//! @param theElemsNb elements count (theElemFrom + theElemsNb <= GetElemsNb());
//! @param theData pointer to GLubyte data.
bool SubData (const Handle(OpenGl_Context)& theGlCtx,
const GLsizei theElemFrom,
const GLsizei theElemsNb,
const GLubyte* theData)
{
return subData (theGlCtx, theElemFrom, theElemsNb, theData, GL_UNSIGNED_BYTE);
}
//! Bind this VBO to active GLSL program.
Standard_EXPORT void BindVertexAttrib (const Handle(OpenGl_Context)& theGlCtx,
const GLuint theAttribLoc) const;
//! Unbind any VBO from active GLSL program.
Standard_EXPORT void UnbindVertexAttrib (const Handle(OpenGl_Context)& theGlCtx,
const GLuint theAttribLoc) const;
//! Bind this VBO and enable specified attribute in OpenGl_Context::ActiveProgram() or FFP.
//! @param theGlCtx - handle to bound GL context;
//! @param theMode - array mode (GL_VERTEX_ARRAY, GL_NORMAL_ARRAY, GL_COLOR_ARRAY, GL_INDEX_ARRAY, GL_TEXTURE_COORD_ARRAY).
void BindAttribute (const Handle(OpenGl_Context)& theCtx,
const Graphic3d_TypeOfAttribute theMode) const
{
if (IsValid())
{
Bind (theCtx);
bindAttribute (theCtx, theMode, static_cast<GLint> (myComponentsNb), myDataType, 0, myOffset);
}
}
//! Unbind this VBO and disable specified attribute in OpenGl_Context::ActiveProgram() or FFP.
//! @param theCtx handle to bound GL context
//! @param theMode array mode
void UnbindAttribute (const Handle(OpenGl_Context)& theCtx,
const Graphic3d_TypeOfAttribute theMode) const
{
if (IsValid())
{
Unbind (theCtx);
unbindAttribute (theCtx, theMode);
}
}
public: //! @name advanced methods
//! Returns estimated GPU memory usage for holding data without considering overheads and allocation alignment rules.
virtual Standard_Size EstimatedDataSize() const Standard_OVERRIDE
{
return IsValid()
? sizeOfGlType (myDataType) * myComponentsNb * myElemsNb
: 0;
}
//! @return size of specified GL type
static size_t sizeOfGlType (const GLenum theType)
{
switch (theType)
{
case GL_BYTE:
case GL_UNSIGNED_BYTE: return sizeof(GLubyte);
case GL_SHORT:
case GL_UNSIGNED_SHORT: return sizeof(GLushort);
#ifdef GL_INT
case GL_INT:
#endif
case GL_UNSIGNED_INT: return sizeof(GLuint);
case GL_FLOAT: return sizeof(GLfloat);
#ifdef GL_DOUBLE
case GL_DOUBLE: return sizeof(GLdouble);
#endif
default: return 0;
}
}
//! Initialize buffer with new data.
Standard_EXPORT virtual bool init (const Handle(OpenGl_Context)& theGlCtx,
const GLuint theComponentsNb,
const GLsizei theElemsNb,
const void* theData,
const GLenum theDataType,
const GLsizei theStride);
//! Initialize buffer with new data.
bool init (const Handle(OpenGl_Context)& theGlCtx,
const GLuint theComponentsNb,
const GLsizei theElemsNb,
const void* theData,
const GLenum theDataType)
{
return init (theGlCtx, theComponentsNb, theElemsNb, theData, theDataType, GLsizei(theComponentsNb) * GLsizei(sizeOfGlType (theDataType)));
}
//! Update part of the buffer with new data.
Standard_EXPORT virtual bool subData (const Handle(OpenGl_Context)& theGlCtx,
const GLsizei theElemFrom,
const GLsizei theElemsNb,
const void* theData,
const GLenum theDataType);
//! Setup array pointer - either for active GLSL program OpenGl_Context::ActiveProgram()
//! or for FFP using bindFixed() when no program bound.
static void bindAttribute (const Handle(OpenGl_Context)& theGlCtx,
const Graphic3d_TypeOfAttribute theMode,
const GLint theNbComp,
const GLenum theDataType,
const GLsizei theStride,
const GLvoid* theOffset);
//! Disable GLSL array pointer - either for active GLSL program OpenGl_Context::ActiveProgram()
//! or for FFP using unbindFixed() when no program bound.
static void unbindAttribute (const Handle(OpenGl_Context)& theGlCtx,
const Graphic3d_TypeOfAttribute theMode);
private:
#if !defined(GL_ES_VERSION_2_0)
//! Setup FFP array pointer.
static void bindFixed (const Handle(OpenGl_Context)& theGlCtx,
const Graphic3d_TypeOfAttribute theMode,
const GLint theNbComp,
const GLenum theDataType,
const GLsizei theStride,
const GLvoid* theOffset);
//! Disable FFP array pointer.
static void unbindFixed (const Handle(OpenGl_Context)& theGlCtx,
const Graphic3d_TypeOfAttribute theMode);
//! Disable FFP color array pointer.
Standard_EXPORT static void unbindFixedColor (const Handle(OpenGl_Context)& theCtx);
#endif
public: //! @name methods for interleaved attributes array
//! @return true if buffer contains per-vertex color attribute
Standard_EXPORT virtual bool HasColorAttribute() const;
//! @return true if buffer contains per-vertex normal attribute
Standard_EXPORT virtual bool HasNormalAttribute() const;
//! Bind all vertex attributes to active program OpenGl_Context::ActiveProgram() or for FFP.
//! Default implementation does nothing.
Standard_EXPORT virtual void BindAllAttributes (const Handle(OpenGl_Context)& theGlCtx) const;
//! Bind vertex position attribute only. Default implementation does nothing.
Standard_EXPORT virtual void BindPositionAttribute (const Handle(OpenGl_Context)& theGlCtx) const;
//! Unbind all vertex attributes. Default implementation does nothing.
Standard_EXPORT virtual void UnbindAllAttributes (const Handle(OpenGl_Context)& theGlCtx) const;
protected:
GLubyte* myOffset; //!< offset to data
GLuint myBufferId; //!< VBO name (index)
GLuint myComponentsNb; //!< Number of components per generic vertex attribute, must be 1, 2, 3, or 4
GLsizei myElemsNb; //!< Number of vertex attributes / number of vertices
GLenum myDataType; //!< Data type (GL_FLOAT, GL_UNSIGNED_INT, GL_UNSIGNED_BYTE etc.)
public:
DEFINE_STANDARD_RTTIEXT(OpenGl_VertexBuffer,OpenGl_Resource) // Type definition
};
DEFINE_STANDARD_HANDLE(OpenGl_VertexBuffer, OpenGl_Resource)
#include <OpenGl_VertexBuffer.lxx>
#endif // _OpenGl_VertexBuffer_H__