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mirror of https://git.dev.opencascade.org/repos/occt.git synced 2025-04-09 18:50:54 +03:00
occt/src/Graphic3d/Graphic3d_Buffer.hxx
kgv 871fa1038d 0024406: Visualization - crash on re-usage of the same primitive array
Redesign Graphic3d_ArrayOfPrimitives
Store vertices data in buffer objects managed using smart-pointers
- no more low-level memory corruption by memory releasing after VBO creation.
Remove broken hasEdgeInfos.

Interleave vertex attributes (position, color, normal, uv) in single buffer.
Remove from Graphic3d_ArrayOfPrimitives methods ::Orientate().
Remove structures Graphic3d_PrimitiveArray, CALL_DEF_PARRAY.
Add support for 2D vertex arrays.

Graphic3d_Group - remove array or primitive arrays.
Introduce more universal method Graphic3d_Group::AddPrimitiveArray().

Fix warning
2014-04-17 18:01:51 +04:00

209 lines
6.2 KiB
C++

// Copyright (c) 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 _Graphic3d_Buffer_HeaderFile
#define _Graphic3d_Buffer_HeaderFile
#include <Graphic3d_Vec.hxx>
#include <NCollection_Buffer.hxx>
//! Type of attribute in Vertex Buffer
enum Graphic3d_TypeOfAttribute
{
Graphic3d_TOA_POS = 0, //!< vertex position
Graphic3d_TOA_NORM, //!< normal
Graphic3d_TOA_UV, //!< texture coordinates
Graphic3d_TOA_COLOR, //!< per-vertex color
Graphic3d_TOA_CUSTOM = 10, //!< custom attributes
};
//! Type of the element in Vertex or Index Buffer
enum Graphic3d_TypeOfData
{
Graphic3d_TOD_USHORT, //!< unsigned 16-bit integer
Graphic3d_TOD_UINT, //!< unsigned 32-bit integer
Graphic3d_TOD_VEC2, //!< 2-components float vector
Graphic3d_TOD_VEC3, //!< 3-components float vector
Graphic3d_TOD_VEC4, //!< 4-components float vector
Graphic3d_TOD_VEC4UB, //!< 4-components unsigned byte vector
};
//! Vertex attribute definition.
struct Graphic3d_Attribute
{
Graphic3d_TypeOfAttribute Id; //!< attribute identifier in vertex shader, 0 is reserved for vertex position
Graphic3d_TypeOfData DataType; //!< vec2,vec3,vec4,vec4ub
Standard_Integer Stride() const { return Stride (DataType); }
//! @return size of attribute of specified data type
static Standard_Integer Stride (const Graphic3d_TypeOfData theType)
{
switch (theType)
{
case Graphic3d_TOD_USHORT: return sizeof(unsigned short);
case Graphic3d_TOD_UINT: return sizeof(unsigned int);
case Graphic3d_TOD_VEC2: return sizeof(Graphic3d_Vec2);
case Graphic3d_TOD_VEC3: return sizeof(Graphic3d_Vec3);
case Graphic3d_TOD_VEC4: return sizeof(Graphic3d_Vec4);
case Graphic3d_TOD_VEC4UB: return sizeof(Graphic3d_Vec4ub);
}
return 0;
}
};
//! Buffer of vertex attributes.
class Graphic3d_Buffer : public NCollection_Buffer
{
public:
//! Empty constructor.
Graphic3d_Buffer (const Handle(NCollection_BaseAllocator)& theAlloc)
: NCollection_Buffer (theAlloc),
Stride (0),
NbElements (0),
NbAttributes (0)
{
//
}
//! @return array of attributes definitions
const Graphic3d_Attribute* AttributesArray() const
{
return (Graphic3d_Attribute* )(myData + mySize);
}
//! @return attribute definition
const Graphic3d_Attribute& Attribute (const Standard_Integer theAttribIndex) const
{
return AttributesArray()[theAttribIndex];
}
//! @return attribute definition
Graphic3d_Attribute& ChangeAttribute (const Standard_Integer theAttribIndex)
{
return *((Graphic3d_Attribute* )(myData + mySize) + theAttribIndex);
}
//! @return data offset to specified attribute
Standard_Integer AttributeOffset (const Standard_Integer theAttribIndex) const
{
Standard_Integer anOffset = 0;
for (Standard_Integer anAttribIter = 0; anAttribIter < theAttribIndex; ++anAttribIter)
{
anOffset += Graphic3d_Attribute::Stride (Attribute (anAttribIter).DataType);
}
return anOffset;
}
using NCollection_Buffer::Data;
using NCollection_Buffer::ChangeData;
//! @return data for specified attribute
const Standard_Byte* Data (const Standard_Integer theAttribIndex) const
{
return myData + AttributeOffset (theAttribIndex);
}
//! @return data for specified attribute
Standard_Byte* ChangeData (const Standard_Integer theAttribIndex)
{
return myData + AttributeOffset (theAttribIndex);
}
//! Access specified element.
inline const Standard_Byte* value (const Standard_Integer theElem) const
{
return myData + Stride * size_t(theElem);
}
//! Access specified element.
inline Standard_Byte* changeValue (const Standard_Integer theElem)
{
return myData + Stride * size_t(theElem);
}
//! Access element with specified position and type.
template <typename Type_t>
inline const Type_t& Value (const Standard_Integer theElem) const
{
return *reinterpret_cast<const Type_t*>(value (theElem));
}
//! Access element with specified position and type.
template <typename Type_t>
inline Type_t& ChangeValue (const Standard_Integer theElem)
{
return *reinterpret_cast<Type_t* >(changeValue (theElem));
}
//! Release buffer.
void release()
{
Free();
Stride = 0;
NbElements = 0;
NbAttributes = 0;
}
//! Allocates new empty array
bool Init (const Standard_Integer theNbElems,
const Graphic3d_Attribute* theAttribs,
const Standard_Integer theNbAttribs)
{
release();
Standard_Integer aStride = 0;
for (Standard_Integer anAttribIter = 0; anAttribIter < theNbAttribs; ++anAttribIter)
{
const Graphic3d_Attribute& anAttrib = theAttribs[anAttribIter];
aStride += anAttrib.Stride();
}
if (aStride == 0)
{
return false;
}
Stride = aStride;
NbElements = theNbElems;
NbAttributes = theNbAttribs;
if (NbElements != 0)
{
const size_t aDataSize = size_t(Stride) * size_t(NbElements);
if (!Allocate (aDataSize + sizeof(Graphic3d_Attribute) * NbAttributes))
{
release();
return false;
}
mySize = aDataSize;
for (Standard_Integer anAttribIter = 0; anAttribIter < theNbAttribs; ++anAttribIter)
{
ChangeAttribute (anAttribIter) = theAttribs[anAttribIter];
}
}
return true;
}
public:
Standard_Integer Stride; //!< the distance to the attributes of the next vertex
Standard_Integer NbElements; //!< number of the elements
Standard_Integer NbAttributes; //!< number of vertex attributes
};
typedef NCollection_Handle<Graphic3d_Buffer> Handle(Graphic3d_Buffer);
#endif // _Graphic3d_Buffer_HeaderFile