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OpenGl_Resource was slightly corrected and OpenGl_Element was extended with Release method to manage GPU resources. OpenGl_PrimitiveArray now uses new OpenGl_VertexBuffer class (requires OpenGL 1.5+). Strange workarounds for feedback mode were removed. OpenGl_Context now provides access to shared GPU resources and manages resources queue for delayed release (replaces functionality of removed OpenGl_ResourceCleaner). Loaded GL_ARB_texture_buffer_object and GL_ARB_draw_instanced extensions. Global maps of views, workspaces and structures were moved to OpenGl_GraphicDriver members. UserDrawCallback() function moved to OpenGl_GraphicDriver methods. Aspect_GraphicCallbackStruct now holds handle of OpenGl_Context instead of system-dependent pointers to GL context definition. New classes NCollection_Vec2, NCollection_Vec3 and NCollection_Vec4 implements interface to low-level data (points, vertices, colors) in GLSL-style. Removed EnableVBO argument from vdrawparray Draw Harness command Corrected compilation errors Fixed wrong argument in Index VBO initialization Fixed several cases of incorrect memory management in TKV3d Visual3d_ViewManager::Remove() Destroy structures before last view removed for correct GPU resources management. Graphic3d_Structure::GraphicClear() Remove groups to avoid usage of dead OpenGl_Group pointers. V3d_View::Remove() Fixed mistake in #0000280 patch. Small correction Fixed OCC280 test command Replace removed view within created one in ViewerTest EventManager. ViewerTest, do not create unused 3D view In current design NIS_View always created and used for both - NIS objects and AIS objects.
291 lines
9.8 KiB
C++
291 lines
9.8 KiB
C++
// Created by: Kirill GAVRILOV
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// Copyright (c) 2012 OPEN CASCADE SAS
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//
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// The content of this file is subject to the Open CASCADE Technology Public
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// License Version 6.5 (the "License"). You may not use the content of this file
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// except in compliance with the License. Please obtain a copy of the License
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// at http://www.opencascade.org and read it completely before using this file.
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//
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// The Initial Developer of the Original Code is Open CASCADE S.A.S., having its
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// main offices at: 1, place des Freres Montgolfier, 78280 Guyancourt, France.
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//
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// The Original Code and all software distributed under the License is
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// distributed on an "AS IS" basis, without warranty of any kind, and the
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// Initial Developer hereby disclaims all such warranties, including without
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// limitation, any warranties of merchantability, fitness for a particular
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// purpose or non-infringement. Please see the License for the specific terms
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// and conditions governing the rights and limitations under the License.
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#include <OpenGl_VertexBuffer.hxx>
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#include <OpenGl_Context.hxx>
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#include <Standard_Assert.hxx>
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IMPLEMENT_STANDARD_HANDLE (OpenGl_VertexBuffer, OpenGl_Resource)
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IMPLEMENT_STANDARD_RTTIEXT(OpenGl_VertexBuffer, OpenGl_Resource)
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// =======================================================================
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// function : OpenGl_VertexBuffer
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// purpose :
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// =======================================================================
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OpenGl_VertexBuffer::OpenGl_VertexBuffer()
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: OpenGl_Resource(),
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myBufferId (NO_BUFFER),
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myComponentsNb (4),
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myElemsNb (0),
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myDataType (GL_FLOAT)
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{
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//
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}
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// =======================================================================
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// function : ~OpenGl_VertexBuffer
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// purpose :
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// =======================================================================
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OpenGl_VertexBuffer::~OpenGl_VertexBuffer()
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{
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Release (NULL);
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}
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// =======================================================================
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// function : GetTarget
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// purpose :
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// =======================================================================
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GLenum OpenGl_VertexBuffer::GetTarget() const
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{
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return GL_ARRAY_BUFFER;
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}
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// =======================================================================
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// function : Create
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// purpose :
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// =======================================================================
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bool OpenGl_VertexBuffer::Create (const Handle(OpenGl_Context)& theGlCtx)
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{
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if (myBufferId == NO_BUFFER)
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{
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theGlCtx->core15->glGenBuffers (1, &myBufferId);
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}
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return myBufferId != NO_BUFFER;
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}
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// =======================================================================
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// function : Release
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// purpose :
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// =======================================================================
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void OpenGl_VertexBuffer::Release (const OpenGl_Context* theGlCtx)
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{
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if (myBufferId == NO_BUFFER)
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{
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return;
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}
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// application can not handle this case by exception - this is bug in code
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Standard_ASSERT_RETURN (theGlCtx != NULL,
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"OpenGl_VertexBuffer destroyed without GL context! Possible GPU memory leakage...",);
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theGlCtx->core15->glDeleteBuffers (1, &myBufferId);
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myBufferId = NO_BUFFER;
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}
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// =======================================================================
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// function : Bind
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// purpose :
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// =======================================================================
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void OpenGl_VertexBuffer::Bind (const Handle(OpenGl_Context)& theGlCtx) const
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{
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theGlCtx->core15->glBindBuffer (GetTarget(), myBufferId);
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}
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// =======================================================================
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// function : Unbind
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// purpose :
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// =======================================================================
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void OpenGl_VertexBuffer::Unbind (const Handle(OpenGl_Context)& theGlCtx) const
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{
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theGlCtx->core15->glBindBuffer (GetTarget(), NO_BUFFER);
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}
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// =======================================================================
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// function : Init
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// purpose :
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// =======================================================================
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bool OpenGl_VertexBuffer::Init (const Handle(OpenGl_Context)& theGlCtx,
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const GLuint theComponentsNb,
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const GLsizei theElemsNb,
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const GLfloat* theData)
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{
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if (!Create (theGlCtx))
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{
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return false;
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}
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Bind (theGlCtx);
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myDataType = GL_FLOAT;
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myComponentsNb = theComponentsNb;
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myElemsNb = theElemsNb;
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theGlCtx->core15->glBufferData (GetTarget(), GLsizeiptr(myElemsNb) * GLsizeiptr(myComponentsNb) * sizeof(GLfloat), theData, GL_STATIC_DRAW);
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bool isDone = (glGetError() == GL_NO_ERROR); // GL_OUT_OF_MEMORY
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Unbind (theGlCtx);
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return isDone;
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}
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// =======================================================================
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// function : SubData
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// purpose :
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// =======================================================================
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bool OpenGl_VertexBuffer::SubData (const Handle(OpenGl_Context)& theGlCtx,
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const GLsizei theElemFrom,
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const GLsizei theElemsNb,
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const GLfloat* theData)
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{
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if (!IsValid() || myDataType != GL_FLOAT ||
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theElemFrom < 0 || ((theElemFrom + theElemsNb) > myElemsNb))
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{
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return false;
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}
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Bind (theGlCtx);
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theGlCtx->core15->glBufferSubData (GetTarget(),
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GLintptr(theElemFrom) * GLintptr(myComponentsNb) * sizeof(GLfloat), // offset in bytes
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GLsizeiptr(theElemsNb) * GLsizeiptr(myComponentsNb) * sizeof(GLfloat), // size in bytes
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theData);
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bool isDone = (glGetError() == GL_NO_ERROR); // some dummy error
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Unbind (theGlCtx);
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return isDone;
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}
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// =======================================================================
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// function : Init
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// purpose :
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// =======================================================================
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bool OpenGl_VertexBuffer::Init (const Handle(OpenGl_Context)& theGlCtx,
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const GLuint theComponentsNb,
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const GLsizei theElemsNb,
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const GLuint* theData)
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{
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if (!Create (theGlCtx))
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{
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return false;
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}
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Bind (theGlCtx);
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myDataType = GL_UNSIGNED_INT;
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myComponentsNb = theComponentsNb;
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myElemsNb = theElemsNb;
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theGlCtx->core15->glBufferData (GetTarget(), GLsizeiptr(myElemsNb) * GLsizeiptr(myComponentsNb) * sizeof(GLuint), theData, GL_STATIC_DRAW);
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bool isDone = (glGetError() == GL_NO_ERROR); // GL_OUT_OF_MEMORY
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Unbind (theGlCtx);
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return isDone;
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}
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// =======================================================================
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// function : Init
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// purpose :
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// =======================================================================
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bool OpenGl_VertexBuffer::Init (const Handle(OpenGl_Context)& theGlCtx,
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const GLuint theComponentsNb,
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const GLsizei theElemsNb,
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const GLubyte* theData)
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{
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if (!Create (theGlCtx))
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{
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return false;
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}
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Bind (theGlCtx);
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myDataType = GL_UNSIGNED_BYTE;
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myComponentsNb = theComponentsNb;
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myElemsNb = theElemsNb;
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theGlCtx->core15->glBufferData (GetTarget(), GLsizeiptr(myElemsNb) * GLsizeiptr(myComponentsNb) * sizeof(GLubyte), theData, GL_STATIC_DRAW);
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bool isDone = (glGetError() == GL_NO_ERROR); // GL_OUT_OF_MEMORY
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Unbind (theGlCtx);
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return isDone;
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}
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// =======================================================================
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// function : BindVertexAttrib
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// purpose :
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// =======================================================================
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void OpenGl_VertexBuffer::BindVertexAttrib (const Handle(OpenGl_Context)& theGlCtx,
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const GLuint theAttribLoc) const
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{
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if (!IsValid() || theAttribLoc == GLuint (-1))
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{
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return;
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}
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Bind (theGlCtx);
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theGlCtx->core20->glEnableVertexAttribArray (theAttribLoc);
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theGlCtx->core20->glVertexAttribPointer (theAttribLoc, GLint (myComponentsNb), myDataType, GL_FALSE, 0, NULL);
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}
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// =======================================================================
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// function : UnbindVertexAttrib
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// purpose :
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// =======================================================================
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void OpenGl_VertexBuffer::UnbindVertexAttrib (const Handle(OpenGl_Context)& theGlCtx,
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const GLuint theAttribLoc) const
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{
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if (!IsValid() || theAttribLoc == GLuint (-1))
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{
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return;
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}
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theGlCtx->core20->glDisableVertexAttribArray (theAttribLoc);
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Unbind (theGlCtx);
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}
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// =======================================================================
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// function : BindFixed
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// purpose :
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// =======================================================================
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void OpenGl_VertexBuffer::BindFixed (const Handle(OpenGl_Context)& theGlCtx,
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const GLenum theMode) const
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{
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if (!IsValid())
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{
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return;
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}
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Bind (theGlCtx);
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glEnableClientState (theMode);
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switch (theMode)
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{
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case GL_VERTEX_ARRAY:
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{
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glVertexPointer (static_cast<GLint> (myComponentsNb), myDataType, 0, NULL);
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break;
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}
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case GL_NORMAL_ARRAY:
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{
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glNormalPointer (myDataType, 0, NULL);
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break;
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}
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case GL_TEXTURE_COORD_ARRAY:
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{
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glTexCoordPointer (static_cast<GLint> (myComponentsNb), myDataType, 0, NULL);
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break;
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}
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case GL_COLOR_ARRAY:
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{
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glColorPointer (static_cast<GLint> (myComponentsNb), myDataType, 0, NULL);
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break;
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}
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default: break;
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}
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}
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// =======================================================================
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// function : UnbindFixed
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// purpose :
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// =======================================================================
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void OpenGl_VertexBuffer::UnbindFixed (const Handle(OpenGl_Context)& theGlCtx,
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const GLenum theMode) const
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{
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if (!IsValid())
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{
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return;
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}
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Unbind (theGlCtx);
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glDisableClientState (theMode);
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}
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