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/*
   Copyright (c) 2014 DIVIDE-Studio
   Copyright (c) 2009 Ionut Cava

   This file is part of DIVIDE Framework.

   Permission is hereby granted, free of charge, to any person obtaining a copy of this software
   and associated documentation files (the "Software"), to deal in the Software without restriction,
   including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense,
   and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so,
   subject to the following conditions:

   The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.

   THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
   INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
   IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
   WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE
   OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.

 */

#ifndef _VERTEX_BUFFER_OBJECT_H
#define _VERTEX_BUFFER_OBJECT_H

#include <iostream>
#include "Utility/Headers/Vector.h"
#include "Utility/Headers/GUIDWrapper.h"
#include "Core/Math/Headers/MathClasses.h"
#include "Hardware/Video/Headers/RenderAPIWrapper.h"

enum GFXDataFormat;
class ShaderProgram;
/// Vertex Buffer interface class to allow API-independent implementation of data
/// This class does NOT represent an API-level VB, such as: GL_ARRAY_BUFFER / D3DVERTEXBUFFER
/// It is only a "buffer" for "vertex info" abstract of implementation. (e.g.: OGL uses a vertex array object for this)
class VertexBuffer : public GUIDWrapper {
protected:
    enum VertexAttribute{
        ATTRIB_POSITION = 0,
        ATTRIB_COLOR = 1,
        ATTRIB_NORMAL = 2,
        ATTRIB_TEXCOORD = 3,
        ATTRIB_TANGENT = 4,
        ATTRIB_BITANGENT = 5,
        ATTRIB_BONE_WEIGHT = 6,
        ATTRIB_BONE_INDICE = 7,
        VertexAttribute_PLACEHOLDER = 8
    };
public:

    VertexBuffer() : GUIDWrapper(),
                    _largeIndices(false),
                    _format(UNSIGNED_SHORT),
                    _primitiveRestartEnabled(false),
                    _indexDelimiter(0),
                    _currentPartitionIndex(0)
    {
        _LODcount = 0;
        Reset();
    }

    virtual ~VertexBuffer()
    {
        _LODcount = 1;
        Reset();
    }

    virtual bool Create(bool staticDraw = true) = 0;
    virtual void Destroy() = 0;
    /// Some engine elements, like physics or some geometry shading techniques require a triangle list.
    virtual bool SetActive() = 0;

    virtual void Draw(const GenericDrawCommand& command, bool skipBind = false) = 0;
    virtual void Draw(const vectorImpl<GenericDrawCommand>& commands, bool skipBind = false) = 0;

    inline void setLODCount(const U8 LODcount)               {_LODcount = LODcount;}
    inline void useLargeIndices(bool state = true)           {
        DIVIDE_ASSERT(!_created, "VertexBuffer error: Index format type specified before buffer creation!");
        _largeIndices = state; _format = _largeIndices ? UNSIGNED_INT : UNSIGNED_SHORT;
    }
    inline void reservePositionCount(U32 size)  {_dataPosition.reserve(size);}
    inline void reserveColourCount(U32 size)    {_dataColor.reserve(size);}
    inline void reserveNormalCount(U32 size)    {_dataNormal.reserve(size);}
    inline void reserveTangentCount(U32 size)   {_dataTangent.reserve(size);}
    inline void reserveBiTangentCount(U32 size) {_dataBiTangent.reserve(size);}
    inline void reserveIndexCount(U32 size)     {_largeIndices ? _hardwareIndicesL.reserve(size) :_hardwareIndicesS.reserve(size);}

    inline void resizePositionCount(U32 size, const vec3<F32>& defaultValue = VECTOR3_ZERO)  {
        _dataPosition.resize(size,defaultValue);
    }

    inline void resizeColoCount(U32 size, const vec3<U8>& defaultValue = vec3<U8>())           {
        _dataColor.resize(size,defaultValue);
    }

    inline void resizeNormalCount(U32 size, const vec3<F32>& defaultValue = VECTOR3_ZERO)    {
        _dataNormal.resize(size,defaultValue);
    }

    inline void resizeTangentCount(U32 size, const vec3<F32>& defaultValue = VECTOR3_ZERO)   {
        _dataTangent.resize(size,defaultValue);
    }

    inline void resizeBiTangentCount(U32 size, const vec3<F32>& defaultValue = VECTOR3_ZERO) {
        _dataBiTangent.resize(size,defaultValue);
    }

    inline vectorImpl<vec2<F32> >&  getTexcoord()    { _attribDirty[ATTRIB_TEXCOORD] = true; return _dataTexcoord; }
    inline vectorImpl<vec4<U8>  >&  getBoneIndices() { _attribDirty[ATTRIB_BONE_INDICE] = true; return _boneIndices; }
    inline vectorImpl<vec4<F32> >&  getBoneWeights() { _attribDirty[ATTRIB_BONE_WEIGHT] = true; return _boneWeights; }

    inline const vectorImpl<vec3<F32> >&  getPosition()	   const {return _dataPosition;}
    inline const vectorImpl<vec3<U8>  >&  getColor()       const {return _dataColor;}
    inline const vectorImpl<vec3<F32> >&  getNormal()	   const {return _dataNormal;}
    inline const vectorImpl<vec3<F32> >&  getTangent()	   const {return _dataTangent;}
    inline const vectorImpl<vec3<F32> >&  getBiTangent()   const {return _dataBiTangent;}
    inline const vec3<F32>&               getPosition(U32 index)  const {return _dataPosition[index];}
    inline const vec3<F32>&               getNormal(U32 index)    const {return _dataNormal[index];}
    inline const vec3<F32>&               getTangent(U32 index)   const {return _dataTangent[index];}
    inline const vec3<F32>&               getBiTangent(U32 index) const {return _dataBiTangent[index];}
    virtual bool queueRefresh() = 0;

    inline bool usesLargeIndices()  const { return _largeIndices;}
    inline U32  getIndexCount()     const { return (U32)(_largeIndices ? _hardwareIndicesL.size() : _hardwareIndicesS.size());}
    inline U32  getIndex(U32 index) const { return _largeIndices ? _hardwareIndicesL[index] : _hardwareIndicesS[index];}
    
    inline const vectorImpl<U32>&  getIndicesL() const { return _hardwareIndicesL; }
    inline const vectorImpl<U16>&  getIndicesS() const { return _hardwareIndicesS; }

    inline void addIndex(U32 index){
        _largeIndices ? addIndexL(index) : addIndexS(static_cast<U16>(index));
    }

    inline void addIndexL(U32 index){
        _hardwareIndicesL.push_back(index);
    }

    inline void addIndexS(U16 index){
        _hardwareIndicesS.push_back(index);
    }

    inline void addRestartIndex(){
        _primitiveRestartEnabled = true;
        addIndex(_largeIndices ? Config::PRIMITIVE_RESTART_INDEX_L : Config::PRIMITIVE_RESTART_INDEX_S);
    }

    inline void addPosition(const vec3<F32>& pos){
        setMinMaxPosition(pos);
        _dataPosition.push_back(pos);
        _attribDirty[ATTRIB_POSITION] = true;
    }

    inline void addColor(const vec3<U8>& col){
        _dataColor.push_back(col);
        _attribDirty[ATTRIB_COLOR] = true;
    }

    inline void addTexCoord(const vec2<F32>& texCoord){
        _dataTexcoord.push_back(texCoord);
        _attribDirty[ATTRIB_TEXCOORD] = true;
    }

    inline void addNormal(const vec3<F32>& norm){
        _dataNormal.push_back(norm);
        _attribDirty[ATTRIB_NORMAL] = true;
    }

    inline void addTangent(const vec3<F32>& tangent){
        _dataTangent.push_back(tangent);
        _attribDirty[ATTRIB_TANGENT] = true;
    }

    inline void addBiTangent(const vec3<F32>& bitangent){
        _dataBiTangent.push_back(bitangent);
        _attribDirty[ATTRIB_BITANGENT] = true;
    }

    inline void addBoneIndex(const vec4<U8>& idx){
        _boneIndices.push_back(idx);
        _attribDirty[ATTRIB_BONE_INDICE] = true;
    }

    inline void addBoneWeight(const vec4<F32>& idx){
        _boneWeights.push_back(idx);
        _attribDirty[ATTRIB_BONE_WEIGHT] = true;
    }

    inline void modifyPositionValue(U32 index, const vec3<F32>& newValue){
        DIVIDE_ASSERT(index < _dataPosition.size(), "VertexBuffer error: Invalid position offset!");
        _dataPosition[index] = newValue;
        _attribDirty[ATTRIB_POSITION] = true;
    }

    inline void modifyColorValue(U32 index, const vec3<U8>& newValue) {
        DIVIDE_ASSERT(index < _dataColor.size(), "VertexBuffer error: Invalid color offset!");
        _dataColor[index] = newValue;
        _attribDirty[ATTRIB_COLOR] = true;
    }

    inline void modifyNormalValue(U32 index, const vec3<F32>& newValue)  {
        DIVIDE_ASSERT(index < _dataNormal.size(), "VertexBuffer error: Invalid normal offset!");
        _dataNormal[index] = newValue;
        _attribDirty[ATTRIB_NORMAL] = true;
    }

    inline void modifyTangentValue(U32 index, const vec3<F32>& newValue)  {
        DIVIDE_ASSERT(index < _dataTangent.size(), "VertexBuffer error: Invalid tangent offset!");
        _dataTangent[index] = newValue;
        _attribDirty[ATTRIB_TANGENT] = true;
    }

    inline void modifyBiTangentValue(U32 index, const vec3<F32>& newValue)  {
        DIVIDE_ASSERT(index < _dataBiTangent.size(), "VertexBuffer error: Invalid bitangent offset!");
        _dataBiTangent[index] = newValue;
        _attribDirty[ATTRIB_BITANGENT] = true;
    }

    inline size_t partitionBuffer(U32 currentIndexCount){
        _partitions.push_back(std::make_pair(getIndexCount() - currentIndexCount, currentIndexCount));
        _currentPartitionIndex = (U32)_partitions.size();
        _minPosition.push_back(vec3<F32>(std::numeric_limits<F32>::max()));
        _maxPosition.push_back(vec3<F32>(std::numeric_limits<F32>::min()));
        return _currentPartitionIndex - 1;
    }

    inline U32 getPartitionCount(U16 partitionIdx){
        if(_partitions.empty())
            return getIndexCount();

        DIVIDE_ASSERT(partitionIdx < _partitions.size(), "VertexBuffer error: Invalid partition offset!");
        return _partitions[partitionIdx].second;
    }

    inline U32 getPartitionOffset(U16 partitionIdx){
        if(_partitions.empty())
            return 0;

        DIVIDE_ASSERT(partitionIdx < _partitions.size(), "VertexBuffer error: Invalid partition offset!");
        return _partitions[partitionIdx].first;
    }

    inline U32 getLastPartitionOffset(){
        if(_partitions.empty())
            return 0;

        if (_partitions.empty()) return 0;
        return getPartitionOffset((U16)(_partitions.size() - 1));
    }

    inline void Reset() {
        _created = false;
        _primitiveRestartEnabled = false;
        _partitions.clear();
        _dataPosition.clear();
        _dataColor.clear();
        _dataNormal.clear();
        _dataTexcoord.clear();
        _dataTangent.clear();
        _dataBiTangent.clear();
        _boneIndices.clear();
        _boneWeights.clear();
        _hardwareIndicesL.clear();
        _hardwareIndicesS.clear();
        memset(_attribDirty, true, VertexAttribute_PLACEHOLDER * sizeof(bool));
        memset(_VBoffset, 0, VertexAttribute_PLACEHOLDER * sizeof(ptrdiff_t));
        _minPosition.resize(1, vec3<F32>(std::numeric_limits<F32>::max()));
        _maxPosition.resize(1, vec3<F32>(std::numeric_limits<F32>::min()));
        
    }

protected:
    virtual void checkStatus() = 0;
    virtual bool Refresh() = 0;
    virtual bool CreateInternal() = 0;

    inline void setMinMaxPosition(const vec3<F32>& pos){
        vec3<F32>& min = _minPosition[_currentPartitionIndex];
        vec3<F32>& max = _maxPosition[_currentPartitionIndex];

        if (pos.x > max.x)	max.x = pos.x;
        if (pos.x < min.x)	min.x = pos.x;
        if (pos.y > max.y)	max.y = pos.y;
        if (pos.y < min.y)	min.y = pos.y;
        if (pos.z > max.z)	max.z = pos.z;
        if (pos.z < min.z)	min.z = pos.z;
    }

protected:

    ///Number of LOD nodes in this buffer
    U8          _LODcount; 
    ///The format of the buffer data
    GFXDataFormat _format;
    ///An index value that separates objects (OGL: primitive restart index)
    U32         _indexDelimiter;
    ptrdiff_t	_VBoffset[VertexAttribute_PLACEHOLDER];
        
    // first: offset, second: count
    vectorImpl<std::pair<U32, U32> >   _partitions;
    ///Used for creating an "IB". If it's empty, then an outside source should provide the indices
    vectorImpl<U32>        _hardwareIndicesL;
    vectorImpl<U16>        _hardwareIndicesS;
    vectorImpl<vec3<F32> > _dataPosition;
    vectorImpl<vec3<U8>  > _dataColor;
    vectorImpl<vec3<F32> > _dataNormal;
    vectorImpl<vec2<F32> > _dataTexcoord;
    vectorImpl<vec3<F32> > _dataTangent;
    vectorImpl<vec3<F32> > _dataBiTangent;
    vectorImpl<vec4<U8>  > _boneIndices;
    vectorImpl<vec4<F32> > _boneWeights;
    vectorImpl<vec3<F32> > _minPosition;
    vectorImpl<vec3<F32> > _maxPosition;
    ///Use either U32 or U16 indices. Always prefer the later
    bool _largeIndices;
    /// Cache system to update only required data
    bool _attribDirty[VertexAttribute_PLACEHOLDER];
    bool _primitiveRestartEnabled;
    ///Was the data submitted to the GPU?
    bool _created;

private:
    U32 _currentPartitionIndex;
};

#endif

Commits for Divide-Framework/trunk/Source Code/Hardware/Video/Buffers/VertexBuffer/Headers/VertexBuffer.h

Diff revisions: vs.
Revision Author Commited Message
286 Diff Diff IonutCava picture IonutCava Fri 18 Jul, 2014 16:32:03 +0000

[Ionut] [[BR]]

    • very buggy commit ** [[BR]]

- New rendering pipeline: [[BR]]
— Bumped OpenGL version to 4.4 [[BR]]
— Command based rendering. GFXDevice dispatches rendering commands to their respective buffers [[BR]]
— State changing is exclusively controlled by the GFXDevice class [[BR]]
— Material properties and transform matrices are stored in shader storage buffers that are updated after culling and uploaded once per RenderPass. Objects use drawIDs to index data in shaders [[BR]]
— Removed all custom matrices and other, per shader, bind data [[BR]]
— Removed per node light data. Light culling and shader buffers will replace the old light management system [[BR]]
— Framebuffers now use the Texture class for attachments [[BR]]
— Sampler objects now work like RenderStateBlocks. GL_API handles them and stores them in a hash indexed map [[BR]]
— Removed “prepareMaterial” calls. Pre-draw material setup is now only limited to texture binding [[BR]]
— Moved immediate mode emulation and primitive rendering from API level to GFXDevice level [[BR]]
— Framebuffer rendering must be completed with a call to end() to ensure proper MSAA resolve (asserts, otherwise) [[BR]]
- Fixed hash code generation for RenderStateBlock (and now, glSamplerObject) using boost::hash_combine [[BR]]
- Temporarily disabled XML caching for materials [[BR]]

279 Diff Diff IonutCava picture IonutCava Sat 28 Jun, 2014 16:20:46 +0000

[Ionut][[BR]]
- Unified draw command system into GenericDrawCommand [[BR]]
- Fixed double VB creation in Object3D [[BR]]
- Reworked triangle data computation (now Object3D’s responsibility) [[BR]]
- VertexArrays can now render using the primitive type specified in the draw command instead of the fixed type specified at creation [[BR]]
- Optimized terrain shader [[BR]]

274 Diff Diff IonutCava picture IonutCava Fri 13 Jun, 2014 12:56:03 +0000

[Ionut] [[BR]]
- Simplified buffer based rendering (VertexBuffer & GenericVertexData are now exclusively command based) [[BR]]
- Update bone buffer to persistent mapped-SSBO system with double-buffering [[BR]]
- Simplified sky rendering and (finally) reduced the sun’s radius [[BR]]

273 Diff Diff IonutCava picture IonutCava Wed 11 Jun, 2014 20:34:00 +0000

[Ionut] [[BR]]
- Improved batching part2: [[BR]]
— Moved all bone transformation matrices upload from uniform functions in SceneNode to Shader Storage Buffers in AnimationController class with updates controlled by SceneGraphNode’s AnimationComponent [[BR]]
-— No double-buffering or efficient mapping of data yet. Just raw buffer updates [[BR]]
— Replaced all RenderStateBlock* pointers with I64 hash values [[BR]]
-— Will be used later in draw commands as per-shader state hash [[BR]]
— Moved getShaderProgram from Material to Material::ShaderInfo [[BR]]
-— Improved redundant uniform checks [[BR]]
— Improved texture unit changing in case of redundant texture bind case (i.e. skip changing the texture unit) [[BR]]
[[BR]]
- Improved float and double comparison functions using algorithms described in http://randomascii.wordpress.com/2012/02/13/dont-store-that-in-a-float/ [[BR]]
- Added a new utility function, DIVIDE_ASSERT, to more easily bind an assert check with a specific message [[BR]]
- Added missing files from Forward+ renderer’s initial code [[BR]]

270 Diff Diff IonutCava picture IonutCava Thu 05 Jun, 2014 19:08:07 +0000

[Ionut][[BR]]
- SubMeshes now use a single vertex buffer (owned by the parent mesh) with proper offsetting and querying [[BR]]
— Implementation not optimal yet [[BR]]
- Cleaned up VertexBuffer related classes [[BR]]

268 Diff Diff IonutCava picture IonutCava Wed 04 Jun, 2014 10:20:27 +0000

[IonutCava] [[BR]]
- Terrain and vegetation updates: [[BR]]
— Use standard phong lighting model [[BR]]
— Separate grass patches per chunk [[BR]]
— Reduce number of required texture bind points for terrain by adding both textures and normal maps in a single texture array [[BR]]
— Draw terrain with 2 drawcalls (using glMultiDrawElements twice, once for LoD == 0 and once for LoD > 0) [[BR]]
[[BR]]
- Buffer management updates: [[BR]]
— Unified buffer binding system [[BR]]
— Made Uniform buffer objects visible to all classes and moved lightUBO to LightManager, matricesUBO to GFXDevice etc [[BR]]
— Added initial support for Shader Buffer Objects [[BR]]
— Moved viewport management to GFXDevice class [[BR]]
[[BR]]
- Rendering improvements: [[BR]]
— Added Hi-Z occlusion culling to instanceCull shader (using Hi-Z depth buffer constructed in GFXDevice class) [[BR]]
— Resolved issues with shadow maps overriding texture bind locations [[[BR]]
— Improved shader and shader program loading [[BR]]
— Improved material transparency support [[BR]]
— Added buffer lock manager class from “Approaching Zero Driver Overhead in OpenGL (Presented by NVIDIA)” speech at GDC14 [[BR]]

264 Diff Diff k1ngp1n picture k1ngp1n Tue 27 May, 2014 13:04:38 +0000

[Ionut] [[BR]]
- New camera system: [[BR]]
— Stack based (push/pop active camera) [[BR]]
— Per camera frustum [[BR]]
— Per camera projection [[BR]]
— Shadow mapping now uses the new camera system (each light has a shadow camera) [[BR]]
[[BR]]
- New terrain, water and vegetation system: [[BR]]
— Direct import of terrain from L3DT both as 8-bit grayscale and 16-bit raw formats [[BR]]
— Multiple alpha maps for texture splatting support [[BR]]
— Per texture detail map support [[BR]]
— Transform feedback based visibility culling for vegetation [[BR]]
— Alpha-map based vegetation placing on terrain [[BR]]
— Water now uses a refraction map instead of alpha blending for better refraction effects [[BR]]
[[BR]]
- SceneGraph improvements: [[BR]]
— Better bounding box updates from child to parent [[BR]]
— Better onDraw / postDraw implementation [[BR]]
[[BR]]
- Performance improvements: [[BR]]
— Batch 2D rendering tasks together as much as possible[[BR]]
— Improve renderStateBlock hash generation for better sorting [[BR]]
— Move most state related gfx changes from API implementation to the GFXDevice class [[BR]]
— Move viewport stack to the GFXDevice class [[BR]]
— Added various performance counters (frame duration with round-robin query system, draw call count, etc) [[BR]]
— Fixed and improved clip plane management [[BR]]
— Delete client-side texture data after GPU upload [[BR]]
[[BR]]
- New features: [[BR]]
— Added callback support to the Task class so that a specific task may call a function in the main thread upon completion [[BR]]
— Added mouse-wheel zoom support to Orbit/ThirdPerson cameras [[BR]]
— Added 2D Texture Array support (e.g. used for terrain textures) [[BR]]

259 k1ngp1n picture k1ngp1n Sun 27 Apr, 2014 18:24:52 +0000

[Ionut][[BR]]
- Implemented Exponential Stable Cascaded Shadow Maps for directional lights (still buggy, but basically working) [[BR]]
— CSM settings (resolution, number of splits, etc) are part of the scene render state [[BR]]
- SGN can skip rendering for the current frame if they are not ready (e.g. OnDraw can now return false or materials can fail to bind) [[BR]]
- Frustum class is now using the Plane class [[BR]]
- Removed Math SIMD implementation as the compiler generated code will always be faster and safer [[BR]]
- Added a “STUBBED” macro for outputing to the error stream of important messages (instead of using #pragma message) [[BR]]
- Added “freeze time” logic to pause/resume updates with or without freezing the GUI too [[BR]]
- Added “processGUI” method the every Scene class to separate time-sensitive GUI updates from game logic loop [[BR]]
- GLSL <-> Vertex Buffer bind locations are automatically set for every vertex shader [[BR]]
- Added basic support for compute shaders [[BR]]
- Removed most OS define checks to make porting to a new platform easier [[BR]]
- Texture transparency check per-pixel is now using OpenMP [[BR]]
- Texture samplers can now set a border color for CLAMP_TO_BORDER wrap mode [[BR]]
- Removed “Object” suffix from GFX Classes (pixel buffer, vertex buffer, frame buffer, etc) [[BR]]
- Stop processing scene input when application looses focus [[BR]]
- SceneGraphNode class is now responsible for updating SGNComponents on draw and calling its _node’s OnDraw method [[BR]]
- UBOs can now list all of the active uniforms inside a block with info such as type and offset [[BR]]
- Removed deprecated ‘GLCheck’ macro [[BR]]
- A lot of bug fixes and performance improvements in various places [[BR]]