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/*
** GLIM - OpenGL Immediate Mode
** Copyright Jan Krassnigg (Jan@Krassnigg.de)
** For more details, see the included Readme.txt.
*/

#include "glimBatchData.h"
#include "glimInterface.h"

#include "Platform/Video/OpenGL/Headers/GLWrapper.h"
#include "Platform/Video/OpenGL/Buffers/Headers/glMemoryManager.h"

#define BUFFER_OFFSET(i) ((char *)NULL + (i))

namespace NS_GLIM
{
    GlimArrayData::GlimArrayData ()
    {
        Reset ();    
    }

    void GlimArrayData::Reset (void)
    {
        m_DataType = GLIM_NODATA;
        m_ArrayData.clear ();
        m_ArrayData.reserve(256);
        
        m_CurrentValue[0].Int = 0;
        m_CurrentValue[1].Int = 0;
        m_CurrentValue[2].Int = 0;
        m_CurrentValue[3].Int = 0;
    }

    void GlimArrayData::PushElement (void)
    {
        switch (m_DataType)
        {
        // 4 byte data
        case GLIM_1I:
        case GLIM_1F:
        case GLIM_4UB:
            m_ArrayData.push_back (m_CurrentValue[0]);
            return;

        // 8 byte data
        case GLIM_2I:
        case GLIM_2F:
            m_ArrayData.push_back (m_CurrentValue[0]);
            m_ArrayData.push_back (m_CurrentValue[1]);
            return;

        // 12 byte data
        case GLIM_3I:
        case GLIM_3F:
            m_ArrayData.push_back (m_CurrentValue[0]);
            m_ArrayData.push_back (m_CurrentValue[1]);
            m_ArrayData.push_back (m_CurrentValue[2]);
            return;

        // 16 byte data
        case GLIM_4I:
        case GLIM_4F:
            m_ArrayData.push_back (m_CurrentValue[0]);
            m_ArrayData.push_back (m_CurrentValue[1]);
            m_ArrayData.push_back (m_CurrentValue[2]);
            m_ArrayData.push_back (m_CurrentValue[3]);
            return;

        default:
            // throws an exception
            GLIM_CHECK (false, "GlimArrayData::PushElement: Data-Type is invalid.");
            return;
        }
    }

    void glimBatchData::Upload (unsigned int uiCurrentProgram)
    {
#ifdef AE_RENDERAPI_OPENGL
        UploadOGL (uiCurrentProgram);
#else
        UploadD3D11 ();
#endif
    }

    void glimBatchData::Bind (unsigned int uiCurrentProgram)
    {
#ifdef AE_RENDERAPI_OPENGL
        BindOGL (uiCurrentProgram);
#else
        BindD3D11 (uiCurrentProgram);
#endif
    }

    void glimBatchData::Unbind (void)
    {
#ifdef AE_RENDERAPI_OPENGL
        UnbindOGL ();
#else
        UnbindD3D11 ();
#endif
    }

    glimBatchData::glimBatchData ()
    {
        m_bUploadedToGPU = false;
        m_bCreatedVBOs = false;

#ifdef AE_RENDERAPI_D3D11
        m_pVertexBuffer = nullptr;
        m_pIndexBuffer_Points = nullptr;
        m_pIndexBuffer_Lines = nullptr;
        m_pIndexBuffer_Triangles = nullptr;
        m_pIndexBuffer_Wireframe = nullptr;
#else
        m_VertAttribLocation = 0;
        m_ShaderProgramHandle = 0;
#endif

        Reset ();
    }

    glimBatchData::~glimBatchData ()
    {
        Reset (false);

#ifdef AE_RENDERAPI_OPENGL
        if (m_bCreatedVBOs)
        {
            m_bCreatedVBOs = false;
            glDeleteVertexArrays(1, &m_VertexArrayObjectID);
            Divide::GLUtil::freeBuffer(m_uiVertexBufferID);
            Divide::GLUtil::freeBuffer(m_uiElementBufferID_Points);
            Divide::GLUtil::freeBuffer(m_uiElementBufferID_Lines);
            Divide::GLUtil::freeBuffer(m_uiElementBufferID_Triangles);
            Divide::GLUtil::freeBuffer(m_uiElementBufferID_Wireframe);
        }

#endif
    }

    void glimBatchData::Reset (bool reserve)
    {
        m_State = STATE_EMPTY;

        m_Attributes.clear ();
        m_PositionData.clear ();

        m_IndexBuffer_Points.clear ();
        m_IndexBuffer_Lines.clear ();
        m_IndexBuffer_Triangles.clear ();
        m_IndexBuffer_Wireframe.clear ();

        m_bUploadedToGPU = false;

        m_fMinX = 99999999.0f;
        m_fMaxX =-99999999.0f;
        m_fMinY = 99999999.0f;
        m_fMaxY =-99999999.0f;
        m_fMinZ = 99999999.0f;
        m_fMaxZ =-99999999.0f;

        if (reserve) {
            m_PositionData.reserve (64 * 3);
            m_IndexBuffer_Points.reserve (16);
            m_IndexBuffer_Lines.reserve (32);
            m_IndexBuffer_Triangles.reserve (128);
            m_IndexBuffer_Wireframe.reserve (128);
        }
#ifdef AE_RENDERAPI_D3D11
        if (m_pVertexBuffer)
        {
            GLIM_Interface::s_ReleaseResourceCallback (m_pVertexBuffer);
            //m_pVertexBuffer->Release ();
            m_pVertexBuffer = nullptr;
        }
        if (m_pIndexBuffer_Points)
        {
            GLIM_Interface::s_ReleaseResourceCallback (m_pIndexBuffer_Points);
            //m_pIndexBuffer_Points->Release ();
            m_pIndexBuffer_Points = nullptr;
        }
        if (m_pIndexBuffer_Lines)
        {
            GLIM_Interface::s_ReleaseResourceCallback (m_pIndexBuffer_Lines);
            //m_pIndexBuffer_Lines->Release ();
            m_pIndexBuffer_Lines = nullptr;
        }
        if (m_pIndexBuffer_Triangles)
        {
            GLIM_Interface::s_ReleaseResourceCallback (m_pIndexBuffer_Triangles);
            //m_pIndexBuffer_Triangles->Release ();
            m_pIndexBuffer_Triangles = nullptr;
        }
        if (m_pIndexBuffer_Wireframe)
        {
            GLIM_Interface::s_ReleaseResourceCallback (m_pIndexBuffer_Wireframe);
            //m_pIndexBuffer_Wireframe->Release ();
            m_pIndexBuffer_Wireframe = nullptr;
        }

        m_Signature.clear ();
#endif
    }

    unsigned int glimBatchData::AddVertex (float x, float y, float z)
    {
        if (x < m_fMinX)
            m_fMinX = x;
        if (x > m_fMaxX)
            m_fMaxX = x;

        if (y < m_fMinY)
            m_fMinY = y;
        if (y > m_fMaxY)
            m_fMaxY = y;

        if (z < m_fMinZ)
            m_fMinZ = z;
        if (z > m_fMaxZ)
            m_fMaxZ = z;

        m_PositionData.push_back (Glim4ByteData(x));
        m_PositionData.push_back (Glim4ByteData(y));
        m_PositionData.push_back (Glim4ByteData(z));

        std::map<stringImpl, GlimArrayData>::iterator it, itend;
        itend = m_Attributes.end ();

        for (it = m_Attributes.begin (); it != itend; ++it)
            it->second.PushElement ();

        return ((unsigned int) (m_PositionData.size () / 3) - 1);
    }

#ifdef AE_RENDERAPI_D3D11
    void glimBatchData::GenerateSignature (void)
    {
        m_Signature.clear ();
        m_Signature.reserve (1 + m_Attributes.size ());

        D3D11_INPUT_ELEMENT_DESC sig;
        sig.InputSlot = 0;
        sig.InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
        sig.InstanceDataStepRate = 0;
        sig.SemanticIndex = 0;
        sig.SemanticName = GLIM_Interface::s_VertexPosSemanticName;
        sig.AlignedByteOffset = 0;
        sig.Format = DXGI_FORMAT_R32G32B32_FLOAT;

        m_Signature.push_back (sig);

        std::map<stringImpl, GlimArrayData>::const_iterator it, itend;
        itend = m_Attributes.end ();

        unsigned int uiOffset = sizeof (float) * 3;

        int iSlot = 1;
        for (it = m_Attributes.begin (); it != itend; ++it, ++iSlot)
        {
            D3D11_INPUT_ELEMENT_DESC sig;
            sig.InputSlot = iSlot;
            sig.InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
            sig.InstanceDataStepRate = 0;
            sig.SemanticIndex = 0;
            sig.SemanticName = it->first.c_str ();
            sig.AlignedByteOffset = 0;//uiOffset;

            switch (it->second.m_DataType)
            {
            // 4 byte data
            case GLIM_1I:
                uiOffset += sizeof (int) * 1;
                sig.Format = DXGI_FORMAT_R32_SINT;
                break;
            case GLIM_1F:
                uiOffset += sizeof (float) * 1;
                sig.Format = DXGI_FORMAT_R32_FLOAT;
                break;
            case GLIM_4UB:
                uiOffset += sizeof (int) * 1;
                sig.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
                break;

            // 8 byte data
            case GLIM_2I:
                uiOffset += sizeof (int) * 2;
                sig.Format = DXGI_FORMAT_R32G32_SINT;
                break;
            case GLIM_2F:
                uiOffset += sizeof (float) * 2;
                sig.Format = DXGI_FORMAT_R32G32_FLOAT;
                break;

            // 12 byte data
            case GLIM_3I:
                uiOffset += sizeof (int) * 3;
                sig.Format = DXGI_FORMAT_R32G32B32_SINT;
                break;
            case GLIM_3F:
                uiOffset += sizeof (float) * 3;
                sig.Format = DXGI_FORMAT_R32G32B32_FLOAT;
                break;

            // 16 byte data
            case GLIM_4I:
                uiOffset += sizeof (int) * 4;
                sig.Format = DXGI_FORMAT_R32G32B32A32_SINT;
                break;
            case GLIM_4F:
                uiOffset += sizeof (float) * 4;
                sig.Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
                break;

            default:
                // throws an exception
                GLIM_CHECK (false, "glimBatchData::GenerateSignature: Data-Type is invalid.");
                break;
            }

            m_Signature.push_back (sig);
        }
    }
#endif

    unsigned int glimBatchData::getVertexDataSize (void) const
    {
        unsigned int uiVertexDataSize = sizeof (float) * 3;

        std::map<stringImpl, GlimArrayData>::const_iterator it, itend;
        itend = m_Attributes.end ();

        for (it = m_Attributes.begin (); it != itend; ++it)
        {
            switch (it->second.m_DataType)
            {
            // 4 byte data
            case GLIM_1I:
            case GLIM_1F:
            case GLIM_4UB:
                uiVertexDataSize += sizeof (int) * 1;
                break;

            // 8 byte data
            case GLIM_2I:
            case GLIM_2F:
                uiVertexDataSize += sizeof (int) * 2;
                break;

            // 12 byte data
            case GLIM_3I:
            case GLIM_3F:
                uiVertexDataSize += sizeof (int) * 3;
                break;

            // 16 byte data
            case GLIM_4I:
            case GLIM_4F:
                uiVertexDataSize += sizeof (int) * 4;
                break;

            default:
                // throws an exception
                GLIM_CHECK (false, "glimBatchData::Upload: Data-Type is invalid.");
                break;
            }
        }

        return (uiVertexDataSize);
    }

#ifdef AE_RENDERAPI_OPENGL

    void glimBatchData::UnbindOGL (void)
    {
        if (!m_bUploadedToGPU)
            return;

        Divide::GL_API::setActiveBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
        Divide::GL_API::setActiveBuffer(GL_ARRAY_BUFFER, 0);
        Divide::GL_API::setActiveVAO(0);
    }

    void glimBatchData::BindOGL (unsigned int uiCurrentProgram)
    {
        if (!m_bUploadedToGPU)
            return;

        Divide::GL_API::setActiveVAO(m_VertexArrayObjectID);
        Divide::GL_API::setActiveBuffer(GL_ARRAY_BUFFER, m_uiVertexBufferID);
        Divide::GL_API::setActiveBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);

        std::map<stringImpl, GlimArrayData>::iterator it, itend;
        itend = m_Attributes.end ();

        for (it = m_Attributes.begin (); it != itend; ++it)
        {
            const int iAttributeArray =  glGetAttribLocation (uiCurrentProgram,  it->first.c_str());

            if (iAttributeArray < 0)
                continue;

            assert(m_VertAttribLocation != (GLuint)iAttributeArray);
            assert(BUFFER_OFFSET (it->second.m_uiBufferOffset) != BUFFER_OFFSET(0));

            glEnableVertexAttribArray (iAttributeArray);

            switch (it->second.m_DataType)
            {
            case GLIM_1F:
                glVertexAttribPointer (iAttributeArray, 1, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET (it->second.m_uiBufferOffset));
                break;
            case GLIM_2F:
                glVertexAttribPointer (iAttributeArray, 2, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET (it->second.m_uiBufferOffset));
                break;
            case GLIM_3F:
                glVertexAttribPointer (iAttributeArray, 3, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET (it->second.m_uiBufferOffset));
                break;
            case GLIM_4F:
                glVertexAttribPointer (iAttributeArray, 4, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET (it->second.m_uiBufferOffset));
                break;
            case GLIM_1I:
                glVertexAttribIPointer (iAttributeArray, 1, GL_INT, 0, BUFFER_OFFSET (it->second.m_uiBufferOffset));
                break;
            case GLIM_2I:
                glVertexAttribIPointer (iAttributeArray, 2, GL_INT, 0, BUFFER_OFFSET (it->second.m_uiBufferOffset));
                break;
            case GLIM_3I:
                glVertexAttribIPointer (iAttributeArray, 3, GL_INT, 0, BUFFER_OFFSET (it->second.m_uiBufferOffset));
                break;
            case GLIM_4I:
                glVertexAttribIPointer (iAttributeArray, 4, GL_INT, 0, BUFFER_OFFSET (it->second.m_uiBufferOffset));
                break;
            case GLIM_4UB:
                glVertexAttribPointer (iAttributeArray, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, BUFFER_OFFSET (it->second.m_uiBufferOffset));
                break;
            }
        }

        // set the pointer for position last
        glEnableVertexAttribArray (m_VertAttribLocation);
        glVertexAttribPointer (m_VertAttribLocation, 3, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET (0));
        
    }

    void glimBatchData::UploadOGL (unsigned int uiCurrentProgram)
    {
        if (m_bUploadedToGPU)
            return;

        if (m_PositionData.empty ())
            return;

        m_bUploadedToGPU = true;
        
        const unsigned int uiVertexDataSize = (unsigned int) getVertexDataSize ();
        const unsigned int uiVertices = (unsigned int) (m_PositionData.size ()) / 3;

        if (!m_bCreatedVBOs)
        {
            m_bCreatedVBOs = true;
            glGenVertexArrays(1, &m_VertexArrayObjectID);
            glGenBuffers (1, &m_uiVertexBufferID);
            glGenBuffers (1, &m_uiElementBufferID_Points);
            glGenBuffers (1, &m_uiElementBufferID_Lines);
            glGenBuffers (1, &m_uiElementBufferID_Triangles);
            glGenBuffers (1, &m_uiElementBufferID_Wireframe);
        }
        
        std::vector<Glim4ByteData> bufferData;
        bufferData.insert(bufferData.end(), m_PositionData.begin(), m_PositionData.end());
        m_PositionData.clear();

        unsigned int uiOffset = uiVertices * sizeof(Glim4ByteData) * 3;

        // now upload each attribute array one after another
        std::map<stringImpl, GlimArrayData>::iterator it, itend;
        it = m_Attributes.begin();
        itend = m_Attributes.end();

        for (; it != itend; ++it) {
            bufferData.insert(bufferData.end(), it->second.m_ArrayData.begin(),
                              it->second.m_ArrayData.end());
            const unsigned int uiAttributeSize =
                (unsigned int)(it->second.m_ArrayData.size()) *
                sizeof(Glim4ByteData); // already includes the number of vertices

            // free the temporary buffer in RAM
            it->second.m_ArrayData.clear();
            it->second.m_uiBufferStride = uiAttributeSize / uiVertices;
            // store the buffer offset for later use
            it->second.m_uiBufferOffset = uiOffset;
            // increase the buffer offset
            uiOffset += uiAttributeSize;
        }

        Divide::GLUtil::allocBuffer(m_uiVertexBufferID,
                                    uiVertices * uiVertexDataSize,
                                    GL_STREAM_DRAW, bufferData.data());
        // the buffer in RAM can be cleared now
        bufferData.clear();

        m_uiWireframeElements = (unsigned int) m_IndexBuffer_Wireframe.size();
        m_uiPointElements = (unsigned int) m_IndexBuffer_Points.size ();
        m_uiLineElements = (unsigned int) m_IndexBuffer_Lines.size ();
        m_uiTriangleElements = (unsigned int) m_IndexBuffer_Triangles.size ();

        // upload the index buffer for the points
        if (m_uiPointElements > 0) {
            Divide::GLUtil::allocBuffer(
                m_uiElementBufferID_Points,
                m_uiPointElements * sizeof(unsigned int), GL_STATIC_DRAW,
                m_IndexBuffer_Points.data());
            m_IndexBuffer_Points.clear();
        }

        // upload the index buffer for the lines
        if (m_uiLineElements > 0) {
            Divide::GLUtil::allocBuffer(m_uiElementBufferID_Lines,
                                        m_uiLineElements * sizeof(unsigned int),
                                        GL_STATIC_DRAW,
                                        m_IndexBuffer_Lines.data());
            m_IndexBuffer_Lines.clear();
        }

        // upload the index buffer for the triangles
        if (m_uiTriangleElements > 0) {
            Divide::GLUtil::allocBuffer(
                m_uiElementBufferID_Triangles,
                m_uiTriangleElements * sizeof(unsigned int), GL_STATIC_DRAW,
                m_IndexBuffer_Triangles.data());
            m_IndexBuffer_Triangles.clear();
        }

        // upload the index buffer for the wireframe
        if (m_uiWireframeElements > 0) {
            Divide::GLUtil::allocBuffer(
                m_uiElementBufferID_Wireframe,
                m_uiWireframeElements * sizeof(unsigned int), GL_STATIC_DRAW,
                m_IndexBuffer_Wireframe.data());
            m_IndexBuffer_Wireframe.clear();
        }
    }
#endif
}

Commits for Divide-Framework/trunk/Source Code/Libs/src/GLIM/glimBatchData.cpp

Diff revisions: vs.
Revision Author Commited Message
364 Diff Diff IonutCava picture IonutCava Fri 06 Mar, 2015 16:55:21 +0000

[Ionut]
- Part 1 of type safe enum replacement (does not compile)

363 Diff Diff IonutCava picture IonutCava Thu 05 Mar, 2015 22:37:12 +0000

[Ionut]
- More work on OpenGL memory management

360 Diff Diff IonutCava picture IonutCava Tue 03 Mar, 2015 16:51:21 +0000

[Ionut]
- More bug fixes (mostly the ones resulting from switching to smart pointers)

354 Diff Diff IonutCava picture IonutCava Fri 20 Feb, 2015 17:17:37 +0000

[Ionut]
- Replaced GLEW with glbinding (requires a CEGUI recompile. It currently crashes)
- Replaced most “SceneGraphNode* const sgn” expressions with "SceneGraphNode& sgn"
- Replaced some pointers to kernel to references to kernel
- Fixed compilation issues with EASTL
- Removed NPOT -> POT texture conversion code. Modern GPUs handle NPOT textures perfectly fine

337 Diff Diff IonutCava picture IonutCava Wed 17 Dec, 2014 17:25:16 +0000

[Ionut]
- Replaced all tabs with 4 spaces (some spacing may be off now. no way to check all the files.)
- Moved implementation details for ParamHandler, BoundingBox, BoundingSphere and ProfileTimer to proper .inl and .cpp files. (more to follow)
- Update all forward declared enums with the required storage type (as requested by the C++11 standard)

335 Diff Diff IonutCava picture IonutCava Fri 12 Dec, 2014 14:02:54 +0000

[Ionut]
- Moved game specific features (Environment, Scenes, Dynamics, etc) to a separate project (Divide-Game)
- Refactored the lib building process for all projects

326 Diff Diff IonutCava picture IonutCava Tue 30 Sep, 2014 21:11:32 +0000

[Ionut]
- Fixed more memory leaks
- Simplified Task interface and timing System
- Improved compatibility between Boost, STL and EASTL with random combinations of vectors, strings and maps
- Simplified Light class by removing the “slot” member
- Random optimizations

321 Diff Diff IonutCava picture IonutCava Wed 03 Sep, 2014 22:05:15 +0000

[Ionut]
- Added support (and enabled by default) for the EASTL library (http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2271.html / https://github.com/paulhodge/EASTL)
— Strings, vectors and hash_maps can be combined from EASTL, STL and Boost (not all combinations work. e.g. EASTL strings with STL/Boost containers due to the lack of a proper hash function)

318 Diff Diff IonutCava picture IonutCava Sat 30 Aug, 2014 17:35:53 +0000

[Ionut]
- Wrapped the entire code in a “Divide” namespace
- VertexBuffers now call “shrink_to_fit” on all internal data storage
- Improved some vector performance by preferring “emplace_back” instead of “push_back” + proepr usage of reserve / resize
- Wrapped OIS specific types and classes in Divide::Input namespace
- Added the messageBox.layout file (forgot it in the previous few commits)

303 IonutCava picture IonutCava Sat 09 Aug, 2014 19:12:32 +0000

[Ionut]
- Fixed mouse movement (change resolution callback properly informs inputInterface of the new window’s width and height)
- Fixed immediate mode emulation rendering (destroyed index buffers for some reason)
- Added axis gizmos for Scene / Scene + Selected Object / Scene + All object cycled via the F5 key in debug