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/*
   Copyright (c) 2016 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 _GL_VERTEX_ARRAY_H_
#define _GL_VERTEX_ARRAY_H_

#include "Platform/Video/Buffers/VertexBuffer/Headers/VertexBuffer.h"
#include "Platform/Video/OpenGL/Buffers/Headers/glMemoryManager.h"
#include "Platform/Video/OpenGL/Headers/glResources.h"
#include "Platform/Headers/ByteBuffer.h"

/// Always bind a shader, even a dummy one when rendering geometry. No more
/// fixed matrix API means no more VBs or VAs
/// One VAO contains: one VB for data, one IB for indices and uploads to the
/// shader vertex attribs for:
///- Vertex Data  bound to location Divide::VERTEX_POSITION
///- Colours       bound to location Divide::VERTEX_COLOR
///- Normals      bound to location Divide::VERTEX_NORMAL
///- TexCoords    bound to location Divide::VERTEX_TEXCOORD
///- Tangents     bound to location Divide::VERTEX_TANGENT
///- Bone weights bound to location Divide::VERTEX_BONE_WEIGHT
///- Bone indices bound to location Divide::VERTEX_BONE_INDICE
///- Line width   bound to location Divide::VERTEX_WIDTH

namespace Divide {

class glVertexArray : public VertexBuffer {
    USE_CUSTOM_ALLOCATOR
   public:
    glVertexArray(GFXDevice& context);
    ~glVertexArray();

    bool create(bool staticDraw = true);
    void destroy();

    /// Never call Refresh() just queue it and the data will update before
    /// drawing
    inline bool queueRefresh() {
        _refreshQueued = true;
        return true;
    }

   protected:
    friend class GFXDevice;
    void draw(const GenericDrawCommand& commands,
              bool useCmdBuffer = false);

   protected:
    friend class GL_API;
    void reset() override;
    /// If we have a shader, we create a VAO, if not, we use simple VB + IB. If
    /// that fails, use VA
    bool refresh();
    /// Internally create the VB
    bool createInternal();
    /// Enable full VAO based VB (all pointers are tracked by VAO's)
    void uploadVBAttributes(U8 vaoIndex);
    /// Integrity checks
    void checkStatus();
    /// Trim down the Vertex vector to only upload the minimal ammount of data to the GPU
    std::pair<bufferPtr, size_t> getMinimalData();

    static GLuint getVao(size_t hash);
    static void setVao(size_t hash, GLuint id);
    static void clearVaos();

    static void cleanup();

    static bool setIfDifferentBindRange(U32 VBOid, U32 offset, U32 size);
   protected:
    GLenum _formatInternal;
    GLuint _IBid;
    // VB GL ID and Offset.
    // This could easily be a std::pair, but having names for variables makes everything clearer
    GLUtil::AllocationHandle _VBHandle;
    GLenum _usage;
    ///< A refresh call might be called before "Create()". This should help with that
    bool _refreshQueued;  
    GLsizei _prevSize;
    GLsizei _prevSizeIndices;
    GLsizei _effectiveEntrySize;
    ByteBuffer _smallData;
    AttribFlags _useAttribute;
    typedef std::array<GLuint, to_const_uint(VertexAttribute::COUNT)> AttribValues;
    AttribValues _attributeOffset;

    std::array<size_t, to_const_uint(RenderStage::COUNT)> _vaoHashes;
    std::array<GLuint, to_const_uint(RenderStage::COUNT)> _vaoCaches;
    typedef hashMapImpl<size_t, GLuint> VAOMap;
    static VAOMap _VAOMap;

    static vec3<U32> _currentBindConfig;
    static vec3<U32> _tempConfig;
};

};  // namespace Divide

#endif

Commits for Divide-Framework/trunk/Source Code/Platform/Video/OpenGL/Buffers/VertexBuffer/Headers/glVertexArray.h

Diff revisions: vs.
Revision Author Commited Message
727 Diff Diff IonutCava picture IonutCava Tue 14 Jun, 2016 16:01:38 +0000

[IonutCava]
- Remove node and cmd buffers from GFXDevice and add them as a new BufferData struct to RenderPass class.
— Each render pass holds its own buffers
- Improvements / fixes to the CSM code
- Added a global toggle to enable/disable custom memory allocators

721 Diff Diff IonutCava picture IonutCava Wed 08 Jun, 2016 15:47:49 +0000

[IonutCava]
- Spelling: change all references from our code of “color” to the PROPER British version of “colour” because it sounds 100x better

703 Diff Diff IonutCava picture IonutCava Wed 11 May, 2016 15:44:57 +0000

[IonutCava]
- Finish XML-based control bindings:
— Allow per bind input params (key id, mouse button index, joystick control data, etc)
— Allow mouse binding (with up to 7 buttons)
— Allow up to 4 joysticks (for now) with 120+ button, POV, Axis, Slider and Vector binding support for each
- Change all hashes in code from U32 to size_t for compatibility with STL/Boost

671 Diff Diff IonutCava picture IonutCava Fri 08 Apr, 2016 16:26:49 +0000

[Ionut]
- Custom memory allocation system part 1:
— Add http://www.codeproject.com/Articles/1089905/A-Custom-STL-std-allocator-Replacement-Improves-Pe
— Add custom allocators to strings and vectors
— Add custom allocators to a few test classes
— No support for aligned memory yet, so vec4<F32> and mat4<F32> vectors use the old allocation system
- Replace more std::async call with our custom task system

648 Diff Diff IonutCava picture IonutCava Sun 21 Feb, 2016 16:32:52 +0000

[IonutCava]
- Update copyright notice
- Move BoundingBox and BoundingSphere to a new BoundsComponent
— Add a temp hack in SceneGraphNode to update these

629 Diff Diff IonutCava picture IonutCava Thu 21 Jan, 2016 17:08:04 +0000

[IonutCava]
- New environment mapping system:
— Use previous frame’s list of nodes sorted front to back
— Update reflection for each if they meet the necessary criteria
- Cleanup particle system classes
- Cleanup GenericVertexData class
- Improve argument forwarding to frustum culling tasks

615 Diff Diff IonutCava picture IonutCava Tue 22 Dec, 2015 16:30:42 +0000

[IonutCava]
not working properly
- Move HiZ buffer to separate render target
- Implement basic, per-scene, auto Save/Load system (works with camera position only for now)
- Fix a few wrong calls in glFramebuffer and glVertexArray
- Re-work skybox rendering

591 Diff Diff IonutCava picture IonutCava Wed 02 Dec, 2015 17:17:23 +0000

[IonutCava]
- More work on the ForwardPlus renderer
- Singleton cleanup
- First steps for reducing scope of GFXDevice class

557 Diff Diff IonutCava picture IonutCava Tue 10 Nov, 2015 12:00:20 +0000

[IonutCava]
- Gather all rendering calls from glVertexArray and glGenericVertexData into a single function in glResources: submitRenderCommand.
— This allows both classes to interpret GenericDrawCommands in the same way
- Use unsigned ints for all hasehs instead of size_t to avoid negative number hashes (useful for debugging)

553 IonutCava picture IonutCava Sun 08 Nov, 2015 21:48:10 +0000

[IonutCava]
- Improve VBO allocation system
- Disable mipmap generation for blur FBO in CascadedShadowMaps
- Code cleanup