/****************************************************************************** Copyright (C) 2013 by Hugh Bailey This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program. If not, see . ******************************************************************************/ #include #include "gl-subsystem.h" static bool create_buffers(struct gs_vertex_buffer *vb) { GLenum usage = vb->dynamic ? GL_DYNAMIC_DRAW : GL_STATIC_DRAW; size_t i; if (!gl_create_buffer(GL_ARRAY_BUFFER, &vb->vertex_buffer, vb->data->num * sizeof(struct vec3), vb->data->points, usage)) return false; if (vb->data->normals) { if (!gl_create_buffer(GL_ARRAY_BUFFER, &vb->normal_buffer, vb->data->num * sizeof(struct vec3), vb->data->normals, usage)) return false; } if (vb->data->tangents) { if (!gl_create_buffer(GL_ARRAY_BUFFER, &vb->tangent_buffer, vb->data->num * sizeof(struct vec3), vb->data->tangents, usage)) return false; } if (vb->data->colors) { if (!gl_create_buffer(GL_ARRAY_BUFFER, &vb->color_buffer, vb->data->num * sizeof(uint32_t), vb->data->colors, usage)) return false; } da_reserve(vb->uv_buffers, vb->data->num_tex); da_reserve(vb->uv_sizes, vb->data->num_tex); for (i = 0; i < vb->data->num_tex; i++) { GLuint tex_buffer; struct tvertarray *tv = vb->data->tvarray+i; size_t size = vb->data->num * sizeof(float) * tv->width; if (!gl_create_buffer(GL_ARRAY_BUFFER, &tex_buffer, size, tv->array, usage)) return false; da_push_back(vb->uv_buffers, &tex_buffer); da_push_back(vb->uv_sizes, &tv->width); } if (!vb->dynamic) { vbdata_destroy(vb->data); vb->data = NULL; } if (!gl_gen_vertex_arrays(1, &vb->vao)) return false; return true; } vertbuffer_t device_create_vertexbuffer(device_t device, struct vb_data *data, uint32_t flags) { struct gs_vertex_buffer *vb = bmalloc(sizeof(struct gs_vertex_buffer)); memset(vb, 0, sizeof(struct gs_vertex_buffer)); vb->device = device; vb->data = data; vb->num = data->num; vb->dynamic = flags & GS_DYNAMIC; if (!create_buffers(vb)) { blog(LOG_ERROR, "device_create_vertexbuffer (GL) failed"); vertexbuffer_destroy(vb); return NULL; } return vb; } void vertexbuffer_destroy(vertbuffer_t vb) { if (vb) { if (vb->vertex_buffer) gl_delete_buffers(1, &vb->vertex_buffer); if (vb->normal_buffer) gl_delete_buffers(1, &vb->normal_buffer); if (vb->tangent_buffer) gl_delete_buffers(1, &vb->tangent_buffer); if (vb->color_buffer) gl_delete_buffers(1, &vb->color_buffer); if (vb->uv_buffers.num) gl_delete_buffers((GLsizei)vb->uv_buffers.num, vb->uv_buffers.array); if (vb->vao) gl_delete_vertex_arrays(1, &vb->vao); da_free(vb->uv_sizes); da_free(vb->uv_buffers); vbdata_destroy(vb->data); bfree(vb); } } void vertexbuffer_flush(vertbuffer_t vb, bool rebuild) { size_t i; if (!vb->dynamic) { blog(LOG_ERROR, "vertex buffer is not dynamic"); goto failed; } if (!update_buffer(GL_ARRAY_BUFFER, vb->vertex_buffer, vb->data->points, vb->data->num * sizeof(struct vec3))) goto failed; if (vb->normal_buffer) { if (!update_buffer(GL_ARRAY_BUFFER, vb->normal_buffer, vb->data->normals, vb->data->num * sizeof(struct vec3))) goto failed; } if (vb->tangent_buffer) { if (!update_buffer(GL_ARRAY_BUFFER, vb->tangent_buffer, vb->data->tangents, vb->data->num * sizeof(struct vec3))) goto failed; } if (vb->color_buffer) { if (!update_buffer(GL_ARRAY_BUFFER, vb->color_buffer, vb->data->colors, vb->data->num * sizeof(uint32_t))) goto failed; } for (i = 0; i < vb->data->num_tex; i++) { GLuint buffer = vb->uv_buffers.array[i]; struct tvertarray *tv = vb->data->tvarray+i; size_t size = vb->data->num * tv->width * sizeof(float); if (!update_buffer(GL_ARRAY_BUFFER, buffer, tv->array, size)) goto failed; } return; failed: blog(LOG_ERROR, "vertexbuffer_flush (GL) failed"); } struct vb_data *vertexbuffer_getdata(vertbuffer_t vb) { return vb->data; } static inline GLuint get_vb_buffer(struct gs_vertex_buffer *vb, enum attrib_type type, size_t index, GLint *width, GLenum *gl_type) { *gl_type = GL_FLOAT; *width = 4; if (type == ATTRIB_POSITION) { return vb->vertex_buffer; } else if (type == ATTRIB_NORMAL) { return vb->normal_buffer; } else if (type == ATTRIB_TANGENT) { return vb->tangent_buffer; } else if (type == ATTRIB_COLOR) { *gl_type = GL_UNSIGNED_BYTE; return vb->color_buffer; } else if (type == ATTRIB_TEXCOORD) { if (vb->uv_buffers.num <= index) return 0; *width = (GLint)vb->uv_sizes.array[index]; return vb->uv_buffers.array[index]; } return 0; } static bool load_vb_buffer(struct gs_shader *shader, struct shader_attrib *attrib, struct gs_vertex_buffer *vb) { GLenum type; GLint width; GLuint buffer; bool success = true; buffer = get_vb_buffer(vb, attrib->type, attrib->index, &width, &type); if (!buffer) { blog(LOG_ERROR, "Vertex buffer does not have the required " "inputs for vertex shader"); return false; } if (!gl_bind_buffer(GL_ARRAY_BUFFER, buffer)) return false; glVertexAttribPointer(attrib->attrib, width, type, GL_FALSE, 0, 0); if (!gl_success("glVertexAttribPointer")) success = false; glEnableVertexAttribArray(attrib->attrib); if (!gl_success("glEnableVertexAttribArray")) success = false; if (!gl_bind_buffer(GL_ARRAY_BUFFER, 0)) success = false; return success; } static inline bool load_vb_buffers(struct gs_shader *shader, struct gs_vertex_buffer *vb) { size_t i; if (!gl_bind_vertex_array(vb->vao)) return false; for (i = 0; i < shader->attribs.num; i++) { struct shader_attrib *attrib = shader->attribs.array+i; if (!load_vb_buffer(shader, attrib, vb)) return false; } return true; } bool vertexbuffer_load(device_t device, vertbuffer_t vb) { if (device->cur_vertex_buffer == vb) return true; device->cur_vertex_buffer = vb; if (!device->cur_vertex_shader || !vb) { gl_bind_vertex_array(0); return true; } if (!load_vb_buffers(device->cur_vertex_shader, vb)) return false; return true; } void device_load_vertexbuffer(device_t device, vertbuffer_t vb) { if (!vertexbuffer_load(device, vb)) blog(LOG_ERROR, "device_load_vertexbuffer (GL) failed"); }