obs-studio/libobs-opengl/gl-vertexbuffer.c

276 lines
6.7 KiB
C

/******************************************************************************
Copyright (C) 2013 by Hugh Bailey <obs.jim@gmail.com>
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 <http://www.gnu.org/licenses/>.
******************************************************************************/
#include <graphics/vec3.h>
#include "gl-subsystem.h"
static bool create_buffers(struct gs_vertex_buffer *vb)
{
GLenum usage = vb->dynamic ? GL_STREAM_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 = bzalloc(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)
{
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 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_TRUE, 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(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");
}