//################################################################################################## // // Custom Visualization Core library // Copyright (C) 2011-2013 Ceetron AS // // This library may be used under the terms of either the GNU General Public License or // the GNU Lesser General Public License as follows: // // GNU General Public License Usage // This library 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 3 of the License, or // (at your option) any later version. // // This library 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 at <> // for more details. // // GNU Lesser General Public License Usage // This library is free software; you can redistribute it and/or modify // it under the terms of the GNU Lesser General Public License as published by // the Free Software Foundation; either version 2.1 of the License, or // (at your option) any later version. // // This library 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 Lesser General Public License at <> // for more details. // //################################################################################################## #pragma once #include "cvfVector4.h" #include "cvfArray.h" #include "cvfCharArray.h" #include "cvfOpenGLTypes.h" namespace cvf { class OpenGLContext; class BufferObjectManaged; //================================================================================================== // // Abstract class for generic vertex attribute arrays // //================================================================================================== class VertexAttribute : public Object { public: // The data type of the components stored in the data array // Enum values are rigged to match the OpenGL types enum ComponentType { UBYTE = 0x1401, // GL_UNSIGNED_BYTE INT = 0x1404, // GL_INT FLOAT = 0x1406 // GL_FLOAT }; public: virtual ~VertexAttribute() {} virtual const char* name() const = 0; ///< Attribute name virtual uint componentCount() const = 0; ///< Number of components per attribute element. virtual ComponentType componentType() const = 0; ///< The data type of the components stored in the data array virtual size_t arrayDataByteCount() const = 0; ///< The size of the entire data array in bytes virtual const void* arrayDataPtrVoid() const = 0; ///< Void pointer to data in contained array virtual void setupAttribPointerBufferObject(OpenGLContext* oglContext, uint vertexAttributeIndex, size_t strideInBytes, size_t bufferOffsetInBytes) const = 0; virtual void setupAttribPointerClientMemory(OpenGLContext* oglContext, uint vertexAttributeIndex) const = 0; }; //================================================================================================== // // Strategy for specifying vertex attribute data as float, integers normalized // //================================================================================================== class AttribSetupStrategyNormFloat { public: static void setupFromBufferObject(OpenGLContext* oglContext, uint vertexAttributeIndex, uint compCount, cvfGLenum compTypeOpenGL, size_t strideInBytes, size_t bufferOffsetInBytes); static void setupFromClientMemory(OpenGLContext* oglContext, uint vertexAttributeIndex, uint compCount, cvfGLenum compTypeOpenGL, const void* ptr); }; //================================================================================================== // // Strategy for specifying vertex attribute data as float, integers converted directly // //================================================================================================== class AttribSetupStrategyDirectFloat { public: static void setupFromBufferObject(OpenGLContext* oglContext, uint vertexAttributeIndex, uint compCount, cvfGLenum compTypeOpenGL, size_t strideInBytes, size_t bufferOffsetInBytes); static void setupFromClientMemory(OpenGLContext* oglContext, uint vertexAttributeIndex, uint compCount, cvfGLenum compTypeOpenGL, const void* ptr); }; //================================================================================================== // // Strategy for specifying vertex attribute data as integer type // //================================================================================================== class AttribSetupStrategyInt { public: static void setupFromBufferObject(OpenGLContext* oglContext, uint vertexAttributeIndex, uint compCount, cvfGLenum compTypeOpenGL, size_t strideInBytes, size_t bufferOffsetInBytes); static void setupFromClientMemory(OpenGLContext* oglContext, uint vertexAttributeIndex, uint compCount, cvfGLenum compTypeOpenGL, const void* ptr); }; //================================================================================================== // // // //================================================================================================== template class VertexAttributeImpl : public VertexAttribute { public: VertexAttributeImpl(const char* attribName, Array* valueArray) : m_attribValues(valueArray), m_name(attribName) { CVF_ASSERT(valueArray); } virtual const char* name() const { return m_name.ptr(); } virtual uint componentCount() const { return T_COMP_COUNT; } virtual ComponentType componentType() const { return T_COMP_TYPE; } virtual size_t arrayDataByteCount() const { return m_attribValues->size()*sizeof(T_ELEM_TYPE); } virtual const void* arrayDataPtrVoid() const { return m_attribValues->ptr(); } const Array* arrayPtr() const { return m_attribValues.p(); } virtual void setupAttribPointerBufferObject(OpenGLContext* oglContext, uint vertexAttributeIndex, size_t strideInBytes, size_t bufferOffsetInBytes) const { T_SETUP_STRATEGY::setupFromBufferObject(oglContext, vertexAttributeIndex, T_COMP_COUNT, T_COMP_TYPE, strideInBytes, bufferOffsetInBytes); } virtual void setupAttribPointerClientMemory(OpenGLContext* oglContext, uint vertexAttributeIndex) const { T_SETUP_STRATEGY::setupFromClientMemory(oglContext, vertexAttributeIndex, T_COMP_COUNT, T_COMP_TYPE, m_attribValues->ptr()); } private: ref > m_attribValues; // Reference to the data array CharArray m_name; // Name of the attribute }; // For these, integer values are converted to float by normalization. [0,1] for unsigned integer types, [-1,1] for signed integer types. typedef VertexAttributeImpl FloatVertexAttribute; typedef VertexAttributeImpl Vec2fVertexAttribute; typedef VertexAttributeImpl Vec3fVertexAttribute; typedef VertexAttributeImpl Color3fVertexAttribute; typedef VertexAttributeImpl Color3ubVertexAttribute; // Integer values converted directly to float typedef VertexAttributeImpl IntVertexAttributeDirect; // Only for integer values AND no conversion, requires OpenGL 3.0 typedef VertexAttributeImpl IntVertexAttributePure; typedef VertexAttributeImpl Color3ubVertexAttributePure; }