ResInsight/Fwk/VizFwk/LibRender/cvfVertexBundle.cpp
Sigurd Pettersen ce9a65ee41
VizFwk housekeeping (#11026)
Housekeeping in VizFwk in preparation for introducing support for QOpenGLWidget and Qt6

* Adjusted unit tests to changes in source code
* Use Qt5 as default and removed copying of Qt DLLs
* Removed support for Qt4
* Removed the CVF_OPENGL_ES define. If we ever want to re-introduce support fro OpenGLES/Angle it should be handled differently.
*Added include of <locale.h>
* Added target for running Glsl2Include in order to build cvfShaderSourceStrings.h
* Removed all usage of CVF_USING_CMAKE
* Removed visual studio project files
2024-01-09 14:38:57 +01:00

762 lines
26 KiB
C++

//##################################################################################################
//
// 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 <<http://www.gnu.org/licenses/gpl.html>>
// 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 <<http://www.gnu.org/licenses/lgpl-2.1.html>>
// for more details.
//
//##################################################################################################
#include "cvfBase.h"
#include "cvfVertexBundle.h"
#include "cvfBufferObjectManaged.h"
#include "cvfOpenGLContext.h"
#include "cvfOpenGL.h"
#include "cvfOpenGLResourceManager.h"
#include "cvfShaderProgram.h"
#include "cvfOpenGLCapabilities.h"
namespace cvf {
//==================================================================================================
///
/// \class cvf::VertexBundle
/// \ingroup Render
///
///
///
//==================================================================================================
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
VertexBundle::VertexBundle()
: m_vertexCount(0),
m_hasNormals(false),
m_hasTexCoords(false),
m_hasColors(false),
m_hasGenericAttribs(false)
{
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
VertexBundle::~VertexBundle()
{
}
//--------------------------------------------------------------------------------------------------
/// Make a shallow copy of this vertex bundle
///
/// Note that no buffer objects will be copied to the newly created object
//--------------------------------------------------------------------------------------------------
ref<VertexBundle> VertexBundle::shallowCopy() const
{
ref<VertexBundle> newVB = new VertexBundle;
newVB->m_vertexCount = m_vertexCount;
newVB->m_hasNormals = m_hasNormals;
newVB->m_hasTexCoords = m_hasTexCoords;
newVB->m_hasColors = m_hasColors;
newVB->m_hasGenericAttribs = m_hasGenericAttribs;
// For the fixed vertex data, we pass on a pointer to the raw arrays, thus producing new vertex attribute wrappers
// For this we must cast away the const on the arrays, but this should be OK - We're doing the same elsewhere in constshallowCopy() implementations
newVB->setVertexArray(const_cast<Vec3fArray*>(vertexArray()));
newVB->setNormalArray(const_cast<Vec3fArray*>(normalArray()));
newVB->setTextureCoordArray(const_cast<Vec2fArray*>(textureCoordArray()));
newVB->setColorArray(const_cast<Color3ubArray*>(colorArray()));
// For the generic vertex attributes we just hand over the vertex attribute pointers
size_t numGenericAttributes = m_genericAttributes.size();
for (size_t i = 0; i < numGenericAttributes; i++)
{
VertexAttribute* va = const_cast<VertexAttribute*>(m_genericAttributes.at(i));
CVF_TIGHT_ASSERT(va);
newVB->setGenericAttribute(va);
}
return newVB;
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
size_t VertexBundle::vertexCount() const
{
return m_vertexCount;
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
const Vec3fArray* VertexBundle::vertexArray() const
{
if (m_attribVertices.notNull())
{
return m_attribVertices->arrayPtr();
}
else
{
return NULL;
}
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void VertexBundle::setVertexArray(Vec3fArray* vertexArray)
{
m_vertexCount = 0;
m_attribVertices = NULL;
m_boVertices = NULL;
if (vertexArray)
{
m_attribVertices = new Vec3fVertexAttribute("", vertexArray);
m_vertexCount = vertexArray->size();
}
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
const Vec3fArray* VertexBundle::normalArray() const
{
if (m_attribNormals.notNull())
{
return m_attribNormals->arrayPtr();
}
else
{
return NULL;
}
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void VertexBundle::setNormalArray(Vec3fArray* normalArray)
{
m_hasNormals = false;
m_attribNormals = NULL;
m_boNormals = NULL;
if (normalArray)
{
m_hasNormals = true;
m_attribNormals = new Vec3fVertexAttribute("", normalArray);
}
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
const Vec2fArray* VertexBundle::textureCoordArray() const
{
if (m_attribTextureCoords.notNull())
{
return m_attribTextureCoords->arrayPtr();
}
else
{
return NULL;
}
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void VertexBundle::setTextureCoordArray(Vec2fArray* textureCoordArray)
{
m_hasTexCoords = false;
m_attribTextureCoords = NULL;
m_boTextureCoords = NULL;
if (textureCoordArray)
{
m_hasTexCoords = true;
m_attribTextureCoords = new Vec2fVertexAttribute("", textureCoordArray);
}
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
const Color3ubArray* VertexBundle::colorArray() const
{
if (m_attribColors.notNull())
{
return m_attribColors->arrayPtr();
}
else
{
return NULL;
}
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void VertexBundle::setColorArray(Color3ubArray* colorArray)
{
m_hasColors = false;
m_attribColors = NULL;
m_boColors = NULL;
if (colorArray)
{
m_hasColors = true;
m_attribColors = new Color3ubVertexAttribute("", colorArray);
}
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
size_t VertexBundle::genericAttributeCount() const
{
return m_genericAttributes.size();
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
VertexAttribute* VertexBundle::genericAttribute(size_t index)
{
CVF_TIGHT_ASSERT(index < genericAttributeCount());
return m_genericAttributes[index].p();
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
const VertexAttribute* VertexBundle::genericAttribute(size_t index) const
{
CVF_TIGHT_ASSERT(index < genericAttributeCount());
return m_genericAttributes[index].p();
}
//--------------------------------------------------------------------------------------------------
/// Set or add a generic vertex attribute
///
/// If a vertex attribute with the same name as the incoming attribute is already present, the
/// existing attribute will be replaced.
//--------------------------------------------------------------------------------------------------
void VertexBundle::setGenericAttribute(VertexAttribute* vertexAttribute)
{
CVF_ASSERT(vertexAttribute);
// Check if attribute is already in the set
size_t numAttribs = m_genericAttributes.size();
size_t i;
for(i = 0; i < numAttribs; ++i)
{
if (System::strcmp(m_genericAttributes[i]->name(), vertexAttribute->name()) == 0)
{
// Found attribute with the same name, replace it
if (m_genericAttributes[i] != vertexAttribute)
{
m_genericAttributes[i] = vertexAttribute;
m_genericBufferObjects[i] = NULL;
}
return;
}
}
m_hasGenericAttribs = true;
m_genericAttributes.push_back(vertexAttribute);
m_genericBufferObjects.push_back(NULL);
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void VertexBundle::removeGenericAttribute(const VertexAttribute* vertexAttribute)
{
size_t idx = m_genericAttributes.indexOf(vertexAttribute);
if (idx != UNDEFINED_SIZE_T)
{
m_genericAttributes.eraseAt(idx);
m_genericBufferObjects.eraseAt(idx);
if (m_genericAttributes.empty())
{
m_hasGenericAttribs = false;
}
}
}
//--------------------------------------------------------------------------------------------------
/// Clear all data in the vertex bundle
//--------------------------------------------------------------------------------------------------
void VertexBundle::clear()
{
m_vertexCount = 0;
m_hasNormals = false;
m_hasTexCoords = false;
m_hasColors = false;
m_hasGenericAttribs = false;
m_attribVertices = NULL;
m_attribNormals = NULL;
m_attribTextureCoords = NULL;
m_attribColors = NULL;
m_boVertices = NULL;
m_boNormals = NULL;
m_boTextureCoords = NULL;
m_boColors = NULL;
m_genericAttributes.clear();
m_genericBufferObjects.clear();
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void VertexBundle::createUploadBufferObjectsGPU(OpenGLContext* oglContext)
{
CVF_TIGHT_ASSERT(oglContext);
CVF_TIGHT_ASSERT(BufferObjectManaged::supportedOpenGL(oglContext));
ref<OpenGLResourceManager> rcMgr = oglContext->resourceManager();
if (m_attribVertices.notNull())
{
if (m_boVertices.isNull() || !m_boVertices->isUploaded())
{
m_boVertices = rcMgr->getOrCreateManagedBufferObject(oglContext, GL_ARRAY_BUFFER, m_attribVertices->arrayDataByteCount(), m_attribVertices->arrayDataPtrVoid());
}
}
if (m_attribNormals.notNull())
{
if (m_boNormals.isNull() || !m_boNormals->isUploaded())
{
m_boNormals = rcMgr->getOrCreateManagedBufferObject(oglContext, GL_ARRAY_BUFFER, m_attribNormals->arrayDataByteCount(), m_attribNormals->arrayDataPtrVoid());
}
}
if (m_attribTextureCoords.notNull())
{
if (m_boTextureCoords.isNull() || !m_boTextureCoords->isUploaded())
{
m_boTextureCoords = rcMgr->getOrCreateManagedBufferObject(oglContext, GL_ARRAY_BUFFER, m_attribTextureCoords->arrayDataByteCount(), m_attribTextureCoords->arrayDataPtrVoid());
}
}
if (m_attribColors.notNull())
{
if (m_boColors.isNull() || !m_boColors->isUploaded())
{
m_boColors = rcMgr->getOrCreateManagedBufferObject(oglContext, GL_ARRAY_BUFFER, m_attribColors->arrayDataByteCount(), m_attribColors->arrayDataPtrVoid());
}
}
size_t numGenericAttributes = m_genericAttributes.size();
for (size_t i = 0; i < numGenericAttributes; i++)
{
const VertexAttribute* va = m_genericAttributes.at(i);
CVF_TIGHT_ASSERT(va);
BufferObjectManaged* bo = m_genericBufferObjects.at(i);
if (!bo || !bo->isUploaded())
{
m_genericBufferObjects[i] = rcMgr->getOrCreateManagedBufferObject(oglContext, GL_ARRAY_BUFFER, va->arrayDataByteCount(), va->arrayDataPtrVoid());
}
}
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void VertexBundle::releaseBufferObjectsGPU()
{
m_boVertices = NULL;
m_boNormals = NULL;
m_boTextureCoords = NULL;
m_boColors = NULL;
size_t numAttributes = m_genericBufferObjects.size();
for (size_t i = 0; i < numAttributes; i++)
{
m_genericBufferObjects[i] = NULL;
}
}
//--------------------------------------------------------------------------------------------------
/// Set up vertex attrib pointers and enable the arrays for all vertex attributes in the bundle
///
/// This function will set up all vertex data in the bundle using OpenGL's generic vertex attributes
/// so that it is ready to use with our shaders.
/// If buffer objects have been created and uploaded for the bundle, they will be used. Otherwise
/// the vertex attrib pointers will be set up from client memory.
///
/// \warning Remember to call finishUseBundle() when finsihed drawing with this bundle.
/// \warning Requires at least OpenGL2 capability. Will assert if this condition is not met.
//--------------------------------------------------------------------------------------------------
void VertexBundle::useBundle(OpenGLContext* oglContext, VertexBundleUsage* bundleUsage, ShaderProgram* shaderProgram) const
{
CVF_CALLSITE_OPENGL(oglContext);
CVF_TIGHT_ASSERT(bundleUsage);
CVF_TIGHT_ASSERT(oglContext->capabilities()->supportsOpenGL2());
bundleUsage->setFixedFunction(false);
const bool hasVertices = (m_vertexCount > 0);
const bool hasNormals = m_hasNormals;
const bool hasTexCoords = m_hasTexCoords;
const bool hasColors = m_hasColors;
const bool hasGenAttribs= m_hasGenericAttribs;
// Vertices
if (hasVertices)
{
if (m_boVertices.notNull() && m_boVertices->isUploaded())
{
m_boVertices->bindBuffer(oglContext);
glVertexAttribPointer(ShaderProgram::VERTEX, 3, GL_FLOAT, GL_FALSE, 0, 0);
//m_attribVertices->setupAttribPointerBufferObject(oglContext, ShaderProgram::VERTEX, 0, 0);
}
else
{
glBindBuffer(GL_ARRAY_BUFFER, 0);
glVertexAttribPointer(ShaderProgram::VERTEX, 3, GL_FLOAT, GL_FALSE, 0, m_attribVertices->arrayDataPtrVoid());
//m_attribVertices->setupAttribPointerClientMemory(oglContext, ShaderProgram::VERTEX);
}
glEnableVertexAttribArray(ShaderProgram::VERTEX);
}
// Normals
if (hasNormals)
{
if (m_boNormals.notNull() && m_boNormals->isUploaded())
{
m_boNormals->bindBuffer(oglContext);
glVertexAttribPointer(ShaderProgram::NORMAL, 3, GL_FLOAT, GL_FALSE, 0, 0);
//m_attribNormals->setupAttribPointerBufferObject(oglContext, ShaderProgram::NORMAL, 0, 0);
}
else
{
glBindBuffer(GL_ARRAY_BUFFER, 0);
glVertexAttribPointer(ShaderProgram::NORMAL, 3, GL_FLOAT, GL_FALSE, 0, m_attribNormals->arrayDataPtrVoid());
//m_attribNormals->setupAttribPointerClientMemory(oglContext, ShaderProgram::NORMAL);
}
glEnableVertexAttribArray(ShaderProgram::NORMAL);
}
// TextureCoords
if (hasTexCoords)
{
if (m_boTextureCoords.notNull() && m_boTextureCoords->isUploaded())
{
m_boTextureCoords->bindBuffer(oglContext);
m_attribTextureCoords->setupAttribPointerBufferObject(oglContext, ShaderProgram::TEX_COORD_2F_0, 0, 0);
}
else
{
glBindBuffer(GL_ARRAY_BUFFER, 0);
m_attribTextureCoords->setupAttribPointerClientMemory(oglContext, ShaderProgram::TEX_COORD_2F_0);
}
glEnableVertexAttribArray(ShaderProgram::TEX_COORD_2F_0);
}
// Colors
if (hasColors)
{
if (m_boColors.notNull() && m_boColors->isUploaded())
{
m_boColors->bindBuffer(oglContext);
m_attribColors->setupAttribPointerBufferObject(oglContext, ShaderProgram::COLOR, 0, 0);
}
else
{
glBindBuffer(GL_ARRAY_BUFFER, 0);
m_attribColors->setupAttribPointerClientMemory(oglContext, ShaderProgram::COLOR);
}
glEnableVertexAttribArray(ShaderProgram::COLOR);
}
// Setup the generic vertex attributes
if (hasGenAttribs)
{
size_t numGenericAttributes = m_genericAttributes.size();
for (size_t i = 0; i < numGenericAttributes; i++)
{
const VertexAttribute* va = m_genericAttributes.at(i);
CVF_TIGHT_ASSERT(va);
int attribLocationIndex = shaderProgram->attributeLocation(oglContext, va->name());
if (attribLocationIndex >= 0)
{
const BufferObjectManaged* bo = m_genericBufferObjects.at(i);
if (bo && bo->isUploaded())
{
bo->bindBuffer(oglContext);
va->setupAttribPointerBufferObject(oglContext, static_cast<uint>(attribLocationIndex), 0, 0);
}
else
{
glBindBuffer(GL_ARRAY_BUFFER, 0);
va->setupAttribPointerClientMemory(oglContext, static_cast<uint>(attribLocationIndex));
}
glEnableVertexAttribArray(static_cast<GLuint>(attribLocationIndex));
bundleUsage->registerUsedGenAttrib(attribLocationIndex);
}
}
}
CVF_CHECK_OGL(oglContext);
}
//--------------------------------------------------------------------------------------------------
/// Setup vertex data using using conventional vertex arrays.
///
/// Will set up vertex data using the conventional (fixed function) vertex arrays such as
/// glVertexArray(), glNormalArray(), etc. Note that only the fixed fixed attributes will be set
/// up (vertices, normals, texture coordinates and colors). Generic attributes will not be set up.
//--------------------------------------------------------------------------------------------------
void VertexBundle::useBundleFixedFunction(OpenGLContext* oglContext, VertexBundleUsage* bundleUsage)
{
CVF_CALLSITE_OPENGL(oglContext);
CVF_TIGHT_ASSERT(bundleUsage);
CVF_TIGHT_ASSERT(oglContext->capabilities()->supportsFixedFunction());
bundleUsage->setFixedFunction(true);
if (m_attribVertices.notNull())
{
if (m_boVertices.notNull() && m_boVertices->isUploaded())
{
m_boVertices->bindBuffer(oglContext);
glVertexPointer(3, GL_FLOAT, 0, 0);
}
else
{
glBindBuffer(GL_ARRAY_BUFFER, 0);
const GLvoid* ptrOrOffset = m_attribVertices->arrayDataPtrVoid();
CVF_TIGHT_ASSERT(ptrOrOffset);
glVertexPointer(3, GL_FLOAT, 0, ptrOrOffset);
}
glEnableClientState(GL_VERTEX_ARRAY);
}
if (m_attribNormals.notNull())
{
if (m_boNormals.notNull() && m_boNormals->isUploaded())
{
m_boNormals->bindBuffer(oglContext);
glNormalPointer(GL_FLOAT, 0, 0);
}
else
{
glBindBuffer(GL_ARRAY_BUFFER, 0);
const GLvoid* ptrOrOffset = m_attribNormals->arrayDataPtrVoid();
CVF_TIGHT_ASSERT(ptrOrOffset);
glNormalPointer(GL_FLOAT, 0, ptrOrOffset);
}
glEnableClientState(GL_NORMAL_ARRAY);
}
if (m_attribTextureCoords.notNull())
{
if (m_boTextureCoords.notNull() && m_boTextureCoords->isUploaded())
{
m_boTextureCoords->bindBuffer(oglContext);
glTexCoordPointer(2, GL_FLOAT, 0, 0);
}
else
{
glBindBuffer(GL_ARRAY_BUFFER, 0);
const GLvoid* ptrOrOffset = m_attribTextureCoords->arrayDataPtrVoid();
CVF_TIGHT_ASSERT(ptrOrOffset);
glTexCoordPointer(2, GL_FLOAT, 0, ptrOrOffset);
}
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
}
if (m_attribColors.notNull())
{
if (m_boColors.notNull() && m_boColors->isUploaded())
{
m_boColors->bindBuffer(oglContext);
glColorPointer(3, GL_UNSIGNED_BYTE, 0, 0);
}
else
{
glBindBuffer(GL_ARRAY_BUFFER, 0);
const GLvoid* ptrOrOffset = m_attribColors->arrayDataPtrVoid();
CVF_TIGHT_ASSERT(ptrOrOffset);
glColorPointer(3, GL_UNSIGNED_BYTE, 0, ptrOrOffset);
}
glEnableClientState(GL_COLOR_ARRAY);
}
CVF_CHECK_OGL(oglContext);
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void VertexBundle::finishUseBundle(OpenGLContext* oglContext, VertexBundleUsage* bundleUsage) const
{
CVF_TIGHT_ASSERT(bundleUsage);
if (bundleUsage->fixedFunction())
{
CVF_TIGHT_ASSERT(oglContext->capabilities()->supportsFixedFunction());
if (m_vertexCount > 0) glDisableClientState(GL_VERTEX_ARRAY);
if (m_hasNormals) glDisableClientState(GL_NORMAL_ARRAY);
if (m_hasTexCoords) glDisableClientState(GL_TEXTURE_COORD_ARRAY);
if (m_hasColors) glDisableClientState(GL_COLOR_ARRAY);
}
else
{
CVF_CALLSITE_OPENGL(oglContext);
CVF_TIGHT_ASSERT(oglContext->capabilities()->supportsOpenGL2());
if (m_vertexCount > 0) glDisableVertexAttribArray(static_cast<GLuint>(ShaderProgram::VERTEX));
if (m_hasNormals) glDisableVertexAttribArray(static_cast<GLuint>(ShaderProgram::NORMAL));
if (m_hasTexCoords) glDisableVertexAttribArray(static_cast<GLuint>(ShaderProgram::TEX_COORD_2F_0));
if (m_hasColors) glDisableVertexAttribArray(static_cast<GLuint>(ShaderProgram::COLOR));
if (m_hasGenericAttribs)
{
for (size_t i = 0; i < bundleUsage->usedGenAttribCount(); i++)
{
glDisableVertexAttribArray(static_cast<GLuint>(bundleUsage->usedGenAttrib(i)));
}
}
}
}
//==================================================================================================
///
/// \class cvf::VertexBundleUsage
/// \ingroup Render
///
///
///
//==================================================================================================
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
VertexBundleUsage::VertexBundleUsage()
: m_fixedFunction(false)
{
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void VertexBundleUsage::setFixedFunction(bool fixedFunction)
{
m_fixedFunction = fixedFunction;
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
bool VertexBundleUsage::fixedFunction() const
{
return m_fixedFunction;
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
size_t VertexBundleUsage::usedGenAttribCount() const
{
return m_usedGenAttribIndices.size();
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
int VertexBundleUsage::usedGenAttrib(size_t i) const
{
return m_usedGenAttribIndices[i];
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void VertexBundleUsage::registerUsedGenAttrib(int attribLocationIndex)
{
m_usedGenAttribIndices.push_back(attribLocationIndex);
}
} // namespace cvf