ResInsight/Fwk/VizFwk/LibRender/cvfVertexBundle.h

139 lines
5.7 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.
//
//##################################################################################################
#pragma once
#include "cvfCollection.h"
#include "cvfVertexAttribute.h"
namespace cvf {
class ShaderProgram;
class VertexBundleUsage;
//==================================================================================================
//
//
//
//==================================================================================================
class VertexBundle : public Object
{
public:
VertexBundle();
~VertexBundle();
ref<VertexBundle> shallowCopy() const;
size_t vertexCount() const;
const Vec3fArray* vertexArray() const;
void setVertexArray(Vec3fArray* vertexArray);
const Vec3fArray* normalArray() const;
void setNormalArray(Vec3fArray* normalArray);
const Vec2fArray* textureCoordArray() const;
void setTextureCoordArray(Vec2fArray* textureCoordArray);
const Color3ubArray* colorArray() const;
void setColorArray(Color3ubArray* colorArray);
size_t genericAttributeCount() const;
VertexAttribute* genericAttribute(size_t index);
const VertexAttribute* genericAttribute(size_t index) const;
void setGenericAttribute(VertexAttribute* vertexAttribute);
void removeGenericAttribute(const VertexAttribute* vertexAttribute);
void clear();
void createUploadBufferObjectsGPU(OpenGLContext* oglContext);
void releaseBufferObjectsGPU();
void useBundle(OpenGLContext* oglContext, VertexBundleUsage* bundleUsage, ShaderProgram* shaderProgram) const;
void useBundleFixedFunction(OpenGLContext* oglContext, VertexBundleUsage* bundleUsage);
void finishUseBundle(OpenGLContext* oglContext, VertexBundleUsage* bundleUsage) const;
private:
size_t m_vertexCount; // Cached vertex count for performance to avoid accessing the into the array itself
bool m_hasNormals; // Cached flags to indicate the kind of attributes that are present
bool m_hasTexCoords; // :
bool m_hasColors; // :
bool m_hasGenericAttribs; // :
ref<Vec3fVertexAttribute> m_attribVertices; // Wrapper attribute object for vertex coordinates
ref<Vec3fVertexAttribute> m_attribNormals; // Wrapper attribute object for vertex normals
ref<Vec2fVertexAttribute> m_attribTextureCoords; // Wrapper attribute object for texture coordinates
ref<Color3ubVertexAttribute> m_attribColors; // Wrapper attribute object for vertex colors
Collection<VertexAttribute> m_genericAttributes; // Collection of generic attributes
ref<BufferObjectManaged> m_boVertices; // Buffer objects for the well known fixed attributes
ref<BufferObjectManaged> m_boNormals; // :
ref<BufferObjectManaged> m_boTextureCoords; // :
ref<BufferObjectManaged> m_boColors; // :
Collection<BufferObjectManaged> m_genericBufferObjects; // Buffer objects for the generic attributes
};
//==================================================================================================
//
//
//
//==================================================================================================
class VertexBundleUsage
{
public:
VertexBundleUsage();
void setFixedFunction(bool fixedFunction);
bool fixedFunction() const;
size_t usedGenAttribCount() const;
int usedGenAttrib(size_t i) const;
void registerUsedGenAttrib(int attribLocationIndex);
private:
std::vector<int> m_usedGenAttribIndices; // Indices of the generic vertex attributes being used
bool m_fixedFunction; // Used with fixed function or shader based?
CVF_DISABLE_COPY_AND_ASSIGN(VertexBundleUsage);
};
}