ResInsight/Fwk/VizFwk/Tests/SnippetsBasis/snipImmediateVbo.cpp
sigurdp bbebebadd5 Added complete VizFwk
Added the complete VizFwk from the ResInsight branch in Perforce as of
changelist 190.
2013-11-01 08:49:42 +01:00

317 lines
9.0 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 "cvfLibCore.h"
#include "cvfLibGeometry.h"
#include "cvfLibRender.h"
#include "cvfLibViewing.h"
#include "snipImmediateVbo.h"
#include "cvfuInputEvents.h"
#include "cvfuPartCompoundGenerator.h"
namespace snip {
class ImmVbo
{
public:
ImmVbo(OpenGLContext* oglContext);
~ImmVbo();
OglId vboId() const { return m_vboId; }
unsigned int lastOffset() const { return m_lastOffset; }
void init(unsigned int sizeInBytes);
void* mapWrite(unsigned int sizeInBytes);
void unmap();
void drawGeo(const DrawableGeo& geo);
void drawPrimitiveSetLegacy(const PrimitiveSet& primitiveSet, const Vec3fArray& vertexArray, const Vec3fArray& normalArray);
void drawPrimitiveSetVbo(const PrimitiveSet& primitiveSet, const Vec3fArray& vertexArray, const Vec3fArray& normalArray);
private:
OpenGLContext* m_ctx;
unsigned int m_vboSize;
OglId m_vboId;
unsigned int m_lastOffset;
unsigned int m_nextOffset;
};
ImmVbo::ImmVbo(OpenGLContext* oglContext)
{
m_ctx = oglContext;
m_vboSize = 0;
m_vboId = 0;
m_lastOffset = 0;
m_nextOffset = 0;
}
ImmVbo::~ImmVbo()
{
CVF_CALLSITE_OPENGL(m_ctx);
glDeleteBuffers(1, &m_vboId);
}
void ImmVbo::init(unsigned int sizeInBytes)
{
CVF_CALLSITE_OPENGL(m_ctx);
glGenBuffers(1, &m_vboId);
glBindBuffer(GL_ARRAY_BUFFER, m_vboId);
glBufferData(GL_ARRAY_BUFFER, sizeInBytes, NULL, GL_STATIC_DRAW);
m_vboSize = sizeInBytes;
}
void* ImmVbo::mapWrite(unsigned int sizeInBytes)
{
CVF_CALLSITE_OPENGL(m_ctx);
unsigned int paddedSize = (sizeInBytes/64)*64;
if (paddedSize < sizeInBytes) paddedSize += 64;
if (paddedSize > m_vboSize)
{
return NULL;
}
glBindBuffer(GL_ARRAY_BUFFER, m_vboId);
if (m_nextOffset + paddedSize >= m_vboSize)
{
glBufferData(GL_ARRAY_BUFFER, m_vboSize, NULL, GL_STATIC_DRAW);
m_nextOffset = 0;
m_lastOffset = 0;
}
void* ptr = glMapBufferRange(GL_ARRAY_BUFFER, m_nextOffset, paddedSize, GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT | GL_MAP_INVALIDATE_RANGE_BIT);
//void* ptr = glMapBufferRange(GL_ARRAY_BUFFER, m_nextOffset, paddedSize, GL_MAP_WRITE_BIT);
m_lastOffset = m_nextOffset;
m_nextOffset += paddedSize;
//void* ptr = glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
return ptr;
}
void ImmVbo::unmap()
{
CVF_CALLSITE_OPENGL(m_ctx);
glBindBuffer(GL_ARRAY_BUFFER, m_vboId);
glUnmapBuffer(GL_ARRAY_BUFFER);
}
void ImmVbo::drawGeo(const DrawableGeo& geo)
{
const Vec3fArray* vertexArray = geo.vertexArray();
const Vec3fArray* normalArray = geo.normalArray();
size_t numPrimitiveSets = geo.primitiveSetCount();
size_t iPrimSet;
for (iPrimSet = 0; iPrimSet < numPrimitiveSets; iPrimSet++)
{
const PrimitiveSet* primitiveSet = geo.primitiveSet(iPrimSet);
drawPrimitiveSetVbo(*primitiveSet, *vertexArray, *normalArray);
}
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void ImmVbo::drawPrimitiveSetLegacy(const PrimitiveSet& primitiveSet, const Vec3fArray& vertexArray, const Vec3fArray& normalArray)
{
const PrimitiveType primType = primitiveSet.primitiveType();
CVF_ASSERT(primType == PT_TRIANGLES);
size_t indexCount = primitiveSet.indexCount();
glBegin(GL_TRIANGLES);
size_t i;
for (i = 0; i < indexCount; i++)
{
unsigned int idx = primitiveSet.index(i);
glNormal3fv((float*)&normalArray[idx]);
glVertex3fv((float*)&vertexArray[idx]);
}
glEnd();
}
void ImmVbo::drawPrimitiveSetVbo(const PrimitiveSet& primitiveSet, const Vec3fArray& vertexArray, const Vec3fArray& normalArray)
{
const PrimitiveType primType = primitiveSet.primitiveType();
CVF_ASSERT(primType == PT_TRIANGLES);
size_t indexCount = primitiveSet.indexCount();
size_t sizeInBytes = indexCount*2*3*4;
Vec3f* ptr = (Vec3f*)mapWrite(static_cast<unsigned int>(sizeInBytes));
CVF_ASSERT(ptr);
size_t i;
for (i = 0; i < indexCount; i++)
{
unsigned int idx = primitiveSet.index(i);
ptr[2*i] = normalArray[idx];
ptr[2*i + 1] = vertexArray[idx];
}
unmap();
size_t offset = lastOffset();
const unsigned int stride = 6*sizeof(float);
glNormalPointer(GL_FLOAT, stride, (void*)offset);
glVertexPointer(3, GL_FLOAT, stride, (void*)(offset + 3*sizeof(float)));
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);
glDrawArrays(GL_TRIANGLES, 0, (unsigned int)indexCount);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
ImmediateVbo::ImmediateVbo()
{
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
bool ImmediateVbo::onInitialize()
{
PartCompoundGenerator gen;
gen.setPartDistribution(Vec3i(5, 5, 5));
gen.setNumEffects(8);
gen.useRandomEffectAssignment(false);
gen.setExtent(Vec3f(3,3,3));
gen.setOrigin(Vec3f(-1.5f, -1.5f, -1.5f));
Collection<Part> parts;
gen.generateBoxes(&parts);
ref<ModelBasicList> myModel = new ModelBasicList;
size_t i;
for (i = 0; i < parts.size(); i++)
{
myModel->addPart(parts[i].p());
}
myModel->updateBoundingBoxesRecursive();
Rendering* mainRendering = m_renderSequence->rendering(0);
mainRendering->scene()->addModel(myModel.p());
BoundingBox bb = myModel->boundingBox();
m_camera->fitView(bb, Vec3d::Y_AXIS, Vec3d::Z_AXIS);
return true;
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void ImmediateVbo::onPaintEvent(PostEventAction* postEventAction)
{
TestSnippet::onPaintEvent(postEventAction);
testDrawImmediateVbo();
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void ImmediateVbo::testDrawImmediateVbo()
{
ref<DrawableGeo> geo = new DrawableGeo;
{
GeometryBuilderFaceList builder;
GeometryUtils::createSphere(2, 20, 20, &builder);
ref<Vec3fArray> vertices = builder.vertices();
ref<UIntArray> faceList = builder.faceList();
geo->setVertexArray(vertices.p());
geo->setFromFaceList(*faceList);
geo->computeNormals();
}
RenderStatePolygonMode polyMode;
RenderStateLighting_FF lighting;
RenderStateMaterial_FF mat(RenderStateMaterial_FF::PURE_YELLOW);
polyMode.applyOpenGL(m_openGLContext.p());
lighting.applyOpenGL(m_openGLContext.p());
mat.applyOpenGL(m_openGLContext.p());
ImmVbo iv(m_openGLContext.p());
iv.init(4096*1024);
iv.drawGeo(*geo);
//geo->render();
}
} // namespace snip