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214 lines
9.9 KiB
C++
214 lines
9.9 KiB
C++
//##################################################################################################
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//
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// Custom Visualization Core library
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// Copyright (C) 2011-2013 Ceetron AS
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//
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// This library may be used under the terms of either the GNU General Public License or
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// the GNU Lesser General Public License as follows:
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//
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// GNU General Public License Usage
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// This library is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This library is distributed in the hope that it will be useful, but WITHOUT ANY
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// WARRANTY; without even the implied warranty of MERCHANTABILITY or
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// FITNESS FOR A PARTICULAR PURPOSE.
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//
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// See the GNU General Public License at <<http://www.gnu.org/licenses/gpl.html>>
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// for more details.
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//
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// GNU Lesser General Public License Usage
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// This library is free software; you can redistribute it and/or modify
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// it under the terms of the GNU Lesser General Public License as published by
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// the Free Software Foundation; either version 2.1 of the License, or
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// (at your option) any later version.
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//
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// This library is distributed in the hope that it will be useful, but WITHOUT ANY
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// WARRANTY; without even the implied warranty of MERCHANTABILITY or
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// FITNESS FOR A PARTICULAR PURPOSE.
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//
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// See the GNU Lesser General Public License at <<http://www.gnu.org/licenses/lgpl-2.1.html>>
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// for more details.
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//
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//##################################################################################################
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#include "cvfBase.h"
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#include "cvfVertexAttribute.h"
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#include "cvfBufferObjectManaged.h"
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#include "cvfOpenGL.h"
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#include "cvfOpenGLCapabilities.h"
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namespace cvf {
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//==================================================================================================
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///
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/// \class cvf::VertexAttribute
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/// \ingroup Render
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///
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/// Abstract class for generic vertex attribute arrays
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///
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//==================================================================================================
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//--------------------------------------------------------------------------------------------------
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/// \fn virtual void VertexAttribute::setupAttribPointerBufferObject(OpenGLContext* oglContext, uint vertexAttributeIndex, size_t strideInBytes, size_t bufferOffsetInBytes) const = 0;
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///
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/// Specifies the location within buffer object and data format of the array of the vertex attribute
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///
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/// \warning The buffer object to use must already be bound
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//--------------------------------------------------------------------------------------------------
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//--------------------------------------------------------------------------------------------------
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/// \fn virtual void VertexAttribute::setupAttribPointerClientMemory(OpenGLContext* oglContext, uint vertexAttributeIndex) const = 0;
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///
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/// Sets up vertex attribute pointer from client memory
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///
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/// \warning The caller must ensure that no buffer object is currently bound
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//--------------------------------------------------------------------------------------------------
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//==================================================================================================
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///
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/// \class cvf::AttribSetupStrategyNormFloat
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/// \ingroup Render
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///
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/// Strategy for specifying vertex attribute data as float.
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///
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/// Can be used with all component types, but will always expose the attributes using floating point
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/// types in the shaders. Integer values will be converted to float by normalization. [0,1] for unsigned
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/// integer types, [-1,1] for signed integer types. Uses glVertexAttribPointer().
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///
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//==================================================================================================
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//--------------------------------------------------------------------------------------------------
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/// Sets up vertex attribute pointer from bound buffer object
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///
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/// \warning The buffer object to use must already be bound
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//--------------------------------------------------------------------------------------------------
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void AttribSetupStrategyNormFloat::setupFromBufferObject(OpenGLContext* oglContext, uint vertexAttributeIndex, uint compCount, cvfGLenum compTypeOpenGL, size_t strideInBytes, size_t bufferOffsetInBytes)
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{
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CVF_CALLSITE_OPENGL(oglContext);
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CVF_TIGHT_ASSERT(oglContext->capabilities()->supportsOpenGL2());
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glVertexAttribPointer(static_cast<GLuint>(vertexAttributeIndex), static_cast<GLint>(compCount), compTypeOpenGL, GL_TRUE, static_cast<GLsizei>(strideInBytes), CVF_OGL_BUFFER_OFFSET(bufferOffsetInBytes));
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}
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//--------------------------------------------------------------------------------------------------
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/// Sets up vertex attribute pointer from client memory
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///
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/// \warning The caller must ensure that no buffer object is currently bound
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//--------------------------------------------------------------------------------------------------
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void AttribSetupStrategyNormFloat::setupFromClientMemory(OpenGLContext* oglContext, uint vertexAttributeIndex, uint compCount, cvfGLenum compTypeOpenGL, const void* ptr)
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{
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CVF_CALLSITE_OPENGL(oglContext);
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CVF_TIGHT_ASSERT(oglContext->capabilities()->supportsOpenGL2());
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glVertexAttribPointer(static_cast<GLuint>(vertexAttributeIndex), static_cast<GLint>(compCount), compTypeOpenGL, GL_TRUE, 0, ptr);
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}
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//==================================================================================================
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///
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/// \class cvf::AttribSetupStrategyDirectFloat
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/// \ingroup Render
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///
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/// Strategy for specifying vertex attribute data as float.
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///
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/// Can be used with all component types, but will always expose the attributes using floating point
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/// types in the shaders. Integer values will be converted directly to float. Uses glVertexAttribPointer().
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///
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//==================================================================================================
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//--------------------------------------------------------------------------------------------------
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/// Sets up vertex attribute pointer from bound buffer object
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///
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/// \warning The buffer object to use must already be bound
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//--------------------------------------------------------------------------------------------------
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void AttribSetupStrategyDirectFloat::setupFromBufferObject(OpenGLContext* oglContext, uint vertexAttributeIndex, uint compCount, cvfGLenum compTypeOpenGL, size_t strideInBytes, size_t bufferOffsetInBytes)
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{
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CVF_CALLSITE_OPENGL(oglContext);
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CVF_TIGHT_ASSERT(oglContext->capabilities()->supportsOpenGL2());
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glVertexAttribPointer(static_cast<GLuint>(vertexAttributeIndex), static_cast<GLint>(compCount), compTypeOpenGL, GL_FALSE, static_cast<GLsizei>(strideInBytes), CVF_OGL_BUFFER_OFFSET(bufferOffsetInBytes));
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}
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//--------------------------------------------------------------------------------------------------
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/// Sets up vertex attribute pointer from client memory
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///
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/// \warning The caller must ensure that no buffer object is currently bound
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//--------------------------------------------------------------------------------------------------
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void AttribSetupStrategyDirectFloat::setupFromClientMemory(OpenGLContext* oglContext, uint vertexAttributeIndex, uint compCount, cvfGLenum compTypeOpenGL, const void* ptr)
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{
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CVF_CALLSITE_OPENGL(oglContext);
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CVF_TIGHT_ASSERT(oglContext->capabilities()->supportsOpenGL2());
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glVertexAttribPointer(static_cast<GLuint>(vertexAttributeIndex), static_cast<GLint>(compCount), compTypeOpenGL, GL_FALSE, 0, ptr);
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}
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//==================================================================================================
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///
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/// \class cvf::AttribSetupStrategyInt
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/// \ingroup Render
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///
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/// Strategy for specifying vertex attribute data as integers.
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///
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/// Supports array of generic vertex attributes and will be exposed to shader program as integer
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/// type. Can only be used on vertex attribute arrays where the component type is an integer type.
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/// Uses glVertexAttribIPointer() which requires OpenGL 3.0
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///
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//==================================================================================================
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//--------------------------------------------------------------------------------------------------
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/// Sets up vertex attribute pointer from bound buffer object
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///
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/// \warning The buffer object to use must already be bound
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//--------------------------------------------------------------------------------------------------
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void AttribSetupStrategyInt::setupFromBufferObject(OpenGLContext* oglContext, uint vertexAttributeIndex, uint compCount, cvfGLenum compTypeOpenGL, size_t strideInBytes, size_t bufferOffsetInBytes)
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{
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CVF_CALLSITE_OPENGL(oglContext);
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if (oglContext->capabilities()->supportsOpenGLVer(3))
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{
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#ifndef CVF_OPENGL_ES
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glVertexAttribIPointer(static_cast<GLuint>(vertexAttributeIndex), static_cast<GLint>(compCount), compTypeOpenGL, static_cast<GLsizei>(strideInBytes), CVF_OGL_BUFFER_OFFSET(bufferOffsetInBytes));
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#endif
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}
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else
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{
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CVF_LOG_RENDER_ERROR(oglContext, "glVertexAttribIPointer not supported");
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}
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}
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//--------------------------------------------------------------------------------------------------
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/// Sets up vertex attribute pointer from client memory
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///
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/// \warning The caller must ensure that no buffer object is currently bound
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//--------------------------------------------------------------------------------------------------
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void AttribSetupStrategyInt::setupFromClientMemory(OpenGLContext* oglContext, uint vertexAttributeIndex, uint compCount, cvfGLenum compTypeOpenGL, const void* ptr)
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{
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CVF_CALLSITE_OPENGL(oglContext);
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if (oglContext->capabilities()->supportsOpenGLVer(3))
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{
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#ifndef CVF_OPENGL_ES
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glVertexAttribIPointer(static_cast<GLuint>(vertexAttributeIndex), static_cast<GLint>(compCount), compTypeOpenGL, 0, ptr);
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#endif
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}
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else
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{
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CVF_LOG_RENDER_ERROR(oglContext, "glVertexAttribIPointer not supported");
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}
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}
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} // namespace cvf
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