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/*
* Copyright © 2008 Ben Smith
* Copyright © 2010-2011 Linaro Limited
*
* This file is part of the glmark2 OpenGL (ES) 2.0 benchmark.
*
* glmark2 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.
*
* glmark2 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 for more
* details.
*
* You should have received a copy of the GNU General Public License along with
* glmark2. If not, see <http://www.gnu.org/licenses/>.
*
* Authors:
* Ben Smith (original glmark benchmark)
* Alexandros Frantzis (glmark2)
*/
#include "mesh.h"
#include "log.h"
#include "gl-headers.h"
Mesh::Mesh() :
vertex_size_(0), interleave_(false), vbo_update_method_(VBOUpdateMethodMap),
vbo_usage_(VBOUsageStatic)
{
}
Mesh::~Mesh()
{
reset();
}
/*
* Sets the vertex format for this mesh.
*
* The format consists of a vector of integers, each
* specifying the size in floats of each vertex attribute.
*
* e.g. {4, 3, 2} => 3 attributes vec4, vec3, vec2
*/
void
Mesh::set_vertex_format(const std::vector<int> &format)
{
int pos = 0;
vertex_format_.clear();
for (std::vector<int>::const_iterator iter = format.begin();
iter != format.end();
iter++)
{
int n = *iter;
vertex_format_.push_back(std::pair<int,int>(n, pos));
pos += n;
}
vertex_size_ = pos;
}
/*
* Sets the attribute locations.
*
* These are the locations used in glEnableVertexAttribArray()
* and other related functions.
*/
void
Mesh::set_attrib_locations(const std::vector<int> &locations)
{
if (locations.size() != vertex_format_.size())
Log::error("Trying to set attribute locations using wrong size\n");
attrib_locations_ = locations;
}
/**
* Checks that an attribute is of the correct dimensionality.
*
* @param pos the position/index of the attribute to check
* @param dim the size of the attribute (in #floats)
*
* @return whether the check succeeded
*/
bool
Mesh::check_attrib(unsigned int pos, int dim)
{
if (pos > vertex_format_.size()) {
Log::error("Trying to set non-existent attribute\n");
return false;
}
if (vertex_format_[pos].first != dim) {
Log::error("Trying to set attribute with value of invalid type\n");
return false;
}
return true;
}
/**
* Ensures that we have a vertex to process.
*
* @return the vertex to process
*/
std::vector<float> &
Mesh::ensure_vertex()
{
if (vertices_.empty())
next_vertex();
return vertices_.back();
}
/*
* Sets the value of an attribute in the current vertex.
*
* The pos parameter refers to the position of the attribute
* as specified indirectly when setting the format using
* set_vertex_format(). e.g. 0 = first attribute, 1 = second
* etc
*/
void
Mesh::set_attrib(unsigned int pos, const LibMatrix::vec2 &v, std::vector<float> *vertex)
{
if (!check_attrib(pos, 2))
return;
std::vector<float> &vtx = !vertex ? ensure_vertex() : *vertex;
int offset = vertex_format_[pos].second;
vtx[offset] = v.x();
vtx[offset + 1] = v.y();
}
void
Mesh::set_attrib(unsigned int pos, const LibMatrix::vec3 &v, std::vector<float> *vertex)
{
if (!check_attrib(pos, 3))
return;
std::vector<float> &vtx = !vertex ? ensure_vertex() : *vertex;
int offset = vertex_format_[pos].second;
vtx[offset] = v.x();
vtx[offset + 1] = v.y();
vtx[offset + 2] = v.z();
}
void
Mesh::set_attrib(unsigned int pos, const LibMatrix::vec4 &v, std::vector<float> *vertex)
{
if (!check_attrib(pos, 4))
return;
std::vector<float> &vtx = !vertex ? ensure_vertex() : *vertex;
int offset = vertex_format_[pos].second;
vtx[offset] = v.x();
vtx[offset + 1] = v.y();
vtx[offset + 2] = v.z();
vtx[offset + 3] = v.w();
}
/*
* Adds a new vertex to the list and makes it current.
*/
void
Mesh::next_vertex()
{
vertices_.push_back(std::vector<float>(vertex_size_));
}
/**
* Gets the mesh vertices.
*
* You should use the ::set_attrib() method to manipulate
* the vertex data.
*
* You shouldn't resize the vector (change the number of vertices)
* manually. Use ::next_vertex() instead.
*/
std::vector<std::vector<float> >&
Mesh::vertices()
{
return vertices_;
}
/**
* Sets the VBO update method.
*
* The default value is VBOUpdateMethodMap.
*/
void
Mesh::vbo_update_method(Mesh::VBOUpdateMethod method)
{
vbo_update_method_ = method;
}
/**
* Sets the VBO usage hint.
*
* The usage hint takes effect in the next call to ::build_vbo().
*
* The default value is VBOUsageStatic.
*/
void
Mesh::vbo_usage(Mesh::VBOUsage usage)
{
vbo_usage_ = usage;
}
/**
* Sets the vertex attribute interleaving mode.
*
* If true the vertex attributes are going to be interleaved in a single
* buffer. Otherwise they will be separated into different buffers (one
* per attribute).
*
* Interleaving mode takes effect in the next call to ::build_array() or
* ::build_vbo().
*
* @param interleave whether to interleave
*/
void
Mesh::interleave(bool interleave)
{
interleave_ = interleave;
}
/**
* Resets a Mesh object to its initial, empty state.
*/
void
Mesh::reset()
{
delete_array();
delete_vbo();
vertices_.clear();
vertex_format_.clear();
attrib_locations_.clear();
attrib_data_ptr_.clear();
vertex_size_ = 0;
vertex_stride_ = 0;
}
/**
* Builds a vertex array containing the mesh vertex data.
*
* The way the vertex array is constructed is affected by the current
* interleave value, which can set using ::interleave().
*/
void
Mesh::build_array()
{
int nvertices = vertices_.size();
if (!interleave_) {
/* Create an array for each attribute */
for (std::vector<std::pair<int, int> >::const_iterator ai = vertex_format_.begin();
ai != vertex_format_.end();
ai++)
{
float *array = new float[nvertices * ai->first];
float *cur = array;
/* Fill in the array */
for (std::vector<std::vector<float> >::const_iterator vi = vertices_.begin();
vi != vertices_.end();
vi++)
{
for (int i = 0; i < ai->first; i++)
*cur++ = (*vi)[ai->second + i];
}
vertex_arrays_.push_back(array);
attrib_data_ptr_.push_back(array);
}
vertex_stride_ = 0;
}
else {
float *array = new float[nvertices * vertex_size_];
float *cur = array;
for (std::vector<std::vector<float> >::const_iterator vi = vertices_.begin();
vi != vertices_.end();
vi++)
{
/* Fill in the array */
for (int i = 0; i < vertex_size_; i++)
*cur++ = (*vi)[i];
}
for (size_t i = 0; i < vertex_format_.size(); i++)
attrib_data_ptr_.push_back(array + vertex_format_[i].second);
vertex_arrays_.push_back(array);
vertex_stride_ = vertex_size_ * sizeof(float);
}
}
/**
* Builds a vertex buffer object containing the mesh vertex data.
*
* The way the VBO is constructed is affected by the current interleave
* value (::interleave()) and the vbo usage hint (::vbo_usage()).
*/
void
Mesh::build_vbo()
{
delete_array();
build_array();
int nvertices = vertices_.size();
attrib_data_ptr_.clear();
GLenum buffer_usage;
if (vbo_usage_ == Mesh::VBOUsageStream)
buffer_usage = GL_STREAM_DRAW;
else if (vbo_usage_ == Mesh::VBOUsageDynamic)
buffer_usage = GL_DYNAMIC_DRAW;
else /* if (vbo_usage_ == Mesh::VBOUsageStatic) */
buffer_usage = GL_STATIC_DRAW;
if (!interleave_) {
/* Create a vbo for each attribute */
for (std::vector<std::pair<int, int> >::const_iterator ai = vertex_format_.begin();
ai != vertex_format_.end();
ai++)
{
float *data = vertex_arrays_[ai - vertex_format_.begin()];
GLuint vbo;
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, nvertices * ai->first * sizeof(float),
data, buffer_usage);
vbos_.push_back(vbo);
attrib_data_ptr_.push_back(0);
}
vertex_stride_ = 0;
}
else {
GLuint vbo;
/* Create a single vbo to store all attribute data */
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, nvertices * vertex_size_ * sizeof(float),
vertex_arrays_[0], GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
for (size_t i = 0; i < vertex_format_.size(); i++) {
attrib_data_ptr_.push_back(reinterpret_cast<float *>(sizeof(float) * vertex_format_[i].second));
vbos_.push_back(vbo);
}
vertex_stride_ = vertex_size_ * sizeof(float);
}
delete_array();
}
/**
* Updates ranges of a single vertex array.
*
* @param ranges the ranges of vertices to update
* @param n the index of the vertex array to update
* @param nfloats how many floats to update for each vertex
* @param offset the offset (in floats) in the vertex data to start reading from
*/
void
Mesh::update_single_array(const std::vector<std::pair<size_t, size_t> >& ranges,
size_t n, size_t nfloats, size_t offset)
{
float *array(vertex_arrays_[n]);
/* Update supplied ranges */
for (std::vector<std::pair<size_t, size_t> >::const_iterator ri = ranges.begin();
ri != ranges.end();
ri++)
{
/* Update the current range from the vertex data */
float *dest(array + nfloats * ri->first);
for (size_t n = ri->first; n <= ri->second; n++) {
for (size_t i = 0; i < nfloats; i++)
*dest++ = vertices_[n][offset + i];
}
}
}
/**
* Updates ranges of the vertex arrays.
*
* @param ranges the ranges of vertices to update
*/
void
Mesh::update_array(const std::vector<std::pair<size_t, size_t> >& ranges)
{
/* If we don't have arrays to update, create them */
if (vertex_arrays_.empty()) {
build_array();
return;
}
if (!interleave_) {
for (size_t i = 0; i < vertex_arrays_.size(); i++) {
update_single_array(ranges, i, vertex_format_[i].first,
vertex_format_[i].second);
}
}
else {
update_single_array(ranges, 0, vertex_size_, 0);
}
}
/**
* Updates ranges of a single VBO.
*
* This method use either glMapBuffer or glBufferSubData to perform
* the update. The used method can be set with ::vbo_update_method().
*
* @param ranges the ranges of vertices to update
* @param n the index of the vbo to update
* @param nfloats how many floats to update for each vertex
*/
void
Mesh::update_single_vbo(const std::vector<std::pair<size_t, size_t> >& ranges,
size_t n, size_t nfloats)
{
float *src_start(vertex_arrays_[n]);
float *dest_start(0);
glBindBuffer(GL_ARRAY_BUFFER, vbos_[n]);
if (vbo_update_method_ == VBOUpdateMethodMap) {
dest_start = reinterpret_cast<float *>(
GLExtensions::MapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY)
);
}
/* Update supplied ranges */
for (std::vector<std::pair<size_t, size_t> >::const_iterator iter = ranges.begin();
iter != ranges.end();
iter++)
{
float *src(src_start + nfloats * iter->first);
float *src_end(src_start + nfloats * (iter->second + 1));
if (vbo_update_method_ == VBOUpdateMethodMap) {
float *dest(dest_start + nfloats * iter->first);
std::copy(src, src_end, dest);
}
else if (vbo_update_method_ == VBOUpdateMethodSubData) {
glBufferSubData(GL_ARRAY_BUFFER, nfloats * iter->first * sizeof(float),
(src_end - src) * sizeof(float), src);
}
}
if (vbo_update_method_ == VBOUpdateMethodMap)
GLExtensions::UnmapBuffer(GL_ARRAY_BUFFER);
}
/**
* Updates ranges of the VBOs.
*
* @param ranges the ranges of vertices to update
*/
void
Mesh::update_vbo(const std::vector<std::pair<size_t, size_t> >& ranges)
{
/* If we don't have VBOs to update, create them */
if (vbos_.empty()) {
build_vbo();
return;
}
update_array(ranges);
if (!interleave_) {
for (size_t i = 0; i < vbos_.size(); i++)
update_single_vbo(ranges, i, vertex_format_[i].first);
}
else {
update_single_vbo(ranges, 0, vertex_size_);
}
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
/**
* Deletes all resources associated with built vertex arrays.
*/
void
Mesh::delete_array()
{
for (size_t i = 0; i < vertex_arrays_.size(); i++) {
delete [] vertex_arrays_[i];
}
vertex_arrays_.clear();
}
/**
* Deletes all resources associated with built VBOs.
*/
void
Mesh::delete_vbo()
{
for (size_t i = 0; i < vbos_.size(); i++) {
GLuint vbo = vbos_[i];
glDeleteBuffers(1, &vbo);
}
vbos_.clear();
}
/**
* Renders a mesh using vertex arrays.
*
* The vertex arrays must have been previously initialized using
* ::build_array().
*/
void
Mesh::render_array()
{
for (size_t i = 0; i < vertex_format_.size(); i++) {
glEnableVertexAttribArray(attrib_locations_[i]);
glVertexAttribPointer(attrib_locations_[i], vertex_format_[i].first,
GL_FLOAT, GL_FALSE, vertex_stride_,
attrib_data_ptr_[i]);
}
glDrawArrays(GL_TRIANGLES, 0, vertices_.size());
for (size_t i = 0; i < vertex_format_.size(); i++) {
glDisableVertexAttribArray(attrib_locations_[i]);
}
}
/**
* Renders a mesh using vertex buffer objects.
*
* The vertex buffer objects must have been previously initialized using
* ::build_vbo().
*/
void
Mesh::render_vbo()
{
for (size_t i = 0; i < vertex_format_.size(); i++) {
glEnableVertexAttribArray(attrib_locations_[i]);
glBindBuffer(GL_ARRAY_BUFFER, vbos_[i]);
glVertexAttribPointer(attrib_locations_[i], vertex_format_[i].first,
GL_FLOAT, GL_FALSE, vertex_stride_,
attrib_data_ptr_[i]);
}
glDrawArrays(GL_TRIANGLES, 0, vertices_.size());
for (size_t i = 0; i < vertex_format_.size(); i++) {
glDisableVertexAttribArray(attrib_locations_[i]);
}
}
/**
* Creates a grid mesh.
*
* @param n_x the number of grid cells on the X axis
* @param n_y the number of grid cells on the Y axis
* @param width the width X of the grid (normalized)
* @param height the height Y of the grid (normalized)
* @param spacing the spacing between cells (normalized)
* @param conf_func a function to call to configure the grid (or NULL)
*/
void
Mesh::make_grid(int n_x, int n_y, double width, double height,
double spacing, grid_configuration_func conf_func)
{
double side_width = (width - (n_x - 1) * spacing) / n_x;
double side_height = (height - (n_y - 1) * spacing) / n_y;
for (int i = 0; i < n_x; i++) {
for (int j = 0; j < n_y; j++) {
LibMatrix::vec3 a(-width / 2 + i * (side_width + spacing),
height / 2 - j * (side_height + spacing), 0);
LibMatrix::vec3 b(a.x(), a.y() - side_height, 0);
LibMatrix::vec3 c(a.x() + side_width, a.y(), 0);
LibMatrix::vec3 d(a.x() + side_width, a.y() - side_height, 0);
if (!conf_func) {
std::vector<float> ul(vertex_size_);
std::vector<float> ur(vertex_size_);
std::vector<float> ll(vertex_size_);
std::vector<float> lr(vertex_size_);
set_attrib(0, a, &ul);
set_attrib(0, c, &ur);
set_attrib(0, b, &ll);
set_attrib(0, d, &lr);
next_vertex(); vertices_.back() = ul;
next_vertex(); vertices_.back() = ll;
next_vertex(); vertices_.back() = ur;
next_vertex(); vertices_.back() = ll;
next_vertex(); vertices_.back() = lr;
next_vertex(); vertices_.back() = ur;
}
else {
conf_func(*this, i, j, n_x, n_y, a, b, c, d);
}
}
}
}