// Gawain geometry batch // // This code is part of the Gawain library, with modifications // specific to integration with Blender. // // Copyright 2016 Mike Erwin // // This Source Code Form is subject to the terms of the Mozilla Public License, v. 2.0. If a copy of // the MPL was not distributed with this file, You can obtain one at https://mozilla.org/MPL/2.0/. #include "batch.h" #include "buffer_id.h" #include "primitive_private.h" #include // necessary functions from matrix API extern void gpuBindMatrices(const Gwn_ShaderInterface* shaderface); extern bool gpuMatricesDirty(void); // how best to use this here? Gwn_Batch* GWN_batch_create(Gwn_PrimType prim_type, Gwn_VertBuf* verts, Gwn_IndexBuf* elem) { Gwn_Batch* batch = calloc(1, sizeof(Gwn_Batch)); GWN_batch_init(batch, prim_type, verts, elem); return batch; } void GWN_batch_init(Gwn_Batch* batch, Gwn_PrimType prim_type, Gwn_VertBuf* verts, Gwn_IndexBuf* elem) { #if TRUST_NO_ONE assert(verts != NULL); #endif batch->verts[0] = verts; for (int v = 1; v < GWN_BATCH_VBO_MAX_LEN; ++v) batch->verts[v] = NULL; batch->elem = elem; batch->prim_type = prim_type; batch->gl_prim_type = convert_prim_type_to_gl(prim_type); batch->phase = GWN_BATCH_READY_TO_DRAW; } void GWN_batch_discard(Gwn_Batch* batch) { if (batch->vao_id) GWN_vao_free(batch->vao_id); free(batch); } void GWN_batch_discard_all(Gwn_Batch* batch) { for (int v = 0; v < GWN_BATCH_VBO_MAX_LEN; ++v) { if (batch->verts[v] == NULL) break; GWN_vertbuf_discard(batch->verts[v]); } if (batch->elem) GWN_indexbuf_discard(batch->elem); GWN_batch_discard(batch); } int GWN_batch_vertbuf_add(Gwn_Batch* batch, Gwn_VertBuf* verts) { for (unsigned v = 0; v < GWN_BATCH_VBO_MAX_LEN; ++v) { if (batch->verts[v] == NULL) { #if TRUST_NO_ONE // for now all VertexBuffers must have same vertex_ct assert(verts->vertex_ct == batch->verts[0]->vertex_ct); // in the near future we will enable instanced attribs which have their own vertex_ct #endif batch->verts[v] = verts; // TODO: mark dirty so we can keep attrib bindings up-to-date return v; } } // we only make it this far if there is no room for another Gwn_VertBuf #if TRUST_NO_ONE assert(false); #endif return -1; } void GWN_batch_program_set(Gwn_Batch* batch, GLuint program, const Gwn_ShaderInterface* shaderface) { #if TRUST_NO_ONE assert(glIsProgram(program)); #endif batch->program = program; batch->interface = shaderface; batch->program_dirty = true; GWN_batch_program_use_begin(batch); // hack! to make Batch_Uniform* simpler } static void Batch_update_program_bindings(Gwn_Batch* batch) { // disable all as a precaution // why are we not using prev_attrib_enabled_bits?? see immediate.c for (unsigned a_idx = 0; a_idx < GWN_VERT_ATTR_MAX_LEN; ++a_idx) glDisableVertexAttribArray(a_idx); for (int v = 0; v < GWN_BATCH_VBO_MAX_LEN; ++v) { Gwn_VertBuf* verts = batch->verts[v]; if (verts == NULL) break; const Gwn_VertFormat* format = &verts->format; const unsigned attrib_ct = format->attrib_ct; const unsigned stride = format->stride; GWN_vertbuf_use(verts); for (unsigned a_idx = 0; a_idx < attrib_ct; ++a_idx) { const Gwn_VertAttr* a = format->attribs + a_idx; const GLvoid* pointer = (const GLubyte*)0 + a->offset; for (unsigned n_idx = 0; n_idx < a->name_ct; ++n_idx) { const Gwn_ShaderInput* input = GWN_shaderinterface_attr(batch->interface, a->name[n_idx]); if (input == NULL) continue; glEnableVertexAttribArray(input->location); switch (a->fetch_mode) { case GWN_FETCH_FLOAT: case GWN_FETCH_INT_TO_FLOAT: glVertexAttribPointer(input->location, a->comp_ct, a->gl_comp_type, GL_FALSE, stride, pointer); break; case GWN_FETCH_INT_TO_FLOAT_UNIT: glVertexAttribPointer(input->location, a->comp_ct, a->gl_comp_type, GL_TRUE, stride, pointer); break; case GWN_FETCH_INT: glVertexAttribIPointer(input->location, a->comp_ct, a->gl_comp_type, stride, pointer); } } } } batch->program_dirty = false; } void GWN_batch_program_use_begin(Gwn_Batch* batch) { // NOTE: use_program & done_using_program are fragile, depend on staying in sync with // the GL context's active program. use_program doesn't mark other programs as "not used". // TODO: make not fragile (somehow) if (!batch->program_in_use) { glUseProgram(batch->program); batch->program_in_use = true; } } void GWN_batch_program_use_end(Gwn_Batch* batch) { if (batch->program_in_use) { glUseProgram(0); batch->program_in_use = false; } } #if TRUST_NO_ONE #define GET_UNIFORM const Gwn_ShaderInput* uniform = GWN_shaderinterface_uniform(batch->interface, name); assert(uniform); #else #define GET_UNIFORM const Gwn_ShaderInput* uniform = GWN_shaderinterface_uniform(batch->interface, name); #endif void GWN_batch_uniform_1i(Gwn_Batch* batch, const char* name, int value) { GET_UNIFORM glUniform1i(uniform->location, value); } void GWN_batch_uniform_1b(Gwn_Batch* batch, const char* name, bool value) { GET_UNIFORM glUniform1i(uniform->location, value ? GL_TRUE : GL_FALSE); } void GWN_batch_uniform_2f(Gwn_Batch* batch, const char* name, float x, float y) { GET_UNIFORM glUniform2f(uniform->location, x, y); } void GWN_batch_uniform_3f(Gwn_Batch* batch, const char* name, float x, float y, float z) { GET_UNIFORM glUniform3f(uniform->location, x, y, z); } void GWN_batch_uniform_4f(Gwn_Batch* batch, const char* name, float x, float y, float z, float w) { GET_UNIFORM glUniform4f(uniform->location, x, y, z, w); } void GWN_batch_uniform_1f(Gwn_Batch* batch, const char* name, float x) { GET_UNIFORM glUniform1f(uniform->location, x); } void GWN_batch_uniform_3fv(Gwn_Batch* batch, const char* name, const float data[3]) { GET_UNIFORM glUniform3fv(uniform->location, 1, data); } void GWN_batch_uniform_4fv(Gwn_Batch* batch, const char* name, const float data[4]) { GET_UNIFORM glUniform4fv(uniform->location, 1, data); } static void Batch_prime(Gwn_Batch* batch) { batch->vao_id = GWN_vao_alloc(); glBindVertexArray(batch->vao_id); for (int v = 0; v < GWN_BATCH_VBO_MAX_LEN; ++v) { if (batch->verts[v] == NULL) break; GWN_vertbuf_use(batch->verts[v]); } if (batch->elem) GWN_indexbuf_use(batch->elem); // vertex attribs and element list remain bound to this VAO } void GWN_batch_draw(Gwn_Batch* batch) { #if TRUST_NO_ONE assert(batch->phase == GWN_BATCH_READY_TO_DRAW); assert(glIsProgram(batch->program)); #endif if (batch->vao_id) glBindVertexArray(batch->vao_id); else Batch_prime(batch); if (batch->program_dirty) Batch_update_program_bindings(batch); GWN_batch_program_use_begin(batch); gpuBindMatrices(batch->interface); if (batch->elem) { const Gwn_IndexBuf* el = batch->elem; #if GWN_TRACK_INDEX_RANGE if (el->base_index) glDrawRangeElementsBaseVertex(batch->gl_prim_type, el->min_index, el->max_index, el->index_ct, el->gl_index_type, 0, el->base_index); else glDrawRangeElements(batch->gl_prim_type, el->min_index, el->max_index, el->index_ct, el->gl_index_type, 0); #else glDrawElements(batch->gl_prim_type, el->index_ct, GL_UNSIGNED_INT, 0); #endif } else glDrawArrays(batch->gl_prim_type, 0, batch->verts[0]->vertex_ct); GWN_batch_program_use_end(batch); glBindVertexArray(0); } // clement : temp stuff void GWN_batch_draw_stupid(Gwn_Batch* batch) { if (batch->vao_id) glBindVertexArray(batch->vao_id); else Batch_prime(batch); if (batch->program_dirty) Batch_update_program_bindings(batch); // GWN_batch_program_use_begin(batch); //gpuBindMatrices(batch->program); if (batch->elem) { const Gwn_IndexBuf* el = batch->elem; #if GWN_TRACK_INDEX_RANGE if (el->base_index) glDrawRangeElementsBaseVertex(batch->gl_prim_type, el->min_index, el->max_index, el->index_ct, el->gl_index_type, 0, el->base_index); else glDrawRangeElements(batch->gl_prim_type, el->min_index, el->max_index, el->index_ct, el->gl_index_type, 0); #else glDrawElements(batch->gl_prim_type, el->index_ct, GL_UNSIGNED_INT, 0); #endif } else glDrawArrays(batch->gl_prim_type, 0, batch->verts[0]->vertex_ct); // GWN_batch_program_use_end(batch); glBindVertexArray(0); } // clement : temp stuff void GWN_batch_draw_stupid_instanced(Gwn_Batch* batch, unsigned int instance_vbo, int instance_count, int attrib_nbr, int attrib_stride, int attrib_size[16], int attrib_loc[16]) { if (batch->vao_id) glBindVertexArray(batch->vao_id); else Batch_prime(batch); if (batch->program_dirty) Batch_update_program_bindings(batch); glBindBuffer(GL_ARRAY_BUFFER, instance_vbo); int ptr_ofs = 0; for (int i = 0; i < attrib_nbr; ++i) { int size = attrib_size[i]; int loc = attrib_loc[i]; int atr_ofs = 0; while (size > 0) { glEnableVertexAttribArray(loc + atr_ofs); glVertexAttribPointer(loc + atr_ofs, (size > 4) ? 4 : size, GL_FLOAT, GL_FALSE, sizeof(float) * attrib_stride, (GLvoid*)(sizeof(float) * ptr_ofs)); glVertexAttribDivisor(loc + atr_ofs, 1); atr_ofs++; ptr_ofs += (size > 4) ? 4 : size; size -= 4; } } glBindBuffer(GL_ARRAY_BUFFER, 0); // GWN_batch_program_use_begin(batch); //gpuBindMatrices(batch->program); if (batch->elem) { const Gwn_IndexBuf* el = batch->elem; glDrawElementsInstanced(batch->gl_prim_type, el->index_ct, GL_UNSIGNED_INT, 0, instance_count); } else glDrawArraysInstanced(batch->gl_prim_type, 0, batch->verts[0]->vertex_ct, instance_count); // GWN_batch_program_use_end(batch); glBindVertexArray(0); } void GWN_batch_draw_stupid_instanced_with_batch(Gwn_Batch* batch_instanced, Gwn_Batch* batch_instancing) { if (batch_instanced->vao_id) glBindVertexArray(batch_instanced->vao_id); else Batch_prime(batch_instanced); if (batch_instanced->program_dirty) Batch_update_program_bindings(batch_instanced); Gwn_VertBuf* verts = batch_instancing->verts[0]; const Gwn_VertFormat* format = &verts->format; const unsigned attrib_ct = format->attrib_ct; const unsigned stride = format->stride; GWN_vertbuf_use(verts); for (unsigned a_idx = 0; a_idx < attrib_ct; ++a_idx) { const Gwn_VertAttr* a = format->attribs + a_idx; const GLvoid* pointer = (const GLubyte*)0 + a->offset; for (unsigned n_idx = 0; n_idx < a->name_ct; ++n_idx) { const Gwn_ShaderInput* input = GWN_shaderinterface_attr(batch_instanced->interface, a->name[n_idx]); if (input == NULL) continue; glEnableVertexAttribArray(input->location); glVertexAttribDivisor(input->location, 1); switch (a->fetch_mode) { case GWN_FETCH_FLOAT: case GWN_FETCH_INT_TO_FLOAT: glVertexAttribPointer(input->location, a->comp_ct, a->gl_comp_type, GL_FALSE, stride, pointer); break; case GWN_FETCH_INT_TO_FLOAT_UNIT: glVertexAttribPointer(input->location, a->comp_ct, a->gl_comp_type, GL_TRUE, stride, pointer); break; case GWN_FETCH_INT: glVertexAttribIPointer(input->location, a->comp_ct, a->gl_comp_type, stride, pointer); } } } // GWN_batch_program_use_begin(batch); //gpuBindMatrices(batch->program); if (batch_instanced->elem) { const Gwn_IndexBuf* el = batch_instanced->elem; glDrawElementsInstanced(batch_instanced->gl_prim_type, el->index_ct, GL_UNSIGNED_INT, 0, verts->vertex_ct); } else glDrawArraysInstanced(batch_instanced->gl_prim_type, 0, batch_instanced->verts[0]->vertex_ct, verts->vertex_ct); // GWN_batch_program_use_end(batch); glBindVertexArray(0); }