145 lines
4.4 KiB
C++
145 lines
4.4 KiB
C++
/*
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This file is part of Mitsuba, a physically based rendering system.
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Copyright (c) 2007-2011 by Wenzel Jakob and others.
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Mitsuba is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License Version 3
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as published by the Free Software Foundation.
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Mitsuba is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include <mitsuba/mitsuba.h>
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#if defined(__OSX__)
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#include <OpenGL/glew.h>
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#else
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#include <GL/glew.h>
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#endif
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#include <mitsuba/hw/glgeometry.h>
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MTS_NAMESPACE_BEGIN
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GLGeometry::GLGeometry(const TriMesh *mesh)
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: GPUGeometry(mesh), m_vertexID(0), m_indexID(0) {
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}
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void GLGeometry::init() {
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Assert(m_vertexID == 0 && m_indexID == 0);
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glGenBuffers(1, &m_vertexID);
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glGenBuffers(1, &m_indexID);
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refresh();
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}
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void GLGeometry::refresh() {
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Assert(m_vertexID != 0 && m_indexID != 0);
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m_stride = 3;
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if (m_mesh->getVertexNormals())
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m_stride += 3;
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if (m_mesh->getVertexTexcoords())
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m_stride += 2;
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if (m_mesh->getVertexTangents())
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m_stride += 3;
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if (m_mesh->getVertexColors())
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m_stride += 3;
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m_stride *= sizeof(GLfloat);
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m_vertexSize = (GLuint) (m_mesh->getVertexCount() * m_stride);
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m_indexSize = (GLuint) (m_mesh->getTriangleCount() * sizeof(GLuint) * 3);
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Log(ETrace, "Uploading a GPU geometry object (\"%s\", " SIZE_T_FMT
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" vertices, " SIZE_T_FMT " triangles, %s)",
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getName().c_str(),
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m_mesh->getVertexCount(),
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m_mesh->getTriangleCount(),
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memString(m_vertexSize + m_indexSize).c_str());
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GLfloat *vertices = new GLfloat[m_mesh->getVertexCount()
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* m_stride/sizeof(GLfloat)];
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GLuint *indices = (GLuint *) m_mesh->getTriangles();
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const Point *sourcePositions = m_mesh->getVertexPositions();
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const Normal *sourceNormals = m_mesh->getVertexNormals();
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const Point2 *sourceTexcoords = m_mesh->getVertexTexcoords();
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const Spectrum *sourceColors = m_mesh->getVertexColors();
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const TangentSpace *sourceTangents = m_mesh->getVertexTangents();
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size_t pos = 0;
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for (size_t i=0; i<m_mesh->getVertexCount(); ++i) {
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vertices[pos++] = (float) sourcePositions[i].x;
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vertices[pos++] = (float) sourcePositions[i].y;
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vertices[pos++] = (float) sourcePositions[i].z;
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if (sourceNormals) {
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vertices[pos++] = (float) sourceNormals[i].x;
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vertices[pos++] = (float) sourceNormals[i].y;
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vertices[pos++] = (float) sourceNormals[i].z;
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}
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if (sourceTexcoords) {
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vertices[pos++] = (float) sourceTexcoords[i].x;
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vertices[pos++] = (float) sourceTexcoords[i].y;
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}
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if (sourceTangents) {
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vertices[pos++] = (float) sourceTangents[i].dpdu.x;
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vertices[pos++] = (float) sourceTangents[i].dpdu.y;
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vertices[pos++] = (float) sourceTangents[i].dpdu.z;
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}
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if (sourceColors) {
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Float r, g, b;
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sourceColors[i].toLinearRGB(r, g, b);
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vertices[pos++] = (float) r;
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vertices[pos++] = (float) g;
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vertices[pos++] = (float) b;
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}
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}
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Assert(pos * sizeof(GLfloat) == m_stride * m_mesh->getVertexCount());
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bind();
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bool bindless = glewIsSupported("GL_NV_vertex_buffer_unified_memory");
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glBufferData(GL_ARRAY_BUFFER, m_vertexSize, vertices, GL_STATIC_DRAW);
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if (bindless) {
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glGetBufferParameterui64vNV(GL_ARRAY_BUFFER, GL_BUFFER_GPU_ADDRESS_NV, &m_vertexAddr);
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glMakeBufferResidentNV(GL_ARRAY_BUFFER, GL_READ_ONLY);
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}
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, m_indexSize, indices, GL_STATIC_DRAW);
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if (bindless) {
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glGetBufferParameterui64vNV(GL_ELEMENT_ARRAY_BUFFER, GL_BUFFER_GPU_ADDRESS_NV, &m_indexAddr);
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glMakeBufferResidentNV(GL_ELEMENT_ARRAY_BUFFER, GL_READ_ONLY);
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}
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unbind();
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delete[] vertices;
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}
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void GLGeometry::bind() {
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glBindBuffer(GL_ARRAY_BUFFER, m_vertexID);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_indexID);
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}
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void GLGeometry::unbind() {
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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}
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void GLGeometry::cleanup() {
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Assert(m_vertexID != 0 && m_indexID != 0);
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Log(ETrace, "Freeing GPU geometry object \"%s\"", getName().c_str());
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glDeleteBuffers(1, &m_vertexID);
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glDeleteBuffers(1, &m_indexID);
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m_vertexID = m_indexID = 0;
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}
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GLGeometry::~GLGeometry() {
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if (m_vertexID != 0 || m_indexID != 0)
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cleanup();
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}
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MTS_IMPLEMENT_CLASS(GLGeometry, false, GPUGeometry)
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MTS_NAMESPACE_END
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