mitsuba/src/libhw/glgeometry.cpp

145 lines
4.4 KiB
C++

/*
This file is part of Mitsuba, a physically based rendering system.
Copyright (c) 2007-2011 by Wenzel Jakob and others.
Mitsuba is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License Version 3
as published by the Free Software Foundation.
Mitsuba 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 this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include <mitsuba/mitsuba.h>
#if defined(__OSX__)
#include <OpenGL/glew.h>
#else
#include <GL/glew.h>
#endif
#include <mitsuba/hw/glgeometry.h>
MTS_NAMESPACE_BEGIN
GLGeometry::GLGeometry(const TriMesh *mesh)
: GPUGeometry(mesh), m_vertexID(0), m_indexID(0) {
}
void GLGeometry::init() {
Assert(m_vertexID == 0 && m_indexID == 0);
glGenBuffers(1, &m_vertexID);
glGenBuffers(1, &m_indexID);
refresh();
}
void GLGeometry::refresh() {
Assert(m_vertexID != 0 && m_indexID != 0);
m_stride = 3;
if (m_mesh->getVertexNormals())
m_stride += 3;
if (m_mesh->getVertexTexcoords())
m_stride += 2;
if (m_mesh->getVertexTangents())
m_stride += 3;
if (m_mesh->getVertexColors())
m_stride += 3;
m_stride *= sizeof(GLfloat);
m_vertexSize = (GLuint) (m_mesh->getVertexCount() * m_stride);
m_indexSize = (GLuint) (m_mesh->getTriangleCount() * sizeof(GLuint) * 3);
Log(ETrace, "Uploading a GPU geometry object (\"%s\", " SIZE_T_FMT
" vertices, " SIZE_T_FMT " triangles, %s)",
getName().c_str(),
m_mesh->getVertexCount(),
m_mesh->getTriangleCount(),
memString(m_vertexSize + m_indexSize).c_str());
GLfloat *vertices = new GLfloat[m_mesh->getVertexCount()
* m_stride/sizeof(GLfloat)];
GLuint *indices = (GLuint *) m_mesh->getTriangles();
const Point *sourcePositions = m_mesh->getVertexPositions();
const Normal *sourceNormals = m_mesh->getVertexNormals();
const Point2 *sourceTexcoords = m_mesh->getVertexTexcoords();
const Spectrum *sourceColors = m_mesh->getVertexColors();
const TangentSpace *sourceTangents = m_mesh->getVertexTangents();
size_t pos = 0;
for (size_t i=0; i<m_mesh->getVertexCount(); ++i) {
vertices[pos++] = (float) sourcePositions[i].x;
vertices[pos++] = (float) sourcePositions[i].y;
vertices[pos++] = (float) sourcePositions[i].z;
if (sourceNormals) {
vertices[pos++] = (float) sourceNormals[i].x;
vertices[pos++] = (float) sourceNormals[i].y;
vertices[pos++] = (float) sourceNormals[i].z;
}
if (sourceTexcoords) {
vertices[pos++] = (float) sourceTexcoords[i].x;
vertices[pos++] = (float) sourceTexcoords[i].y;
}
if (sourceTangents) {
vertices[pos++] = (float) sourceTangents[i].dpdu.x;
vertices[pos++] = (float) sourceTangents[i].dpdu.y;
vertices[pos++] = (float) sourceTangents[i].dpdu.z;
}
if (sourceColors) {
Float r, g, b;
sourceColors[i].toLinearRGB(r, g, b);
vertices[pos++] = (float) r;
vertices[pos++] = (float) g;
vertices[pos++] = (float) b;
}
}
Assert(pos * sizeof(GLfloat) == m_stride * m_mesh->getVertexCount());
bind();
bool bindless = glewIsSupported("GL_NV_vertex_buffer_unified_memory");
glBufferData(GL_ARRAY_BUFFER, m_vertexSize, vertices, GL_STATIC_DRAW);
if (bindless) {
glGetBufferParameterui64vNV(GL_ARRAY_BUFFER, GL_BUFFER_GPU_ADDRESS_NV, &m_vertexAddr);
glMakeBufferResidentNV(GL_ARRAY_BUFFER, GL_READ_ONLY);
}
glBufferData(GL_ELEMENT_ARRAY_BUFFER, m_indexSize, indices, GL_STATIC_DRAW);
if (bindless) {
glGetBufferParameterui64vNV(GL_ELEMENT_ARRAY_BUFFER, GL_BUFFER_GPU_ADDRESS_NV, &m_indexAddr);
glMakeBufferResidentNV(GL_ELEMENT_ARRAY_BUFFER, GL_READ_ONLY);
}
unbind();
delete[] vertices;
}
void GLGeometry::bind() {
glBindBuffer(GL_ARRAY_BUFFER, m_vertexID);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_indexID);
}
void GLGeometry::unbind() {
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
void GLGeometry::cleanup() {
Assert(m_vertexID != 0 && m_indexID != 0);
Log(ETrace, "Freeing GPU geometry object \"%s\"", getName().c_str());
glDeleteBuffers(1, &m_vertexID);
glDeleteBuffers(1, &m_indexID);
m_vertexID = m_indexID = 0;
}
GLGeometry::~GLGeometry() {
if (m_vertexID != 0 || m_indexID != 0)
cleanup();
}
MTS_IMPLEMENT_CLASS(GLGeometry, false, GPUGeometry)
MTS_NAMESPACE_END