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/**
* @file llvertexbuffer.h
* @brief LLVertexBuffer wrapper for OpengGL vertex buffer objects
*
* $LicenseInfo:firstyear=2003&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2010, Linden Research, Inc.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation;
* version 2.1 of the License only.
*
* This library 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
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
#ifndef LL_LLVERTEXBUFFER_H
#define LL_LLVERTEXBUFFER_H
#include "llgl.h"
#include "v2math.h"
#include "v3math.h"
#include "v4math.h"
#include "v4coloru.h"
#include "llstrider.h"
#include "llrender.h"
#include "lltrace.h"
#include <set>
#include <vector>
#include <list>
#define LL_MAX_VERTEX_ATTRIB_LOCATION 64
//============================================================================
// NOTES
// Threading:
// All constructors should take an 'create' paramater which should only be
// 'true' when called from the main thread. Otherwise createGLBuffer() will
// be called as soon as getVertexPointer(), etc is called (which MUST ONLY be
// called from the main (i.e OpenGL) thread)
//============================================================================
// base class
class LLPrivateMemoryPool;
class LLVertexBuffer final : public LLRefCount
{
public:
struct MappedRegion
{
U32 mStart;
U32 mEnd;
};
LLVertexBuffer(const LLVertexBuffer& rhs)
{
*this = rhs;
}
const LLVertexBuffer& operator=(const LLVertexBuffer& rhs)
{
LL_ERRS() << "Illegal operation!" << LL_ENDL;
return *this;
}
static void initClass(LLWindow* window);
static void cleanupClass();
static void setupClientArrays(U32 data_mask);
static void drawArrays(U32 mode, const std::vector<LLVector3>& pos);
static void drawElements(U32 mode, const LLVector4a* pos, const LLVector2* tc, U32 num_indices, const U16* indicesp);
static void unbind(); //unbind any bound vertex buffer
//get the size of a vertex with the given typemask
static U32 calcVertexSize(const U32& typemask);
//get the size of a buffer with the given typemask and vertex count
//fill offsets with the offset of each vertex component array into the buffer
// indexed by the following enum
static U32 calcOffsets(const U32& typemask, U32* offsets, U32 num_vertices);
//WARNING -- when updating these enums you MUST
// 1 - update LLVertexBuffer::sTypeSize
// 2 - update LLVertexBuffer::vb_type_name
// 3 - add a strider accessor
// 4 - modify LLVertexBuffer::setupVertexBuffer
// 6 - modify LLViewerShaderMgr::mReservedAttribs
// clang-format off
enum AttributeType { // Shader attribute name, set in LLShaderMgr::initAttribsAndUniforms()
TYPE_VERTEX = 0, // "position"
TYPE_NORMAL, // "normal"
TYPE_TEXCOORD0, // "texcoord0"
TYPE_TEXCOORD1, // "texcoord1"
TYPE_TEXCOORD2, // "texcoord2"
TYPE_TEXCOORD3, // "texcoord3"
TYPE_COLOR, // "diffuse_color"
TYPE_EMISSIVE, // "emissive"
TYPE_TANGENT, // "tangent"
TYPE_WEIGHT, // "weight"
TYPE_WEIGHT4, // "weight4"
TYPE_CLOTHWEIGHT, // "clothing"
TYPE_TEXTURE_INDEX, // "texture_index"
TYPE_MAX, // TYPE_MAX is the size/boundary marker for attributes that go in the vertex buffer
TYPE_INDEX, // TYPE_INDEX is beyond _MAX because it lives in a separate (index) buffer
};
// clang-format on
enum {
MAP_VERTEX = (1<<TYPE_VERTEX),
MAP_NORMAL = (1<<TYPE_NORMAL),
MAP_TEXCOORD0 = (1<<TYPE_TEXCOORD0),
MAP_TEXCOORD1 = (1<<TYPE_TEXCOORD1),
MAP_TEXCOORD2 = (1<<TYPE_TEXCOORD2),
MAP_TEXCOORD3 = (1<<TYPE_TEXCOORD3),
MAP_COLOR = (1<<TYPE_COLOR),
MAP_EMISSIVE = (1<<TYPE_EMISSIVE),
MAP_TANGENT = (1<<TYPE_TANGENT),
MAP_WEIGHT = (1<<TYPE_WEIGHT),
MAP_WEIGHT4 = (1<<TYPE_WEIGHT4),
MAP_CLOTHWEIGHT = (1<<TYPE_CLOTHWEIGHT),
MAP_TEXTURE_INDEX = (1<<TYPE_TEXTURE_INDEX),
};
protected:
friend class LLRender;
~LLVertexBuffer(); // use unref()
void setupVertexBuffer();
void genBuffer(U32 size);
void genIndices(U32 size);
bool createGLBuffer(U32 size);
bool createGLIndices(U32 size);
void destroyGLBuffer();
void destroyGLIndices();
bool updateNumVerts(U32 nverts);
bool updateNumIndices(U32 nindices);
public:
LLVertexBuffer(U32 typemask);
// allocate buffer
bool allocateBuffer(U32 nverts, U32 nindices);
// map for data access (see also getFooStrider below)
U8* mapVertexBuffer(AttributeType type, U32 index, S32 count = -1);
U8* mapIndexBuffer(U32 index, S32 count = -1);
void unmapBuffer();
// set for rendering
// assumes (and will assert on) the following:
// - this buffer has no pending unampBuffer call
// - a shader is currently bound
// - This buffer has sufficient attributes within it to satisfy the needs of the currently bound shader
void setBuffer();
// Only call each getVertexPointer, etc, once before calling unmapBuffer()
// call unmapBuffer() after calls to getXXXStrider() before any cals to setBuffer()
// example:
// vb->getVertexBuffer(verts);
// vb->getNormalStrider(norms);
// setVertsNorms(verts, norms);
// vb->unmapBuffer();
bool getVertexStrider(LLStrider<LLVector3>& strider, U32 index=0, S32 count = -1);
bool getVertexStrider(LLStrider<LLVector4a>& strider, U32 index=0, S32 count = -1);
bool getIndexStrider(LLStrider<U16>& strider, U32 index=0, S32 count = -1);
bool getTexCoord0Strider(LLStrider<LLVector2>& strider, U32 index=0, S32 count = -1);
bool getTexCoord1Strider(LLStrider<LLVector2>& strider, U32 index=0, S32 count = -1);
bool getTexCoord2Strider(LLStrider<LLVector2>& strider, U32 index=0, S32 count = -1);
bool getNormalStrider(LLStrider<LLVector3>& strider, U32 index=0, S32 count = -1);
bool getTangentStrider(LLStrider<LLVector3>& strider, U32 index=0, S32 count = -1);
bool getTangentStrider(LLStrider<LLVector4a>& strider, U32 index=0, S32 count = -1);
bool getColorStrider(LLStrider<LLColor4U>& strider, U32 index=0, S32 count = -1);
bool getEmissiveStrider(LLStrider<LLColor4U>& strider, U32 index=0, S32 count = -1);
bool getWeightStrider(LLStrider<F32>& strider, U32 index=0, S32 count = -1);
bool getWeight4Strider(LLStrider<LLVector4>& strider, U32 index=0, S32 count = -1);
bool getClothWeightStrider(LLStrider<LLVector4>& strider, U32 index=0, S32 count = -1);
bool getBasecolorTexcoordStrider(LLStrider<LLVector2>& strider, U32 index=0, S32 count = -1);
bool getNormalTexcoordStrider(LLStrider<LLVector2>& strider, U32 index=0, S32 count = -1);
bool getMetallicRoughnessTexcoordStrider(LLStrider<LLVector2>& strider, U32 index=0, S32 count = -1);
bool getEmissiveTexcoordStrider(LLStrider<LLVector2>& strider, U32 index=0, S32 count = -1);
void setPositionData(const LLVector4a* data);
void setTexCoordData(const LLVector2* data);
void setColorData(const LLColor4U* data);
U32 getNumVerts() const { return mNumVerts; }
U32 getNumIndices() const { return mNumIndices; }
U32 getTypeMask() const { return mTypeMask; }
bool hasDataType(AttributeType type) const { return ((1 << type) & getTypeMask()); }
U32 getSize() const { return mSize; }
U32 getIndicesSize() const { return mIndicesSize; }
U8* getMappedData() const { return mMappedData; }
U8* getMappedIndices() const { return mMappedIndexData; }
U32 getOffset(AttributeType type) const { return mOffsets[type]; }
// these functions assume (and assert on) the current VBO being bound
// Detailed error checking can be enabled by setting gDebugGL to true
void draw(U32 mode, U32 count, U32 indices_offset) const;
void drawArrays(U32 mode, U32 offset, U32 count) const;
void drawRange(U32 mode, U32 start, U32 end, U32 count, U32 indices_offset) const;
//for debugging, validate data in given range is valid
bool validateRange(U32 start, U32 end, U32 count, U32 offset) const;
#ifdef LL_PROFILER_ENABLE_RENDER_DOC
void setLabel(const char* label);
#endif
protected:
U32 mGLBuffer = 0; // GL VBO handle
U32 mGLIndices = 0; // GL IBO handle
U32 mNumVerts = 0; // Number of vertices allocated
U32 mNumIndices = 0; // Number of indices allocated
U32 mOffsets[TYPE_MAX]; // byte offsets into mMappedData of each attribute
U8* mMappedData = nullptr; // pointer to currently mapped data (NULL if unmapped)
U8* mMappedIndexData = nullptr; // pointer to currently mapped indices (NULL if unmapped)
U32 mTypeMask = 0; // bitmask of present vertex attributes
U32 mSize = 0; // size in bytes of mMappedData
U32 mIndicesSize = 0; // size in bytes of mMappedIndexData
std::vector<MappedRegion> mMappedVertexRegions; // list of mMappedData byte ranges that must be sent to GL
std::vector<MappedRegion> mMappedIndexRegions; // list of mMappedIndexData byte ranges that must be sent to GL
private:
// DEPRECATED
// These function signatures are deprecated, but for some reason
// there are classes in an external package that depend on LLVertexBuffer
// TODO: move these classes into viewer repository
friend class LLNavShapeVBOManager;
friend class LLNavMeshVBOManager;
LLVertexBuffer(U32 typemask, U32 usage)
: LLVertexBuffer(typemask)
{}
bool allocateBuffer(S32 nverts, S32 nindices, BOOL create) { return allocateBuffer(nverts, nindices); }
public:
static const U32 sTypeSize[TYPE_MAX];
static const U32 sGLMode[LLRender::NUM_MODES];
static U32 sGLRenderBuffer;
static U32 sGLRenderIndices;
static U32 sLastMask;
static U32 sVertexCount;
};
#ifdef LL_PROFILER_ENABLE_RENDER_DOC
#define LL_LABEL_VERTEX_BUFFER(buf, name) buf->setLabel(name)
#else
#define LL_LABEL_VERTEX_BUFFER(buf, name)
#endif
#endif // LL_LLVERTEXBUFFER_H
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