You cannot select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
187 lines
5.9 KiB
C
187 lines
5.9 KiB
C
3 weeks ago
|
/*=========================================================================
|
||
|
|
||
|
Program: Visualization Toolkit
|
||
|
Module: vtkOpenGLTexture.h
|
||
|
|
||
|
Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen
|
||
|
All rights reserved.
|
||
|
See Copyright.txt or http://www.kitware.com/Copyright.htm for details.
|
||
|
|
||
|
This software is distributed WITHOUT ANY WARRANTY; without even
|
||
|
the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
|
||
|
PURPOSE. See the above copyright notice for more information.
|
||
|
|
||
|
=========================================================================*/
|
||
|
/**
|
||
|
* @class vtkOpenGLVertexBufferObjectGroup
|
||
|
* @brief manage vertex buffer objects shared within a mapper
|
||
|
*
|
||
|
* This class holds onto the VBOs that a mapper is using.
|
||
|
* The basic operation is that during the render process
|
||
|
* the mapper may cache a number of dataArrays as VBOs
|
||
|
* associated with attributes. This class keep track of
|
||
|
* freeing VBOs no longer used by the mapper and uploading
|
||
|
* new data as needed.
|
||
|
*
|
||
|
* When using CacheCataArray the same array can be set
|
||
|
* each time and this class will not rebuild or upload
|
||
|
* unless needed.
|
||
|
*
|
||
|
* When using the AppendDataArray API no caching is done
|
||
|
* and the VBOs will be rebuilt and uploaded each time.
|
||
|
* So when appending th emapper need to handle checking
|
||
|
* if the VBO should be updated.
|
||
|
*
|
||
|
* Use case:
|
||
|
* make this an ivar of your mapper
|
||
|
* vbg->CacheDataArray("vertexMC", vtkDataArray);
|
||
|
* vbg->BuildAllVBOs();
|
||
|
* if (vbg->GetMTime() > your VAO update time)
|
||
|
* {
|
||
|
* vbg->AddAllAttributesToVAO(...);
|
||
|
* }
|
||
|
*
|
||
|
* Appended Use case:
|
||
|
* make this an ivar of your mapper
|
||
|
* if (you need to update your VBOs)
|
||
|
* {
|
||
|
* vbg->ClearAllVBOs();
|
||
|
* vbg->AppendDataArray("vertexMC", vtkDataArray1);
|
||
|
* vbg->AppendDataArray("vertexMC", vtkDataArray2);
|
||
|
* vbg->AppendDataArray("vertexMC", vtkDataArray3);
|
||
|
* vbg->BuildAllVBOs();
|
||
|
* vbg->AddAllAttributesToVAO(...);
|
||
|
* }
|
||
|
*
|
||
|
* use VAO
|
||
|
*
|
||
|
*/
|
||
|
|
||
|
#ifndef vtkOpenGLVertexBufferObjectGroup_h
|
||
|
#define vtkOpenGLVertexBufferObjectGroup_h
|
||
|
|
||
|
#include "vtkObject.h"
|
||
|
#include "vtkRenderingOpenGL2Module.h" // For export macro
|
||
|
#include <map> // for methods
|
||
|
#include <string> // for ivars
|
||
|
#include <vector> // for ivars
|
||
|
|
||
|
class vtkDataArray;
|
||
|
class vtkOpenGLVertexArrayObject;
|
||
|
class vtkOpenGLVertexBufferObject;
|
||
|
class vtkOpenGLVertexBufferObjectCache;
|
||
|
class vtkShaderProgram;
|
||
|
class vtkViewport;
|
||
|
class vtkWindow;
|
||
|
|
||
|
class VTKRENDERINGOPENGL2_EXPORT vtkOpenGLVertexBufferObjectGroup : public vtkObject
|
||
|
{
|
||
|
public:
|
||
|
static vtkOpenGLVertexBufferObjectGroup* New();
|
||
|
vtkTypeMacro(vtkOpenGLVertexBufferObjectGroup, vtkObject);
|
||
|
void PrintSelf(ostream& os, vtkIndent indent) override;
|
||
|
|
||
|
/**
|
||
|
* Returns the number of components for this attribute
|
||
|
* zero if the attribute does not exist
|
||
|
*/
|
||
|
int GetNumberOfComponents(const char* attribute);
|
||
|
|
||
|
/**
|
||
|
* Returns the number of tuples for this attribute
|
||
|
* zero if the attribute does not exist
|
||
|
*/
|
||
|
int GetNumberOfTuples(const char* attribute);
|
||
|
|
||
|
/**
|
||
|
* Release any graphics resources that are being consumed by this mapper.
|
||
|
* The parameter window could be used to determine which graphic
|
||
|
* resources to release.
|
||
|
*/
|
||
|
void ReleaseGraphicsResources(vtkWindow*);
|
||
|
|
||
|
/**
|
||
|
* Returns the VBO for an attribute, NULL if
|
||
|
* it is not present.
|
||
|
*/
|
||
|
vtkOpenGLVertexBufferObject* GetVBO(const char* attribute);
|
||
|
|
||
|
/**
|
||
|
* Attach all VBOs to their attributes
|
||
|
*/
|
||
|
void AddAllAttributesToVAO(vtkShaderProgram* program, vtkOpenGLVertexArrayObject* vao);
|
||
|
|
||
|
/**
|
||
|
* used to remove a no longer needed attribute
|
||
|
* Calling CacheDataArray with a nullptr
|
||
|
* attribute will also work.
|
||
|
*/
|
||
|
void RemoveAttribute(const char* attribute);
|
||
|
|
||
|
/**
|
||
|
* Set the data array for an attribute in the VBO Group
|
||
|
* registers the data array until build is called
|
||
|
* once this is called a valid VBO will exist
|
||
|
*/
|
||
|
void CacheDataArray(
|
||
|
const char* attribute, vtkDataArray* da, vtkOpenGLVertexBufferObjectCache* cache, int destType);
|
||
|
void CacheDataArray(const char* attribute, vtkDataArray* da, vtkViewport* vp, int destType);
|
||
|
|
||
|
/**
|
||
|
* Check if the array already exists.
|
||
|
* offset is the index of the first vertex of the array if it exists.
|
||
|
* totalOffset is the total number of vertices in the appended arrays.
|
||
|
* Note that if the array does not exist, offset is equal to totalOffset.
|
||
|
*/
|
||
|
bool ArrayExists(
|
||
|
const char* attribute, vtkDataArray* da, vtkIdType& offset, vtkIdType& totalOffset);
|
||
|
|
||
|
/**
|
||
|
* Append a data array for an attribute in the VBO Group
|
||
|
* registers the data array until build is called
|
||
|
*/
|
||
|
void AppendDataArray(const char* attribute, vtkDataArray* da, int destType);
|
||
|
|
||
|
/**
|
||
|
* using the data arrays in this group
|
||
|
* build all the VBOs, once this has been called the
|
||
|
* reference to the data arrays will be freed.
|
||
|
*/
|
||
|
void BuildAllVBOs(vtkOpenGLVertexBufferObjectCache*);
|
||
|
void BuildAllVBOs(vtkViewport*);
|
||
|
|
||
|
/**
|
||
|
* Force all the VBOs to be freed from this group.
|
||
|
* Call this prior to starting appending operations.
|
||
|
* Not needed for single array caching.
|
||
|
*/
|
||
|
void ClearAllVBOs();
|
||
|
|
||
|
/**
|
||
|
* Clear all the data arrays. Typically an internal method.
|
||
|
* Automatically called at the end of BuildAllVBOs to prepare
|
||
|
* for the next set of attributes.
|
||
|
*/
|
||
|
void ClearAllDataArrays();
|
||
|
|
||
|
/**
|
||
|
* Get the mtime of this groups VBOs
|
||
|
*/
|
||
|
vtkMTimeType GetMTime() override;
|
||
|
|
||
|
protected:
|
||
|
vtkOpenGLVertexBufferObjectGroup();
|
||
|
~vtkOpenGLVertexBufferObjectGroup() override;
|
||
|
|
||
|
std::map<std::string, vtkOpenGLVertexBufferObject*> UsedVBOs;
|
||
|
std::map<std::string, std::vector<vtkDataArray*> > UsedDataArrays;
|
||
|
std::map<std::string, std::map<vtkDataArray*, vtkIdType> > UsedDataArrayMaps;
|
||
|
std::map<std::string, vtkIdType> UsedDataArraySizes;
|
||
|
|
||
|
private:
|
||
|
vtkOpenGLVertexBufferObjectGroup(const vtkOpenGLVertexBufferObjectGroup&) = delete;
|
||
|
void operator=(const vtkOpenGLVertexBufferObjectGroup&) = delete;
|
||
|
};
|
||
|
|
||
|
#endif
|