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/*=========================================================================
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