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