- added support for contemporary maintaining per face/per vertex bos of the same attribute
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@ -642,10 +642,21 @@ protected:
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size_t facechunk = std::min(size_t(tn),_perbatchprim);
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size_t vertexchunk = std::min(size_t(vn),_perbatchprim);
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std::vector<vcg::Point3f> pv(vertexchunk);
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std::vector<vcg::Point3f> nv(vertexchunk);
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std::vector<vcg::Color4b> cv(vertexchunk); // Per vertex Colors
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std::vector<float> tv(vertexchunk * 2);
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std::vector<vcg::Point3f> pv; //position vector
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if (attributestobeupdated[GLFeederInfo::ATT_VERTPOSITION])
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pv.resize(vertexchunk);
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std::vector<vcg::Point3f> nv; //per vertex normal vector
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if (attributestobeupdated[GLFeederInfo::ATT_VERTNORMAL])
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nv.resize(vertexchunk);
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std::vector<vcg::Color4b> cv; // Per vertex color vector
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if (attributestobeupdated[GLFeederInfo::ATT_VERTCOLOR])
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cv.resize(vertexchunk);
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std::vector<float> tv; // per vertex texture coord vector
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if (attributestobeupdated[GLFeederInfo::ATT_VERTTEXTURE])
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tv.resize(vertexchunk * 2);
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size_t chunckingpu = 0;
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@ -747,10 +758,33 @@ protected:
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size_t facechunk = std::min(size_t(tn),_perbatchprim);
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std::vector<vcg::Point3f> rpv(facechunk * 3);
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std::vector<vcg::Point3f> rnv(facechunk * 3);
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std::vector<vcg::Color4b> rcv(facechunk * 3);
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std::vector<float> rtv(facechunk * 3 * 2);
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std::vector<vcg::Point3f> rpv; //position vector
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if (attributestobeupdated[GLFeederInfo::ATT_VERTPOSITION])
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rpv.resize(facechunk * 3);
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std::vector<vcg::Point3f> rnv; //per vertex normal vector
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if (attributestobeupdated[GLFeederInfo::ATT_VERTNORMAL])
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rnv.resize(facechunk * 3);
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std::vector<vcg::Point3f> rfnv; //per face normal vector
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if (attributestobeupdated[GLFeederInfo::ATT_FACENORMAL])
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rfnv.resize(facechunk * 3);
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std::vector<vcg::Color4b> rcv; // Per vertex color vector
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if (attributestobeupdated[GLFeederInfo::ATT_VERTCOLOR])
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rcv.resize(facechunk * 3);
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std::vector<vcg::Color4b> rfcv; // Per vertex color vector
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if (attributestobeupdated[GLFeederInfo::ATT_FACECOLOR])
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rfcv.resize(facechunk * 3);
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std::vector<float> rtv; // per vertex texture coord vector
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if (attributestobeupdated[GLFeederInfo::ATT_VERTTEXTURE])
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rtv.resize(facechunk * 3 * 2);
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std::vector<float> rwtv; // per wedge texture coord vector
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if (attributestobeupdated[GLFeederInfo::ATT_WEDGETEXTURE])
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rwtv.resize(facechunk * 3 * 2);
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size_t chunckingpu = 0;
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@ -814,11 +848,12 @@ protected:
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rnv[chunkindex*3+1].Import(_mesh.face[indf].V(1)->N().Normalize());
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rnv[chunkindex*3+2].Import(_mesh.face[indf].V(2)->N().Normalize());
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}
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else if (attributestobeupdated[GLFeederInfo::ATT_FACENORMAL])
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if (attributestobeupdated[GLFeederInfo::ATT_FACENORMAL])
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{
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rnv[chunkindex*3+0].Import(_mesh.face[indf].N().Normalize());
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rnv[chunkindex*3+1].Import(_mesh.face[indf].N().Normalize());
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rnv[chunkindex*3+2].Import(_mesh.face[indf].N().Normalize());
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rfnv[chunkindex*3+0].Import(_mesh.face[indf].N().Normalize());
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rfnv[chunkindex*3+1].Import(_mesh.face[indf].N().Normalize());
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rfnv[chunkindex*3+2].Import(_mesh.face[indf].N().Normalize());
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}
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if ((attributestobeupdated[GLFeederInfo::ATT_VERTCOLOR]))
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@ -827,23 +862,15 @@ protected:
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rcv[chunkindex*3+1] = _mesh.face[indf].V(1)->C();
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rcv[chunkindex*3+2] = _mesh.face[indf].V(2)->C();
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}
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else if ((attributestobeupdated[GLFeederInfo::ATT_FACECOLOR]))
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if ((attributestobeupdated[GLFeederInfo::ATT_FACECOLOR]))
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{
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rcv[chunkindex*3+0] = _mesh.face[indf].C();
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rcv[chunkindex*3+1] = _mesh.face[indf].C();
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rcv[chunkindex*3+2] = _mesh.face[indf].C();
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rfcv[chunkindex*3+0] = _mesh.face[indf].C();
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rfcv[chunkindex*3+1] = _mesh.face[indf].C();
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rfcv[chunkindex*3+2] = _mesh.face[indf].C();
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}
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if (attributestobeupdated[GLFeederInfo::ATT_WEDGETEXTURE])
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{
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rtv[chunkindex*6+0]=float(_mesh.face[indf].WT(0).U());
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rtv[chunkindex*6+1]=float(_mesh.face[indf].WT(0).V());
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rtv[chunkindex*6+2]=float(_mesh.face[indf].WT(1).U());
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rtv[chunkindex*6+3]=float(_mesh.face[indf].WT(1).V());
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rtv[chunkindex*6+4]=float(_mesh.face[indf].WT(2).U());
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rtv[chunkindex*6+5]=float(_mesh.face[indf].WT(2).V());
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}
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else if (attributestobeupdated[GLFeederInfo::ATT_VERTTEXTURE])
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if (attributestobeupdated[GLFeederInfo::ATT_VERTTEXTURE])
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{
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rtv[chunkindex*6+0]=float(_mesh.face[indf].V(0)->T().U());
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rtv[chunkindex*6+1]=float(_mesh.face[indf].V(0)->T().V());
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@ -853,6 +880,16 @@ protected:
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rtv[chunkindex*6+5]=float(_mesh.face[indf].V(2)->T().V());
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}
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if (attributestobeupdated[GLFeederInfo::ATT_WEDGETEXTURE])
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{
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rwtv[chunkindex*6+0]=float(_mesh.face[indf].WT(0).U());
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rwtv[chunkindex*6+1]=float(_mesh.face[indf].WT(0).V());
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rwtv[chunkindex*6+2]=float(_mesh.face[indf].WT(1).U());
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rwtv[chunkindex*6+3]=float(_mesh.face[indf].WT(1).V());
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rwtv[chunkindex*6+4]=float(_mesh.face[indf].WT(2).U());
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rwtv[chunkindex*6+5]=float(_mesh.face[indf].WT(2).V());
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}
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if((i == tn - 1) || (chunkindex == facechunk - 1))
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{
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size_t chunksize = facechunk;
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@ -866,40 +903,55 @@ protected:
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glBufferSubData(GL_ARRAY_BUFFER,chunckingpu * facechunk * 3 * buffobj->_components * buffobj->getSizeOfGLType(),3 * buffobj->_components * buffobj->getSizeOfGLType() * chunksize,&rpv[0]);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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}
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if (attributestobeupdated[GLFeederInfo::ATT_VERTNORMAL] || attributestobeupdated[GLFeederInfo::ATT_FACENORMAL])
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{
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GLBufferObject* buffobj;
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if (attributestobeupdated[GLFeederInfo::ATT_VERTNORMAL])
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buffobj = _bo[GLFeederInfo::ATT_VERTNORMAL];
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else
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buffobj = _bo[GLFeederInfo::ATT_FACENORMAL];
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{
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GLBufferObject* buffobj = _bo[GLFeederInfo::ATT_VERTNORMAL];
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glBindBuffer(GL_ARRAY_BUFFER, buffobj->_bohandle);
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glBufferSubData(GL_ARRAY_BUFFER,chunckingpu * facechunk * 3 * buffobj->_components * buffobj->getSizeOfGLType(),3 * buffobj->_components * buffobj->getSizeOfGLType() * chunksize,&rnv[0]);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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}
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if (attributestobeupdated[GLFeederInfo::ATT_VERTCOLOR] || attributestobeupdated[GLFeederInfo::ATT_FACECOLOR])
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if (attributestobeupdated[GLFeederInfo::ATT_FACENORMAL])
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{
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GLBufferObject* buffobj;
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GLBufferObject* buffobj = _bo[GLFeederInfo::ATT_FACENORMAL];
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glBindBuffer(GL_ARRAY_BUFFER, buffobj->_bohandle);
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glBufferSubData(GL_ARRAY_BUFFER,chunckingpu * facechunk * 3 * buffobj->_components * buffobj->getSizeOfGLType(),3 * buffobj->_components * buffobj->getSizeOfGLType() * chunksize,&rfnv[0]);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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}
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if (attributestobeupdated[GLFeederInfo::ATT_VERTCOLOR])
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buffobj = _bo[GLFeederInfo::ATT_VERTCOLOR];
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else
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buffobj = _bo[GLFeederInfo::ATT_FACECOLOR];
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{
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GLBufferObject* buffobj = _bo[GLFeederInfo::ATT_VERTCOLOR];
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glBindBuffer(GL_ARRAY_BUFFER, buffobj->_bohandle);
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glBufferSubData(GL_ARRAY_BUFFER,chunckingpu * facechunk * 3 *buffobj->_components * buffobj->getSizeOfGLType(),3 * buffobj->_components * buffobj->getSizeOfGLType() * chunksize,&rcv[0]);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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}
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if (attributestobeupdated[GLFeederInfo::ATT_VERTTEXTURE] || attributestobeupdated[GLFeederInfo::ATT_WEDGETEXTURE])
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if (attributestobeupdated[GLFeederInfo::ATT_FACECOLOR])
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{
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GLBufferObject* buffobj;
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GLBufferObject* buffobj = _bo[GLFeederInfo::ATT_FACECOLOR];
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glBindBuffer(GL_ARRAY_BUFFER, buffobj->_bohandle);
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glBufferSubData(GL_ARRAY_BUFFER,chunckingpu * facechunk * 3 *buffobj->_components * buffobj->getSizeOfGLType(),3 * buffobj->_components * buffobj->getSizeOfGLType() * chunksize,&rfcv[0]);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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}
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if (attributestobeupdated[GLFeederInfo::ATT_VERTTEXTURE])
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buffobj = _bo[GLFeederInfo::ATT_VERTTEXTURE];
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else
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buffobj = _bo[GLFeederInfo::ATT_WEDGETEXTURE];
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{
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GLBufferObject* buffobj = _bo[GLFeederInfo::ATT_VERTTEXTURE];
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glBindBuffer(GL_ARRAY_BUFFER, buffobj->_bohandle);
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glBufferSubData(GL_ARRAY_BUFFER,chunckingpu * facechunk * 3 *buffobj->_components * buffobj->getSizeOfGLType(),3 * buffobj->_components * buffobj->getSizeOfGLType() * chunksize,&rtv[0]);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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}
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if (attributestobeupdated[GLFeederInfo::ATT_WEDGETEXTURE])
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{
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GLBufferObject* buffobj = _bo[GLFeederInfo::ATT_WEDGETEXTURE];
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glBindBuffer(GL_ARRAY_BUFFER, buffobj->_bohandle);
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glBufferSubData(GL_ARRAY_BUFFER,chunckingpu * facechunk * 3 *buffobj->_components * buffobj->getSizeOfGLType(),3 * buffobj->_components * buffobj->getSizeOfGLType() * chunksize,&rwtv[0]);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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}
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++chunckingpu;
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}
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++i;
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@ -1090,9 +1142,13 @@ protected:
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return;
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updateClientState(req);
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glDisable(GL_TEXTURE_2D);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _bo[GLFeederInfo::ATT_VERTINDEX]->_bohandle);
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glDrawArrays(GL_POINTS,0,_mesh.vn);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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//glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _bo[GLFeederInfo::ATT_VERTINDEX]->_bohandle);
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size_t pointsnum = _mesh.vn;
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if (isReplicatedPipeline(_currallocatedboatt))
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pointsnum = _mesh.fn * 3;
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glDrawArrays(GL_POINTS,0,pointsnum);
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//glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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/*disable all client state buffers*/
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ReqAtts tmp;
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