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cadscene_gl.hpp
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cadscene_gl.hpp
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/*
* Copyright (c) 2017-2021, NVIDIA CORPORATION. All rights reserved.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
* SPDX-FileCopyrightText: Copyright (c) 2017-2021 NVIDIA CORPORATION
* SPDX-License-Identifier: Apache-2.0
*/
#pragma once
#include "cadscene.hpp"
#include <include_gl.h>
#include <nvgl/base_gl.hpp>
class GeometryMemoryGL
{
public:
typedef size_t Index;
struct Allocation
{
Index chunkIndex;
size_t vboOffset;
size_t iboOffset;
};
struct Chunk
{
GLuint vboGL;
GLuint iboGL;
size_t vboSize;
size_t iboSize;
uint64_t vboADDR;
uint64_t iboADDR;
};
void init(size_t vboStride, size_t maxChunk, bool bindless);
void deinit();
void alloc(size_t vboSize, size_t iboSize, Allocation& allocation);
void finalize();
size_t getVertexSize() const
{
size_t size = 0;
for(size_t i = 0; i < m_chunks.size(); i++)
{
size += m_chunks[i].vboSize;
}
return size;
}
size_t getIndexSize() const
{
size_t size = 0;
for(size_t i = 0; i < m_chunks.size(); i++)
{
size += m_chunks[i].iboSize;
}
return size;
}
const Chunk& getChunk(const Allocation& allocation) const { return m_chunks[allocation.chunkIndex]; }
const Chunk& getChunk(Index index) const { return m_chunks[index]; }
size_t getChunkCount() const { return m_chunks.size(); }
private:
size_t m_alignment;
size_t m_vboAlignment;
size_t m_maxChunk;
size_t m_maxVboChunk;
size_t m_maxIboChunk;
bool m_bindless;
std::vector<Chunk> m_chunks;
Index getActiveIndex() { return (m_chunks.size() - 1); }
Chunk& getActiveChunk()
{
assert(!m_chunks.empty());
return m_chunks[getActiveIndex()];
}
};
class CadSceneGL
{
public:
struct Geometry
{
GeometryMemoryGL::Allocation mem;
nvgl::BufferBinding vbo;
nvgl::BufferBinding ibo;
};
struct Buffers
{
nvgl::Buffer materials;
nvgl::Buffer matrices;
nvgl::Buffer matricesOrig;
};
Buffers m_buffers;
std::vector<Geometry> m_geometry;
GeometryMemoryGL m_geometryMem;
void init(const CadScene& cadscene);
void deinit();
};