1942 lines
77 KiB
C++
1942 lines
77 KiB
C++
//----------------------------------------------------------------------------//
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// //
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// ozz-animation is hosted at http://github.com/guillaumeblanc/ozz-animation //
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// and distributed under the MIT License (MIT). //
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// //
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// Copyright (c) Guillaume Blanc //
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// //
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// Permission is hereby granted, free of charge, to any person obtaining a //
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// copy of this software and associated documentation files (the "Software"), //
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// to deal in the Software without restriction, including without limitation //
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// the rights to use, copy, modify, merge, publish, distribute, sublicense, //
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// and/or sell copies of the Software, and to permit persons to whom the //
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// Software is furnished to do so, subject to the following conditions: //
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// //
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// The above copyright notice and this permission notice shall be included in //
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// all copies or substantial portions of the Software. //
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// //
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR //
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, //
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL //
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// THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER //
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING //
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER //
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// DEALINGS IN THE SOFTWARE. //
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// //
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//----------------------------------------------------------------------------//
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#define OZZ_INCLUDE_PRIVATE_HEADER // Allows to include private headers.
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#include "renderer_impl.h"
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#include "camera.h"
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#include "framework/mesh.h"
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#include "icosphere.h"
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#include "immediate.h"
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#include "ozz/animation/runtime/local_to_model_job.h"
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#include "ozz/animation/runtime/skeleton.h"
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#include "ozz/animation/runtime/skeleton_utils.h"
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#include "ozz/base/log.h"
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#include "ozz/base/maths/box.h"
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#include "ozz/base/maths/math_ex.h"
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#include "ozz/base/maths/simd_math.h"
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#include "ozz/base/maths/vec_float.h"
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#include "ozz/base/memory/allocator.h"
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#include "ozz/base/platform.h"
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#include "ozz/geometry/runtime/skinning_job.h"
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#include "shader.h"
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namespace ozz {
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namespace sample {
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namespace internal {
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namespace {
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// A vertex made of positions and normals.
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struct VertexPNC {
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math::Float3 pos;
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math::Float3 normal;
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Color color;
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};
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} // namespace
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RendererImpl::Model::Model() : vbo(0), mode(GL_POINTS), count(0) {}
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RendererImpl::Model::~Model() {
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if (vbo) {
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GL(DeleteBuffers(1, &vbo));
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vbo = 0;
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}
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}
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RendererImpl::RendererImpl(Camera* _camera)
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: camera_(_camera),
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dynamic_array_bo_(0),
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dynamic_index_bo_(0),
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checkered_texture_(0) {}
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RendererImpl::~RendererImpl() {
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if (dynamic_array_bo_) {
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GL(DeleteBuffers(1, &dynamic_array_bo_));
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dynamic_array_bo_ = 0;
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}
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if (dynamic_index_bo_) {
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GL(DeleteBuffers(1, &dynamic_index_bo_));
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dynamic_index_bo_ = 0;
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}
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if (checkered_texture_) {
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GL(DeleteTextures(1, &checkered_texture_));
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checkered_texture_ = 0;
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}
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}
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bool RendererImpl::Initialize() {
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if (!InitOpenGLExtensions()) {
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return false;
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}
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if (!InitPostureRendering()) {
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return false;
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}
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if (!InitCheckeredTexture()) {
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return false;
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}
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// Builds the dynamic vbo
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GL(GenBuffers(1, &dynamic_array_bo_));
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GL(GenBuffers(1, &dynamic_index_bo_));
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// Allocate immediate mode renderer;
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immediate_ = make_unique<GlImmediateRenderer>(this);
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if (!immediate_->Initialize()) {
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return false;
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}
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// Instantiate ambient rendering shader.
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ambient_shader = AmbientShader::Build();
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if (!ambient_shader) {
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return false;
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}
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// Instantiate ambient textured rendering shader.
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ambient_textured_shader = AmbientTexturedShader::Build();
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if (!ambient_textured_shader) {
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return false;
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}
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// Instantiate instanced ambient rendering shader.
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if (GL_ARB_instanced_arrays_supported) {
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ambient_shader_instanced = AmbientShaderInstanced::Build();
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if (!ambient_shader_instanced) {
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return false;
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}
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}
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// Instantiate instanced ambient rendering shader.
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points_shader = PointsShader::Build();
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if (!points_shader) {
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return false;
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}
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return true;
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}
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bool RendererImpl::DrawAxes(const ozz::math::Float4x4& _transform) {
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GlImmediatePC im(immediate_renderer(), GL_LINES, _transform);
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GlImmediatePC::Vertex v = {{0.f, 0.f, 0.f}, {0, 0, 0, 0xff}};
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// X axis (green).
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v.pos[0] = 0.f;
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v.pos[1] = 0.f;
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v.pos[2] = 0.f;
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v.rgba[0] = 0xff;
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v.rgba[1] = 0;
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v.rgba[2] = 0;
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im.PushVertex(v);
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v.pos[0] = 1.f;
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im.PushVertex(v);
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// Y axis (green).
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v.pos[0] = 0.f;
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v.pos[1] = 0.f;
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v.pos[2] = 0.f;
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v.rgba[0] = 0;
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v.rgba[1] = 0xff;
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v.rgba[2] = 0;
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im.PushVertex(v);
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v.pos[1] = 1.f;
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im.PushVertex(v);
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// Z axis (green).
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v.pos[0] = 0.f;
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v.pos[1] = 0.f;
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v.pos[2] = 0.f;
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v.rgba[0] = 0;
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v.rgba[1] = 0;
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v.rgba[2] = 0xff;
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im.PushVertex(v);
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v.pos[2] = 1.f;
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im.PushVertex(v);
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return true;
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}
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bool RendererImpl::DrawGrid(int _cell_count, float _cell_size) {
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const float extent = _cell_count * _cell_size;
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const float half_extent = extent * 0.5f;
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const ozz::math::Float3 corner(-half_extent, 0, -half_extent);
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GL(DepthMask(GL_FALSE));
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GL(Enable(GL_BLEND));
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GL(BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA));
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GL(Disable(GL_CULL_FACE));
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{
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GlImmediatePC im(immediate_renderer(), GL_TRIANGLE_STRIP,
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ozz::math::Float4x4::identity());
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GlImmediatePC::Vertex v = {{0.f, 0.f, 0.f}, {0x80, 0xc0, 0xd0, 0xb0}};
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v.pos[0] = corner.x;
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v.pos[1] = corner.y;
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v.pos[2] = corner.z;
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im.PushVertex(v);
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v.pos[2] = corner.z + extent;
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im.PushVertex(v);
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v.pos[0] = corner.x + extent;
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v.pos[2] = corner.z;
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im.PushVertex(v);
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v.pos[2] = corner.z + extent;
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im.PushVertex(v);
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}
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GL(Disable(GL_BLEND));
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GL(Enable(GL_CULL_FACE));
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{
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GlImmediatePC im(immediate_renderer(), GL_LINES,
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ozz::math::Float4x4::identity());
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// Renders lines along X axis.
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GlImmediatePC::Vertex begin = {{corner.x, corner.y, corner.z},
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{0x54, 0x55, 0x50, 0xff}};
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GlImmediatePC::Vertex end = begin;
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end.pos[0] += extent;
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for (int i = 0; i < _cell_count + 1; ++i) {
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im.PushVertex(begin);
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im.PushVertex(end);
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begin.pos[2] += _cell_size;
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end.pos[2] += _cell_size;
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}
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// Renders lines along Z axis.
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begin.pos[0] = corner.x;
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begin.pos[1] = corner.y;
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begin.pos[2] = corner.z;
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end = begin;
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end.pos[2] += extent;
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for (int i = 0; i < _cell_count + 1; ++i) {
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im.PushVertex(begin);
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im.PushVertex(end);
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begin.pos[0] += _cell_size;
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end.pos[0] += _cell_size;
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}
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}
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GL(DepthMask(GL_TRUE));
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return true;
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}
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// Computes the model space rest pose and renders it.
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bool RendererImpl::DrawSkeleton(const ozz::animation::Skeleton& _skeleton,
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const ozz::math::Float4x4& _transform,
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bool _draw_joints) {
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using ozz::math::Float4x4;
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const int num_joints = _skeleton.num_joints();
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if (!num_joints) {
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return true;
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}
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// Reallocate matrix array if necessary.
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prealloc_models_.resize(num_joints);
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// Compute model space rest pose.
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ozz::animation::LocalToModelJob job;
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job.input = _skeleton.joint_rest_poses();
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job.output = make_span(prealloc_models_);
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job.skeleton = &_skeleton;
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if (!job.Run()) {
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return false;
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}
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// Forwards to rendering.
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return DrawPosture(_skeleton, job.output, _transform, _draw_joints);
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}
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bool RendererImpl::InitPostureRendering() {
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const float kInter = .2f;
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{ // Prepares bone mesh.
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const math::Float3 pos[6] = {
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math::Float3(1.f, 0.f, 0.f), math::Float3(kInter, .1f, .1f),
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math::Float3(kInter, .1f, -.1f), math::Float3(kInter, -.1f, -.1f),
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math::Float3(kInter, -.1f, .1f), math::Float3(0.f, 0.f, 0.f)};
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const math::Float3 normals[8] = {
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Normalize(Cross(pos[2] - pos[1], pos[2] - pos[0])),
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Normalize(Cross(pos[1] - pos[2], pos[1] - pos[5])),
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Normalize(Cross(pos[3] - pos[2], pos[3] - pos[0])),
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Normalize(Cross(pos[2] - pos[3], pos[2] - pos[5])),
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Normalize(Cross(pos[4] - pos[3], pos[4] - pos[0])),
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Normalize(Cross(pos[3] - pos[4], pos[3] - pos[5])),
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Normalize(Cross(pos[1] - pos[4], pos[1] - pos[0])),
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Normalize(Cross(pos[4] - pos[1], pos[4] - pos[5]))};
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const Color white = {0xff, 0xff, 0xff, 0xff};
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const VertexPNC bones[24] = {
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{pos[0], normals[0], white}, {pos[2], normals[0], white},
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{pos[1], normals[0], white}, {pos[5], normals[1], white},
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{pos[1], normals[1], white}, {pos[2], normals[1], white},
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{pos[0], normals[2], white}, {pos[3], normals[2], white},
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{pos[2], normals[2], white}, {pos[5], normals[3], white},
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{pos[2], normals[3], white}, {pos[3], normals[3], white},
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{pos[0], normals[4], white}, {pos[4], normals[4], white},
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{pos[3], normals[4], white}, {pos[5], normals[5], white},
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{pos[3], normals[5], white}, {pos[4], normals[5], white},
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{pos[0], normals[6], white}, {pos[1], normals[6], white},
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{pos[4], normals[6], white}, {pos[5], normals[7], white},
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{pos[4], normals[7], white}, {pos[1], normals[7], white}};
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// Builds and fills the vbo.
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Model& bone = models_[0];
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bone.mode = GL_TRIANGLES;
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bone.count = OZZ_ARRAY_SIZE(bones);
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GL(GenBuffers(1, &bone.vbo));
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GL(BindBuffer(GL_ARRAY_BUFFER, bone.vbo));
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GL(BufferData(GL_ARRAY_BUFFER, sizeof(bones), bones, GL_STATIC_DRAW));
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GL(BindBuffer(GL_ARRAY_BUFFER, 0)); // Unbinds.
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// Init bone shader.
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bone.shader = BoneShader::Build();
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if (!bone.shader) {
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return false;
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}
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}
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{ // Prepares joint mesh.
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const int kNumSlices = 20;
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const int kNumPointsPerCircle = kNumSlices + 1;
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const int kNumPointsYZ = kNumPointsPerCircle;
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const int kNumPointsXY = kNumPointsPerCircle + kNumPointsPerCircle / 4;
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const int kNumPointsXZ = kNumPointsPerCircle;
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const int kNumPoints = kNumPointsXY + kNumPointsXZ + kNumPointsYZ;
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const float kRadius = kInter; // Radius multiplier.
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const Color red = {0xff, 0xc0, 0xc0, 0xff};
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const Color green = {0xc0, 0xff, 0xc0, 0xff};
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const Color blue = {0xc0, 0xc0, 0xff, 0xff};
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VertexPNC joints[kNumPoints];
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// Fills vertices.
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int index = 0;
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for (int j = 0; j < kNumPointsYZ; ++j) { // YZ plan.
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float angle = j * math::k2Pi / kNumSlices;
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float s = sinf(angle), c = cosf(angle);
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VertexPNC& vertex = joints[index++];
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vertex.pos = math::Float3(0.f, c * kRadius, s * kRadius);
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vertex.normal = math::Float3(0.f, c, s);
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vertex.color = red;
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}
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for (int j = 0; j < kNumPointsXY; ++j) { // XY plan.
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float angle = j * math::k2Pi / kNumSlices;
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float s = sinf(angle), c = cosf(angle);
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VertexPNC& vertex = joints[index++];
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vertex.pos = math::Float3(s * kRadius, c * kRadius, 0.f);
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vertex.normal = math::Float3(s, c, 0.f);
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vertex.color = blue;
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}
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for (int j = 0; j < kNumPointsXZ; ++j) { // XZ plan.
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float angle = j * math::k2Pi / kNumSlices;
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float s = sinf(angle), c = cosf(angle);
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VertexPNC& vertex = joints[index++];
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vertex.pos = math::Float3(c * kRadius, 0.f, -s * kRadius);
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vertex.normal = math::Float3(c, 0.f, -s);
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vertex.color = green;
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}
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assert(index == kNumPoints);
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// Builds and fills the vbo.
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Model& joint = models_[1];
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joint.mode = GL_LINE_STRIP;
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joint.count = OZZ_ARRAY_SIZE(joints);
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GL(GenBuffers(1, &joint.vbo));
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GL(BindBuffer(GL_ARRAY_BUFFER, joint.vbo));
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GL(BufferData(GL_ARRAY_BUFFER, sizeof(joints), joints, GL_STATIC_DRAW));
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GL(BindBuffer(GL_ARRAY_BUFFER, 0)); // Unbinds.
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// Init joint shader.
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joint.shader = JointShader::Build();
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if (!joint.shader) {
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return false;
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}
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}
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return true;
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}
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bool RendererImpl::InitCheckeredTexture() {
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const int kWidth = 1024;
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const int kCases = 64;
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GL(GenTextures(1, &checkered_texture_));
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GL(BindTexture(GL_TEXTURE_2D, checkered_texture_));
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GL(TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT));
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GL(TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT));
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GL(TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR));
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GL(TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
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GL_LINEAR_MIPMAP_LINEAR));
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GL(PixelStorei(GL_UNPACK_ALIGNMENT, 1));
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// Allocates for biggest mip level.
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const size_t buffer_size = 3 * kWidth * kWidth;
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uint8_t* pixels = reinterpret_cast<uint8_t*>(
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memory::default_allocator()->Allocate(buffer_size, 16));
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// Create the checkered pattern on all mip levels.
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int level_width = kWidth;
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for (int level = 0; level_width > 0; ++level, level_width /= 2) {
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if (level_width >= kCases) {
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const int case_width = level_width / kCases;
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for (int j = 0; j < level_width; ++j) {
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const int cpntj = (j / case_width) & 1;
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for (int i = 0; i < kCases; ++i) {
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const int cpnti = i & 1;
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const bool white_case = (cpnti ^ cpntj) != 0;
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const uint8_t cpntr =
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white_case ? 0xff : j * 255 / level_width & 0xff;
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const uint8_t cpntg = white_case ? 0xff : i * 255 / kCases & 0xff;
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const uint8_t cpntb = white_case ? 0xff : 0;
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const int case_start = j * level_width + i * case_width;
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for (int k = case_start; k < case_start + case_width; ++k) {
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pixels[k * 3 + 0] = cpntr;
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pixels[k * 3 + 1] = cpntg;
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pixels[k * 3 + 2] = cpntb;
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}
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}
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}
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} else {
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// Mimaps where width is smaller than the number of cases.
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for (int j = 0; j < level_width; ++j) {
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for (int i = 0; i < level_width; ++i) {
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pixels[(j * level_width + i) * 3 + 0] = 0x7f;
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pixels[(j * level_width + i) * 3 + 1] = 0x7f;
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pixels[(j * level_width + i) * 3 + 2] = 0x7f;
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}
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}
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}
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GL(TexImage2D(GL_TEXTURE_2D, level, GL_RGB, level_width, level_width, 0,
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GL_RGB, GL_UNSIGNED_BYTE, pixels));
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}
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GL(BindTexture(GL_TEXTURE_2D, 0));
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memory::default_allocator()->Deallocate(pixels);
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return true;
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}
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namespace {
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int DrawPosture_FillUniforms(const ozz::animation::Skeleton& _skeleton,
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ozz::span<const ozz::math::Float4x4> _matrices,
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float* _uniforms, int _max_instances) {
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assert(IsAligned(_uniforms, alignof(math::SimdFloat4)));
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// Prepares computation constants.
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const int num_joints = _skeleton.num_joints();
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const span<const int16_t>& parents = _skeleton.joint_parents();
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int instances = 0;
|
|
for (int i = 0; i < num_joints && instances < _max_instances; ++i) {
|
|
// Root isn't rendered.
|
|
const int16_t parent_id = parents[i];
|
|
if (parent_id == ozz::animation::Skeleton::kNoParent) {
|
|
continue;
|
|
}
|
|
|
|
// Selects joint matrices.
|
|
const math::Float4x4& parent = _matrices[parent_id];
|
|
const math::Float4x4& current = _matrices[i];
|
|
|
|
// Copy parent joint's raw matrix, to render a bone between the parent
|
|
// and current matrix.
|
|
float* uniform = _uniforms + instances * 16;
|
|
std::memcpy(uniform, parent.cols, 16 * sizeof(float));
|
|
|
|
// Set bone direction (bone_dir). The shader expects to find it at index
|
|
// [3,7,11] of the matrix.
|
|
// Index 15 is used to store whether a bone should be rendered,
|
|
// otherwise it's a leaf.
|
|
float bone_dir[4];
|
|
math::StorePtrU(current.cols[3] - parent.cols[3], bone_dir);
|
|
uniform[3] = bone_dir[0];
|
|
uniform[7] = bone_dir[1];
|
|
uniform[11] = bone_dir[2];
|
|
uniform[15] = 1.f; // Enables bone rendering.
|
|
|
|
// Next instance.
|
|
++instances;
|
|
uniform += 16;
|
|
|
|
// Only the joint is rendered for leaves, the bone model isn't.
|
|
if (IsLeaf(_skeleton, i)) {
|
|
// Copy current joint's raw matrix.
|
|
std::memcpy(uniform, current.cols, 16 * sizeof(float));
|
|
|
|
// Re-use bone_dir to fix the size of the leaf (same as previous bone).
|
|
// The shader expects to find it at index [3,7,11] of the matrix.
|
|
uniform[3] = bone_dir[0];
|
|
uniform[7] = bone_dir[1];
|
|
uniform[11] = bone_dir[2];
|
|
uniform[15] = 0.f; // Disables bone rendering.
|
|
++instances;
|
|
}
|
|
}
|
|
|
|
return instances;
|
|
}
|
|
} // namespace
|
|
|
|
// Draw posture internal non-instanced rendering fall back implementation.
|
|
void RendererImpl::DrawPosture_Impl(const ozz::math::Float4x4& _transform,
|
|
const float* _uniforms, int _instance_count,
|
|
bool _draw_joints) {
|
|
// Loops through models and instances.
|
|
for (int i = 0; i < (_draw_joints ? 2 : 1); ++i) {
|
|
const Model& model = models_[i];
|
|
|
|
// Setup model vertex data.
|
|
GL(BindBuffer(GL_ARRAY_BUFFER, model.vbo));
|
|
|
|
// Bind shader
|
|
model.shader->Bind(_transform, camera_->view_proj(), sizeof(VertexPNC), 0,
|
|
sizeof(VertexPNC), 12, sizeof(VertexPNC), 24);
|
|
|
|
GL(BindBuffer(GL_ARRAY_BUFFER, 0));
|
|
|
|
// Draw loop.
|
|
const GLint joint_uniform = model.shader->joint_uniform();
|
|
for (int j = 0; j < _instance_count; ++j) {
|
|
GL(UniformMatrix4fv(joint_uniform, 1, false, _uniforms + 16 * j));
|
|
GL(DrawArrays(model.mode, 0, model.count));
|
|
}
|
|
|
|
model.shader->Unbind();
|
|
}
|
|
}
|
|
|
|
// "Draw posture" internal instanced rendering implementation.
|
|
void RendererImpl::DrawPosture_InstancedImpl(
|
|
const ozz::math::Float4x4& _transform, const float* _uniforms,
|
|
int _instance_count, bool _draw_joints) {
|
|
// Maps the dynamic buffer and update it.
|
|
GL(BindBuffer(GL_ARRAY_BUFFER, dynamic_array_bo_));
|
|
const size_t vbo_size = _instance_count * 16 * sizeof(float);
|
|
GL(BufferData(GL_ARRAY_BUFFER, vbo_size, _uniforms, GL_STREAM_DRAW));
|
|
GL(BindBuffer(GL_ARRAY_BUFFER, 0));
|
|
|
|
// Renders models.
|
|
for (int i = 0; i < (_draw_joints ? 2 : 1); ++i) {
|
|
const Model& model = models_[i];
|
|
|
|
// Setup model vertex data.
|
|
GL(BindBuffer(GL_ARRAY_BUFFER, model.vbo));
|
|
|
|
// Bind shader
|
|
model.shader->Bind(_transform, camera_->view_proj(), sizeof(VertexPNC), 0,
|
|
sizeof(VertexPNC), 12, sizeof(VertexPNC), 24);
|
|
|
|
GL(BindBuffer(GL_ARRAY_BUFFER, 0));
|
|
|
|
// Setup instanced GL context.
|
|
const GLint joint_attrib = model.shader->joint_instanced_attrib();
|
|
GL(BindBuffer(GL_ARRAY_BUFFER, dynamic_array_bo_));
|
|
GL(EnableVertexAttribArray(joint_attrib + 0));
|
|
GL(EnableVertexAttribArray(joint_attrib + 1));
|
|
GL(EnableVertexAttribArray(joint_attrib + 2));
|
|
GL(EnableVertexAttribArray(joint_attrib + 3));
|
|
GL(VertexAttribDivisor_(joint_attrib + 0, 1));
|
|
GL(VertexAttribDivisor_(joint_attrib + 1, 1));
|
|
GL(VertexAttribDivisor_(joint_attrib + 2, 1));
|
|
GL(VertexAttribDivisor_(joint_attrib + 3, 1));
|
|
GL(VertexAttribPointer(joint_attrib + 0, 4, GL_FLOAT, GL_FALSE,
|
|
sizeof(math::Float4x4), GL_PTR_OFFSET(0)));
|
|
GL(VertexAttribPointer(joint_attrib + 1, 4, GL_FLOAT, GL_FALSE,
|
|
sizeof(math::Float4x4), GL_PTR_OFFSET(16)));
|
|
GL(VertexAttribPointer(joint_attrib + 2, 4, GL_FLOAT, GL_FALSE,
|
|
sizeof(math::Float4x4), GL_PTR_OFFSET(32)));
|
|
GL(VertexAttribPointer(joint_attrib + 3, 4, GL_FLOAT, GL_FALSE,
|
|
sizeof(math::Float4x4), GL_PTR_OFFSET(48)));
|
|
GL(BindBuffer(GL_ARRAY_BUFFER, 0));
|
|
|
|
GL(DrawArraysInstanced_(model.mode, 0, model.count, _instance_count));
|
|
|
|
GL(DisableVertexAttribArray(joint_attrib + 0));
|
|
GL(DisableVertexAttribArray(joint_attrib + 1));
|
|
GL(DisableVertexAttribArray(joint_attrib + 2));
|
|
GL(DisableVertexAttribArray(joint_attrib + 3));
|
|
GL(VertexAttribDivisor_(joint_attrib + 0, 0));
|
|
GL(VertexAttribDivisor_(joint_attrib + 1, 0));
|
|
GL(VertexAttribDivisor_(joint_attrib + 2, 0));
|
|
GL(VertexAttribDivisor_(joint_attrib + 3, 0));
|
|
|
|
model.shader->Unbind();
|
|
}
|
|
}
|
|
|
|
// Uses GL_ARB_instanced_arrays_supported as a first choice to render the whole
|
|
// skeleton in a single draw call. Does a draw call per joint if no extension
|
|
// can help.
|
|
bool RendererImpl::DrawPosture(const ozz::animation::Skeleton& _skeleton,
|
|
ozz::span<const ozz::math::Float4x4> _matrices,
|
|
const ozz::math::Float4x4& _transform,
|
|
bool _draw_joints) {
|
|
if (_matrices.size() < static_cast<size_t>(_skeleton.num_joints())) {
|
|
return false;
|
|
}
|
|
|
|
// Convert matrices to uniforms.
|
|
const int max_skeleton_pieces = animation::Skeleton::kMaxJoints * 2;
|
|
const size_t max_uniforms_size = max_skeleton_pieces * 2 * 16 * sizeof(float);
|
|
float* uniforms =
|
|
static_cast<float*>(scratch_buffer_.Resize(max_uniforms_size));
|
|
|
|
const int instance_count = DrawPosture_FillUniforms(
|
|
_skeleton, _matrices, uniforms, max_skeleton_pieces);
|
|
assert(instance_count <= max_skeleton_pieces);
|
|
|
|
if (GL_ARB_instanced_arrays_supported) {
|
|
DrawPosture_InstancedImpl(_transform, uniforms, instance_count,
|
|
_draw_joints);
|
|
} else {
|
|
DrawPosture_Impl(_transform, uniforms, instance_count, _draw_joints);
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
bool RendererImpl::DrawPoints(const ozz::span<const float>& _positions,
|
|
const ozz::span<const float>& _sizes,
|
|
const ozz::span<const Color>& _colors,
|
|
const ozz::math::Float4x4& _transform,
|
|
bool _round, bool _screen_space) {
|
|
// Early out if no instance to render.
|
|
if (_positions.size() == 0) {
|
|
return true;
|
|
}
|
|
|
|
// Sizes and colors must be of size 1 or equal to _positions' size.
|
|
if (_sizes.size() != 1 && _sizes.size() != _positions.size() / 3) {
|
|
return false;
|
|
}
|
|
if (_colors.size() != 1 && _colors.size() != _positions.size() / 3) {
|
|
return false;
|
|
}
|
|
|
|
const GLsizei positions_size = static_cast<GLsizei>(_positions.size_bytes());
|
|
const GLsizei colors_size =
|
|
static_cast<GLsizei>(_colors.size() == 1 ? 0 : _colors.size_bytes());
|
|
const GLsizei sizes_size =
|
|
static_cast<GLsizei>(_sizes.size() == 1 ? 0 : _sizes.size_bytes());
|
|
const GLsizei buffer_size = positions_size + colors_size + sizes_size;
|
|
const GLsizei positions_offset = 0;
|
|
const GLsizei colors_offset = positions_offset + positions_size;
|
|
const GLsizei sizes_offset = colors_offset + colors_size;
|
|
|
|
// Reallocate vertex buffer.
|
|
GL(BindBuffer(GL_ARRAY_BUFFER, dynamic_array_bo_));
|
|
GL(BufferData(GL_ARRAY_BUFFER, buffer_size, nullptr, GL_STREAM_DRAW));
|
|
|
|
GL(BufferSubData(GL_ARRAY_BUFFER, positions_offset, positions_size,
|
|
_positions.data()));
|
|
GL(BufferSubData(GL_ARRAY_BUFFER, colors_offset, colors_size,
|
|
_colors.data()));
|
|
GL(BufferSubData(GL_ARRAY_BUFFER, sizes_offset, sizes_size, _sizes.data()));
|
|
|
|
// Square or round sprites. Beware msaa makes sprites round if GL_POINT_SPRITE
|
|
// isn't enabled
|
|
if (_round) {
|
|
GL(Enable(GL_POINT_SMOOTH));
|
|
GL(Disable(GL_POINT_SPRITE));
|
|
} else {
|
|
GL(Disable(GL_POINT_SMOOTH));
|
|
GL(Enable(GL_POINT_SPRITE));
|
|
}
|
|
|
|
// Size is managed in vertex shader side.
|
|
GL(Enable(GL_PROGRAM_POINT_SIZE));
|
|
|
|
const PointsShader::GenericAttrib attrib =
|
|
points_shader->Bind(_transform, camera()->view_proj(), 12,
|
|
positions_offset, colors_size ? 4 : 0, colors_offset,
|
|
sizes_size ? 4 : 0, sizes_offset, _screen_space);
|
|
|
|
GL(BindBuffer(GL_ARRAY_BUFFER, 0));
|
|
|
|
// Apply remaining general attributes
|
|
if (_colors.size() <= 1) {
|
|
const Color color = _colors.empty() ? kWhite : _colors[0];
|
|
GL(VertexAttrib4f(attrib.color, color.r / 255.f, color.g / 255.f,
|
|
color.b / 255.f, color.a / 255.f));
|
|
}
|
|
if (_sizes.size() <= 1) {
|
|
const float size = _sizes.empty() ? 1.f : _sizes[0];
|
|
GL(VertexAttrib1f(attrib.size, size));
|
|
}
|
|
|
|
// Draws the mesh.
|
|
GL(DrawArrays(GL_POINTS, 0, static_cast<GLsizei>(_positions.size() / 3)));
|
|
|
|
// Unbinds.
|
|
points_shader->Unbind();
|
|
|
|
return true;
|
|
}
|
|
|
|
bool RendererImpl::DrawBoxIm(const ozz::math::Box& _box,
|
|
const ozz::math::Float4x4& _transform,
|
|
const Color _colors[2]) {
|
|
{ // Filled boxed
|
|
GlImmediatePC im(immediate_renderer(), GL_TRIANGLE_STRIP, _transform);
|
|
GlImmediatePC::Vertex v = {
|
|
{0, 0, 0}, {_colors[0].r, _colors[0].g, _colors[0].b, _colors[0].a}};
|
|
// First 3 cube faces
|
|
v.pos[0] = _box.max.x;
|
|
v.pos[1] = _box.min.y;
|
|
v.pos[2] = _box.min.z;
|
|
im.PushVertex(v);
|
|
v.pos[0] = _box.min.x;
|
|
im.PushVertex(v);
|
|
v.pos[0] = _box.max.x;
|
|
v.pos[1] = _box.max.y;
|
|
im.PushVertex(v);
|
|
v.pos[0] = _box.min.x;
|
|
im.PushVertex(v);
|
|
v.pos[0] = _box.max.x;
|
|
v.pos[2] = _box.max.z;
|
|
im.PushVertex(v);
|
|
v.pos[0] = _box.min.x;
|
|
im.PushVertex(v);
|
|
v.pos[0] = _box.max.x;
|
|
v.pos[1] = _box.min.y;
|
|
im.PushVertex(v);
|
|
v.pos[0] = _box.min.x;
|
|
im.PushVertex(v);
|
|
// Link next 3 cube faces with degenerated triangles.
|
|
im.PushVertex(v);
|
|
v.pos[0] = _box.min.x;
|
|
v.pos[1] = _box.max.y;
|
|
im.PushVertex(v);
|
|
im.PushVertex(v);
|
|
// Last 3 cube faces.
|
|
v.pos[2] = _box.min.z;
|
|
im.PushVertex(v);
|
|
v.pos[1] = _box.min.y;
|
|
v.pos[2] = _box.max.z;
|
|
im.PushVertex(v);
|
|
v.pos[2] = _box.min.z;
|
|
im.PushVertex(v);
|
|
v.pos[0] = _box.max.x;
|
|
v.pos[2] = _box.max.z;
|
|
im.PushVertex(v);
|
|
v.pos[2] = _box.min.z;
|
|
im.PushVertex(v);
|
|
v.pos[1] = _box.max.y;
|
|
v.pos[2] = _box.max.z;
|
|
im.PushVertex(v);
|
|
v.pos[2] = _box.min.z;
|
|
im.PushVertex(v);
|
|
}
|
|
|
|
{ // Wireframe boxed
|
|
GlImmediatePC im(immediate_renderer(), GL_LINES, _transform);
|
|
GlImmediatePC::Vertex v = {
|
|
{0, 0, 0}, {_colors[1].r, _colors[1].g, _colors[1].b, _colors[1].a}};
|
|
// First face.
|
|
v.pos[0] = _box.min.x;
|
|
v.pos[1] = _box.min.y;
|
|
v.pos[2] = _box.min.z;
|
|
im.PushVertex(v);
|
|
v.pos[1] = _box.max.y;
|
|
im.PushVertex(v);
|
|
im.PushVertex(v);
|
|
v.pos[0] = _box.max.x;
|
|
im.PushVertex(v);
|
|
im.PushVertex(v);
|
|
v.pos[1] = _box.min.y;
|
|
im.PushVertex(v);
|
|
im.PushVertex(v);
|
|
v.pos[0] = _box.min.x;
|
|
im.PushVertex(v);
|
|
// Second face.
|
|
v.pos[2] = _box.max.z;
|
|
im.PushVertex(v);
|
|
v.pos[1] = _box.max.y;
|
|
im.PushVertex(v);
|
|
im.PushVertex(v);
|
|
v.pos[0] = _box.max.x;
|
|
im.PushVertex(v);
|
|
im.PushVertex(v);
|
|
v.pos[1] = _box.min.y;
|
|
im.PushVertex(v);
|
|
im.PushVertex(v);
|
|
v.pos[0] = _box.min.x;
|
|
im.PushVertex(v);
|
|
// Link faces.
|
|
im.PushVertex(v);
|
|
v.pos[2] = _box.min.z;
|
|
im.PushVertex(v);
|
|
v.pos[1] = _box.max.y;
|
|
im.PushVertex(v);
|
|
v.pos[2] = _box.max.z;
|
|
im.PushVertex(v);
|
|
v.pos[0] = _box.max.x;
|
|
im.PushVertex(v);
|
|
v.pos[2] = _box.min.z;
|
|
im.PushVertex(v);
|
|
v.pos[1] = _box.min.y;
|
|
im.PushVertex(v);
|
|
v.pos[2] = _box.max.z;
|
|
im.PushVertex(v);
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
bool RendererImpl::DrawBoxShaded(
|
|
const ozz::math::Box& _box,
|
|
ozz::span<const ozz::math::Float4x4> _transforms, Color _color) {
|
|
// Early out if no instance to render.
|
|
if (_transforms.size() == 0) {
|
|
return true;
|
|
}
|
|
|
|
const math::Float3 pos[8] = {
|
|
math::Float3(_box.min.x, _box.min.y, _box.min.z),
|
|
math::Float3(_box.max.x, _box.min.y, _box.min.z),
|
|
math::Float3(_box.max.x, _box.max.y, _box.min.z),
|
|
math::Float3(_box.min.x, _box.max.y, _box.min.z),
|
|
math::Float3(_box.min.x, _box.min.y, _box.max.z),
|
|
math::Float3(_box.max.x, _box.min.y, _box.max.z),
|
|
math::Float3(_box.max.x, _box.max.y, _box.max.z),
|
|
math::Float3(_box.min.x, _box.max.y, _box.max.z)};
|
|
const math::Float3 normals[6] = {
|
|
math::Float3(-1, 0, 0), math::Float3(1, 0, 0), math::Float3(0, -1, 0),
|
|
math::Float3(0, 1, 0), math::Float3(0, 0, -1), math::Float3(0, 0, 1)};
|
|
const VertexPNC vertices[36] = {
|
|
{pos[0], normals[4], _color}, {pos[3], normals[4], _color},
|
|
{pos[1], normals[4], _color}, {pos[3], normals[4], _color},
|
|
{pos[2], normals[4], _color}, {pos[1], normals[4], _color},
|
|
{pos[2], normals[3], _color}, {pos[3], normals[3], _color},
|
|
{pos[7], normals[3], _color}, {pos[7], normals[3], _color},
|
|
{pos[6], normals[3], _color}, {pos[2], normals[3], _color},
|
|
{pos[5], normals[5], _color}, {pos[6], normals[5], _color},
|
|
{pos[7], normals[5], _color}, {pos[5], normals[5], _color},
|
|
{pos[7], normals[5], _color}, {pos[4], normals[5], _color},
|
|
{pos[0], normals[2], _color}, {pos[1], normals[2], _color},
|
|
{pos[4], normals[2], _color}, {pos[4], normals[2], _color},
|
|
{pos[1], normals[2], _color}, {pos[5], normals[2], _color},
|
|
{pos[0], normals[0], _color}, {pos[4], normals[0], _color},
|
|
{pos[3], normals[0], _color}, {pos[4], normals[0], _color},
|
|
{pos[7], normals[0], _color}, {pos[3], normals[0], _color},
|
|
{pos[5], normals[1], _color}, {pos[1], normals[1], _color},
|
|
{pos[2], normals[1], _color}, {pos[5], normals[1], _color},
|
|
{pos[2], normals[1], _color}, {pos[6], normals[1], _color}};
|
|
|
|
const GLsizei stride = sizeof(VertexPNC);
|
|
const GLsizei positions_offset = 0;
|
|
const GLsizei normals_offset = positions_offset + sizeof(float) * 3;
|
|
const GLsizei colors_offset = normals_offset + sizeof(float) * 3;
|
|
|
|
if (GL_ARB_instanced_arrays_supported) {
|
|
// Buffer object will contain vertices and model matrices.
|
|
const size_t bo_size = sizeof(vertices) + _transforms.size_bytes();
|
|
GL(BindBuffer(GL_ARRAY_BUFFER, dynamic_array_bo_));
|
|
GL(BufferData(GL_ARRAY_BUFFER, bo_size, nullptr, GL_STREAM_DRAW));
|
|
|
|
// Pushes vertices
|
|
GL(BufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), vertices));
|
|
// Pushes matrices
|
|
const size_t models_offset = sizeof(vertices);
|
|
GL(BufferSubData(GL_ARRAY_BUFFER, models_offset, _transforms.size_bytes(),
|
|
_transforms.data()));
|
|
|
|
ambient_shader_instanced->Bind(models_offset, camera()->view_proj(), stride,
|
|
positions_offset, stride, normals_offset,
|
|
stride, colors_offset);
|
|
GL(BindBuffer(GL_ARRAY_BUFFER, 0));
|
|
|
|
GL(DrawArraysInstanced_(GL_TRIANGLES, 0, OZZ_ARRAY_SIZE(vertices),
|
|
static_cast<GLsizei>(_transforms.size())));
|
|
|
|
// Unbinds.
|
|
ambient_shader_instanced->Unbind();
|
|
} else {
|
|
// Reallocate vertex buffer.
|
|
GL(BindBuffer(GL_ARRAY_BUFFER, dynamic_array_bo_));
|
|
GL(BufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STREAM_DRAW));
|
|
|
|
for (size_t i = 0; i < _transforms.size(); i++) {
|
|
const ozz::math::Float4x4& transform = _transforms[i];
|
|
|
|
ambient_shader->Bind(transform, camera()->view_proj(), stride,
|
|
positions_offset, stride, normals_offset, stride,
|
|
colors_offset);
|
|
|
|
// Draws the mesh.
|
|
GL(DrawArrays(GL_TRIANGLES, 0, OZZ_ARRAY_SIZE(vertices)));
|
|
|
|
// Unbinds.
|
|
ambient_shader->Unbind();
|
|
}
|
|
GL(BindBuffer(GL_ARRAY_BUFFER, 0));
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
// Renders a sphere at a specified location.
|
|
bool RendererImpl::DrawSphereIm(float _radius,
|
|
const ozz::math::Float4x4& _transform,
|
|
const Color _color) {
|
|
{ // Filled boxed
|
|
const ozz::math::Float4x4& transform =
|
|
Scale(_transform,
|
|
ozz::math::simd_float4::Load(_radius, _radius, _radius, 1.f));
|
|
GlImmediatePC im(immediate_renderer(), GL_TRIANGLES, transform);
|
|
GlImmediatePC::Vertex v = {{0, 0, 0},
|
|
{_color.r, _color.g, _color.b, _color.a}};
|
|
|
|
for (int i = 0; i < icosphere::kNumIndices; ++i) {
|
|
const uint16_t vi = icosphere::kIndices[i];
|
|
v.pos[0] = icosphere::kVertices[vi * 3 + 0];
|
|
v.pos[1] = icosphere::kVertices[vi * 3 + 1];
|
|
v.pos[2] = icosphere::kVertices[vi * 3 + 2];
|
|
im.PushVertex(v);
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
// Renders shaded spheres at specified locations.
|
|
bool RendererImpl::DrawSphereShaded(
|
|
float _radius, ozz::span<const ozz::math::Float4x4> _transforms,
|
|
Color _color) {
|
|
// Early out if no instance to render.
|
|
if (_transforms.size() == 0) {
|
|
return true;
|
|
}
|
|
|
|
ozz::math::SimdFloat4 radius =
|
|
ozz::math::simd_float4::Load(_radius, _radius, _radius, 1.f);
|
|
|
|
// Setup indices
|
|
GL(BindBuffer(GL_ELEMENT_ARRAY_BUFFER, dynamic_index_bo_));
|
|
GL(BufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(icosphere::kIndices),
|
|
icosphere::kIndices, GL_STREAM_DRAW));
|
|
|
|
// Vertices
|
|
const GLsizei positions_offset = 0;
|
|
const GLsizei positions_stride = sizeof(float) * 3;
|
|
const GLsizei normals_offset =
|
|
positions_offset; // Normals and positions are the same.
|
|
const GLsizei normals_stride = positions_stride;
|
|
const GLsizei colors_offset = sizeof(icosphere::kVertices);
|
|
|
|
if (GL_ARB_instanced_arrays_supported) {
|
|
const GLsizei colors_stride = 0;
|
|
const GLsizei colors_size = sizeof(uint8_t) * 4;
|
|
const GLsizei models_offset = sizeof(icosphere::kVertices) + colors_size;
|
|
const GLsizei bo_size =
|
|
models_offset + static_cast<GLsizei>(_transforms.size_bytes());
|
|
|
|
GL(BindBuffer(GL_ARRAY_BUFFER, dynamic_array_bo_));
|
|
GL(BufferData(GL_ARRAY_BUFFER, bo_size, nullptr, GL_STREAM_DRAW));
|
|
GL(BufferSubData(GL_ARRAY_BUFFER, positions_offset,
|
|
sizeof(icosphere::kVertices), icosphere::kVertices));
|
|
GL(BufferSubData(GL_ARRAY_BUFFER, colors_offset, colors_size, &_color));
|
|
|
|
ozz::math::Float4x4* models = static_cast<ozz::math::Float4x4*>(
|
|
scratch_buffer_.Resize(_transforms.size_bytes()));
|
|
for (size_t i = 0; i < _transforms.size(); ++i) {
|
|
models[i] = Scale(_transforms[i], radius);
|
|
}
|
|
GL(BufferSubData(GL_ARRAY_BUFFER, models_offset, _transforms.size_bytes(),
|
|
models));
|
|
|
|
ambient_shader_instanced->Bind(models_offset, camera()->view_proj(),
|
|
positions_stride, positions_offset,
|
|
normals_stride, normals_offset,
|
|
colors_stride, colors_offset);
|
|
|
|
static_assert(sizeof(icosphere::kIndices[0]) == 2,
|
|
"Indices must be 2 bytes");
|
|
GL(DrawElementsInstanced_(GL_TRIANGLES, OZZ_ARRAY_SIZE(icosphere::kIndices),
|
|
GL_UNSIGNED_SHORT, 0,
|
|
static_cast<GLsizei>(_transforms.size())));
|
|
|
|
// Unbinds.
|
|
ambient_shader_instanced->Unbind();
|
|
} else {
|
|
// OpenGL doesn't support 0 stride (without glVertexAttribDivisor
|
|
// extension), so we must copy a color for each vertex.
|
|
const GLsizei colors_stride = sizeof(uint8_t) * 4;
|
|
const GLsizei colors_size = colors_stride * icosphere::kNumVertices;
|
|
const GLsizei bo_size = sizeof(icosphere::kVertices) + colors_size;
|
|
|
|
// Reallocate vertex buffer.
|
|
GL(BindBuffer(GL_ARRAY_BUFFER, dynamic_array_bo_));
|
|
GL(BufferData(GL_ARRAY_BUFFER, bo_size, nullptr, GL_STREAM_DRAW));
|
|
GL(BufferSubData(GL_ARRAY_BUFFER, positions_offset,
|
|
sizeof(icosphere::kVertices), icosphere::kVertices));
|
|
Color* colors = static_cast<Color*>(scratch_buffer_.Resize(colors_size));
|
|
for (int i = 0; i < icosphere::kNumVertices; ++i) {
|
|
colors[i] = _color;
|
|
}
|
|
GL(BufferSubData(GL_ARRAY_BUFFER, colors_offset, colors_size, colors));
|
|
|
|
for (size_t i = 0; i < _transforms.size(); i++) {
|
|
const ozz::math::Float4x4& transform = Scale(_transforms[i], radius);
|
|
|
|
ambient_shader->Bind(transform, camera()->view_proj(), positions_stride,
|
|
positions_offset, normals_stride, normals_offset,
|
|
colors_stride, colors_offset);
|
|
|
|
static_assert(sizeof(icosphere::kIndices[0]) == 2,
|
|
"Indices must be 2 bytes");
|
|
GL(DrawElements(GL_TRIANGLES, OZZ_ARRAY_SIZE(icosphere::kIndices),
|
|
GL_UNSIGNED_SHORT, 0));
|
|
|
|
// Unbinds.
|
|
ambient_shader->Unbind();
|
|
}
|
|
GL(BindBuffer(GL_ARRAY_BUFFER, 0));
|
|
GL(BindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0));
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
bool RendererImpl::DrawSegment(const math::Float3& _begin,
|
|
const math::Float3& _end, Color _color,
|
|
const ozz::math::Float4x4& _transform) {
|
|
const math::Float3 dir(_end - _begin);
|
|
return DrawVectors(ozz::span<const float>(&_begin.x, 3), 12,
|
|
ozz::span<const float>(&dir.x, 3), 12, 1, 1.f, _color,
|
|
_transform);
|
|
}
|
|
|
|
bool RendererImpl::DrawVectors(ozz::span<const float> _positions,
|
|
size_t _positions_stride,
|
|
ozz::span<const float> _directions,
|
|
size_t _directions_stride, int _num_vectors,
|
|
float _vector_length, Color _color,
|
|
const ozz::math::Float4x4& _transform) {
|
|
// Invalid range length.
|
|
if (PointerStride(_positions.begin(), _positions_stride * _num_vectors) >
|
|
_positions.end() ||
|
|
PointerStride(_directions.begin(), _directions_stride * _num_vectors) >
|
|
_directions.end()) {
|
|
return false;
|
|
}
|
|
|
|
GlImmediatePC im(immediate_renderer(), GL_LINES, _transform);
|
|
GlImmediatePC::Vertex v = {{0, 0, 0},
|
|
{_color.r, _color.g, _color.b, _color.a}};
|
|
|
|
for (int i = 0; i < _num_vectors; ++i) {
|
|
const float* position =
|
|
PointerStride(_positions.data(), _positions_stride * i);
|
|
v.pos[0] = position[0];
|
|
v.pos[1] = position[1];
|
|
v.pos[2] = position[2];
|
|
im.PushVertex(v);
|
|
|
|
const float* direction =
|
|
PointerStride(_directions.data(), _directions_stride * i);
|
|
v.pos[0] = position[0] + direction[0] * _vector_length;
|
|
v.pos[1] = position[1] + direction[1] * _vector_length;
|
|
v.pos[2] = position[2] + direction[2] * _vector_length;
|
|
im.PushVertex(v);
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
bool RendererImpl::DrawBinormals(
|
|
ozz::span<const float> _positions, size_t _positions_stride,
|
|
ozz::span<const float> _normals, size_t _normals_stride,
|
|
ozz::span<const float> _tangents, size_t _tangents_stride,
|
|
ozz::span<const float> _handenesses, size_t _handenesses_stride,
|
|
int _num_vectors, float _vector_length, Color _color,
|
|
const ozz::math::Float4x4& _transform) {
|
|
// Invalid range length.
|
|
if (PointerStride(_positions.begin(), _positions_stride * _num_vectors) >
|
|
_positions.end() ||
|
|
PointerStride(_normals.begin(), _normals_stride * _num_vectors) >
|
|
_normals.end() ||
|
|
PointerStride(_tangents.begin(), _tangents_stride * _num_vectors) >
|
|
_tangents.end() ||
|
|
PointerStride(_handenesses.begin(), _handenesses_stride * _num_vectors) >
|
|
_handenesses.end()) {
|
|
return false;
|
|
}
|
|
|
|
GlImmediatePC im(immediate_renderer(), GL_LINES, _transform);
|
|
GlImmediatePC::Vertex v = {{0, 0, 0},
|
|
{_color.r, _color.g, _color.b, _color.a}};
|
|
|
|
for (int i = 0; i < _num_vectors; ++i) {
|
|
const float* position =
|
|
PointerStride(_positions.data(), _positions_stride * i);
|
|
v.pos[0] = position[0];
|
|
v.pos[1] = position[1];
|
|
v.pos[2] = position[2];
|
|
im.PushVertex(v);
|
|
|
|
// Compute binormal.
|
|
const float* p_normal = PointerStride(_normals.data(), _normals_stride * i);
|
|
const ozz::math::Float3 normal(p_normal[0], p_normal[1], p_normal[2]);
|
|
const float* p_tangent =
|
|
PointerStride(_tangents.data(), _tangents_stride * i);
|
|
const ozz::math::Float3 tangent(p_tangent[0], p_tangent[1], p_tangent[2]);
|
|
const float* p_handedness =
|
|
PointerStride(_handenesses.data(), _handenesses_stride * i);
|
|
// Handedness is used to flip binormal.
|
|
const ozz::math::Float3 binormal = Cross(normal, tangent) * p_handedness[0];
|
|
|
|
v.pos[0] = position[0] + binormal.x * _vector_length;
|
|
v.pos[1] = position[1] + binormal.y * _vector_length;
|
|
v.pos[2] = position[2] + binormal.z * _vector_length;
|
|
im.PushVertex(v);
|
|
}
|
|
return true;
|
|
}
|
|
|
|
namespace {
|
|
const uint8_t kDefaultColorsArray[][4] = {
|
|
{255, 255, 255, 255}, {255, 255, 255, 255}, {255, 255, 255, 255},
|
|
{255, 255, 255, 255}, {255, 255, 255, 255}, {255, 255, 255, 255},
|
|
{255, 255, 255, 255}, {255, 255, 255, 255}, {255, 255, 255, 255},
|
|
{255, 255, 255, 255}, {255, 255, 255, 255}, {255, 255, 255, 255},
|
|
{255, 255, 255, 255}, {255, 255, 255, 255}, {255, 255, 255, 255},
|
|
{255, 255, 255, 255}, {255, 255, 255, 255}, {255, 255, 255, 255},
|
|
{255, 255, 255, 255}, {255, 255, 255, 255}, {255, 255, 255, 255},
|
|
{255, 255, 255, 255}, {255, 255, 255, 255}, {255, 255, 255, 255},
|
|
{255, 255, 255, 255}, {255, 255, 255, 255}, {255, 255, 255, 255},
|
|
{255, 255, 255, 255}, {255, 255, 255, 255}, {255, 255, 255, 255},
|
|
{255, 255, 255, 255}, {255, 255, 255, 255}, {255, 255, 255, 255},
|
|
{255, 255, 255, 255}, {255, 255, 255, 255}, {255, 255, 255, 255},
|
|
{255, 255, 255, 255}, {255, 255, 255, 255}, {255, 255, 255, 255},
|
|
{255, 255, 255, 255}, {255, 255, 255, 255}, {255, 255, 255, 255},
|
|
{255, 255, 255, 255}, {255, 255, 255, 255}, {255, 255, 255, 255},
|
|
{255, 255, 255, 255}, {255, 255, 255, 255}, {255, 255, 255, 255},
|
|
{255, 255, 255, 255}, {255, 255, 255, 255}, {255, 255, 255, 255},
|
|
{255, 255, 255, 255}, {255, 255, 255, 255}, {255, 255, 255, 255},
|
|
{255, 255, 255, 255}, {255, 255, 255, 255}, {255, 255, 255, 255},
|
|
{255, 255, 255, 255}, {255, 255, 255, 255}, {255, 255, 255, 255},
|
|
{255, 255, 255, 255}, {255, 255, 255, 255}, {255, 255, 255, 255},
|
|
{255, 255, 255, 255}, {255, 255, 255, 255}, {255, 255, 255, 255},
|
|
{255, 255, 255, 255}, {255, 255, 255, 255}, {255, 255, 255, 255},
|
|
{255, 255, 255, 255}, {255, 255, 255, 255}, {255, 255, 255, 255}};
|
|
|
|
const float kDefaultNormalsArray[][3] = {
|
|
{0.f, 1.f, 0.f}, {0.f, 1.f, 0.f}, {0.f, 1.f, 0.f}, {0.f, 1.f, 0.f},
|
|
{0.f, 1.f, 0.f}, {0.f, 1.f, 0.f}, {0.f, 1.f, 0.f}, {0.f, 1.f, 0.f},
|
|
{0.f, 1.f, 0.f}, {0.f, 1.f, 0.f}, {0.f, 1.f, 0.f}, {0.f, 1.f, 0.f},
|
|
{0.f, 1.f, 0.f}, {0.f, 1.f, 0.f}, {0.f, 1.f, 0.f}, {0.f, 1.f, 0.f},
|
|
{0.f, 1.f, 0.f}, {0.f, 1.f, 0.f}, {0.f, 1.f, 0.f}, {0.f, 1.f, 0.f},
|
|
{0.f, 1.f, 0.f}, {0.f, 1.f, 0.f}, {0.f, 1.f, 0.f}, {0.f, 1.f, 0.f},
|
|
{0.f, 1.f, 0.f}, {0.f, 1.f, 0.f}, {0.f, 1.f, 0.f}, {0.f, 1.f, 0.f},
|
|
{0.f, 1.f, 0.f}, {0.f, 1.f, 0.f}, {0.f, 1.f, 0.f}, {0.f, 1.f, 0.f},
|
|
{0.f, 1.f, 0.f}, {0.f, 1.f, 0.f}, {0.f, 1.f, 0.f}, {0.f, 1.f, 0.f},
|
|
{0.f, 1.f, 0.f}, {0.f, 1.f, 0.f}, {0.f, 1.f, 0.f}, {0.f, 1.f, 0.f},
|
|
{0.f, 1.f, 0.f}, {0.f, 1.f, 0.f}, {0.f, 1.f, 0.f}, {0.f, 1.f, 0.f},
|
|
{0.f, 1.f, 0.f}, {0.f, 1.f, 0.f}, {0.f, 1.f, 0.f}, {0.f, 1.f, 0.f},
|
|
{0.f, 1.f, 0.f}, {0.f, 1.f, 0.f}, {0.f, 1.f, 0.f}, {0.f, 1.f, 0.f},
|
|
{0.f, 1.f, 0.f}, {0.f, 1.f, 0.f}, {0.f, 1.f, 0.f}, {0.f, 1.f, 0.f},
|
|
{0.f, 1.f, 0.f}, {0.f, 1.f, 0.f}, {0.f, 1.f, 0.f}, {0.f, 1.f, 0.f},
|
|
{0.f, 1.f, 0.f}, {0.f, 1.f, 0.f}, {0.f, 1.f, 0.f}, {0.f, 1.f, 0.f}};
|
|
|
|
const float kDefaultUVsArray[][2] = {
|
|
{0.f, 0.f}, {0.f, 0.f}, {0.f, 0.f}, {0.f, 0.f}, {0.f, 0.f}, {0.f, 0.f},
|
|
{0.f, 0.f}, {0.f, 0.f}, {0.f, 0.f}, {0.f, 0.f}, {0.f, 0.f}, {0.f, 0.f},
|
|
{0.f, 0.f}, {0.f, 0.f}, {0.f, 0.f}, {0.f, 0.f}, {0.f, 0.f}, {0.f, 0.f},
|
|
{0.f, 0.f}, {0.f, 0.f}, {0.f, 0.f}, {0.f, 0.f}, {0.f, 0.f}, {0.f, 0.f},
|
|
{0.f, 0.f}, {0.f, 0.f}, {0.f, 0.f}, {0.f, 0.f}, {0.f, 0.f}, {0.f, 0.f},
|
|
{0.f, 0.f}, {0.f, 0.f}, {0.f, 0.f}, {0.f, 0.f}, {0.f, 0.f}, {0.f, 0.f},
|
|
{0.f, 0.f}, {0.f, 0.f}, {0.f, 0.f}, {0.f, 0.f}, {0.f, 0.f}, {0.f, 0.f},
|
|
{0.f, 0.f}, {0.f, 0.f}, {0.f, 0.f}, {0.f, 0.f}, {0.f, 0.f}, {0.f, 0.f},
|
|
{0.f, 0.f}, {0.f, 0.f}, {0.f, 0.f}, {0.f, 0.f}, {0.f, 0.f}, {0.f, 0.f},
|
|
{0.f, 0.f}, {0.f, 0.f}, {0.f, 0.f}, {0.f, 0.f}, {0.f, 0.f}, {0.f, 0.f},
|
|
{0.f, 0.f}, {0.f, 0.f}, {0.f, 0.f}, {0.f, 0.f}};
|
|
} // namespace
|
|
|
|
bool RendererImpl::DrawMesh(const Mesh& _mesh,
|
|
const ozz::math::Float4x4& _transform,
|
|
const Options& _options) {
|
|
if (_options.wireframe) {
|
|
#ifndef EMSCRIPTEN
|
|
GL(PolygonMode(GL_FRONT_AND_BACK, GL_LINE));
|
|
#endif // EMSCRIPTEN
|
|
}
|
|
|
|
const int vertex_count = _mesh.vertex_count();
|
|
const GLsizei positions_offset = 0;
|
|
const GLsizei positions_stride =
|
|
sizeof(float) * ozz::sample::Mesh::Part::kPositionsCpnts;
|
|
const GLsizei positions_size = vertex_count * positions_stride;
|
|
const GLsizei normals_offset = positions_offset + positions_size;
|
|
const GLsizei normals_stride =
|
|
sizeof(float) * ozz::sample::Mesh::Part::kNormalsCpnts;
|
|
const GLsizei normals_size = vertex_count * normals_stride;
|
|
// Colors will be filled with white if _options.colors is false.
|
|
const GLsizei colors_offset = normals_offset + normals_size;
|
|
const GLsizei colors_stride =
|
|
sizeof(uint8_t) * ozz::sample::Mesh::Part::kColorsCpnts;
|
|
const GLsizei colors_size = vertex_count * colors_stride;
|
|
// Uvs are skipped if _options.texture is false.
|
|
const GLsizei uvs_offset = colors_offset + colors_size;
|
|
const GLsizei uvs_stride =
|
|
_options.texture ? sizeof(float) * ozz::sample::Mesh::Part::kUVsCpnts : 0;
|
|
const GLsizei uvs_size = vertex_count * uvs_stride;
|
|
|
|
// Reallocate vertex buffer.
|
|
const GLsizei vbo_size =
|
|
positions_size + normals_size + colors_size + uvs_size;
|
|
GL(BindBuffer(GL_ARRAY_BUFFER, dynamic_array_bo_));
|
|
GL(BufferData(GL_ARRAY_BUFFER, vbo_size, nullptr, GL_STREAM_DRAW));
|
|
|
|
// Iterate mesh parts and fills vbo.
|
|
size_t vertex_offset = 0;
|
|
for (size_t i = 0; i < _mesh.parts.size(); ++i) {
|
|
const Mesh::Part& part = _mesh.parts[i];
|
|
const size_t part_vertex_count = part.vertex_count();
|
|
|
|
// Handles positions.
|
|
GL(BufferSubData(
|
|
GL_ARRAY_BUFFER, positions_offset + vertex_offset * positions_stride,
|
|
part_vertex_count * positions_stride, array_begin(part.positions)));
|
|
|
|
// Handles normals.
|
|
const size_t part_normal_count =
|
|
part.normals.size() / ozz::sample::Mesh::Part::kNormalsCpnts;
|
|
if (part_vertex_count == part_normal_count) {
|
|
// Optimal path used when the right number of normals is provided.
|
|
GL(BufferSubData(
|
|
GL_ARRAY_BUFFER, normals_offset + vertex_offset * normals_stride,
|
|
part_normal_count * normals_stride, array_begin(part.normals)));
|
|
} else {
|
|
// Un-optimal path used when the right number of normals is not provided.
|
|
static_assert(sizeof(kDefaultNormalsArray[0]) == normals_stride,
|
|
"Stride mismatch");
|
|
for (size_t j = 0; j < part_vertex_count;
|
|
j += OZZ_ARRAY_SIZE(kDefaultNormalsArray)) {
|
|
const size_t this_loop_count = math::Min(
|
|
OZZ_ARRAY_SIZE(kDefaultNormalsArray), part_vertex_count - j);
|
|
GL(BufferSubData(GL_ARRAY_BUFFER,
|
|
normals_offset + (vertex_offset + j) * normals_stride,
|
|
normals_stride * this_loop_count,
|
|
kDefaultNormalsArray));
|
|
}
|
|
}
|
|
|
|
// Handles colors.
|
|
const size_t part_color_count =
|
|
part.colors.size() / ozz::sample::Mesh::Part::kColorsCpnts;
|
|
if (_options.colors && part_vertex_count == part_color_count) {
|
|
// Optimal path used when the right number of colors is provided.
|
|
GL(BufferSubData(
|
|
GL_ARRAY_BUFFER, colors_offset + vertex_offset * colors_stride,
|
|
part_color_count * colors_stride, array_begin(part.colors)));
|
|
} else {
|
|
// Un-optimal path used when the right number of colors is not provided.
|
|
static_assert(sizeof(kDefaultColorsArray[0]) == colors_stride,
|
|
"Stride mismatch");
|
|
for (size_t j = 0; j < part_vertex_count;
|
|
j += OZZ_ARRAY_SIZE(kDefaultColorsArray)) {
|
|
const size_t this_loop_count = math::Min(
|
|
OZZ_ARRAY_SIZE(kDefaultColorsArray), part_vertex_count - j);
|
|
GL(BufferSubData(GL_ARRAY_BUFFER,
|
|
colors_offset + (vertex_offset + j) * colors_stride,
|
|
colors_stride * this_loop_count, kDefaultColorsArray));
|
|
}
|
|
}
|
|
|
|
// Handles uvs.
|
|
if (_options.texture) {
|
|
const size_t part_uvs_count =
|
|
part.uvs.size() / ozz::sample::Mesh::Part::kUVsCpnts;
|
|
if (part_vertex_count == part_uvs_count) {
|
|
// Optimal path used when the right number of uvs is provided.
|
|
GL(BufferSubData(GL_ARRAY_BUFFER,
|
|
uvs_offset + vertex_offset * uvs_stride,
|
|
part_uvs_count * uvs_stride, array_begin(part.uvs)));
|
|
} else {
|
|
// Un-optimal path used when the right number of uvs is not provided.
|
|
assert(sizeof(kDefaultUVsArray[0]) == uvs_stride);
|
|
for (size_t j = 0; j < part_vertex_count;
|
|
j += OZZ_ARRAY_SIZE(kDefaultUVsArray)) {
|
|
const size_t this_loop_count = math::Min(
|
|
OZZ_ARRAY_SIZE(kDefaultUVsArray), part_vertex_count - j);
|
|
GL(BufferSubData(GL_ARRAY_BUFFER,
|
|
uvs_offset + (vertex_offset + j) * uvs_stride,
|
|
uvs_stride * this_loop_count, kDefaultUVsArray));
|
|
}
|
|
}
|
|
}
|
|
|
|
// Computes next loop offset.
|
|
vertex_offset += part_vertex_count;
|
|
}
|
|
|
|
if (_options.triangles) {
|
|
// Binds shader with this array buffer, depending on rendering options.
|
|
Shader* shader = nullptr;
|
|
if (_options.texture) {
|
|
ambient_textured_shader->Bind(
|
|
_transform, camera()->view_proj(), positions_stride, positions_offset,
|
|
normals_stride, normals_offset, colors_stride, colors_offset,
|
|
uvs_stride, uvs_offset);
|
|
shader = ambient_textured_shader.get();
|
|
|
|
// Binds default texture
|
|
GL(BindTexture(GL_TEXTURE_2D, checkered_texture_));
|
|
} else {
|
|
ambient_shader->Bind(_transform, camera()->view_proj(), positions_stride,
|
|
positions_offset, normals_stride, normals_offset,
|
|
colors_stride, colors_offset);
|
|
shader = ambient_shader.get();
|
|
}
|
|
|
|
// Maps the index dynamic buffer and update it.
|
|
GL(BindBuffer(GL_ELEMENT_ARRAY_BUFFER, dynamic_index_bo_));
|
|
const Mesh::TriangleIndices& indices = _mesh.triangle_indices;
|
|
GL(BufferData(GL_ELEMENT_ARRAY_BUFFER,
|
|
indices.size() * sizeof(Mesh::TriangleIndices::value_type),
|
|
array_begin(indices), GL_STREAM_DRAW));
|
|
|
|
// Draws the mesh.
|
|
static_assert(sizeof(Mesh::TriangleIndices::value_type) == 2,
|
|
"Expects 2 bytes indices.");
|
|
GL(DrawElements(GL_TRIANGLES, static_cast<GLsizei>(indices.size()),
|
|
GL_UNSIGNED_SHORT, 0));
|
|
|
|
// Unbinds.
|
|
GL(BindBuffer(GL_ARRAY_BUFFER, 0));
|
|
GL(BindTexture(GL_TEXTURE_2D, 0));
|
|
GL(BindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0));
|
|
shader->Unbind();
|
|
}
|
|
|
|
if (_options.wireframe) {
|
|
#ifndef EMSCRIPTEN
|
|
GL(PolygonMode(GL_FRONT_AND_BACK, GL_FILL));
|
|
#endif // EMSCRIPTEN
|
|
}
|
|
|
|
// Renders debug vertices.
|
|
if (_options.vertices) {
|
|
for (size_t i = 0; i < _mesh.parts.size(); ++i) {
|
|
const Mesh::Part& part = _mesh.parts[i];
|
|
ozz::sample::Color color = ozz::sample::kWhite;
|
|
span<const ozz::sample::Color> colors;
|
|
if (_options.colors && part.colors.size() == part.positions.size() / 3) {
|
|
colors = {
|
|
reinterpret_cast<const ozz::sample::Color*>(part.colors.data()),
|
|
part.positions.size() / 3};
|
|
} else {
|
|
colors = {&color, 1};
|
|
}
|
|
const float size = 2.f;
|
|
DrawPoints({part.positions.data(), part.positions.size()}, {&size, 1},
|
|
{&color, 1}, _transform, true, true);
|
|
}
|
|
}
|
|
|
|
// Renders debug normals.
|
|
if (_options.normals) {
|
|
for (size_t i = 0; i < _mesh.parts.size(); ++i) {
|
|
const Mesh::Part& part = _mesh.parts[i];
|
|
DrawVectors(make_span(part.positions),
|
|
ozz::sample::Mesh::Part::kPositionsCpnts * sizeof(float),
|
|
make_span(part.normals),
|
|
ozz::sample::Mesh::Part::kNormalsCpnts * sizeof(float),
|
|
part.vertex_count(), .03f, ozz::sample::kGreen, _transform);
|
|
}
|
|
}
|
|
|
|
// Renders debug tangents.
|
|
if (_options.tangents) {
|
|
for (size_t i = 0; i < _mesh.parts.size(); ++i) {
|
|
const Mesh::Part& part = _mesh.parts[i];
|
|
if (part.normals.size() != 0) {
|
|
DrawVectors(make_span(part.positions),
|
|
ozz::sample::Mesh::Part::kPositionsCpnts * sizeof(float),
|
|
make_span(part.tangents),
|
|
ozz::sample::Mesh::Part::kTangentsCpnts * sizeof(float),
|
|
part.vertex_count(), .03f, ozz::sample::kRed, _transform);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Renders debug binormals.
|
|
if (_options.binormals) {
|
|
for (size_t i = 0; i < _mesh.parts.size(); ++i) {
|
|
const Mesh::Part& part = _mesh.parts[i];
|
|
if (part.normals.size() != 0 && part.tangents.size() != 0) {
|
|
DrawBinormals(
|
|
make_span(part.positions),
|
|
ozz::sample::Mesh::Part::kPositionsCpnts * sizeof(float),
|
|
make_span(part.normals),
|
|
ozz::sample::Mesh::Part::kNormalsCpnts * sizeof(float),
|
|
make_span(part.tangents),
|
|
ozz::sample::Mesh::Part::kTangentsCpnts * sizeof(float),
|
|
ozz::span<const float>(&part.tangents[3], part.tangents.size()),
|
|
ozz::sample::Mesh::Part::kTangentsCpnts * sizeof(float),
|
|
part.vertex_count(), .03f, ozz::sample::kBlue, _transform);
|
|
}
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
bool RendererImpl::DrawSkinnedMesh(
|
|
const Mesh& _mesh, const span<math::Float4x4> _skinning_matrices,
|
|
const ozz::math::Float4x4& _transform, const Options& _options) {
|
|
// Forward to DrawMesh function is skinning is disabled.
|
|
if (_options.skip_skinning || !_mesh.skinned()) {
|
|
return DrawMesh(_mesh, _transform, _options);
|
|
}
|
|
|
|
if (_options.wireframe) {
|
|
#ifndef EMSCRIPTEN
|
|
GL(PolygonMode(GL_FRONT_AND_BACK, GL_LINE));
|
|
#endif // EMSCRIPTEN
|
|
}
|
|
|
|
const int vertex_count = _mesh.vertex_count();
|
|
|
|
// Positions and normals are interleaved to improve caching while executing
|
|
// skinning job.
|
|
|
|
const GLsizei positions_offset = 0;
|
|
const GLsizei positions_stride = sizeof(float) * 3;
|
|
const GLsizei normals_offset = vertex_count * positions_stride;
|
|
const GLsizei normals_stride = sizeof(float) * 3;
|
|
const GLsizei tangents_offset =
|
|
normals_offset + vertex_count * normals_stride;
|
|
const GLsizei tangents_stride = sizeof(float) * 3;
|
|
const GLsizei skinned_data_size =
|
|
tangents_offset + vertex_count * tangents_stride;
|
|
|
|
// Colors and uvs are contiguous. They aren't transformed, so they can be
|
|
// directly copied from source mesh which is non-interleaved as-well.
|
|
// Colors will be filled with white if _options.colors is false.
|
|
// UVs will be skipped if _options.textured is false.
|
|
const GLsizei colors_offset = skinned_data_size;
|
|
const GLsizei colors_stride = sizeof(uint8_t) * 4;
|
|
const GLsizei colors_size = vertex_count * colors_stride;
|
|
const GLsizei uvs_offset = colors_offset + colors_size;
|
|
const GLsizei uvs_stride = _options.texture ? sizeof(float) * 2 : 0;
|
|
const GLsizei uvs_size = vertex_count * uvs_stride;
|
|
const GLsizei fixed_data_size = colors_size + uvs_size;
|
|
|
|
// Reallocate vertex buffer.
|
|
const GLsizei vbo_size = skinned_data_size + fixed_data_size;
|
|
void* vbo_map = scratch_buffer_.Resize(vbo_size);
|
|
|
|
// Iterate mesh parts and fills vbo.
|
|
// Runs a skinning job per mesh part. Triangle indices are shared
|
|
// across parts.
|
|
size_t processed_vertex_count = 0;
|
|
for (size_t i = 0; i < _mesh.parts.size(); ++i) {
|
|
const ozz::sample::Mesh::Part& part = _mesh.parts[i];
|
|
|
|
// Skip this iteration if no vertex.
|
|
const size_t part_vertex_count = part.positions.size() / 3;
|
|
if (part_vertex_count == 0) {
|
|
continue;
|
|
}
|
|
|
|
// Fills the job.
|
|
ozz::geometry::SkinningJob skinning_job;
|
|
skinning_job.vertex_count = static_cast<int>(part_vertex_count);
|
|
const int part_influences_count = part.influences_count();
|
|
|
|
// Clamps joints influence count according to the option.
|
|
skinning_job.influences_count = part_influences_count;
|
|
|
|
// Setup skinning matrices, that came from the animation stage before being
|
|
// multiplied by inverse model-space bind-pose.
|
|
skinning_job.joint_matrices = _skinning_matrices;
|
|
|
|
// Setup joint's indices.
|
|
skinning_job.joint_indices = make_span(part.joint_indices);
|
|
skinning_job.joint_indices_stride =
|
|
sizeof(uint16_t) * part_influences_count;
|
|
|
|
// Setup joint's weights.
|
|
if (part_influences_count > 1) {
|
|
skinning_job.joint_weights = make_span(part.joint_weights);
|
|
skinning_job.joint_weights_stride =
|
|
sizeof(float) * (part_influences_count - 1);
|
|
}
|
|
|
|
// Setup input positions, coming from the loaded mesh.
|
|
skinning_job.in_positions = make_span(part.positions);
|
|
skinning_job.in_positions_stride =
|
|
sizeof(float) * ozz::sample::Mesh::Part::kPositionsCpnts;
|
|
|
|
// Setup output positions, coming from the rendering output mesh buffers.
|
|
// We need to offset the buffer every loop.
|
|
float* out_positions_begin = reinterpret_cast<float*>(ozz::PointerStride(
|
|
vbo_map, positions_offset + processed_vertex_count * positions_stride));
|
|
float* out_positions_end = ozz::PointerStride(
|
|
out_positions_begin, part_vertex_count * positions_stride);
|
|
skinning_job.out_positions = {out_positions_begin, out_positions_end};
|
|
skinning_job.out_positions_stride = positions_stride;
|
|
|
|
// Setup normals if input are provided.
|
|
float* out_normal_begin = reinterpret_cast<float*>(ozz::PointerStride(
|
|
vbo_map, normals_offset + processed_vertex_count * normals_stride));
|
|
float* out_normal_end = ozz::PointerStride(
|
|
out_normal_begin, part_vertex_count * normals_stride);
|
|
|
|
if (part.normals.size() / ozz::sample::Mesh::Part::kNormalsCpnts ==
|
|
part_vertex_count) {
|
|
// Setup input normals, coming from the loaded mesh.
|
|
skinning_job.in_normals = make_span(part.normals);
|
|
skinning_job.in_normals_stride =
|
|
sizeof(float) * ozz::sample::Mesh::Part::kNormalsCpnts;
|
|
|
|
// Setup output normals, coming from the rendering output mesh buffers.
|
|
// We need to offset the buffer every loop.
|
|
skinning_job.out_normals = {out_normal_begin, out_normal_end};
|
|
skinning_job.out_normals_stride = normals_stride;
|
|
} else {
|
|
// Fills output with default normals.
|
|
for (float* normal = out_normal_begin; normal < out_normal_end;
|
|
normal = ozz::PointerStride(normal, normals_stride)) {
|
|
normal[0] = 0.f;
|
|
normal[1] = 1.f;
|
|
normal[2] = 0.f;
|
|
}
|
|
}
|
|
|
|
// Setup tangents if input are provided.
|
|
float* out_tangent_begin = reinterpret_cast<float*>(ozz::PointerStride(
|
|
vbo_map, tangents_offset + processed_vertex_count * tangents_stride));
|
|
float* out_tangent_end = ozz::PointerStride(
|
|
out_tangent_begin, part_vertex_count * tangents_stride);
|
|
|
|
if (part.tangents.size() / ozz::sample::Mesh::Part::kTangentsCpnts ==
|
|
part_vertex_count) {
|
|
// Setup input tangents, coming from the loaded mesh.
|
|
skinning_job.in_tangents = make_span(part.tangents);
|
|
skinning_job.in_tangents_stride =
|
|
sizeof(float) * ozz::sample::Mesh::Part::kTangentsCpnts;
|
|
|
|
// Setup output tangents, coming from the rendering output mesh buffers.
|
|
// We need to offset the buffer every loop.
|
|
skinning_job.out_tangents = {out_tangent_begin, out_tangent_end};
|
|
skinning_job.out_tangents_stride = tangents_stride;
|
|
} else {
|
|
// Fills output with default tangents.
|
|
for (float* tangent = out_tangent_begin; tangent < out_tangent_end;
|
|
tangent = ozz::PointerStride(tangent, tangents_stride)) {
|
|
tangent[0] = 1.f;
|
|
tangent[1] = 0.f;
|
|
tangent[2] = 0.f;
|
|
}
|
|
}
|
|
|
|
// Execute the job, which should succeed unless a parameter is invalid.
|
|
if (!skinning_job.Run()) {
|
|
return false;
|
|
}
|
|
|
|
// Renders debug normals.
|
|
if (_options.normals && skinning_job.out_normals.size() > 0) {
|
|
DrawVectors(skinning_job.out_positions, skinning_job.out_positions_stride,
|
|
skinning_job.out_normals, skinning_job.out_normals_stride,
|
|
skinning_job.vertex_count, .03f, ozz::sample::kGreen,
|
|
_transform);
|
|
}
|
|
|
|
// Renders debug tangents.
|
|
if (_options.tangents && skinning_job.out_tangents.size() > 0) {
|
|
DrawVectors(skinning_job.out_positions, skinning_job.out_positions_stride,
|
|
skinning_job.out_tangents, skinning_job.out_tangents_stride,
|
|
skinning_job.vertex_count, .03f, ozz::sample::kRed,
|
|
_transform);
|
|
}
|
|
|
|
// Renders debug binormals.
|
|
if (_options.binormals && skinning_job.out_normals.size() > 0 &&
|
|
skinning_job.out_tangents.size() > 0) {
|
|
DrawBinormals(skinning_job.out_positions,
|
|
skinning_job.out_positions_stride, skinning_job.out_normals,
|
|
skinning_job.out_normals_stride, skinning_job.out_tangents,
|
|
skinning_job.out_tangents_stride,
|
|
ozz::span<const float>(skinning_job.in_tangents.begin() + 3,
|
|
skinning_job.in_tangents.end() + 3),
|
|
skinning_job.in_tangents_stride, skinning_job.vertex_count,
|
|
.03f, ozz::sample::kBlue, _transform);
|
|
}
|
|
|
|
// Handles colors which aren't affected by skinning.
|
|
if (_options.colors &&
|
|
part_vertex_count ==
|
|
part.colors.size() / ozz::sample::Mesh::Part::kColorsCpnts) {
|
|
// Optimal path used when the right number of colors is provided.
|
|
memcpy(
|
|
ozz::PointerStride(
|
|
vbo_map, colors_offset + processed_vertex_count * colors_stride),
|
|
array_begin(part.colors), part_vertex_count * colors_stride);
|
|
} else {
|
|
// Un-optimal path used when the right number of colors is not provided.
|
|
static_assert(sizeof(kDefaultColorsArray[0]) == colors_stride,
|
|
"Stride mismatch");
|
|
|
|
for (size_t j = 0; j < part_vertex_count;
|
|
j += OZZ_ARRAY_SIZE(kDefaultColorsArray)) {
|
|
const size_t this_loop_count = math::Min(
|
|
OZZ_ARRAY_SIZE(kDefaultColorsArray), part_vertex_count - j);
|
|
memcpy(ozz::PointerStride(
|
|
vbo_map, colors_offset +
|
|
(processed_vertex_count + j) * colors_stride),
|
|
kDefaultColorsArray, colors_stride * this_loop_count);
|
|
}
|
|
}
|
|
|
|
// Copies uvs which aren't affected by skinning.
|
|
if (_options.texture) {
|
|
if (part_vertex_count ==
|
|
part.uvs.size() / ozz::sample::Mesh::Part::kUVsCpnts) {
|
|
// Optimal path used when the right number of uvs is provided.
|
|
memcpy(ozz::PointerStride(
|
|
vbo_map, uvs_offset + processed_vertex_count * uvs_stride),
|
|
array_begin(part.uvs), part_vertex_count * uvs_stride);
|
|
} else {
|
|
// Un-optimal path used when the right number of uvs is not provided.
|
|
assert(sizeof(kDefaultUVsArray[0]) == uvs_stride);
|
|
for (size_t j = 0; j < part_vertex_count;
|
|
j += OZZ_ARRAY_SIZE(kDefaultUVsArray)) {
|
|
const size_t this_loop_count = math::Min(
|
|
OZZ_ARRAY_SIZE(kDefaultUVsArray), part_vertex_count - j);
|
|
memcpy(ozz::PointerStride(
|
|
vbo_map,
|
|
uvs_offset + (processed_vertex_count + j) * uvs_stride),
|
|
kDefaultUVsArray, uvs_stride * this_loop_count);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Some more vertices were processed.
|
|
processed_vertex_count += part_vertex_count;
|
|
}
|
|
|
|
if (_options.triangles) {
|
|
// Updates dynamic vertex buffer with skinned data.
|
|
GL(BindBuffer(GL_ARRAY_BUFFER, dynamic_array_bo_));
|
|
GL(BufferData(GL_ARRAY_BUFFER, vbo_size, nullptr, GL_STREAM_DRAW));
|
|
GL(BufferSubData(GL_ARRAY_BUFFER, 0, vbo_size, vbo_map));
|
|
|
|
// Binds shader with this array buffer, depending on rendering options.
|
|
Shader* shader = nullptr;
|
|
if (_options.texture) {
|
|
ambient_textured_shader->Bind(
|
|
_transform, camera()->view_proj(), positions_stride, positions_offset,
|
|
normals_stride, normals_offset, colors_stride, colors_offset,
|
|
uvs_stride, uvs_offset);
|
|
shader = ambient_textured_shader.get();
|
|
|
|
// Binds default texture
|
|
GL(BindTexture(GL_TEXTURE_2D, checkered_texture_));
|
|
} else {
|
|
ambient_shader->Bind(_transform, camera()->view_proj(), positions_stride,
|
|
positions_offset, normals_stride, normals_offset,
|
|
colors_stride, colors_offset);
|
|
shader = ambient_shader.get();
|
|
}
|
|
|
|
// Maps the index dynamic buffer and update it.
|
|
GL(BindBuffer(GL_ELEMENT_ARRAY_BUFFER, dynamic_index_bo_));
|
|
const Mesh::TriangleIndices& indices = _mesh.triangle_indices;
|
|
GL(BufferData(GL_ELEMENT_ARRAY_BUFFER,
|
|
indices.size() * sizeof(Mesh::TriangleIndices::value_type),
|
|
array_begin(indices), GL_STREAM_DRAW));
|
|
|
|
// Draws the mesh.
|
|
static_assert(sizeof(Mesh::TriangleIndices::value_type) == 2,
|
|
"Expects 2 bytes indices.");
|
|
GL(DrawElements(GL_TRIANGLES, static_cast<GLsizei>(indices.size()),
|
|
GL_UNSIGNED_SHORT, 0));
|
|
|
|
// Unbinds.
|
|
GL(BindBuffer(GL_ARRAY_BUFFER, 0));
|
|
GL(BindTexture(GL_TEXTURE_2D, 0));
|
|
GL(BindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0));
|
|
shader->Unbind();
|
|
}
|
|
|
|
if (_options.wireframe) {
|
|
#ifndef EMSCRIPTEN
|
|
GL(PolygonMode(GL_FRONT_AND_BACK, GL_FILL));
|
|
#endif // EMSCRIPTEN
|
|
}
|
|
|
|
// Renders debug vertices.
|
|
if (_options.vertices) {
|
|
ozz::sample::Color color = ozz::sample::kWhite;
|
|
span<const ozz::sample::Color> colors;
|
|
if (_options.colors) {
|
|
colors = {reinterpret_cast<const ozz::sample::Color*>(
|
|
ozz::PointerStride(vbo_map, colors_offset)),
|
|
static_cast<size_t>(vertex_count)};
|
|
} else {
|
|
colors = {&color, 1};
|
|
}
|
|
|
|
const span<const float> vertices{
|
|
reinterpret_cast<const float*>(
|
|
ozz::PointerStride(vbo_map, positions_offset)),
|
|
static_cast<size_t>(vertex_count * 3)};
|
|
const float size = 2.f;
|
|
DrawPoints(vertices, {&size, 1}, colors, _transform, true, true);
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
// Helper macro used to initialize extension function pointer.
|
|
#define OZZ_INIT_GL_EXT_N(_fct, _fct_name, _fct_type, _success) \
|
|
do { \
|
|
_fct = reinterpret_cast<_fct_type>(glfwGetProcAddress(_fct_name)); \
|
|
if (_fct == nullptr) { \
|
|
log::Err() << "Unable to install " _fct_name " function." << std::endl; \
|
|
_success &= false; \
|
|
} \
|
|
\
|
|
} while (void(0), 0)
|
|
|
|
#define OZZ_INIT_GL_EXT(_fct, _fct_type, _success) \
|
|
OZZ_INIT_GL_EXT_N(_fct, #_fct, _fct_type, _success)
|
|
|
|
bool RendererImpl::InitOpenGLExtensions() {
|
|
bool optional_success = true;
|
|
bool success = true; // aka mandatory extensions
|
|
#ifdef OZZ_GL_VERSION_1_5_EXT
|
|
OZZ_INIT_GL_EXT(glBindBuffer, PFNGLBINDBUFFERPROC, success);
|
|
OZZ_INIT_GL_EXT(glDeleteBuffers, PFNGLDELETEBUFFERSPROC, success);
|
|
OZZ_INIT_GL_EXT(glGenBuffers, PFNGLGENBUFFERSPROC, success);
|
|
OZZ_INIT_GL_EXT(glIsBuffer, PFNGLISBUFFERPROC, success);
|
|
OZZ_INIT_GL_EXT(glBufferData, PFNGLBUFFERDATAPROC, success);
|
|
OZZ_INIT_GL_EXT(glBufferSubData, PFNGLBUFFERSUBDATAPROC, success);
|
|
OZZ_INIT_GL_EXT(glMapBuffer, PFNGLMAPBUFFERPROC, optional_success);
|
|
OZZ_INIT_GL_EXT(glUnmapBuffer, PFNGLUNMAPBUFFERPROC, optional_success);
|
|
OZZ_INIT_GL_EXT(glGetBufferParameteriv, PFNGLGETBUFFERPARAMETERIVPROC,
|
|
success);
|
|
#endif // OZZ_GL_VERSION_1_5_EXT
|
|
|
|
#ifdef OZZ_GL_VERSION_2_0_EXT
|
|
OZZ_INIT_GL_EXT(glAttachShader, PFNGLATTACHSHADERPROC, success);
|
|
OZZ_INIT_GL_EXT(glBindAttribLocation, PFNGLBINDATTRIBLOCATIONPROC, success);
|
|
OZZ_INIT_GL_EXT(glCompileShader, PFNGLCOMPILESHADERPROC, success);
|
|
OZZ_INIT_GL_EXT(glCreateProgram, PFNGLCREATEPROGRAMPROC, success);
|
|
OZZ_INIT_GL_EXT(glCreateShader, PFNGLCREATESHADERPROC, success);
|
|
OZZ_INIT_GL_EXT(glDeleteProgram, PFNGLDELETEPROGRAMPROC, success);
|
|
OZZ_INIT_GL_EXT(glDeleteShader, PFNGLDELETESHADERPROC, success);
|
|
OZZ_INIT_GL_EXT(glDetachShader, PFNGLDETACHSHADERPROC, success);
|
|
OZZ_INIT_GL_EXT(glDisableVertexAttribArray, PFNGLDISABLEVERTEXATTRIBARRAYPROC,
|
|
success);
|
|
OZZ_INIT_GL_EXT(glEnableVertexAttribArray, PFNGLENABLEVERTEXATTRIBARRAYPROC,
|
|
success);
|
|
OZZ_INIT_GL_EXT(glGetActiveAttrib, PFNGLGETACTIVEATTRIBPROC, success);
|
|
OZZ_INIT_GL_EXT(glGetActiveUniform, PFNGLGETACTIVEUNIFORMPROC, success);
|
|
OZZ_INIT_GL_EXT(glGetAttachedShaders, PFNGLGETATTACHEDSHADERSPROC, success);
|
|
OZZ_INIT_GL_EXT(glGetAttribLocation, PFNGLGETATTRIBLOCATIONPROC, success);
|
|
OZZ_INIT_GL_EXT(glGetProgramiv, PFNGLGETPROGRAMIVPROC, success);
|
|
OZZ_INIT_GL_EXT(glGetProgramInfoLog, PFNGLGETPROGRAMINFOLOGPROC, success);
|
|
OZZ_INIT_GL_EXT(glGetShaderiv, PFNGLGETSHADERIVPROC, success);
|
|
OZZ_INIT_GL_EXT(glGetShaderInfoLog, PFNGLGETSHADERINFOLOGPROC, success);
|
|
OZZ_INIT_GL_EXT(glGetShaderSource, PFNGLGETSHADERSOURCEPROC, success);
|
|
OZZ_INIT_GL_EXT(glGetUniformLocation, PFNGLGETUNIFORMLOCATIONPROC, success);
|
|
OZZ_INIT_GL_EXT(glGetUniformfv, PFNGLGETUNIFORMFVPROC, success);
|
|
OZZ_INIT_GL_EXT(glGetUniformiv, PFNGLGETUNIFORMIVPROC, success);
|
|
OZZ_INIT_GL_EXT(glGetVertexAttribfv, PFNGLGETVERTEXATTRIBFVPROC, success);
|
|
OZZ_INIT_GL_EXT(glGetVertexAttribiv, PFNGLGETVERTEXATTRIBIVPROC, success);
|
|
OZZ_INIT_GL_EXT(glGetVertexAttribPointerv, PFNGLGETVERTEXATTRIBPOINTERVPROC,
|
|
success);
|
|
OZZ_INIT_GL_EXT(glIsProgram, PFNGLISPROGRAMPROC, success);
|
|
OZZ_INIT_GL_EXT(glIsShader, PFNGLISSHADERPROC, success);
|
|
OZZ_INIT_GL_EXT(glLinkProgram, PFNGLLINKPROGRAMPROC, success);
|
|
OZZ_INIT_GL_EXT(glShaderSource, PFNGLSHADERSOURCEPROC, success);
|
|
OZZ_INIT_GL_EXT(glUseProgram, PFNGLUSEPROGRAMPROC, success);
|
|
OZZ_INIT_GL_EXT(glUniform1f, PFNGLUNIFORM1FPROC, success);
|
|
OZZ_INIT_GL_EXT(glUniform2f, PFNGLUNIFORM2FPROC, success);
|
|
OZZ_INIT_GL_EXT(glUniform3f, PFNGLUNIFORM3FPROC, success);
|
|
OZZ_INIT_GL_EXT(glUniform4f, PFNGLUNIFORM4FPROC, success);
|
|
OZZ_INIT_GL_EXT(glUniform1i, PFNGLUNIFORM1IPROC, success);
|
|
OZZ_INIT_GL_EXT(glUniform2i, PFNGLUNIFORM2IPROC, success);
|
|
OZZ_INIT_GL_EXT(glUniform3i, PFNGLUNIFORM3IPROC, success);
|
|
OZZ_INIT_GL_EXT(glUniform4i, PFNGLUNIFORM4IPROC, success);
|
|
OZZ_INIT_GL_EXT(glUniform1fv, PFNGLUNIFORM1FVPROC, success);
|
|
OZZ_INIT_GL_EXT(glUniform2fv, PFNGLUNIFORM2FVPROC, success);
|
|
OZZ_INIT_GL_EXT(glUniform3fv, PFNGLUNIFORM3FVPROC, success);
|
|
OZZ_INIT_GL_EXT(glUniform4fv, PFNGLUNIFORM4FVPROC, success);
|
|
OZZ_INIT_GL_EXT(glUniformMatrix2fv, PFNGLUNIFORMMATRIX2FVPROC, success);
|
|
OZZ_INIT_GL_EXT(glUniformMatrix3fv, PFNGLUNIFORMMATRIX3FVPROC, success);
|
|
OZZ_INIT_GL_EXT(glUniformMatrix4fv, PFNGLUNIFORMMATRIX4FVPROC, success);
|
|
OZZ_INIT_GL_EXT(glValidateProgram, PFNGLVALIDATEPROGRAMPROC, success);
|
|
OZZ_INIT_GL_EXT(glVertexAttrib1f, PFNGLVERTEXATTRIB1FPROC, success);
|
|
OZZ_INIT_GL_EXT(glVertexAttrib1fv, PFNGLVERTEXATTRIB1FVPROC, success);
|
|
OZZ_INIT_GL_EXT(glVertexAttrib2f, PFNGLVERTEXATTRIB2FPROC, success);
|
|
OZZ_INIT_GL_EXT(glVertexAttrib2fv, PFNGLVERTEXATTRIB2FVPROC, success);
|
|
OZZ_INIT_GL_EXT(glVertexAttrib3f, PFNGLVERTEXATTRIB3FPROC, success);
|
|
OZZ_INIT_GL_EXT(glVertexAttrib3fv, PFNGLVERTEXATTRIB3FVPROC, success);
|
|
OZZ_INIT_GL_EXT(glVertexAttrib4f, PFNGLVERTEXATTRIB4FPROC, success);
|
|
OZZ_INIT_GL_EXT(glVertexAttrib4fv, PFNGLVERTEXATTRIB4FVPROC, success);
|
|
OZZ_INIT_GL_EXT(glVertexAttribPointer, PFNGLVERTEXATTRIBPOINTERPROC, success);
|
|
#endif // OZZ_GL_VERSION_2_0_EXT
|
|
if (!success) {
|
|
log::Err() << "Failed to initialize all mandatory GL extensions."
|
|
<< std::endl;
|
|
return false;
|
|
}
|
|
if (!optional_success) {
|
|
log::Log() << "Failed to initialize some optional GL extensions."
|
|
<< std::endl;
|
|
}
|
|
|
|
GL_ARB_instanced_arrays_supported =
|
|
glfwExtensionSupported("GL_ARB_instanced_arrays") != 0;
|
|
if (GL_ARB_instanced_arrays_supported) {
|
|
log::Log() << "Optional GL_ARB_instanced_arrays extensions found."
|
|
<< std::endl;
|
|
success = true;
|
|
OZZ_INIT_GL_EXT_N(glVertexAttribDivisor_, "glVertexAttribDivisorARB",
|
|
PFNGLVERTEXATTRIBDIVISORARBPROC, success);
|
|
OZZ_INIT_GL_EXT_N(glDrawArraysInstanced_, "glDrawArraysInstancedARB",
|
|
PFNGLDRAWARRAYSINSTANCEDARBPROC, success);
|
|
OZZ_INIT_GL_EXT_N(glDrawElementsInstanced_, "glDrawElementsInstancedARB",
|
|
PFNGLDRAWELEMENTSINSTANCEDARBPROC, success);
|
|
if (!success) {
|
|
log::Err()
|
|
<< "Failed to setup GL_ARB_instanced_arrays, feature is disabled."
|
|
<< std::endl;
|
|
GL_ARB_instanced_arrays_supported = false;
|
|
}
|
|
} else {
|
|
log::Log() << "Optional GL_ARB_instanced_arrays extensions not found."
|
|
<< std::endl;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
RendererImpl::ScratchBuffer::ScratchBuffer() : buffer_(nullptr), size_(0) {}
|
|
|
|
RendererImpl::ScratchBuffer::~ScratchBuffer() {
|
|
memory::default_allocator()->Deallocate(buffer_);
|
|
}
|
|
|
|
void* RendererImpl::ScratchBuffer::Resize(size_t _size) {
|
|
if (_size > size_) {
|
|
size_ = _size;
|
|
memory::default_allocator()->Deallocate(buffer_);
|
|
buffer_ = memory::default_allocator()->Allocate(_size, 16);
|
|
}
|
|
return buffer_;
|
|
}
|
|
} // namespace internal
|
|
} // namespace sample
|
|
} // namespace ozz
|
|
|
|
// Helper macro used to declare extension function pointer.
|
|
#define OZZ_DECL_GL_EXT(_fct, _fct_type) _fct_type _fct = nullptr
|
|
|
|
#ifdef OZZ_GL_VERSION_1_5_EXT
|
|
OZZ_DECL_GL_EXT(glBindBuffer, PFNGLBINDBUFFERPROC);
|
|
OZZ_DECL_GL_EXT(glDeleteBuffers, PFNGLDELETEBUFFERSPROC);
|
|
OZZ_DECL_GL_EXT(glGenBuffers, PFNGLGENBUFFERSPROC);
|
|
OZZ_DECL_GL_EXT(glIsBuffer, PFNGLISBUFFERPROC);
|
|
OZZ_DECL_GL_EXT(glBufferData, PFNGLBUFFERDATAPROC);
|
|
OZZ_DECL_GL_EXT(glBufferSubData, PFNGLBUFFERSUBDATAPROC);
|
|
OZZ_DECL_GL_EXT(glGetBufferSubData, PFNGLGETBUFFERSUBDATAPROC);
|
|
OZZ_DECL_GL_EXT(glMapBuffer, PFNGLMAPBUFFERPROC);
|
|
OZZ_DECL_GL_EXT(glUnmapBuffer, PFNGLUNMAPBUFFERPROC);
|
|
OZZ_DECL_GL_EXT(glGetBufferParameteriv, PFNGLGETBUFFERPARAMETERIVPROC);
|
|
OZZ_DECL_GL_EXT(glGetBufferPointerv, PFNGLGETBUFFERPOINTERVPROC);
|
|
#endif // OZZ_GL_VERSION_1_5_EXT
|
|
|
|
#ifdef OZZ_GL_VERSION_2_0_EXT
|
|
OZZ_DECL_GL_EXT(glAttachShader, PFNGLATTACHSHADERPROC);
|
|
OZZ_DECL_GL_EXT(glBindAttribLocation, PFNGLBINDATTRIBLOCATIONPROC);
|
|
OZZ_DECL_GL_EXT(glCompileShader, PFNGLCOMPILESHADERPROC);
|
|
OZZ_DECL_GL_EXT(glCreateProgram, PFNGLCREATEPROGRAMPROC);
|
|
OZZ_DECL_GL_EXT(glCreateShader, PFNGLCREATESHADERPROC);
|
|
OZZ_DECL_GL_EXT(glDeleteProgram, PFNGLDELETEPROGRAMPROC);
|
|
OZZ_DECL_GL_EXT(glDeleteShader, PFNGLDELETESHADERPROC);
|
|
OZZ_DECL_GL_EXT(glDetachShader, PFNGLDETACHSHADERPROC);
|
|
OZZ_DECL_GL_EXT(glDisableVertexAttribArray, PFNGLDISABLEVERTEXATTRIBARRAYPROC);
|
|
OZZ_DECL_GL_EXT(glEnableVertexAttribArray, PFNGLENABLEVERTEXATTRIBARRAYPROC);
|
|
OZZ_DECL_GL_EXT(glGetActiveAttrib, PFNGLGETACTIVEATTRIBPROC);
|
|
OZZ_DECL_GL_EXT(glGetActiveUniform, PFNGLGETACTIVEUNIFORMPROC);
|
|
OZZ_DECL_GL_EXT(glGetAttachedShaders, PFNGLGETATTACHEDSHADERSPROC);
|
|
OZZ_DECL_GL_EXT(glGetAttribLocation, PFNGLGETATTRIBLOCATIONPROC);
|
|
OZZ_DECL_GL_EXT(glGetProgramiv, PFNGLGETPROGRAMIVPROC);
|
|
OZZ_DECL_GL_EXT(glGetProgramInfoLog, PFNGLGETPROGRAMINFOLOGPROC);
|
|
OZZ_DECL_GL_EXT(glGetShaderiv, PFNGLGETSHADERIVPROC);
|
|
OZZ_DECL_GL_EXT(glGetShaderInfoLog, PFNGLGETSHADERINFOLOGPROC);
|
|
OZZ_DECL_GL_EXT(glGetShaderSource, PFNGLGETSHADERSOURCEPROC);
|
|
OZZ_DECL_GL_EXT(glGetUniformLocation, PFNGLGETUNIFORMLOCATIONPROC);
|
|
OZZ_DECL_GL_EXT(glGetUniformfv, PFNGLGETUNIFORMFVPROC);
|
|
OZZ_DECL_GL_EXT(glGetUniformiv, PFNGLGETUNIFORMIVPROC);
|
|
OZZ_DECL_GL_EXT(glGetVertexAttribdv, PFNGLGETVERTEXATTRIBDVPROC);
|
|
OZZ_DECL_GL_EXT(glGetVertexAttribfv, PFNGLGETVERTEXATTRIBFVPROC);
|
|
OZZ_DECL_GL_EXT(glGetVertexAttribiv, PFNGLGETVERTEXATTRIBIVPROC);
|
|
OZZ_DECL_GL_EXT(glGetVertexAttribPointerv, PFNGLGETVERTEXATTRIBPOINTERVPROC);
|
|
OZZ_DECL_GL_EXT(glIsProgram, PFNGLISPROGRAMPROC);
|
|
OZZ_DECL_GL_EXT(glIsShader, PFNGLISSHADERPROC);
|
|
OZZ_DECL_GL_EXT(glLinkProgram, PFNGLLINKPROGRAMPROC);
|
|
OZZ_DECL_GL_EXT(glShaderSource, PFNGLSHADERSOURCEPROC);
|
|
OZZ_DECL_GL_EXT(glUseProgram, PFNGLUSEPROGRAMPROC);
|
|
OZZ_DECL_GL_EXT(glUniform1f, PFNGLUNIFORM1FPROC);
|
|
OZZ_DECL_GL_EXT(glUniform2f, PFNGLUNIFORM2FPROC);
|
|
OZZ_DECL_GL_EXT(glUniform3f, PFNGLUNIFORM3FPROC);
|
|
OZZ_DECL_GL_EXT(glUniform4f, PFNGLUNIFORM4FPROC);
|
|
OZZ_DECL_GL_EXT(glUniform1i, PFNGLUNIFORM1IPROC);
|
|
OZZ_DECL_GL_EXT(glUniform2i, PFNGLUNIFORM2IPROC);
|
|
OZZ_DECL_GL_EXT(glUniform3i, PFNGLUNIFORM3IPROC);
|
|
OZZ_DECL_GL_EXT(glUniform4i, PFNGLUNIFORM4IPROC);
|
|
OZZ_DECL_GL_EXT(glUniform1fv, PFNGLUNIFORM1FVPROC);
|
|
OZZ_DECL_GL_EXT(glUniform2fv, PFNGLUNIFORM2FVPROC);
|
|
OZZ_DECL_GL_EXT(glUniform3fv, PFNGLUNIFORM3FVPROC);
|
|
OZZ_DECL_GL_EXT(glUniform4fv, PFNGLUNIFORM4FVPROC);
|
|
OZZ_DECL_GL_EXT(glUniformMatrix2fv, PFNGLUNIFORMMATRIX2FVPROC);
|
|
OZZ_DECL_GL_EXT(glUniformMatrix3fv, PFNGLUNIFORMMATRIX3FVPROC);
|
|
OZZ_DECL_GL_EXT(glUniformMatrix4fv, PFNGLUNIFORMMATRIX4FVPROC);
|
|
OZZ_DECL_GL_EXT(glValidateProgram, PFNGLVALIDATEPROGRAMPROC);
|
|
OZZ_DECL_GL_EXT(glVertexAttrib1f, PFNGLVERTEXATTRIB1FPROC);
|
|
OZZ_DECL_GL_EXT(glVertexAttrib1fv, PFNGLVERTEXATTRIB1FVPROC);
|
|
OZZ_DECL_GL_EXT(glVertexAttrib2f, PFNGLVERTEXATTRIB2FPROC);
|
|
OZZ_DECL_GL_EXT(glVertexAttrib2fv, PFNGLVERTEXATTRIB2FVPROC);
|
|
OZZ_DECL_GL_EXT(glVertexAttrib3f, PFNGLVERTEXATTRIB3FPROC);
|
|
OZZ_DECL_GL_EXT(glVertexAttrib3fv, PFNGLVERTEXATTRIB3FVPROC);
|
|
OZZ_DECL_GL_EXT(glVertexAttrib4f, PFNGLVERTEXATTRIB4FPROC);
|
|
OZZ_DECL_GL_EXT(glVertexAttrib4fv, PFNGLVERTEXATTRIB4FVPROC);
|
|
OZZ_DECL_GL_EXT(glVertexAttribPointer, PFNGLVERTEXATTRIBPOINTERPROC);
|
|
#endif // OZZ_GL_VERSION_2_0_EXT
|
|
|
|
bool GL_ARB_instanced_arrays_supported = false;
|
|
OZZ_DECL_GL_EXT(glVertexAttribDivisor_, PFNGLVERTEXATTRIBDIVISORARBPROC);
|
|
OZZ_DECL_GL_EXT(glDrawArraysInstanced_, PFNGLDRAWARRAYSINSTANCEDARBPROC);
|
|
OZZ_DECL_GL_EXT(glDrawElementsInstanced_, PFNGLDRAWELEMENTSINSTANCEDARBPROC);
|