AnimTestbed/3rdparty/ozz-animation/samples/framework/internal/renderer_impl.cc

1819 lines
73 KiB
C++

//----------------------------------------------------------------------------//
// //
// ozz-animation is hosted at http://github.com/guillaumeblanc/ozz-animation //
// and distributed under the MIT License (MIT). //
// //
// Copyright (c) Guillaume Blanc //
// //
// Permission is hereby granted, free of charge, to any person obtaining a //
// copy of this software and associated documentation files (the "Software"), //
// to deal in the Software without restriction, including without limitation //
// the rights to use, copy, modify, merge, publish, distribute, sublicense, //
// and/or sell copies of the Software, and to permit persons to whom the //
// Software is furnished to do so, subject to the following conditions: //
// //
// The above copyright notice and this permission notice shall be included in //
// all copies or substantial portions of the Software. //
// //
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR //
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, //
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL //
// THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER //
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING //
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER //
// DEALINGS IN THE SOFTWARE. //
// //
//----------------------------------------------------------------------------//
#define OZZ_INCLUDE_PRIVATE_HEADER // Allows to include private headers.
#include "renderer_impl.h"
#include "camera.h"
#include "framework/mesh.h"
#include "icosphere.h"
#include "immediate.h"
#include "ozz/animation/runtime/local_to_model_job.h"
#include "ozz/animation/runtime/skeleton.h"
#include "ozz/animation/runtime/skeleton_utils.h"
#include "ozz/base/log.h"
#include "ozz/base/maths/box.h"
#include "ozz/base/maths/math_ex.h"
#include "ozz/base/maths/simd_math.h"
#include "ozz/base/maths/vec_float.h"
#include "ozz/base/memory/allocator.h"
#include "ozz/base/platform.h"
#include "ozz/geometry/runtime/skinning_job.h"
#include "shader.h"
namespace ozz {
namespace sample {
namespace internal {
namespace {
// A vertex made of positions and normals.
struct VertexPNC {
math::Float3 pos;
math::Float3 normal;
Color color;
};
} // namespace
RendererImpl::Model::Model() : vbo(0), mode(GL_POINTS), count(0) {}
RendererImpl::Model::~Model() {
if (vbo) {
GL(DeleteBuffers(1, &vbo));
vbo = 0;
}
}
RendererImpl::RendererImpl(Camera* _camera)
: camera_(_camera),
dynamic_array_bo_(0),
dynamic_index_bo_(0),
checkered_texture_(0) {}
RendererImpl::~RendererImpl() {
if (dynamic_array_bo_) {
GL(DeleteBuffers(1, &dynamic_array_bo_));
dynamic_array_bo_ = 0;
}
if (dynamic_index_bo_) {
GL(DeleteBuffers(1, &dynamic_index_bo_));
dynamic_index_bo_ = 0;
}
if (checkered_texture_) {
GL(DeleteTextures(1, &checkered_texture_));
checkered_texture_ = 0;
}
}
bool RendererImpl::Initialize() {
if (!InitOpenGLExtensions()) {
return false;
}
if (!InitPostureRendering()) {
return false;
}
if (!InitCheckeredTexture()) {
return false;
}
// Builds the dynamic vbo
GL(GenBuffers(1, &dynamic_array_bo_));
GL(GenBuffers(1, &dynamic_index_bo_));
// Allocate immediate mode renderer;
immediate_ = make_unique<GlImmediateRenderer>(this);
if (!immediate_->Initialize()) {
return false;
}
// Instantiate ambient rendering shader.
ambient_shader = AmbientShader::Build();
if (!ambient_shader) {
return false;
}
// Instantiate ambient textured rendering shader.
ambient_textured_shader = AmbientTexturedShader::Build();
if (!ambient_textured_shader) {
return false;
}
// Instantiate instanced ambient rendering shader.
if (GL_ARB_instanced_arrays_supported) {
ambient_shader_instanced = AmbientShaderInstanced::Build();
if (!ambient_shader_instanced) {
return false;
}
}
return true;
}
bool RendererImpl::DrawAxes(const ozz::math::Float4x4& _transform) {
GlImmediatePC im(immediate_renderer(), GL_LINES, _transform);
GlImmediatePC::Vertex v = {{0.f, 0.f, 0.f}, {0, 0, 0, 0xff}};
// X axis (green).
v.pos[0] = 0.f;
v.pos[1] = 0.f;
v.pos[2] = 0.f;
v.rgba[0] = 0xff;
v.rgba[1] = 0;
v.rgba[2] = 0;
im.PushVertex(v);
v.pos[0] = 1.f;
im.PushVertex(v);
// Y axis (green).
v.pos[0] = 0.f;
v.pos[1] = 0.f;
v.pos[2] = 0.f;
v.rgba[0] = 0;
v.rgba[1] = 0xff;
v.rgba[2] = 0;
im.PushVertex(v);
v.pos[1] = 1.f;
im.PushVertex(v);
// Z axis (green).
v.pos[0] = 0.f;
v.pos[1] = 0.f;
v.pos[2] = 0.f;
v.rgba[0] = 0;
v.rgba[1] = 0;
v.rgba[2] = 0xff;
im.PushVertex(v);
v.pos[2] = 1.f;
im.PushVertex(v);
return true;
}
bool RendererImpl::DrawGrid(int _cell_count, float _cell_size) {
const float extent = _cell_count * _cell_size;
const float half_extent = extent * 0.5f;
const ozz::math::Float3 corner(-half_extent, 0, -half_extent);
GL(DepthMask(GL_FALSE));
GL(Enable(GL_BLEND));
GL(BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA));
GL(Disable(GL_CULL_FACE));
{
GlImmediatePC im(immediate_renderer(), GL_TRIANGLE_STRIP,
ozz::math::Float4x4::identity());
GlImmediatePC::Vertex v = {{0.f, 0.f, 0.f}, {0x80, 0xc0, 0xd0, 0xb0}};
v.pos[0] = corner.x;
v.pos[1] = corner.y;
v.pos[2] = corner.z;
im.PushVertex(v);
v.pos[2] = corner.z + extent;
im.PushVertex(v);
v.pos[0] = corner.x + extent;
v.pos[2] = corner.z;
im.PushVertex(v);
v.pos[2] = corner.z + extent;
im.PushVertex(v);
}
GL(Disable(GL_BLEND));
GL(Enable(GL_CULL_FACE));
{
GlImmediatePC im(immediate_renderer(), GL_LINES,
ozz::math::Float4x4::identity());
// Renders lines along X axis.
GlImmediatePC::Vertex begin = {{corner.x, corner.y, corner.z},
{0x54, 0x55, 0x50, 0xff}};
GlImmediatePC::Vertex end = begin;
end.pos[0] += extent;
for (int i = 0; i < _cell_count + 1; ++i) {
im.PushVertex(begin);
im.PushVertex(end);
begin.pos[2] += _cell_size;
end.pos[2] += _cell_size;
}
// Renders lines along Z axis.
begin.pos[0] = corner.x;
begin.pos[1] = corner.y;
begin.pos[2] = corner.z;
end = begin;
end.pos[2] += extent;
for (int i = 0; i < _cell_count + 1; ++i) {
im.PushVertex(begin);
im.PushVertex(end);
begin.pos[0] += _cell_size;
end.pos[0] += _cell_size;
}
}
GL(DepthMask(GL_TRUE));
return true;
}
// Computes the model space bind pose and renders it.
bool RendererImpl::DrawSkeleton(const ozz::animation::Skeleton& _skeleton,
const ozz::math::Float4x4& _transform,
bool _draw_joints) {
using ozz::math::Float4x4;
const int num_joints = _skeleton.num_joints();
if (!num_joints) {
return true;
}
// Reallocate matrix array if necessary.
prealloc_models_.resize(num_joints);
// Compute model space bind pose.
ozz::animation::LocalToModelJob job;
job.input = _skeleton.joint_bind_poses();
job.output = make_span(prealloc_models_);
job.skeleton = &_skeleton;
if (!job.Run()) {
return false;
}
// Forwards to rendering.
return DrawPosture(_skeleton, job.output, _transform, _draw_joints);
}
bool RendererImpl::InitPostureRendering() {
const float kInter = .2f;
{ // Prepares bone mesh.
const math::Float3 pos[6] = {
math::Float3(1.f, 0.f, 0.f), math::Float3(kInter, .1f, .1f),
math::Float3(kInter, .1f, -.1f), math::Float3(kInter, -.1f, -.1f),
math::Float3(kInter, -.1f, .1f), math::Float3(0.f, 0.f, 0.f)};
const math::Float3 normals[8] = {
Normalize(Cross(pos[2] - pos[1], pos[2] - pos[0])),
Normalize(Cross(pos[1] - pos[2], pos[1] - pos[5])),
Normalize(Cross(pos[3] - pos[2], pos[3] - pos[0])),
Normalize(Cross(pos[2] - pos[3], pos[2] - pos[5])),
Normalize(Cross(pos[4] - pos[3], pos[4] - pos[0])),
Normalize(Cross(pos[3] - pos[4], pos[3] - pos[5])),
Normalize(Cross(pos[1] - pos[4], pos[1] - pos[0])),
Normalize(Cross(pos[4] - pos[1], pos[4] - pos[5]))};
const Color white = {0xff, 0xff, 0xff, 0xff};
const VertexPNC bones[24] = {
{pos[0], normals[0], white}, {pos[2], normals[0], white},
{pos[1], normals[0], white}, {pos[5], normals[1], white},
{pos[1], normals[1], white}, {pos[2], normals[1], white},
{pos[0], normals[2], white}, {pos[3], normals[2], white},
{pos[2], normals[2], white}, {pos[5], normals[3], white},
{pos[2], normals[3], white}, {pos[3], normals[3], white},
{pos[0], normals[4], white}, {pos[4], normals[4], white},
{pos[3], normals[4], white}, {pos[5], normals[5], white},
{pos[3], normals[5], white}, {pos[4], normals[5], white},
{pos[0], normals[6], white}, {pos[1], normals[6], white},
{pos[4], normals[6], white}, {pos[5], normals[7], white},
{pos[4], normals[7], white}, {pos[1], normals[7], white}};
// Builds and fills the vbo.
Model& bone = models_[0];
bone.mode = GL_TRIANGLES;
bone.count = OZZ_ARRAY_SIZE(bones);
GL(GenBuffers(1, &bone.vbo));
GL(BindBuffer(GL_ARRAY_BUFFER, bone.vbo));
GL(BufferData(GL_ARRAY_BUFFER, sizeof(bones), bones, GL_STATIC_DRAW));
GL(BindBuffer(GL_ARRAY_BUFFER, 0)); // Unbinds.
// Init bone shader.
bone.shader = BoneShader::Build();
if (!bone.shader) {
return false;
}
}
{ // Prepares joint mesh.
const int kNumSlices = 20;
const int kNumPointsPerCircle = kNumSlices + 1;
const int kNumPointsYZ = kNumPointsPerCircle;
const int kNumPointsXY = kNumPointsPerCircle + kNumPointsPerCircle / 4;
const int kNumPointsXZ = kNumPointsPerCircle;
const int kNumPoints = kNumPointsXY + kNumPointsXZ + kNumPointsYZ;
const float kRadius = kInter; // Radius multiplier.
const Color red = {0xff, 0xc0, 0xc0, 0xff};
const Color green = {0xc0, 0xff, 0xc0, 0xff};
const Color blue = {0xc0, 0xc0, 0xff, 0xff};
VertexPNC joints[kNumPoints];
// Fills vertices.
int index = 0;
for (int j = 0; j < kNumPointsYZ; ++j) { // YZ plan.
float angle = j * math::k2Pi / kNumSlices;
float s = sinf(angle), c = cosf(angle);
VertexPNC& vertex = joints[index++];
vertex.pos = math::Float3(0.f, c * kRadius, s * kRadius);
vertex.normal = math::Float3(0.f, c, s);
vertex.color = red;
}
for (int j = 0; j < kNumPointsXY; ++j) { // XY plan.
float angle = j * math::k2Pi / kNumSlices;
float s = sinf(angle), c = cosf(angle);
VertexPNC& vertex = joints[index++];
vertex.pos = math::Float3(s * kRadius, c * kRadius, 0.f);
vertex.normal = math::Float3(s, c, 0.f);
vertex.color = blue;
}
for (int j = 0; j < kNumPointsXZ; ++j) { // XZ plan.
float angle = j * math::k2Pi / kNumSlices;
float s = sinf(angle), c = cosf(angle);
VertexPNC& vertex = joints[index++];
vertex.pos = math::Float3(c * kRadius, 0.f, -s * kRadius);
vertex.normal = math::Float3(c, 0.f, -s);
vertex.color = green;
}
assert(index == kNumPoints);
// Builds and fills the vbo.
Model& joint = models_[1];
joint.mode = GL_LINE_STRIP;
joint.count = OZZ_ARRAY_SIZE(joints);
GL(GenBuffers(1, &joint.vbo));
GL(BindBuffer(GL_ARRAY_BUFFER, joint.vbo));
GL(BufferData(GL_ARRAY_BUFFER, sizeof(joints), joints, GL_STATIC_DRAW));
GL(BindBuffer(GL_ARRAY_BUFFER, 0)); // Unbinds.
// Init joint shader.
joint.shader = JointShader::Build();
if (!joint.shader) {
return false;
}
}
return true;
}
bool RendererImpl::InitCheckeredTexture() {
const int kWidth = 1024;
const int kCases = 64;
GL(GenTextures(1, &checkered_texture_));
GL(BindTexture(GL_TEXTURE_2D, checkered_texture_));
GL(TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT));
GL(TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT));
GL(TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR));
GL(TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
GL_LINEAR_MIPMAP_LINEAR));
GL(PixelStorei(GL_UNPACK_ALIGNMENT, 1));
// Allocates for biggest mip level.
const size_t buffer_size = 3 * kWidth * kWidth;
uint8_t* pixels = reinterpret_cast<uint8_t*>(
memory::default_allocator()->Allocate(buffer_size, 16));
// Create the checkered pattern on all mip levels.
int level_width = kWidth;
for (int level = 0; level_width > 0; ++level, level_width /= 2) {
if (level_width >= kCases) {
const int case_width = level_width / kCases;
for (int j = 0; j < level_width; ++j) {
const int cpntj = (j / case_width) & 1;
for (int i = 0; i < kCases; ++i) {
const int cpnti = i & 1;
const bool white_case = (cpnti ^ cpntj) != 0;
const uint8_t cpntr =
white_case ? 0xff : j * 255 / level_width & 0xff;
const uint8_t cpntg = white_case ? 0xff : i * 255 / kCases & 0xff;
const uint8_t cpntb = white_case ? 0xff : 0;
const int case_start = j * level_width + i * case_width;
for (int k = case_start; k < case_start + case_width; ++k) {
pixels[k * 3 + 0] = cpntr;
pixels[k * 3 + 1] = cpntg;
pixels[k * 3 + 2] = cpntb;
}
}
}
} else {
// Mimaps where width is smaller than the number of cases.
for (int j = 0; j < level_width; ++j) {
for (int i = 0; i < level_width; ++i) {
pixels[(j * level_width + i) * 3 + 0] = 0x7f;
pixels[(j * level_width + i) * 3 + 1] = 0x7f;
pixels[(j * level_width + i) * 3 + 2] = 0x7f;
}
}
}
GL(TexImage2D(GL_TEXTURE_2D, level, GL_RGB, level_width, level_width, 0,
GL_RGB, GL_UNSIGNED_BYTE, pixels));
}
GL(BindTexture(GL_TEXTURE_2D, 0));
memory::default_allocator()->Deallocate(pixels);
return true;
}
namespace {
int DrawPosture_FillUniforms(const ozz::animation::Skeleton& _skeleton,
ozz::span<const ozz::math::Float4x4> _matrices,
float* _uniforms, int _max_instances) {
assert(IsAligned(_uniforms, alignof(math::SimdFloat4)));
// Prepares computation constants.
const int num_joints = _skeleton.num_joints();
const span<const int16_t>& parents = _skeleton.joint_parents();
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;
math::StorePtr(parent.cols[0], uniform + 0);
math::StorePtr(parent.cols[1], uniform + 4);
math::StorePtr(parent.cols[2], uniform + 8);
math::StorePtr(parent.cols[3], uniform + 12);
// 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.
uniform = _uniforms + instances * 16;
math::StorePtr(current.cols[0], uniform + 0);
math::StorePtr(current.cols[1], uniform + 4);
math::StorePtr(current.cols[2], uniform + 8);
math::StorePtr(current.cols[3], uniform + 12);
// 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::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;
}
// 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 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) {
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 normals_offset = sizeof(float) * 3;
const GLsizei tangents_offset = sizeof(float) * 6;
const GLsizei positions_stride = sizeof(float) * 9;
const GLsizei normals_stride = positions_stride;
const GLsizei tangents_stride = positions_stride;
const GLsizei skinned_data_size = vertex_count * positions_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;
}
// 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
}
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);