ULRE/inc/hgl/graph/VertexBuffer.h

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#ifndef HGL_VERTEX_BUFFER_OBJECT_INCLUDE
#define HGL_VERTEX_BUFFER_OBJECT_INCLUDE
#include<hgl/type/Color3f.h>
#include<hgl/type/Color4f.h>
#include<hgl/type/RectScope.h>
// #include<hgl/type/BaseString.h>
#include<hgl/graph/VertexBufferBase.h>
//#include<hgl/LogInfo.h>
#include<GLEWCore/glew.h>
namespace hgl
{
namespace graph
{
class VertexBufferControl;
/**
* 顶点属性数据实际模板
*/
template<typename T,int C> class VertexBuffer:public VertexBufferBase
{
protected:
T *mem_type; ///<符合当前类型的地址
T *access; ///<当前访问地址
T *start; ///<访问起始地址
public:
VertexBuffer(const uint type,const uint dt,const int _size,const T *_data=nullptr,uint level=GL_STATIC_DRAW):VertexBufferBase(type,dt,sizeof(T),C,_size,level)
{
count=_size;
mem_type=(T *)GetData();
access=0;
start=0;
if(_data)
{
memcpy(mem_type,_data,this->total_bytes);
this->Update();
}
}
virtual ~VertexBuffer()=default;
void SetCount(int _count)
{
count=_count;
SetDataSize(_count*C*sizeof(T));
mem_type=(T *)GetData();
access=0;
start=0;
}
/**
* 取得数据区地址
* @param offset 从第几个数据开始访问
* @return 访问地址
*/
T *Get(int offset=0)
{
if(!mem_type||offset>=count)
{
// LOG_HINT(OS_TEXT("VertexBuffer::Get() out,offset:")+OSString(offset));
return(nullptr);
}
return mem_type+offset*C;
}
/**
* 开始访问数据区
* @param offset 从第几个数据开始访问
* @return 访问地址
*/
void *Begin(int offset=0)
{
if(access)
{
// LOG_HINT(OS_TEXT("VertexBuffer::Begin() access!=0,offset:")+OSString(offset));
return(nullptr);
}
access=Get(offset);
if(access)
start=access;
return access;
}
/**
* 结束访问
*/
void End()
{
this->Change(((char *)start )-((char *)mem_type),
((char *)access)-((char *)start),
start);
access=nullptr;
start=nullptr;
}
/**
* 写入指定数量的数据
* @param vp 数据指针
* @param number 数据数量
*/
bool WriteData(const T *vp,const int number)
{
if(!this->access||this->access+C*number>this->mem_end)
{
// LOG_HINT(OS_TEXT("VertexBuffer::Write(const T *,number) out,number:")+OSString(number));
return(false);
}
memcpy(access,vp,C*number*sizeof(T));
access+=C*number;
return(true);
}
};//class VertexBuffer
/**
* 一元数据缓冲区
*/
template<typename T,uint DT> class VertexBuffer1:public VertexBuffer<T,1>
{
public:
VertexBuffer1(const uint type,const int _size,const T *_data=nullptr,uint level=GL_STATIC_DRAW):VertexBuffer<T,1>(type,DT,_size,_data,level){}
VertexBuffer1(const int _size,const T *_data=nullptr,uint level=GL_STATIC_DRAW):VertexBuffer<T,1>(GL_ARRAY_BUFFER,DT,_size,_data,level){}
virtual ~VertexBuffer1()=default;
bool Write(const T v1)
{
if(!this->access||this->access+1>this->mem_end)
{
// LOG_HINT(OS_TEXT("VertexBuffer1::Write(const T) out"));
return(false);
}
*this->access++=v1;
return(true);
}
/**
* 将一个值重复多次写入缓冲区
* @param v 值
* @param count 写入数量
*/
bool WriteRepeat(const T v,const int count)
{
if(!this->access||this->access+count>this->mem_end)
{
// LOG_HINT(OS_TEXT("VertexBuffer1::Write(const T,")+OSString(count)+OS_TEXT(") out"));
return(false);
}
hgl_set(this->access,v,count);
this->access+=count;
return(true);
}
};//class VertexBuffer1
/**
* 索引数据缓冲区
*/
template<typename T,uint DT> class ElementBuffer:public VertexBuffer1<T,DT>
{
public:
ElementBuffer(const int _size,const T *_data=nullptr,uint level=GL_STATIC_DRAW):VertexBuffer1<T,DT>(GL_ELEMENT_ARRAY_BUFFER,DT,_size,_data,level){}
virtual ~ElementBuffer()=default;
};//
/**
* 二元数据缓冲区
*/
template<typename T,uint DT> class VertexBuffer2:public VertexBuffer<T,2>
{
public:
VertexBuffer2(const int _size,const T *_data=nullptr,uint level=GL_STATIC_DRAW):VertexBuffer<T,2>(GL_ARRAY_BUFFER,DT,_size,_data,level){}
virtual ~VertexBuffer2()=default;
bool Write(const T v1,const T v2)
{
if(!this->access||this->access+2>this->mem_end)
{
// LOG_HINT(OS_TEXT("VertexBuffer2::Write(const T ,const T) out"));
return(false);
}
*this->access++=v1;
*this->access++=v2;
return(true);
}
bool Write(const T *v)
{
if(!this->access||this->access+2>this->mem_end)
{
// LOG_HINT(OS_TEXT("VertexBuffer2::Write(T *) out"));
return(false);
}
*this->access++=*v++;
*this->access++=*v;
return(true);
}
bool Write(const Vector2f &v)
{
if(!this->access||this->access+2>this->mem_end)
{
// LOG_HINT(OS_TEXT("VertexBuffer2::Write(vec2 &) out"));
return(false);
}
*this->access++=v.x;
*this->access++=v.y;
return(true);
}
/**
* 将一个值重复多次写入缓冲区
* @param v 值
* @param count 写入数量
*/
bool Write(const Vector2f &v,const int count)
{
if(!this->access||this->access+(count<<1)>this->mem_end)
{
// LOG_HINT(OS_TEXT("VertexBuffer1::Write(const Vector2f &,")+OSString(count)+OS_TEXT(") out"));
return(false);
}
for(int i=0;i<count;i++)
{
*this->access++=v.x;
*this->access++=v.y;
}
return(true);
}
bool WriteLine(const T start_x,const T start_y,const T end_x,const T end_y)
{
if(!this->access||this->access+4>this->mem_end)
{
// LOG_HINT(OS_TEXT("VertexBuffer2::WriteLine(T,T,T,T) out"));
return(false);
}
*this->access++=start_x;
*this->access++=start_y;
*this->access++=end_x;
*this->access++=end_y;
return(true);
}
bool WriteLine(const Vector2f &start,const Vector2f &end)
{
if(!this->access||this->access+4>this->mem_end)
{
// LOG_HINT(OS_TEXT("VertexBuffer2::WriteLine(vec2,vec2) out"));
return(false);
}
*this->access++=start.x;
*this->access++=start.y;
*this->access++=end.x;
*this->access++=end.y;
return(true);
}
/**
* 写入2D三角形
*/
bool WriteTriangle(const Vector2f &v1,const Vector2f &v2,const Vector2f &v3)
{
if(!this->access||this->access+6>this->mem_end)
{
// LOG_HINT(OS_TEXT("VertexBuffer2::WriteTriangle(vec2,vec2,vec2) out"));
return(false);
}
*this->access++=v1.x;
*this->access++=v1.y;
*this->access++=v2.x;
*this->access++=v2.y;
*this->access++=v3.x;
*this->access++=v3.y;
return(true);
}
/**
* 写入2D三角形
*/
bool WriteTriangle(const Vector2f *v)
{
if(!this->access||this->access+6>this->mem_end)
{
// LOG_HINT(OS_TEXT("VertexBuffer2::WriteTriangle(vec2 *) out"));
return(false);
}
*this->access++=v->x;
*this->access++=v->y;
++v;
*this->access++=v->x;
*this->access++=v->y;
++v;
*this->access++=v->x;
*this->access++=v->y;
return(true);
}
/**
* 写入2D四边形坐标数据
*/
bool WriteQuad(const Vector2f &lt,const Vector2f &rt,const Vector2f &rb,const Vector2f &lb)
{
if(WriteTriangle(lt,lb,rb))
if(WriteTriangle(lt,rb,rt))
return(true);
// LOG_HINT(OS_TEXT("VertexBuffer2::WriteQuad(vec2 &,vec2 &,vec2 &,vec2 &) error"));
return(false);
}
/**
* 写入2D矩形两个三角形坐标数据
*/
bool WriteRect(const T left,const T top,const T width,const T height)
{
const Vector2f lt(left ,top);
const Vector2f rt(left+width,top);
const Vector2f rb(left+width,top+height);
const Vector2f lb(left ,top+height);
return WriteQuad(lt,rt,rb,lb);
}
};//class VertexBuffer2
/**
* 三元数据缓冲区
*/
template<typename T,uint DT> class VertexBuffer3:public VertexBuffer<T,3>
{
public:
VertexBuffer3(const int _size,const T *_data=nullptr,uint level=GL_STATIC_DRAW):VertexBuffer<T,3>(GL_ARRAY_BUFFER,DT,_size,_data,level){}
virtual ~VertexBuffer3()=default;
/**
* 计算绑定盒
* @param min_vertex 最小值坐标
* @param max_vertex 最大值坐标
*/
template<typename V>
void GetBoundingBox(V &min_vertex,V &max_vertex)
{
T *p=this->mem_type;
//先以corner为最小值,length为最大值求取最小最大值
min_vertex.x=*p++;
min_vertex.y=*p++;
min_vertex.z=*p++;
max_vertex=min_vertex;
for(int i=1;i<this->count;i++)
{
if(*p<min_vertex.x)min_vertex.x=*p;
if(*p>max_vertex.x)max_vertex.x=*p;
++p;
if(*p<min_vertex.y)min_vertex.y=*p;
if(*p>max_vertex.y)max_vertex.y=*p;
++p;
if(*p<min_vertex.z)min_vertex.z=*p;
if(*p>max_vertex.z)max_vertex.z=*p;
++p;
}
}
bool Write(const T v1,const T v2,const T v3)
{
if(!this->access||this->access+3>this->mem_end)
{
// LOG_HINT(OS_TEXT("VertexBuffer3::Write(T,T,T) out"));
return(false);
}
*this->access++=v1;
*this->access++=v2;
*this->access++=v3;
return(true);
}
bool Write(const T *v)
{
if(!this->access||this->access+3>this->mem_end)
{
// LOG_HINT(OS_TEXT("VertexBuffer3::Write(T *) out"));
return(false);
}
*this->access++=*v++;
*this->access++=*v++;
*this->access++=*v;
return(true);
}
bool Write(const Vector3f &v)
{
if(!this->access||this->access+3>this->mem_end)
{
// LOG_HINT(OS_TEXT("VertexBuffer3::Write(vec3 &) out"));
return(false);
}
*this->access++=v.x;
*this->access++=v.y;
*this->access++=v.z;
return(true);
}
bool Write(const Vector4f &v)
{
if(!this->access||this->access+3>this->mem_end)
{
// LOG_HINT(OS_TEXT("VertexBuffer3::Write(vec4 &) out"));
return(false);
}
*this->access++=v.x;
*this->access++=v.y;
*this->access++=v.z;
return(true);
}
/**
* 将一个值重复多次写入缓冲区
* @param v 值
* @param count 写入数量
*/
bool Write(const Vector3f &v,const int count)
{
if(!this->access||this->access+(count*3)>this->mem_end)
{
// LOG_HINT(OS_TEXT("VertexBuffer3::Write(const Vector3f,")+OSString(count)+OS_TEXT(") out"));
return(false);
}
for(int i=0;i<count;i++)
{
*this->access++=v.x;
*this->access++=v.y;
*this->access++=v.z;
}
return(true);
}
bool Write(const Color3f &v)
{
if(!this->access||this->access+3>this->mem_end)
{
// LOG_HINT(OS_TEXT("VertexBuffer3::Write(color3f &) out"));
return(false);
}
*this->access++=v.r;
*this->access++=v.g;
*this->access++=v.b;
return(true);
}
bool WriteLine(const T start_x,const T start_y,const T start_z,const T end_x,const T end_y,const T end_z)
{
if(!this->access||this->access+6>this->mem_end)
{
// LOG_HINT(OS_TEXT("VertexBuffer3::WriteLine(T,T,T,T,T,T) out"));
return(false);
}
*this->access++=start_x;
*this->access++=start_y;
*this->access++=start_z;
*this->access++=end_x;
*this->access++=end_y;
*this->access++=end_z;
return(true);
}
bool WriteLine(const Vector3f &start,const Vector3f &end)
{
if(!this->access||this->access+6>this->mem_end)
{
// LOG_HINT(OS_TEXT("VertexBuffer3::WriteLine(vec3,vec3) out"));
return(false);
}
*this->access++=start.x;
*this->access++=start.y;
*this->access++=start.z;
*this->access++=end.x;
*this->access++=end.y;
*this->access++=end.z;
return(true);
}
/**
* 写入3D三角形
*/
bool WriteTriangle(const Vector3f &v1,const Vector3f &v2,const Vector3f &v3)
{
if(!this->access||this->access+9>this->mem_end)
{
// LOG_HINT(OS_TEXT("VertexBuffer3::WriteTriangle(vec3,vec3,vec3) out"));
return(false);
}
*this->access++=v1.x;
*this->access++=v1.y;
*this->access++=v1.z;
*this->access++=v2.x;
*this->access++=v2.y;
*this->access++=v2.z;
*this->access++=v3.x;
*this->access++=v3.y;
*this->access++=v3.z;
return(true);
}
/**
* 写入3D三角形
*/
bool WriteTriangle(const Vector3f *v)
{
if(!this->access||this->access+9>this->mem_end)
{
// LOG_HINT(OS_TEXT("VertexBuffer3::WriteTriangle(vec3 *) out"));
return(false);
}
*this->access++=v->x;
*this->access++=v->y;
*this->access++=v->z;
++v;
*this->access++=v->x;
*this->access++=v->y;
*this->access++=v->z;
++v;
*this->access++=v->x;
*this->access++=v->y;
*this->access++=v->z;
return(true);
}
/**
* 写入3D四边形坐标数据
*/
bool WriteQuad(const Vector3f &lt,const Vector3f &rt,const Vector3f &rb,const Vector3f &lb)
{
if(WriteTriangle(lt,lb,rb))
if(WriteTriangle(lt,rb,rt))
return(true);
// LOG_HINT(OS_TEXT("VertexBuffer3::WriteQuad(vec3 &,vec3 &,vec3 &,vec3 &) error"));
return(false);
}
};//class VertexBuffer3
/**
* 四元数据缓冲区
*/
template<typename T,uint DT> class VertexBuffer4:public VertexBuffer<T,4>
{
public:
VertexBuffer4(const int _size,const T *_data=nullptr,uint level=GL_STATIC_DRAW):VertexBuffer<T,4>(GL_ARRAY_BUFFER,DT,_size,_data,level){}
virtual ~VertexBuffer4()=default;
/**
* 计算绑定盒
* @param min_vertex 最小值坐标
* @param max_vertex 最大值坐标
*/
template<typename V>
void GetBoundingBox(V &min_vertex,V &max_vertex)
{
T *p=this->mem_type;
//先以corner为最小值,length为最大值求取最小最大值
min_vertex.x=*p++;
min_vertex.y=*p++;
min_vertex.z=*p++;
max_vertex=min_vertex;
for(int i=1;i<this->count;i++)
{
if(*p<min_vertex.x)min_vertex.x=*p;
if(*p>max_vertex.x)max_vertex.x=*p;
++p;
if(*p<min_vertex.y)min_vertex.y=*p;
if(*p>max_vertex.y)max_vertex.y=*p;
++p;
if(*p<min_vertex.z)min_vertex.z=*p;
if(*p>max_vertex.z)max_vertex.z=*p;
++p;
}
}
bool Write(const T v1,const T v2,const T v3,const T v4)
{
if(!this->access||this->access+4>this->mem_end)
{
// LOG_HINT(OS_TEXT("VertexBuffer4::Write(T,T,T,T) out"));
return(false);
}
*this->access++=v1;
*this->access++=v2;
*this->access++=v3;
*this->access++=v4;
return(true);
}
bool Write(const T *v)
{
if(!this->access||this->access+4>this->mem_end)
{
// LOG_HINT(OS_TEXT("VertexBuffer4::Write(T *) out"));
return(false);
}
*this->access++=*v++;
*this->access++=*v++;
*this->access++=*v++;
*this->access++=*v;
return(true);
}
bool Write(const Vector4f &v)
{
if(!this->access||this->access+4>this->mem_end)
{
// LOG_HINT(OS_TEXT("VertexBuffer4::Write(color4 &) out"));
return(false);
}
*this->access++=v.x;
*this->access++=v.y;
*this->access++=v.z;
*this->access++=v.w;
return(true);
}
bool Write(const Color4f &v)
{
if(!this->access||this->access+4>this->mem_end)
{
// LOG_HINT(OS_TEXT("VertexBuffer4::Write(color4 &) out"));
return(false);
}
*this->access++=v.r;
*this->access++=v.g;
*this->access++=v.b;
*this->access++=v.a;
return(true);
}
/**
* 将一个值重复多次写入缓冲区
* @param v 值
* @param count 写入数量
*/
bool Write(const Vector4f &v,const int count)
{
if(!this->access||this->access+(count<<2)>this->mem_end)
{
// LOG_HINT(OS_TEXT("VertexBuffer4::Write(const Vector4f,")+OSString(count)+OS_TEXT(") out"));
return(false);
}
for(int i=0;i<count;i++)
{
*this->access++=v.x;
*this->access++=v.y;
*this->access++=v.z;
*this->access++=v.w;
}
return(true);
}
bool WriteLine(const T start_x,const T start_y,const T start_z,const T end_x,const T end_y,const T end_z)
{
if(!this->access||this->access+8>this->mem_end)
{
// LOG_HINT(OS_TEXT("VertexBuffer4::WriteLine(T,T,T,T,T,T) out"));
return(false);
}
*this->access++=start_x;
*this->access++=start_y;
*this->access++=start_z;
*this->access++=1.0f;
*this->access++=end_x;
*this->access++=end_y;
*this->access++=end_z;
*this->access++=1.0f;
return(true);
}
bool WriteLine(const Vector3f &start,const Vector3f &end)
{
if(!this->access||this->access+8>this->mem_end)
{
// LOG_HINT(OS_TEXT("VertexBuffer4::WriteLine(vec3,vec3) out"));
return(false);
}
*this->access++=start.x;
*this->access++=start.y;
*this->access++=start.z;
*this->access++=1.0f;
*this->access++=end.x;
*this->access++=end.y;
*this->access++=end.z;
*this->access++=1.0f;
return(true);
}
/**
* 写入3D三角形
*/
bool WriteTriangle(const Vector3f &v1,const Vector3f &v2,const Vector3f &v3)
{
if(!this->access||this->access+12>this->mem_end)
{
// LOG_HINT(OS_TEXT("VertexBuffer4::WriteTriangle(vec3,vec3,vec3) out"));
return(false);
}
*this->access++=v1.x;
*this->access++=v1.y;
*this->access++=v1.z;
*this->access++=1.0f;
*this->access++=v2.x;
*this->access++=v2.y;
*this->access++=v2.z;
*this->access++=1.0f;
*this->access++=v3.x;
*this->access++=v3.y;
*this->access++=v3.z;
*this->access++=1.0f;
return(true);
}
/**
* 写入3D三角形
*/
bool WriteTriangle(const Vector3f *v)
{
if(!this->access||this->access+12>this->mem_end)
{
// LOG_HINT(OS_TEXT("VertexBuffer4::WriteTriangle(vec3 *) out"));
return(false);
}
*this->access++=v->x;
*this->access++=v->y;
*this->access++=v->z;
*this->access++=1.0f;
++v;
*this->access++=v->x;
*this->access++=v->y;
*this->access++=v->z;
*this->access++=1.0f;
++v;
*this->access++=v->x;
*this->access++=v->y;
*this->access++=v->z;
*this->access++=1.0f;
return(true);
}
/**
* 写入2D矩形,注:这个函数会依次写入Left,Top,Width,Height四个值
*/
template<typename V>
bool WriteRectangle2D(const RectScope2<V> &rect)
{
if(!this->access||this->access+4>this->mem_end)
{
// LOG_HINT(OS_TEXT("VertexBuffer4::WriteRectangle2D(RectScope2 ) out"));
return(false);
}
*this->access++=rect.Left;
*this->access++=rect.Top;
*this->access++=rect.Width;
*this->access++=rect.Height;
return(true);
}
/**
* 写入2D矩形,注:这个函数会依次写入Left,Top,Width,Height四个值
*/
template<typename V>
bool WriteRectangle2D(const RectScope2<V> *rect,const int count)
{
if(!this->access||this->access+(4*count)>this->mem_end)
{
// LOG_HINT(OS_TEXT("VertexBuffer4::WriteRectangle2D(RectScope2 *,count) out"));
return(false);
}
for(int i=0;i<count;i++)
{
*this->access++=rect->Left;
*this->access++=rect->Top;
*this->access++=rect->Width;
*this->access++=rect->Height;
++rect;
}
return(true);
}
};//class VertexBuffer4
//缓冲区具体数据类型定义
using EB16=ElementBuffer<uint16,GL_UNSIGNED_SHORT >;
using EB32=ElementBuffer<uint32,GL_UNSIGNED_INT >;
#define USING_VB1234(type,gl_type,short_name) using VB1##short_name=VertexBuffer1<type,gl_type>; \
using VB2##short_name=VertexBuffer2<type,gl_type>; \
using VB3##short_name=VertexBuffer3<type,gl_type>; \
using VB4##short_name=VertexBuffer4<type,gl_type>;
USING_VB1234(int8, GL_BYTE, i8)
USING_VB1234(int8, GL_BYTE, b)
USING_VB1234(int16, GL_SHORT, i16)
USING_VB1234(int16, GL_SHORT, s)
USING_VB1234(int32, GL_INT, i32)
USING_VB1234(int32, GL_INT, i)
USING_VB1234(int8, GL_UNSIGNED_BYTE, u8)
USING_VB1234(int8, GL_UNSIGNED_BYTE, ub)
USING_VB1234(int16, GL_UNSIGNED_SHORT, u16)
USING_VB1234(int16, GL_UNSIGNED_SHORT, us)
USING_VB1234(int32, GL_UNSIGNED_INT, u32)
USING_VB1234(int32, GL_UNSIGNED_INT, ui)
USING_VB1234(float, GL_FLOAT, f)
USING_VB1234(double,GL_DOUBLE, d)
#undef USING_VB1234
}//namespace graph
}//namespace hgl
#endif//HGL_VERTEX_BUFFER_OBJECT_INCLUDE