更新VertexBuffer组织方式

This commit is contained in:
2018-12-07 15:32:01 +08:00
parent 04886888e3
commit 1fd65faade
6 changed files with 132 additions and 185 deletions

View File

@@ -21,17 +21,15 @@ namespace hgl
{
protected:
T *mem_type; ///<符合当前类型的地址
T *access; ///<当前访问地址
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
T *start; ///<访问起始地址
public:
VertexBuffer(int _size,const T *_data=nullptr,uint level=GL_STATIC_DRAW):VertexBufferBase(level,C*_size*sizeof(T))
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)
{
dc_num=C;
count=_size;
mem_type=(T *)GetData();
@@ -39,16 +37,14 @@ namespace hgl
start=0;
if(_data)
memcpy(mem_type,_data,bytes);
{
memcpy(mem_type,_data,this->total_bytes);
this->Update();
}
}
virtual ~VertexBuffer()=default;
int GetDataBytes()const
{
return sizeof(T);
}
void SetCount(int _count)
{
count=_count;
@@ -102,9 +98,9 @@ namespace hgl
*/
void End()
{
ChangeVertexBuffer( ((char *)start )-((char *)mem_type),
((char *)access)-((char *)start),
start);
this->Change(((char *)start )-((char *)mem_type),
((char *)access)-((char *)start),
start);
access=nullptr;
start=nullptr;
@@ -134,15 +130,14 @@ namespace hgl
/**
* 一元数据缓冲区
*/
template<typename T> class VertexBuffer1:public VertexBuffer<T,1>
template<typename T,uint DT> class VertexBuffer1:public VertexBuffer<T,1>
{
public:
using VertexBuffer<T,1>::VertexBuffer;
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;
uint GetDataType()const;
bool Write(const T v1)
{
if(!this->access||this->access+1>this->mem_end)
@@ -160,7 +155,7 @@ namespace hgl
* @param v 值
* @param count 写入数量
*/
bool Write(const T v,const int count)
bool WriteRepeat(const T v,const int count)
{
if(!this->access||this->access+count>this->mem_end)
{
@@ -174,18 +169,26 @@ namespace hgl
}
};//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> class VertexBuffer2:public VertexBuffer<T,2>
template<typename T,uint DT> class VertexBuffer2:public VertexBuffer<T,2>
{
public:
using VertexBuffer<T,2>::VertexBuffer;
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;
uint GetDataType()const;
bool Write(const T v1,const T v2)
{
if(!this->access||this->access+2>this->mem_end)
@@ -360,15 +363,13 @@ namespace hgl
/**
* 三元数据缓冲区
*/
template<typename T> class VertexBuffer3:public VertexBuffer<T,3>
template<typename T,uint DT> class VertexBuffer3:public VertexBuffer<T,3>
{
public:
using VertexBuffer<T,3>::VertexBuffer;
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;
uint GetDataType()const;
/**
* 计算绑定盒
* @param min_vertex 最小值坐标
@@ -607,15 +608,13 @@ namespace hgl
/**
* 四元数据缓冲区
*/
template<typename T> class VertexBuffer4:public VertexBuffer<T,4>
template<typename T,uint DT> class VertexBuffer4:public VertexBuffer<T,4>
{
public:
using VertexBuffer<T,4>::VertexBuffer;
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;
uint GetDataType()const;
/**
* 计算绑定盒
* @param min_vertex 最小值坐标
@@ -884,44 +883,33 @@ namespace hgl
};//class VertexBuffer4
//缓冲区具体数据类型定义
typedef VertexBuffer1<int8 > VB1i8 ,VB1b; template<> inline uint VertexBuffer1<int8 >::GetDataType()const{return GL_BYTE; }
typedef VertexBuffer1<int16 > VB1i16 ,VB1s; template<> inline uint VertexBuffer1<int16 >::GetDataType()const{return GL_SHORT; }
typedef VertexBuffer1<int32 > VB1i32 ,VB1i; template<> inline uint VertexBuffer1<int32 >::GetDataType()const{return GL_INT; }
typedef VertexBuffer1<uint8 > VB1u8 ,VB1ub; template<> inline uint VertexBuffer1<uint8 >::GetDataType()const{return GL_UNSIGNED_BYTE; }
typedef VertexBuffer1<uint16> VB1u16 ,VB1us; template<> inline uint VertexBuffer1<uint16 >::GetDataType()const{return GL_UNSIGNED_SHORT;}
typedef VertexBuffer1<uint32> VB1u32 ,VB1ui; template<> inline uint VertexBuffer1<uint32 >::GetDataType()const{return GL_UNSIGNED_INT; }
typedef VertexBuffer1<float > VB1f; template<> inline uint VertexBuffer1<float >::GetDataType()const{return GL_FLOAT; }
typedef VertexBuffer1<double> VB1d; template<> inline uint VertexBuffer1<double >::GetDataType()const{return GL_DOUBLE; }
using EB16=ElementBuffer<uint16,GL_UNSIGNED_SHORT >;
using EB32=ElementBuffer<uint32,GL_UNSIGNED_INT >;
using EB16=VB1u16;
using EB32=VB1u32;
#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>;
typedef VertexBuffer2<int8 > VB2i8 ,VB2b; template<> inline uint VertexBuffer2<int8 >::GetDataType()const{return GL_BYTE; }
typedef VertexBuffer2<int16 > VB2i16 ,VB2s; template<> inline uint VertexBuffer2<int16 >::GetDataType()const{return GL_SHORT; }
typedef VertexBuffer2<int32 > VB2i32 ,VB2i; template<> inline uint VertexBuffer2<int32 >::GetDataType()const{return GL_INT; }
typedef VertexBuffer2<uint8 > VB2u8 ,VB2ub; template<> inline uint VertexBuffer2<uint8 >::GetDataType()const{return GL_UNSIGNED_BYTE; }
typedef VertexBuffer2<uint16> VB2u16 ,VB2us; template<> inline uint VertexBuffer2<uint16 >::GetDataType()const{return GL_UNSIGNED_SHORT;}
typedef VertexBuffer2<uint32> VB2u32 ,VB2ui; template<> inline uint VertexBuffer2<uint32 >::GetDataType()const{return GL_UNSIGNED_INT; }
typedef VertexBuffer2<float > VB2f; template<> inline uint VertexBuffer2<float >::GetDataType()const{return GL_FLOAT; }
typedef VertexBuffer2<double> VB2d; template<> inline uint VertexBuffer2<double >::GetDataType()const{return GL_DOUBLE; }
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)
typedef VertexBuffer3<int8 > VB3i8 ,VB3b; template<> inline uint VertexBuffer3<int8 >::GetDataType()const{return GL_BYTE; }
typedef VertexBuffer3<int16 > VB3i16 ,VB3s; template<> inline uint VertexBuffer3<int16 >::GetDataType()const{return GL_SHORT; }
typedef VertexBuffer3<int32 > VB3i32 ,VB3i; template<> inline uint VertexBuffer3<int32 >::GetDataType()const{return GL_INT; }
typedef VertexBuffer3<uint8 > VB3u8 ,VB3ub; template<> inline uint VertexBuffer3<uint8 >::GetDataType()const{return GL_UNSIGNED_BYTE; }
typedef VertexBuffer3<uint16> VB3u16 ,VB3us; template<> inline uint VertexBuffer3<uint16 >::GetDataType()const{return GL_UNSIGNED_SHORT;}
typedef VertexBuffer3<uint32> VB3u32 ,VB3ui; template<> inline uint VertexBuffer3<uint32 >::GetDataType()const{return GL_UNSIGNED_INT; }
typedef VertexBuffer3<float > VB3f; template<> inline uint VertexBuffer3<float >::GetDataType()const{return GL_FLOAT; }
typedef VertexBuffer3<double> VB3d; template<> inline uint VertexBuffer3<double >::GetDataType()const{return GL_DOUBLE; }
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
typedef VertexBuffer4<int8 > VB4i8 ,VB4b; template<> inline uint VertexBuffer4<int8 >::GetDataType()const{return GL_BYTE; }
typedef VertexBuffer4<int16 > VB4i16 ,VB4s; template<> inline uint VertexBuffer4<int16 >::GetDataType()const{return GL_SHORT; }
typedef VertexBuffer4<int32 > VB4i32 ,VB4i; template<> inline uint VertexBuffer4<int32 >::GetDataType()const{return GL_INT; }
typedef VertexBuffer4<uint8 > VB4u8 ,VB4ub; template<> inline uint VertexBuffer4<uint8 >::GetDataType()const{return GL_UNSIGNED_BYTE; }
typedef VertexBuffer4<uint16> VB4u16 ,VB4us; template<> inline uint VertexBuffer4<uint16 >::GetDataType()const{return GL_UNSIGNED_SHORT;}
typedef VertexBuffer4<uint32> VB4u32 ,VB4ui; template<> inline uint VertexBuffer4<uint32 >::GetDataType()const{return GL_UNSIGNED_INT; }
typedef VertexBuffer4<float > VB4f; template<> inline uint VertexBuffer4<float >::GetDataType()const{return GL_FLOAT; }
typedef VertexBuffer4<double> VB4d; template<> inline uint VertexBuffer4<double >::GetDataType()const{return GL_DOUBLE; }
}//namespace graph
}//namespace hgl
#endif//HGL_VERTEX_BUFFER_OBJECT_INCLUDE

View File

@@ -10,22 +10,27 @@ namespace hgl
class VertexBufferBase
{
void *mem_data; ///<内存中的数据
void *mem_data; ///<内存中的数据
protected:
int dc_num; ///<每个数据成员数(比如二维坐标为2、三维坐标为3)
int count; ///<数据个数
uint vb_type; ///<缓冲区类型(GL_ARRAY_BUFFER,GL_ELEMENT_ARRAY_BUFFER等)
int bytes; ///<字节数
uint dc_num; ///<每个数据成员数(比如二维坐标为2、三维坐标为3)
uint data_type; ///<单个数据类型(GL_BYTE,GL_UNSIGNED_SHORT等)
uint data_bytes;
void *mem_end; ///<内存数据区访问结束地址
uint count; ///<数据个数
uint total_bytes; ///<总据总字节数
void *mem_end; ///<内存数据区访问结束地址
protected:
uint data_level; ///<数据级别
uint data_usage; ///<数据使用方式
VertexBufferControl *vbc; ///<顶点缓冲区控制器
VertexBufferControl *vbc; ///<顶点缓冲区控制器
protected:
@@ -33,25 +38,33 @@ namespace hgl
public:
VertexBufferBase(uint level,uint size);
/**
* @param type 缓冲区类型(GL_ARRAY_BUFFER,GL_ELEMENT_ARRAY_BUFFER等)
* @param dt 单个数据类型 (GL_BYTE,GL_UNSIGNED_SHORT,GL_FLOAT等)
* @param dbyte 单个数据字节数 (GL_BYTE为1,GL_UNSIGNED_SHORT为2GL_FLOAT为4等)
* @param dcm 数据成员数 (1/2/3/4如2D纹理坐标用23D坐标用3)
* @param size 数据数量
* @param usage 存取使用方式(GL_STATIC_DRAW,GL_DYNAMIC_DRAW等)
*/
VertexBufferBase(uint type,uint dt,uint dbyte,uint dcm,uint size,uint usage);
virtual ~VertexBufferBase();
virtual uint GetDataType()const=0; ///<取得数据类型
virtual int GetDataBytes()const=0; ///<取得数据字节数
int GetComponent()const { return dc_num; } ///<取数缓冲区元数据数量
int GetCount()const { return count; } ///<取得数据数量
int GetStride()const { return dc_num*GetDataBytes();} ///<取得每一组数据字节数
void * GetData()const { return mem_data;} ///<取得数据指针
void * GetData(const uint offset){return ((char *)mem_data)+GetDataBytes()*offset;}///<取得数据指针
int GetBytes()const { return bytes; } ///<取得数据字节数
uint GetBufferType ()const {return vb_type;} ///<取得缓冲区类型
uint GetDataType ()const {return data_type;} ///<取得数据类型
uint GetComponent ()const {return dc_num;} ///<取数每一组数据中的数据数量
uint GetCount ()const {return count;} ///<取得数据数量
uint GetStride ()const {return dc_num*data_bytes;} ///<取得每一组数据字节数
uint GetTotalBytes ()const {return total_bytes;} ///<取得数据总字节数
void * GetData ()const {return mem_data;} ///<取得数据指针
void * GetData (const uint off){return ((char *)mem_data)+data_bytes*off;} ///<取得数据指针
public: //以下函数在各渲染器内部实现
public:
bool CreateVertexBuffer(uint type);
void ChangeVertexBuffer(int,int,void *);
//void BindVertexBuffer();
int GetBufferIndex()const; ///<取得缓冲区索引
void CloseVertexBuffer();
void Update(); ///<完整更新内存中的数据到显示
void Change(int,int,void *);
//void BindVertexBuffer();
int GetBufferIndex()const; ///<取得缓冲区索引
};//class VertexBufferBase
}//namespace graph
}//namespace hgl