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gl_engine.cpp
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2658 lines (2198 loc) · 91 KB
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// Copyright 2017-2023, Nicholas Sharp and the Polyscope contributors. https://polyscope.run
#include "polyscope/render/engine.h"
#ifdef POLYSCOPE_BACKEND_OPENGL3_ENABLED
#include "polyscope/render/opengl/gl_engine.h"
#include "polyscope/messages.h"
#include "polyscope/options.h"
#include "polyscope/polyscope.h"
#include "polyscope/utilities.h"
#include "polyscope/render/shader_builder.h"
// all the shaders
#include "polyscope/render/opengl/shaders/common.h"
#include "polyscope/render/opengl/shaders/cylinder_shaders.h"
#include "polyscope/render/opengl/shaders/gizmo_shaders.h"
#include "polyscope/render/opengl/shaders/grid_shaders.h"
#include "polyscope/render/opengl/shaders/ground_plane_shaders.h"
#include "polyscope/render/opengl/shaders/histogram_shaders.h"
#include "polyscope/render/opengl/shaders/lighting_shaders.h"
#include "polyscope/render/opengl/shaders/ribbon_shaders.h"
#include "polyscope/render/opengl/shaders/rules.h"
#include "polyscope/render/opengl/shaders/sphere_shaders.h"
#include "polyscope/render/opengl/shaders/surface_mesh_shaders.h"
#include "polyscope/render/opengl/shaders/texture_draw_shaders.h"
#include "polyscope/render/opengl/shaders/vector_shaders.h"
#include "polyscope/render/opengl/shaders/volume_mesh_shaders.h"
#include "stb_image.h"
#include <algorithm>
#include <set>
namespace polyscope {
namespace render {
namespace backend_openGL3 {
// == Map enums to native values
// clang-format off
inline GLenum internalFormat(const TextureFormat& x) {
switch (x) {
case TextureFormat::RGB8: return GL_RGB8;
case TextureFormat::RGBA8: return GL_RGBA8;
case TextureFormat::RG16F: return GL_RG16F;
case TextureFormat::RGB16F: return GL_RGB16F;
case TextureFormat::RGBA16F: return GL_RGBA16F;
case TextureFormat::R32F: return GL_R32F;
case TextureFormat::R16F: return GL_R16F;
case TextureFormat::RGB32F: return GL_RGBA32F;
case TextureFormat::RGBA32F: return GL_RGBA32F;
case TextureFormat::DEPTH24: return GL_DEPTH_COMPONENT24;
}
exception("bad enum");
return GL_RGB8;
}
inline GLenum formatF(const TextureFormat& x) {
switch (x) {
case TextureFormat::RGB8: return GL_RGB;
case TextureFormat::RGBA8: return GL_RGBA;
case TextureFormat::RG16F: return GL_RG;
case TextureFormat::RGB16F: return GL_RGB;
case TextureFormat::RGBA16F: return GL_RGBA;
case TextureFormat::R32F: return GL_RED;
case TextureFormat::R16F: return GL_RED;
case TextureFormat::RGB32F: return GL_RGB;
case TextureFormat::RGBA32F: return GL_RGBA;
case TextureFormat::DEPTH24: return GL_DEPTH_COMPONENT;
}
exception("bad enum");
return GL_RGB;
}
inline GLenum type(const TextureFormat& x) {
switch (x) {
case TextureFormat::RGB8: return GL_UNSIGNED_BYTE;
case TextureFormat::RGBA8: return GL_UNSIGNED_BYTE;
case TextureFormat::RG16F: return GL_HALF_FLOAT;
case TextureFormat::RGB16F: return GL_HALF_FLOAT;
case TextureFormat::RGBA16F: return GL_HALF_FLOAT;
case TextureFormat::R32F: return GL_FLOAT;
case TextureFormat::R16F: return GL_FLOAT;
case TextureFormat::RGB32F: return GL_FLOAT;
case TextureFormat::RGBA32F: return GL_FLOAT;
case TextureFormat::DEPTH24: return GL_FLOAT;
}
exception("bad enum");
return GL_UNSIGNED_BYTE;
}
inline GLenum native(const ShaderStageType& x) {
switch (x) {
case ShaderStageType::Vertex: return GL_VERTEX_SHADER;
case ShaderStageType::Geometry: return GL_GEOMETRY_SHADER;
//case ShaderStageType::Compute: return GL_COMPUTE_SHADER;
case ShaderStageType::Fragment: return GL_FRAGMENT_SHADER;
}
exception("bad enum");
return GL_VERTEX_SHADER;
}
inline GLenum native(const RenderBufferType& x) {
switch (x) {
case RenderBufferType::ColorAlpha: return GL_RGBA;
case RenderBufferType::Color: return GL_RGB;
case RenderBufferType::Depth: return GL_DEPTH_COMPONENT;
case RenderBufferType::Float4: return GL_RGBA32F;
}
exception("bad enum");
return GL_RGBA;
}
inline GLenum colorAttachNum(const unsigned int i) {
// can we just add to the 0 one? couldn't find documentation saying yes for sure.
switch (i) {
case 0: return GL_COLOR_ATTACHMENT0;
case 1: return GL_COLOR_ATTACHMENT1;
case 2: return GL_COLOR_ATTACHMENT2;
case 3: return GL_COLOR_ATTACHMENT3;
case 4: return GL_COLOR_ATTACHMENT4;
case 5: return GL_COLOR_ATTACHMENT5;
case 6: return GL_COLOR_ATTACHMENT6;
case 7: return GL_COLOR_ATTACHMENT7;
default: exception("tried to use too many color attachments");
}
exception("bad enum");
return GL_COLOR_ATTACHMENT0;
}
// clang-format on
// Stateful error checker
void checkGLError(bool fatal = true) {
if (!options::enableRenderErrorChecks) {
return;
}
// Map the GL error enums to strings
GLenum err = GL_NO_ERROR;
while ((err = glGetError()) != GL_NO_ERROR) {
std::string errText;
switch (err) {
case GL_NO_ERROR:
errText = "No error";
break;
case GL_INVALID_ENUM:
errText = "Invalid enum";
break;
case GL_INVALID_VALUE:
errText = "Invalid value";
break;
case GL_INVALID_OPERATION:
errText = "Invalid operation";
break;
case GL_INVALID_FRAMEBUFFER_OPERATION:
errText = "Invalid framebuffer operation";
break;
case GL_OUT_OF_MEMORY:
errText = "Out of memory";
break;
// case GL_STACK_OVERFLOW: std::cerr << "Stack overflow"; break;
// case GL_STACK_UNDERFLOW: std::cerr << "Stack underflow"; break;
default:
errText = "Unknown error " + std::to_string(static_cast<unsigned int>(err));
}
if (polyscope::options::verbosity > 0) {
std::cout << polyscope::options::printPrefix << "Polyscope OpenGL Error! Type: " << errText << std::endl;
}
if (fatal) {
exception("OpenGl error occurred. Text: " + errText);
}
}
}
// Helper function to print compile logs
void printShaderInfoLog(ShaderHandle shaderHandle) {
int logLen = 0;
int chars = 0;
char* log;
glGetShaderiv(shaderHandle, GL_INFO_LOG_LENGTH, &logLen);
if (options::verbosity > 0 && logLen > 1) { // for some reason we often get logs of length 1 with no
// visible characters
log = (char*)malloc(logLen);
glGetShaderInfoLog(shaderHandle, logLen, &chars, log);
printf("Shader info log:\n%s\n", log);
free(log);
exception("shader compile failed");
}
}
void printProgramInfoLog(GLuint handle) {
int logLen = 0;
int chars = 0;
char* log;
glGetProgramiv(handle, GL_INFO_LOG_LENGTH, &logLen);
if (options::verbosity > 0 && logLen > 1) { // for some reason we often get logs of length 1 with no
// visible characters
log = (char*)malloc(logLen);
glGetProgramInfoLog(handle, logLen, &chars, log);
printf("Program info log:\n%s\n", log);
free(log);
}
}
// =============================================================
// =================== Attribute buffer ========================
// =============================================================
GLAttributeBuffer::GLAttributeBuffer(RenderDataType dataType_, int arrayCount_)
: AttributeBuffer(dataType_, arrayCount_) {
glGenBuffers(1, &VBOLoc);
}
GLAttributeBuffer::~GLAttributeBuffer() {
bind();
glDeleteBuffers(1, &VBOLoc);
}
void GLAttributeBuffer::bind() { glBindBuffer(getTarget(), VBOLoc); }
void GLAttributeBuffer::checkType(RenderDataType targetType) {
if (dataType != targetType) {
throw std::invalid_argument("Tried to set GLAttributeBuffer with wrong type. Actual type: " +
renderDataTypeName(dataType) + " Attempted type: " + renderDataTypeName(targetType));
}
}
void GLAttributeBuffer::checkArray(int testArrayCount) {
if (testArrayCount != arrayCount) {
throw std::invalid_argument("Tried to set GLAttributeBuffer with wrong array count. Actual count: " +
std::to_string(arrayCount) + " Attempted count: " + std::to_string(testArrayCount));
}
}
GLenum GLAttributeBuffer::getTarget() { return GL_ARRAY_BUFFER; }
template <typename T>
void GLAttributeBuffer::setData_helper(const std::vector<T>& data) {
bind();
// allocate if needed
if (!isSet() || data.size() > bufferSize) {
setFlag = true;
uint64_t newSize = data.size();
newSize = std::max(newSize, 2 * bufferSize); // if we're expanding, at-least double
glBufferData(getTarget(), newSize * sizeof(T), NULL, GL_STATIC_DRAW);
bufferSize = newSize;
}
// do the actual copy
dataSize = data.size();
glBufferSubData(getTarget(), 0, dataSize * sizeof(T), data.data());
checkGLError();
}
void GLAttributeBuffer::setData(const std::vector<glm::vec2>& data) {
checkType(RenderDataType::Vector2Float);
setData_helper(data);
}
void GLAttributeBuffer::setData(const std::vector<glm::vec3>& data) {
checkType(RenderDataType::Vector3Float);
setData_helper(data);
}
void GLAttributeBuffer::setData(const std::vector<std::array<glm::vec3, 2>>& data) {
checkType(RenderDataType::Vector3Float);
checkArray(2);
setData_helper(data);
}
void GLAttributeBuffer::setData(const std::vector<std::array<glm::vec3, 3>>& data) {
checkType(RenderDataType::Vector3Float);
checkArray(3);
setData_helper(data);
}
void GLAttributeBuffer::setData(const std::vector<std::array<glm::vec3, 4>>& data) {
checkType(RenderDataType::Vector3Float);
checkArray(4);
setData_helper(data);
}
void GLAttributeBuffer::setData(const std::vector<glm::vec4>& data) {
checkType(RenderDataType::Vector4Float);
setData_helper(data);
}
void GLAttributeBuffer::setData(const std::vector<float>& data) {
checkType(RenderDataType::Float);
setData_helper(data);
}
void GLAttributeBuffer::setData(const std::vector<double>& data) {
checkType(RenderDataType::Float);
// Convert input data to floats
std::vector<float> floatData(data.size());
for (unsigned int i = 0; i < data.size(); i++) {
floatData[i] = static_cast<float>(data[i]);
}
setData_helper(floatData);
}
void GLAttributeBuffer::setData(const std::vector<int32_t>& data) {
checkType(RenderDataType::Int);
setData_helper(data);
}
void GLAttributeBuffer::setData(const std::vector<uint32_t>& data) {
checkType(RenderDataType::UInt);
setData_helper(data);
}
void GLAttributeBuffer::setData(const std::vector<glm::uvec2>& data) {
checkType(RenderDataType::Vector2UInt);
setData_helper(data);
}
void GLAttributeBuffer::setData(const std::vector<glm::uvec3>& data) {
checkType(RenderDataType::Vector3UInt);
setData_helper(data);
}
void GLAttributeBuffer::setData(const std::vector<glm::uvec4>& data) {
checkType(RenderDataType::Vector4UInt);
setData_helper(data);
}
// === get single data values
template <typename T>
T GLAttributeBuffer::getData_helper(size_t ind) {
if (!isSet() || ind >= static_cast<size_t>(getDataSize() * getArrayCount())) exception("bad getData");
bind();
T readValue;
glGetBufferSubData(getTarget(), ind * sizeof(T), sizeof(T), &readValue);
return readValue;
}
float GLAttributeBuffer::getData_float(size_t ind) {
if (getType() != RenderDataType::Float) exception("bad getData type");
return getData_helper<float>(ind);
}
double GLAttributeBuffer::getData_double(size_t ind) { return getData_float(ind); }
glm::vec2 GLAttributeBuffer::getData_vec2(size_t ind) {
if (getType() != RenderDataType::Vector2Float) exception("bad getData type");
return getData_helper<glm::vec2>(ind);
}
glm::vec3 GLAttributeBuffer::getData_vec3(size_t ind) {
if (getType() != RenderDataType::Vector3Float) exception("bad getData type");
return getData_helper<glm::vec3>(ind);
}
glm::vec4 GLAttributeBuffer::getData_vec4(size_t ind) {
if (getType() != RenderDataType::Vector4Float) exception("bad getData type");
return getData_helper<glm::vec4>(ind);
}
int GLAttributeBuffer::getData_int(size_t ind) {
if (getType() != RenderDataType::Int) exception("bad getData type");
return getData_helper<int>(ind);
}
uint32_t GLAttributeBuffer::getData_uint32(size_t ind) {
if (getType() != RenderDataType::UInt) exception("bad getData type");
return getData_helper<uint32_t>(ind);
}
glm::uvec2 GLAttributeBuffer::getData_uvec2(size_t ind) {
if (getType() != RenderDataType::Vector2Float) exception("bad getData type");
return getData_helper<glm::uvec2>(ind);
}
glm::uvec3 GLAttributeBuffer::getData_uvec3(size_t ind) {
if (getType() != RenderDataType::Vector3Float) exception("bad getData type");
return getData_helper<glm::uvec3>(ind);
}
glm::uvec4 GLAttributeBuffer::getData_uvec4(size_t ind) {
if (getType() != RenderDataType::Vector4Float) exception("bad getData type");
return getData_helper<glm::uvec4>(ind);
}
// === get ranges of values
template <typename T>
std::vector<T> GLAttributeBuffer::getDataRange_helper(size_t start, size_t count) {
if (!isSet() || start + count > static_cast<size_t>(getDataSize() * getArrayCount())) exception("bad getData");
bind();
std::vector<T> readValues(count);
glGetBufferSubData(getTarget(), start * sizeof(T), count * sizeof(T), &readValues.front());
return readValues;
}
std::vector<float> GLAttributeBuffer::getDataRange_float(size_t start, size_t count) {
if (getType() != RenderDataType::Float) exception("bad getData type");
return getDataRange_helper<float>(start, count);
}
std::vector<double> GLAttributeBuffer::getDataRange_double(size_t start, size_t count) {
std::vector<float> floatValues = getDataRange_float(start, count);
std::vector<double> values(count);
for (size_t i = 0; i < count; i++) {
values[i] = static_cast<double>(floatValues[i]);
}
return values;
}
std::vector<glm::vec2> GLAttributeBuffer::getDataRange_vec2(size_t start, size_t count) {
if (getType() != RenderDataType::Vector2Float) exception("bad getData type");
return getDataRange_helper<glm::vec2>(start, count);
}
std::vector<glm::vec3> GLAttributeBuffer::getDataRange_vec3(size_t start, size_t count) {
if (getType() != RenderDataType::Vector3Float) exception("bad getData type");
return getDataRange_helper<glm::vec3>(start, count);
}
std::vector<glm::vec4> GLAttributeBuffer::getDataRange_vec4(size_t start, size_t count) {
if (getType() != RenderDataType::Vector4Float) exception("bad getData type");
return getDataRange_helper<glm::vec4>(start, count);
}
std::vector<int> GLAttributeBuffer::getDataRange_int(size_t start, size_t count) {
if (getType() != RenderDataType::Int) exception("bad getData type");
return getDataRange_helper<int>(start, count);
}
std::vector<uint32_t> GLAttributeBuffer::getDataRange_uint32(size_t start, size_t count) {
if (getType() != RenderDataType::UInt) exception("bad getData type");
return getDataRange_helper<uint32_t>(start, count);
}
std::vector<glm::uvec2> GLAttributeBuffer::getDataRange_uvec2(size_t start, size_t count) {
if (getType() != RenderDataType::Vector2UInt) exception("bad getData type");
return getDataRange_helper<glm::uvec2>(start, count);
}
std::vector<glm::uvec3> GLAttributeBuffer::getDataRange_uvec3(size_t start, size_t count) {
if (getType() != RenderDataType::Vector3UInt) exception("bad getData type");
return getDataRange_helper<glm::uvec3>(start, count);
}
std::vector<glm::uvec4> GLAttributeBuffer::getDataRange_uvec4(size_t start, size_t count) {
if (getType() != RenderDataType::Vector4UInt) exception("bad getData type");
bind();
return getDataRange_helper<glm::uvec4>(start, count);
}
uint32_t GLAttributeBuffer::getNativeBufferID() { return static_cast<uint32_t>(VBOLoc); }
// =============================================================
// ==================== Texture buffer =========================
// =============================================================
// create a 1D texture from data
GLTextureBuffer::GLTextureBuffer(TextureFormat format_, unsigned int size1D, const unsigned char* data)
: TextureBuffer(1, format_, size1D) {
glEnable(GL_TEXTURE_1D);
glGenTextures(1, &handle);
glBindTexture(GL_TEXTURE_1D, handle);
glTexImage1D(GL_TEXTURE_1D, 0, internalFormat(format), size1D, 0, formatF(format), GL_UNSIGNED_BYTE, data);
checkGLError();
setFilterMode(FilterMode::Nearest);
}
GLTextureBuffer::GLTextureBuffer(TextureFormat format_, unsigned int size1D, const float* data)
: TextureBuffer(1, format_, size1D) {
glGenTextures(1, &handle);
glBindTexture(GL_TEXTURE_1D, handle);
glTexImage1D(GL_TEXTURE_1D, 0, internalFormat(format), size1D, 0, formatF(format), GL_FLOAT, data);
checkGLError();
setFilterMode(FilterMode::Nearest);
}
// create a 2D texture from data
GLTextureBuffer::GLTextureBuffer(TextureFormat format_, unsigned int sizeX_, unsigned int sizeY_,
const unsigned char* data)
: TextureBuffer(2, format_, sizeX_, sizeY_) {
glGenTextures(1, &handle);
glBindTexture(GL_TEXTURE_2D, handle);
glTexImage2D(GL_TEXTURE_2D, 0, internalFormat(format), sizeX, sizeY, 0, formatF(format), GL_UNSIGNED_BYTE, data);
checkGLError();
setFilterMode(FilterMode::Nearest);
}
GLTextureBuffer::GLTextureBuffer(TextureFormat format_, unsigned int sizeX_, unsigned int sizeY_, const float* data)
: TextureBuffer(2, format_, sizeX_, sizeY_) {
glGenTextures(1, &handle);
glBindTexture(GL_TEXTURE_2D, handle);
glTexImage2D(GL_TEXTURE_2D, 0, internalFormat(format), sizeX, sizeY, 0, formatF(format), GL_FLOAT, data);
checkGLError();
setFilterMode(FilterMode::Nearest);
}
// create a 3D texture from data
GLTextureBuffer::GLTextureBuffer(TextureFormat format_, unsigned int sizeX_, unsigned int sizeY_, unsigned int sizeZ_,
const unsigned char* data)
: TextureBuffer(3, format_, sizeX_, sizeY_, sizeZ_) {
glGenTextures(1, &handle);
glBindTexture(GL_TEXTURE_3D, handle);
glTexImage3D(GL_TEXTURE_3D, 0, internalFormat(format), sizeX, sizeY, sizeZ, 0, formatF(format), GL_UNSIGNED_BYTE,
data);
checkGLError();
setFilterMode(FilterMode::Nearest);
}
GLTextureBuffer::GLTextureBuffer(TextureFormat format_, unsigned int sizeX_, unsigned int sizeY_, unsigned int sizeZ_,
const float* data)
: TextureBuffer(3, format_, sizeX_, sizeY_, sizeZ_) {
glGenTextures(1, &handle);
glBindTexture(GL_TEXTURE_3D, handle);
glTexImage3D(GL_TEXTURE_3D, 0, internalFormat(format), sizeX, sizeY, sizeZ, 0, formatF(format), GL_FLOAT, data);
checkGLError();
setFilterMode(FilterMode::Nearest);
}
GLTextureBuffer::~GLTextureBuffer() { glDeleteTextures(1, &handle); }
void GLTextureBuffer::resize(unsigned int newLen) {
TextureBuffer::resize(newLen);
bind();
if (dim == 1) {
glTexImage1D(GL_TEXTURE_1D, 0, internalFormat(format), sizeX, 0, formatF(format), type(format), nullptr);
} else {
exception("OpenGL error: called 1D resize on not-1D texture");
}
checkGLError();
}
void GLTextureBuffer::resize(unsigned int newX, unsigned int newY) {
TextureBuffer::resize(newX, newY);
bind();
if (dim == 2) {
glTexImage2D(GL_TEXTURE_2D, 0, internalFormat(format), sizeX, sizeY, 0, formatF(format), type(format), nullptr);
} else {
exception("OpenGL error: called 2D resize on not-2D texture");
}
checkGLError();
}
void GLTextureBuffer::resize(unsigned int newX, unsigned int newY, unsigned int newZ) {
TextureBuffer::resize(newX, newY, newZ);
bind();
if (dim == 3) {
glTexImage3D(GL_TEXTURE_3D, 0, internalFormat(format), sizeX, sizeY, sizeZ, 0, formatF(format), type(format),
nullptr);
} else {
exception("OpenGL error: called 3D resize on not-3D texture");
}
checkGLError();
}
void GLTextureBuffer::setData(const std::vector<glm::vec2>& data) { exception("not implemented"); };
void GLTextureBuffer::setData(const std::vector<glm::vec3>& data) {
bind();
if (data.size() != getTotalSize()) {
exception("OpenGL error: texture buffer data is not the right size.");
}
switch (dim) {
case 1:
glTexSubImage1D(GL_TEXTURE_1D, 0, 0, sizeX, formatF(format), type(format), &data.front().x);
break;
case 2:
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, sizeX, sizeY, formatF(format), type(format), &data.front().x);
break;
case 3:
glTexSubImage3D(GL_TEXTURE_3D, 0, 0, 0, 0, sizeX, sizeY, sizeZ, formatF(format), type(format), &data.front().x);
break;
}
checkGLError();
};
void GLTextureBuffer::setData(const std::vector<glm::vec4>& data) {
bind();
if (data.size() != getTotalSize()) {
exception("OpenGL error: texture buffer data is not the right size.");
}
switch (dim) {
case 1:
glTexSubImage1D(GL_TEXTURE_1D, 0, 0, sizeX, formatF(format), type(format), &data.front().x);
break;
case 2:
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, sizeX, sizeY, formatF(format), type(format), &data.front().x);
break;
case 3:
glTexSubImage3D(GL_TEXTURE_3D, 0, 0, 0, 0, sizeX, sizeY, sizeZ, formatF(format), type(format), &data.front().x);
break;
}
checkGLError();
};
void GLTextureBuffer::setData(const std::vector<float>& data) {
bind();
if (data.size() != getTotalSize()) {
exception("OpenGL error: texture buffer data is not the right size.");
}
switch (dim) {
case 1:
glTexSubImage1D(GL_TEXTURE_1D, 0, 0, sizeX, formatF(format), type(format), &data.front());
break;
case 2:
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, sizeX, sizeY, formatF(format), type(format), &data.front());
break;
case 3:
glTexSubImage3D(GL_TEXTURE_3D, 0, 0, 0, 0, sizeX, sizeY, sizeZ, formatF(format), type(format), &data.front());
break;
}
checkGLError();
};
void GLTextureBuffer::setData(const std::vector<double>& data) {
// Convert to float
std::vector<float> dataFloat(data.size());
for (size_t i = 0; i < data.size(); i++) {
dataFloat[i] = static_cast<float>(data[i]);
}
bind();
if (data.size() != getTotalSize()) {
exception("OpenGL error: texture buffer data is not the right size.");
}
switch (dim) {
case 1:
glTexSubImage1D(GL_TEXTURE_1D, 0, 0, sizeX, formatF(format), type(format), &dataFloat.front());
break;
case 2:
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, sizeX, sizeY, formatF(format), type(format), &dataFloat.front());
break;
case 3:
glTexSubImage3D(GL_TEXTURE_3D, 0, 0, 0, 0, sizeX, sizeY, sizeZ, formatF(format), type(format), &dataFloat.front());
break;
}
checkGLError();
};
void GLTextureBuffer::setData(const std::vector<int32_t>& data) { exception("not implemented"); };
void GLTextureBuffer::setData(const std::vector<uint32_t>& data) { exception("not implemented"); };
void GLTextureBuffer::setData(const std::vector<glm::uvec2>& data) { exception("not implemented"); };
void GLTextureBuffer::setData(const std::vector<glm::uvec3>& data) { exception("not implemented"); };
void GLTextureBuffer::setData(const std::vector<glm::uvec4>& data) { exception("not implemented"); };
void GLTextureBuffer::setData(const std::vector<std::array<glm::vec3, 2>>& data) { exception("not implemented"); };
void GLTextureBuffer::setData(const std::vector<std::array<glm::vec3, 3>>& data) { exception("not implemented"); };
void GLTextureBuffer::setData(const std::vector<std::array<glm::vec3, 4>>& data) { exception("not implemented"); };
void GLTextureBuffer::setFilterMode(FilterMode newMode) {
bind();
switch (newMode) {
case FilterMode::Nearest:
glTexParameteri(textureType(), GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(textureType(), GL_TEXTURE_MIN_FILTER, GL_NEAREST);
break;
case FilterMode::Linear:
glTexParameteri(textureType(), GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(textureType(), GL_TEXTURE_MIN_FILTER, GL_LINEAR);
break;
}
glTexParameteri(textureType(), GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
if (dim >= 2) {
glTexParameteri(textureType(), GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
}
if (dim >= 3) {
glTexParameteri(textureType(), GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
}
checkGLError();
}
void* GLTextureBuffer::getNativeHandle() { return reinterpret_cast<void*>(getHandle()); }
uint32_t GLTextureBuffer::getNativeBufferID() { return static_cast<uint32_t>(getHandle()); };
std::vector<float> GLTextureBuffer::getDataScalar() {
if (dimension(format) != 1) exception("called getDataScalar on texture which does not have a 1 dimensional format");
std::vector<float> outData;
outData.resize(getTotalSize());
bind();
glGetTexImage(textureType(), 0, formatF(format), GL_FLOAT, static_cast<void*>(&outData.front()));
checkGLError();
return outData;
}
std::vector<glm::vec2> GLTextureBuffer::getDataVector2() {
if (dimension(format) != 2) exception("called getDataVector2 on texture which does not have a 2 dimensional format");
std::vector<glm::vec2> outData;
outData.resize(getTotalSize());
bind();
glGetTexImage(textureType(), 0, formatF(format), GL_FLOAT, static_cast<void*>(&outData.front()));
checkGLError();
return outData;
}
std::vector<glm::vec3> GLTextureBuffer::getDataVector3() {
if (dimension(format) != 3) exception("called getDataVector3 on texture which does not have a 3 dimensional format");
exception("not implemented");
std::vector<glm::vec3> outData;
outData.resize(getTotalSize());
bind();
glGetTexImage(textureType(), 0, formatF(format), GL_FLOAT, static_cast<void*>(&outData.front()));
checkGLError();
return outData;
}
GLenum GLTextureBuffer::textureType() {
if (dim == 1) {
return GL_TEXTURE_1D;
} else if (dim == 2) {
return GL_TEXTURE_2D;
} else if (dim == 3) {
return GL_TEXTURE_3D;
}
exception("bad texture type");
return GL_TEXTURE_1D;
}
void GLTextureBuffer::bind() {
glBindTexture(textureType(), handle);
checkGLError();
}
// =============================================================
// ===================== Render buffer =========================
// =============================================================
GLRenderBuffer::GLRenderBuffer(RenderBufferType type_, unsigned int sizeX_, unsigned int sizeY_)
: RenderBuffer(type_, sizeX_, sizeY_) {
glGenRenderbuffers(1, &handle);
checkGLError();
resize(sizeX, sizeY);
}
GLRenderBuffer::~GLRenderBuffer() { glDeleteRenderbuffers(1, &handle); }
void GLRenderBuffer::resize(unsigned int newX, unsigned int newY) {
RenderBuffer::resize(newX, newY);
bind();
glRenderbufferStorage(GL_RENDERBUFFER, native(type), sizeX, sizeY);
checkGLError();
}
void GLRenderBuffer::bind() {
glBindRenderbuffer(GL_RENDERBUFFER, handle);
checkGLError();
}
// =============================================================
// ===================== Framebuffer ===========================
// =============================================================
GLFrameBuffer::GLFrameBuffer(unsigned int sizeX_, unsigned int sizeY_, bool isDefault) {
sizeX = sizeX_;
sizeY = sizeY_;
if (isDefault) {
handle = 0;
} else {
glGenFramebuffers(1, &handle);
glBindFramebuffer(GL_FRAMEBUFFER, handle);
}
checkGLError();
};
GLFrameBuffer::~GLFrameBuffer() {
if (handle != 0) {
glDeleteFramebuffers(1, &handle);
}
}
void GLFrameBuffer::bind() {
glBindFramebuffer(GL_FRAMEBUFFER, handle);
checkGLError();
}
void GLFrameBuffer::addColorBuffer(std::shared_ptr<RenderBuffer> renderBufferIn) {
// it _better_ be a GL buffer
std::shared_ptr<GLRenderBuffer> renderBuffer = std::dynamic_pointer_cast<GLRenderBuffer>(renderBufferIn);
if (!renderBuffer) exception("tried to bind to non-GL render buffer");
renderBuffer->bind();
bind();
glFramebufferRenderbuffer(GL_FRAMEBUFFER, colorAttachNum(nColorBuffers), GL_RENDERBUFFER, renderBuffer->getHandle());
checkGLError();
renderBuffersColor.push_back(renderBuffer);
nColorBuffers++;
}
void GLFrameBuffer::addDepthBuffer(std::shared_ptr<RenderBuffer> renderBufferIn) {
// it _better_ be a GL buffer
std::shared_ptr<GLRenderBuffer> renderBuffer = std::dynamic_pointer_cast<GLRenderBuffer>(renderBufferIn);
if (!renderBuffer) exception("tried to bind to non-GL render buffer");
renderBuffer->bind();
bind();
// Sanity checks
// if (depthRenderBuffer != nullptr) exception("OpenGL error: already bound to render buffer");
// if (depthTexture != nullptr) exception("OpenGL error: already bound to texture buffer");
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, renderBuffer->getHandle());
checkGLError();
renderBuffersDepth.push_back(renderBuffer);
}
void GLFrameBuffer::addColorBuffer(std::shared_ptr<TextureBuffer> textureBufferIn) {
// it _better_ be a GL buffer
std::shared_ptr<GLTextureBuffer> textureBuffer = std::dynamic_pointer_cast<GLTextureBuffer>(textureBufferIn);
if (!textureBuffer) exception("tried to bind to non-GL texture buffer");
textureBuffer->bind();
bind();
checkGLError();
glFramebufferTexture2D(GL_FRAMEBUFFER, colorAttachNum(nColorBuffers), GL_TEXTURE_2D, textureBuffer->getHandle(), 0);
checkGLError();
textureBuffersColor.push_back(textureBuffer);
nColorBuffers++;
}
void GLFrameBuffer::addDepthBuffer(std::shared_ptr<TextureBuffer> textureBufferIn) {
// it _better_ be a GL buffer
std::shared_ptr<GLTextureBuffer> textureBuffer = std::dynamic_pointer_cast<GLTextureBuffer>(textureBufferIn);
if (!textureBuffer) exception("tried to bind to non-GL texture buffer");
textureBuffer->bind();
bind();
checkGLError();
// Sanity checks
// if (depthRenderBuffer != nullptr) exception("OpenGL error: already bound to render buffer");
// if (depthTexture != nullptr) exception("OpenGL error: already bound to texture buffer");
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, textureBuffer->getHandle(), 0);
checkGLError();
textureBuffersDepth.push_back(textureBuffer);
}
void GLFrameBuffer::setDrawBuffers() {
bind();
std::vector<GLenum> buffs;
for (int i = 0; i < nColorBuffers; i++) {
buffs.push_back(GL_COLOR_ATTACHMENT0 + i);
}
if (nColorBuffers > 0) {
glDrawBuffers(nColorBuffers, &buffs.front());
}
checkGLError();
}
bool GLFrameBuffer::bindForRendering() {
verifyBufferSizes();
bind();
// Check if the frame buffer is okay
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
// it would be nice to error out here, but it seems that on some platforms this happens even during normal flow.
// For instance, on Windows we get an incomplete framebuffer when the application is minimized see
// https://github.com/nmwsharp/polyscope/issues/36
// exception("OpenGL error occurred: framebuffer not complete!");
// std::cout << "OpenGL error occurred: framebuffer not complete!\n";
return false;
}
render::engine->currRenderFramebuffer = this;
// Set the viewport
if (!viewportSet) {
exception("OpenGL error: viewport not set for framebuffer object. Call GLFrameBuffer::setViewport()");
}
glViewport(viewportX, viewportY, viewportSizeX, viewportSizeY);
render::engine->setCurrentViewport({viewportX, viewportY, viewportSizeX, viewportSizeY});
checkGLError();
// Enable depth testing
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
// Enable blending
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
checkGLError();
return true;
}
void GLFrameBuffer::clear() {
if (!bindForRendering()) return;
glClearColor(clearColor[0], clearColor[1], clearColor[2], clearAlpha);
glClearDepth(clearDepth);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
}
std::array<float, 4> GLFrameBuffer::readFloat4(int xPos, int yPos) {
// if (colorRenderBuffer == nullptr || colorRenderBuffer->getType() != RenderBufferType::Float4) {
// exception("OpenGL error: buffer is not of right type to read float4 from");
//}
glFlush();
glFinish();
bind();
// Read from the buffer
std::array<float, 4> result;
glReadPixels(xPos, yPos, 1, 1, GL_RGBA, GL_FLOAT, &result);
return result;
}
float GLFrameBuffer::readDepth(int xPos, int yPos) {
// TODO does no error checking for the case where no depth buffer is attached
glFlush();
glFinish();
bind();
// Read from the buffer
float result = 1.;
glReadPixels(xPos, yPos, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &result);
return result;
}
std::vector<unsigned char> GLFrameBuffer::readBuffer() {
glFlush();
glFinish();
bind();
int w = getSizeX();
int h = getSizeY();
// Read from openGL
size_t buffSize = w * h * 4;
std::vector<unsigned char> buff(buffSize);
glReadPixels(0, 0, w, h, GL_RGBA, GL_UNSIGNED_BYTE, &(buff.front()));