mattercontrol/original/MatterControl.OpenGL/GCodeRenderer/GCodeVertexBuffer.cs

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/*
Copyright (c) 2018, Lars Brubaker, John Lewin
All rights reserved.
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions are met:
1. Redistributions of source code must retain the above copyright notice, this
list of conditions and the following disclaimer.
2. Redistributions in binary form must reproduce the above copyright notice,
this list of conditions and the following disclaimer in the documentation
and/or other materials provided with the distribution.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR
ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
The views and conclusions contained in the software and documentation are those
of the authors and should not be interpreted as representing official policies,
either expressed or implied, of the FreeBSD Project.
*/
using System;
using System.Collections.Generic;
using MatterHackers.Agg;
using MatterHackers.Agg.UI;
using MatterHackers.RenderOpenGl;
using MatterHackers.RenderOpenGl.OpenGl;
using MatterHackers.VectorMath;
namespace MatterHackers.GCodeVisualizer
{
public class GCodeVertexBuffer : IDisposable
{
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private int indexID;
private int indexLength;
private BeginMode pointMode = BeginMode.Triangles;
private bool disposed = false;
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private int vertexID;
private int vertexLength;
private ColorVertexData[] colorVertexData;
private AxisAlignedBoundingBox boundingBox = AxisAlignedBoundingBox.Empty();
public AxisAlignedBoundingBox BoundingBox { get { return new AxisAlignedBoundingBox(boundingBox.MinXYZ, boundingBox.MaxXYZ); } }
/// <summary>
/// Create a new VertexBuffer
/// </summary>
/// <param name="indexData">The array containing the vertex indices.</param>
/// <param name="vertexCount">The number of vertices to read from the indexData.</param>
/// <param name="colorData">The array containing the colorData.</param>
public GCodeVertexBuffer(int[] indexData, int vertexCount, ColorVertexData[] colorData)
{
try
{
vertexID = GL.GenBuffer();
indexID = GL.GenBuffer();
SetBufferData(ref indexData, ref colorData);
}
catch
{
var triangleData = new List<ColorVertexData>();
for (int i = 0; i < vertexCount; i += 3)
{
triangleData.Add(colorData[indexData[i]]);
triangleData.Add(colorData[indexData[i + 1]]);
triangleData.Add(colorData[indexData[i + 2]]);
}
this.colorVertexData = triangleData.ToArray();
}
}
private void RenderTriangles(int offset, int count)
{
GL.EnableClientState(ArrayCap.ColorArray);
GL.EnableClientState(ArrayCap.NormalArray);
GL.EnableClientState(ArrayCap.VertexArray);
GL.DisableClientState(ArrayCap.TextureCoordArray);
GL.Disable(EnableCap.Texture2D);
unsafe
{
fixed (ColorVertexData* pFixedColorData = colorVertexData)
{
byte* pColorData = (byte*)(pFixedColorData + offset);
byte* pNormalData = pColorData + 4;
byte* pPosition = pNormalData + 12;
GL.VertexPointer(3, VertexPointerType.Float, ColorVertexData.Stride, new IntPtr(pPosition));
GL.NormalPointer(NormalPointerType.Float, ColorVertexData.Stride, new IntPtr(pNormalData));
GL.ColorPointer(4, ColorPointerType.UnsignedByte, ColorVertexData.Stride, new IntPtr(pColorData));
GL.DrawArrays(BeginMode.Triangles, ColorVertexData.Stride, Math.Min(colorVertexData.Length, count));
}
}
GL.DisableClientState(ArrayCap.NormalArray);
GL.DisableClientState(ArrayCap.VertexArray);
GL.DisableClientState(ArrayCap.ColorArray);
GL.ColorPointer(4, ColorPointerType.UnsignedByte, 0, new IntPtr(0));
GL.NormalPointer(NormalPointerType.Float, 0, new IntPtr(0));
GL.VertexPointer(3, VertexPointerType.Float, 0, new IntPtr(0));
}
private void SetBufferData(ref int[] indexData, ref ColorVertexData[] colorData)
{
// Set vertex data
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vertexLength = colorData.Length;
if (vertexLength > 0)
{
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GL.BindBuffer(BufferTarget.ArrayBuffer, vertexID);
unsafe
{
fixed (ColorVertexData* dataPointer = colorData)
{
GL.BufferData(BufferTarget.ArrayBuffer, colorData.Length * ColorVertexData.Stride, (IntPtr)dataPointer, BufferUsageHint.StaticDraw);
}
}
}
// Set index data
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indexLength = indexData.Length;
if (indexLength > 0)
{
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GL.BindBuffer(BufferTarget.ElementArrayBuffer, indexID);
unsafe
{
fixed (int* dataPointer = indexData)
{
GL.BufferData(BufferTarget.ElementArrayBuffer, indexData.Length * sizeof(int), (IntPtr)dataPointer, BufferUsageHint.StaticDraw);
}
}
}
boundingBox = AxisAlignedBoundingBox.Empty();
foreach (int i in indexData)
{
var v = colorData[i];
boundingBox.ExpandToInclude(new Vector3Float(v.positionX, v.positionY, v.positionZ));
}
}
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public void RenderRange(int offset, int count)
{
if (vertexID == 0)
{
// not allocated don't render
RenderTriangles(offset, count);
}
else
{
RenderBufferData(offset, count);
}
}
private void RenderBufferData(int offset, int count)
{
GL.EnableClientState(ArrayCap.ColorArray);
GL.EnableClientState(ArrayCap.NormalArray);
GL.EnableClientState(ArrayCap.VertexArray);
GL.DisableClientState(ArrayCap.TextureCoordArray);
GL.Disable(EnableCap.Texture2D);
GL.EnableClientState(ArrayCap.IndexArray);
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GL.BindBuffer(BufferTarget.ArrayBuffer, vertexID);
GL.BindBuffer(BufferTarget.ElementArrayBuffer, indexID);
GL.ColorPointer(4, ColorPointerType.UnsignedByte, ColorVertexData.Stride, new IntPtr(0));
GL.NormalPointer(NormalPointerType.Float, ColorVertexData.Stride, new IntPtr(4));
GL.VertexPointer(3, VertexPointerType.Float, ColorVertexData.Stride, new IntPtr(4 + 3 * 4));
// ** Draw **
GL.DrawRangeElements(
pointMode,
0,
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indexLength,
count,
DrawElementsType.UnsignedInt,
new IntPtr(offset * 4));
GL.BindBuffer(BufferTarget.ArrayBuffer, 0);
GL.BindBuffer(BufferTarget.ElementArrayBuffer, 0);
GL.DisableClientState(ArrayCap.IndexArray);
GL.DisableClientState(ArrayCap.VertexArray);
GL.DisableClientState(ArrayCap.NormalArray);
GL.DisableClientState(ArrayCap.ColorArray);
}
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protected virtual void Dispose(bool disposing)
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{
if (vertexID == 0)
{
// not allocated don't dispose
return;
}
// release unmanaged resources
if (!disposed)
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{
UiThread.RunOnIdle(() =>
{
GL.DeleteBuffer(vertexID);
GL.DeleteBuffer(indexID);
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});
disposed = true;
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}
if (disposing)
{
// release other Managed objects
// if (resource!= null) resource.Dispose();
}
}
public void Dispose()
{
Dispose(true);
GC.SuppressFinalize(this);
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}
~GCodeVertexBuffer()
{
Dispose(false);
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}
}
}