/** * * RenderPipeline * * Copyright (c) 2014-2016 tobspr * * 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. * */ #include "stdint.h" /** * @brief Appends an integer to the GPUCommand. * @details This adds an integer to the back of the GPUCommand. Depending on the * setting in convert_int_to_float, this will either just convert the int to a * float by casting it, or just do a bitwise copy. * * @param v The integer to append. */ inline void GPUCommand::push_int(int v) { push_float(convert_int_to_float(v)); } /** * @brief Internal method to convert an integer to float * @details This methods gets called by the GPUCommand::push_int, and manages * storing an integer in a floating point variable. There are two options, * which are documented inside of the method. * * @param v Integer to convert * @return Float-representation of that integer, either casted or binary converted.s */ inline float GPUCommand::convert_int_to_float(int v) const { #if !PACK_INT_AS_FLOAT // Just round to float, can cause rounding issues tho return (float)v; #else assert(sizeof(float) == 4); // We really need this for packing! Better // throw an error if the compiler uses more // than 4 bytes. // Simple binary conversion, assuming sizeof(int) == sizeof(float) union { int32_t _int; float _float; } converter = { (int32_t)v }; return converter._float; #endif } /** * @brief Appends a float to the GPUCommand. * @details This adds an integer to the back of the GPUCommand. Its used by all * other push_xxx methods, and simply stores the value, then increments the write * pointer. When the amount of floats exceeds the capacity of the GPUCommand, * an error will be printed, and the method returns without doing anything else. * * @param v The float to append. */ inline void GPUCommand::push_float(float v) { if (_current_index >= GPU_COMMAND_ENTRIES) { gpucommand_cat.error() << "Out of bounds! Exceeded command size of " << GPU_COMMAND_ENTRIES << endl; return; } _data[_current_index++] = v; } /** * @brief Appends a 3-component floating point vector to the GPUCommand. * @details This appends a 3-component floating point vector to the command. * It basically just calls push_float() for every component, in the order * x, y, z, which causes the vector to occupy the space of 3 floats. * * @param v Int-Vector to append. */ inline void GPUCommand::push_vec3(const LVecBase3f &v) { push_float(v.get_x()); push_float(v.get_y()); push_float(v.get_z()); } /** * @brief Appends a 3-component integer vector to the GPUCommand. * @details This appends a 3-component integer vector to the command. * It basically just calls push_int() for every component, in the order * x, y, z, which causes the vector to occupy the space of 3 floats. * * @param v Int-Vector to append. */ inline void GPUCommand::push_vec3(const LVecBase3i &v) { push_int(v.get_x()); push_int(v.get_y()); push_int(v.get_z()); } /** * @brief Appends a 4-component floating point vector to the GPUCommand. * @details This appends a 4-component floating point vector to the command. * It basically just calls push_float() for every component, in the order * x, y, z, which causes the vector to occupy the space of 3 floats. * * @param v Int-Vector to append. */ inline void GPUCommand::push_vec4(const LVecBase4f &v) { push_float(v.get_x()); push_float(v.get_y()); push_float(v.get_z()); push_float(v.get_w()); } /** * @brief Appends a 4-component integer vector to the GPUCommand. * @details This appends a 4-component integer vector to the command. * It basically just calls push_int() for every component, in the order * x, y, z, w, which causes the vector to occupy the space of 4 floats. * * @param v Int-Vector to append. */ inline void GPUCommand::push_vec4(const LVecBase4i &v) { push_int(v.get_x()); push_int(v.get_y()); push_int(v.get_z()); push_int(v.get_w()); } /** * @brief Appends a floating point 3x3 matrix to the GPUCommand. * @details This appends a floating point 3x3 matrix to the GPUCommand, by * pushing all components in row-order to the command. This occupies a space of * 9 floats. * * @param v Matrix to append */ inline void GPUCommand::push_mat3(const LMatrix3f &v) { for (size_t i = 0; i < 3; ++i) { for (size_t j = 0; j < 3; ++j) { push_float(v.get_cell(i, j)); } } } /** * @brief Appends a floating point 4x4 matrix to the GPUCommand. * @details This appends a floating point 4x4 matrix to the GPUCommand, by * pushing all components in row-order to the command. This occupies a space of * 16 floats. * * @param v Matrix to append */ inline void GPUCommand::push_mat4(const LMatrix4f &v) { for (size_t i = 0; i < 4; ++i) { for (size_t j = 0; j < 4; ++j) { push_float(v.get_cell(i, j)); } } } /** * @brief Returns whether integers are packed as floats. * @details This returns how integer are packed into the data stream. If the * returned value is true, then integers are packed using their binary * representation converted to floating point format. If the returned value * is false, then integers are packed by simply casting them to float, * e.g. val = (float)i; * @return The integer representation flag */ inline bool GPUCommand::get_uses_integer_packing() { return PACK_INT_AS_FLOAT; }