186 lines
6.5 KiB
Plaintext
186 lines
6.5 KiB
Plaintext
/**
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*
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* RenderPipeline
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*
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* Copyright (c) 2014-2016 tobspr <tobias.springer1@gmail.com>
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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*
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*/
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#include "stdint.h"
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/**
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* @brief Appends an integer to the GPUCommand.
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* @details This adds an integer to the back of the GPUCommand. Depending on the
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* setting in convert_int_to_float, this will either just convert the int to a
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* float by casting it, or just do a bitwise copy.
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*
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* @param v The integer to append.
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*/
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inline void GPUCommand::push_int(int v) {
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push_float(convert_int_to_float(v));
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}
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/**
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* @brief Internal method to convert an integer to float
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* @details This methods gets called by the GPUCommand::push_int, and manages
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* storing an integer in a floating point variable. There are two options,
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* which are documented inside of the method.
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*
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* @param v Integer to convert
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* @return Float-representation of that integer, either casted or binary converted.s
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*/
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inline float GPUCommand::convert_int_to_float(int v) const {
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#if !PACK_INT_AS_FLOAT
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// Just round to float, can cause rounding issues tho
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return (float)v;
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#else
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assert(sizeof(float) == 4); // We really need this for packing! Better
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// throw an error if the compiler uses more
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// than 4 bytes.
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// Simple binary conversion, assuming sizeof(int) == sizeof(float)
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union { int32_t _int; float _float; } converter = { (int32_t)v };
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return converter._float;
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#endif
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}
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/**
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* @brief Appends a float to the GPUCommand.
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* @details This adds an integer to the back of the GPUCommand. Its used by all
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* other push_xxx methods, and simply stores the value, then increments the write
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* pointer. When the amount of floats exceeds the capacity of the GPUCommand,
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* an error will be printed, and the method returns without doing anything else.
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*
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* @param v The float to append.
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*/
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inline void GPUCommand::push_float(float v) {
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if (_current_index >= GPU_COMMAND_ENTRIES) {
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gpucommand_cat.error() << "Out of bounds! Exceeded command size of " << GPU_COMMAND_ENTRIES << endl;
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return;
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}
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_data[_current_index++] = v;
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}
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/**
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* @brief Appends a 3-component floating point vector to the GPUCommand.
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* @details This appends a 3-component floating point vector to the command.
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* It basically just calls push_float() for every component, in the order
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* x, y, z, which causes the vector to occupy the space of 3 floats.
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*
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* @param v Int-Vector to append.
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*/
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inline void GPUCommand::push_vec3(const LVecBase3f &v) {
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push_float(v.get_x());
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push_float(v.get_y());
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push_float(v.get_z());
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}
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/**
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* @brief Appends a 3-component integer vector to the GPUCommand.
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* @details This appends a 3-component integer vector to the command.
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* It basically just calls push_int() for every component, in the order
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* x, y, z, which causes the vector to occupy the space of 3 floats.
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*
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* @param v Int-Vector to append.
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*/
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inline void GPUCommand::push_vec3(const LVecBase3i &v) {
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push_int(v.get_x());
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push_int(v.get_y());
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push_int(v.get_z());
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}
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/**
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* @brief Appends a 4-component floating point vector to the GPUCommand.
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* @details This appends a 4-component floating point vector to the command.
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* It basically just calls push_float() for every component, in the order
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* x, y, z, which causes the vector to occupy the space of 3 floats.
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*
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* @param v Int-Vector to append.
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*/
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inline void GPUCommand::push_vec4(const LVecBase4f &v) {
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push_float(v.get_x());
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push_float(v.get_y());
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push_float(v.get_z());
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push_float(v.get_w());
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}
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/**
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* @brief Appends a 4-component integer vector to the GPUCommand.
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* @details This appends a 4-component integer vector to the command.
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* It basically just calls push_int() for every component, in the order
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* x, y, z, w, which causes the vector to occupy the space of 4 floats.
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*
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* @param v Int-Vector to append.
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*/
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inline void GPUCommand::push_vec4(const LVecBase4i &v) {
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push_int(v.get_x());
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push_int(v.get_y());
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push_int(v.get_z());
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push_int(v.get_w());
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}
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/**
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* @brief Appends a floating point 3x3 matrix to the GPUCommand.
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* @details This appends a floating point 3x3 matrix to the GPUCommand, by
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* pushing all components in row-order to the command. This occupies a space of
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* 9 floats.
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*
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* @param v Matrix to append
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*/
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inline void GPUCommand::push_mat3(const LMatrix3f &v) {
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for (size_t i = 0; i < 3; ++i) {
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for (size_t j = 0; j < 3; ++j) {
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push_float(v.get_cell(i, j));
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}
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}
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}
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/**
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* @brief Appends a floating point 4x4 matrix to the GPUCommand.
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* @details This appends a floating point 4x4 matrix to the GPUCommand, by
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* pushing all components in row-order to the command. This occupies a space of
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* 16 floats.
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*
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* @param v Matrix to append
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*/
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inline void GPUCommand::push_mat4(const LMatrix4f &v) {
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for (size_t i = 0; i < 4; ++i) {
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for (size_t j = 0; j < 4; ++j) {
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push_float(v.get_cell(i, j));
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}
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}
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}
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/**
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* @brief Returns whether integers are packed as floats.
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* @details This returns how integer are packed into the data stream. If the
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* returned value is true, then integers are packed using their binary
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* representation converted to floating point format. If the returned value
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* is false, then integers are packed by simply casting them to float,
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* e.g. val = (float)i;
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* @return The integer representation flag
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*/
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inline bool GPUCommand::get_uses_integer_packing() {
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return PACK_INT_AS_FLOAT;
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}
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