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PlantAI-dev/tools/pymol-open-source/layer0/GenericBuffer.h
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2026-08-03 18:42:47 +08:00

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C++

#pragma once
// -----------------------------------------------------------------------------
#include "Vector.h"
#include <vector>
#include <tuple>
#include <map>
#include <array>
#include <type_traits>
#include <cstdlib>
#include <string.h>
#include <glm/vec2.hpp>
enum class VertexFormat {
// 8 bit
Byte,
Byte2,
Byte3,
Byte4,
ByteNorm,
Byte2Norm,
Byte3Norm,
Byte4Norm,
UByte,
UByte2,
UByte3,
UByte4,
UByteNorm,
UByte2Norm,
UByte3Norm,
UByte4Norm,
//Single Precision
Float,
Float2,
Float3,
Float4,
// 32 bit
Int,
Int2,
Int3,
Int4,
UInt,
UInt2,
UInt3,
UInt4,
};
enum class VertexFormatBaseType { Byte, UByte, Float, Int, UInt };
/**
* @param format Vertex format
* @return The base type of the vertex format
*/
VertexFormatBaseType GetVertexFormatBaseType(VertexFormat format);
/**
* @param format Vertex format
* @return The GL type of the vertex format
*/
GLenum VertexFormatToGLType(VertexFormat format);
/**
* @param format Vertex format
* @return The number of components in the vertex format
*/
GLint VertexFormatToGLSize(VertexFormat format);
/**
* @param format Vertex format
* @return Whether the vertex format is a normalized type
*/
bool VertexFormatIsNormalized(VertexFormat format);
/**
* @param format Vertex format
* @return Whether the vertex format is a normalized type as a GLboolean
*/
GLboolean VertexFormatToGLNormalized(VertexFormat format);
/**
* @param format Vertex format
* @return The size of the vertex format in bytes
*/
std::size_t GetSizeOfVertexFormat(VertexFormat format);
// -----------------------------------------------------------------------------
// DESCRIPTORS
// -----------------------------------------------------------------------------
// Describes a single array held in the vbo
struct BufferDesc {
BufferDesc(const char* _attr_name, VertexFormat _format,
std::size_t _data_size = 0, const void* _data_ptr = nullptr,
std::uint32_t offset = 0)
: attr_name(_attr_name)
, m_format(_format)
, data_size(_data_size)
, data_ptr(_data_ptr)
, offset(offset)
{
}
const char* attr_name{nullptr};
VertexFormat m_format{VertexFormat::Float};
std::size_t data_size{};
const void* data_ptr{nullptr};
std::uint32_t offset{};
};
using BufferDataDesc = std::vector< BufferDesc >;
/* different types of AttribOp */
enum attrib_op_type {
NO_COPY = 0,
FLOAT_TO_FLOAT,
FLOAT2_TO_FLOAT2,
FLOAT3_TO_FLOAT3,
FLOAT4_TO_FLOAT4,
FLOAT3_TO_UB3,
FLOAT1_TO_UB_4TH,
UB3_TO_UB3,
UINT_INT_TO_PICK_DATA,
UB1_INTERP_TO_CAP,
FLOAT1_TO_INTERP,
UB4_TO_UB4,
PICK_DATA_TO_PICK_DATA,
CYL_CAP_TO_CAP,
FLOAT1_INTERP_TO_CAP,
UB1_TO_INTERP,
CYL_CAPS_ARE_ROUND,
CYL_CAPS_ARE_FLAT,
CYL_CAPS_ARE_CUSTOM,
FLOAT4_TO_UB4
};
struct AttribDesc;
typedef void (*AttribOpFuncDataFunctionPtr)(void *varData, const float * pc, void *globalData, int idx);
/* AttribOpFuncData : This structure holds information a callback that sets/post-processes
data for a particular attribute. Currently, a list of these functions
are attached to the AttribOp so that when vertices are created (i.e., incr_vertices > 0)
then for each vertex, this function is called for the particular attribute attribName.
funcDataConversion - pointer to function that sets/post-processes the attribute data
funcDataGlobalArg - pointer to global structure that can be used in each call to the callback
attribName - attribute name this function is processing. (this calling function specifies the name, and the
CGOConvertToShader() sets attrib to the associated AttribDesc.
*/
struct AttribOpFuncData {
void (*funcDataConversion)(void *varData, const float * pc, void *globalData, int idx); // if set, should be called on every output value for this attribute
void *funcDataGlobalArg;
const char *attribName;
AttribDesc *attrib;
AttribOpFuncDataFunctionPtr _funcDataConversion;
AttribOpFuncData(AttribOpFuncDataFunctionPtr _funcDataConversion,
void *_funcDataGlobalArg,
const char *_attribName)
: funcDataConversion(_funcDataConversion), funcDataGlobalArg(_funcDataGlobalArg), attribName(_attribName), attrib(nullptr){}
};
using AttribOpFuncDataDesc = std::vector< AttribOpFuncData >;
/**
* defines an operation that copies and (optionally) creates new vertices in
* a VBO operation for a particular CGO operation (op).
*
* op - the CGO operation
* order - the order for this operation to be executed for the given CGO operation
* offset - the offset into the CGO operation to copy
* conv_type - type of copy (can be general or specific, see above, e.g. FLOAT3_TO_FLOAT3, UB1_TO_INTERP)
* incr_vertices - the number of vertices (if any) that are generated for the VBO after this operation
* is executed.
*
*/
struct AttribOp {
AttribOp(unsigned short _op, size_t _order, size_t _conv_type, size_t _offset, size_t _incr_vertices=0, int _copyFromAttr=-1)
: op(_op)
, order(_order)
, offset(_offset)
, conv_type(_conv_type)
, incr_vertices(_incr_vertices)
, copyFromAttr(_copyFromAttr)
{}
unsigned short op { 0 };
size_t order { 0 };
size_t offset { 0 };
size_t conv_type { 0 };
size_t incr_vertices { 0 };
int copyFromAttr { -1 };
struct AttribDesc *desc { 0 };
struct AttribDesc *copyAttribDesc { 0 };
std::vector<AttribOpFuncData> funcDataConversions;
};
using AttribDataOp = std::vector< AttribOp >;
/**
* defines an attribute that is used in a shader. this description has all of the necessary information
* for our "optimize" function to generate either an array for input into the VBO or a call to the
* related glVertexAttrib() call when this attribute has the same value throughout the CGO.
*
* attr_name - the name of this attribute inside the shaders
* order - order of attribute used in VBO
* attrOps - all AttribOp for this particular attribute. This allows the user to define how this
* attribute gets populated from the primitive CGO's one or many CGO operations.
* default_value - pointer to the default value of this attribute (optional, needs to be the same
* size of the attribute's type)
* repeat_value/repeat_value_length - specified if the attribute has repeating values
* repeat_value - a pointer to the type and data for repeat values
* repeat_value_length - number of repeat values
* type_size - size of type for this attribute (e.g., GL_FLOAT, GL_UNSIGNED_BYTE)
* type_dim - number of primitives (i.e., type_size) for each vertex of this attribute
* data_norm - whether this attribute is normalized when passed to the VBO (GL_TRUE or GL_FALSE)
*
*/
struct AttribDesc {
AttribDesc(
const char* _attr_name, VertexFormat _format, AttribDataOp _attrOps = {})
: attr_name(_attr_name)
, m_format(_format)
, attrOps(_attrOps)
{
}
const char * attr_name { nullptr };
VertexFormat m_format { VertexFormat::Float };
int order { 0 };
AttribDataOp attrOps { };
unsigned char *default_value { nullptr };
unsigned char *repeat_value { nullptr };
int repeat_value_length { 0 };
};
using AttribDataDesc = std::vector< AttribDesc >;
class gpuBuffer_t {
friend class CShaderMgr;
public:
virtual ~gpuBuffer_t() {};
virtual size_t get_hash_id() { return _hashid; }
virtual void bind() const = 0;
protected:
virtual void set_hash_id(size_t id) { _hashid = id; }
private:
size_t _hashid { 0 };
};
enum class buffer_layout {
SEPARATE, // multiple vbos
SEQUENTIAL, // single vbo
INTERLEAVED // single vbo
};
// -----------------------------------------------------------------------------
/* Vertexbuffer rules:
* -----------------------------------------------------------------------------
* - If the buffer data is interleaved then buffer sub data functionality cannot
* be used.
* - The same order of buffer data must be maintained when uploading and binding
*
*-----------------------------------------------------------------------
* USAGE_PATTERN:
* SEPARATE:
* vbo1 [ data1 ]
* vbo2 [ data2 ]
* ...
* vboN [ dataN ]
* SEQUENTIAL:
* vbo [ data1 | data2 | ... | dataN ]
* INTERLEAVED:
* vbo [ data1[0], data2[0], ..., dataN[0] | ... | data1[M], data2[M], ..., dataN[M] ]
*/
class GenericBuffer : public gpuBuffer_t
{
friend class CShaderMgr;
public:
GenericBuffer(buffer_layout layout = buffer_layout::SEPARATE, GLenum usage = GL_STATIC_DRAW);
GenericBuffer(const GenericBuffer&) = delete;
GenericBuffer& operator=(const GenericBuffer&) = delete;
GenericBuffer(GenericBuffer&&) = delete;
GenericBuffer& operator=(GenericBuffer&&) = delete;
~GenericBuffer();
/**
* Conditionally generates a GPU buffer for the given data descriptor
* @param desc The buffer data descriptor
* @return Whether the buffer data was successfully buffered
* @note The supplied data ptr in the struct can
* be zero, in which case if the default usage is STATIC_DRAW then no
* opengl buffer will be generated for that, else it is assumed that the
* data will be supplied at a later point because it's dynamic draw.
*/
bool bufferData(BufferDataDesc&& desc);
/**
* Generates a GPU buffer for the given data descriptor
* @param desc The buffer data descriptor
* @param data The data to buffer
* @param len The length of the data
* @param stride The stride of the data
* @note assumes the data is interleaved
*/
bool bufferData(
BufferDataDesc&& desc, const void* data, size_t len, size_t stride);
// -----------------------------------------------------------------------------
/**
* Updates (a portion of) the buffer data
* @param offset The offset to start updating the buffer data
* @param size The size of the data to update
* @param data The data to update
* @param index The index of the buffer data to update
* @note This function assumes that the data layout hasn't changed
*/
void bufferSubData(size_t offset, size_t size, void* data, size_t index = 0);
/**
* Replaces the whole interleaved buffer data
* @param data The data to replace the buffer data with
* @param len The length of the data
* @param data The data to replace the buffer data with
* @note This function assumes that the data layout hasn't changed
*/
void bufferReplaceData(size_t offset, size_t len, const void* data);
protected:
/**
* Generates GPU buffer(s) for the given data descriptor
* @return Whether the buffer data was successfully buffered
*/
bool evaluate();
// USAGE PATTERNS
/**
* Generates a separate buffer for each data descriptor
* @return Whether the buffer data was successfully buffered
*/
bool sepBufferData();
/**
* Generates a single sequential buffer for all data descriptors
* @return Whether the buffer data was successfully buffered
*/
bool seqBufferData();
/**
* Generates a single interleaved buffer for all data descriptors
* @return Whether the buffer data was successfully buffered
*/
bool interleaveBufferData();
/**
* Generates an OpenGL buffer with given size and data
* @param id The OpenGL buffer ID
* @param size The size of the buffer
* @param ptr The data to buffer
* @return Whether the buffer was successfully generated
*/
bool genBuffer(GLuint& id, size_t size, const void* ptr);
/**
* @return OpenGL buffer type
*/
virtual GLenum bufferType() const = 0;
protected:
bool m_status{false};
bool m_interleaved{false};
GLuint m_interleavedID{0};
const GLenum m_buffer_usage{GL_STATIC_DRAW};
const buffer_layout m_layout{ buffer_layout::SEPARATE };
size_t m_stride{0};
BufferDataDesc m_desc;
std::vector<GLuint> desc_glIDs; // m_desc's gl buffer IDs
};
/**
* Vertex buffer specialization
*/
class VertexBuffer : public GenericBuffer {
void bind_attrib(GLuint prg, const BufferDesc& d, GLuint glID);
public:
VertexBuffer(buffer_layout layout = buffer_layout::SEPARATE,
GLenum usage = GL_STATIC_DRAW);
void bind() const override;
void bind(GLuint prg, int index = -1);
void unbind();
void maskAttributes(std::vector<GLint> attrib_locs);
void maskAttribute(GLint attrib_loc);
GLenum bufferType() const override;
private:
// m_locs is only for interleaved data
std::vector<GLint> m_locs;
std::vector<GLint> m_attribmask;
};
/**
* Index buffer specialization
*/
class IndexBuffer : public GenericBuffer {
public:
using GenericBuffer::GenericBuffer;
void bind() const override;
void unbind();
GLenum bufferType() const override;
};
// Forward Decls
class frameBuffer_t;
class renderBuffer_t;
/***********************************************************************
* RENDERBUFFER
***********************************************************************/
namespace rbo {
enum storage {
DEPTH16 = 0,
DEPTH24,
COUNT
};
void unbind();
};
class renderBuffer_t : public gpuBuffer_t {
friend class frameBuffer_t;
friend class CShaderMgr;
public:
renderBuffer_t(int width, int height, rbo::storage storage) :
_width(width), _height(height), _storage(storage) {
genBuffer();
}
~renderBuffer_t() {
freeBuffer();
}
void bind() const override;
void unbind() const;
private:
void genBuffer();
void freeBuffer();
protected:
uint32_t _id;
int _dim[2];
int _width;
int _height;
rbo::storage _storage;
};
/***********************************************************************
* TEXTURE
***********************************************************************/
namespace tex {
enum class dim : int {
D1 = 0,
D2,
D3,
COUNT
};
enum class format : int {
R = (int)dim::COUNT,
RG,
RGB,
RGBA,
COUNT
};
enum class data_type : int {
UBYTE = (int)format::COUNT,
FLOAT,
HALF_FLOAT,
COUNT
};
enum class filter : int {
NEAREST = (int)data_type::COUNT,
LINEAR,
NEAREST_MIP_NEAREST,
NEAREST_MIP_LINEAR,
LINEAR_MIP_NEAREST,
LINEAR_MIP_LINEAR,
COUNT
};
enum class wrap : int {
REPEAT = (int)filter::COUNT,
CLAMP,
MIRROR_REPEAT,
CLAMP_TO_EDGE,
CLAMP_TO_BORDER,
MIRROR_CLAMP_TO_EDGE,
COUNT
};
enum class env_name : int {
ENV_MODE = (int)wrap::COUNT,
COUNT
};
enum class env_param : int {
REPLACE = (int)env_name::COUNT,
COUNT
};
const uint32_t max_params = (int)env_param::COUNT;
void env(tex::env_name, tex::env_param);
};
class textureBuffer_t : public gpuBuffer_t {
friend class frameBuffer_t;
public:
// Generates a 1D texture
textureBuffer_t(tex::format format, tex::data_type type,
tex::filter mag, tex::filter min,
tex::wrap wrap_s) :
_dim(tex::dim::D1), _format(format), _type(type),
_sampling({(int)mag, (int)min, (int)wrap_s, 0, 0})
{
genBuffer();
};
// Generates a 2D texture
textureBuffer_t(tex::format format, tex::data_type type,
tex::filter mag, tex::filter min,
tex::wrap wrap_s, tex::wrap wrap_t) :
_dim(tex::dim::D2), _format(format), _type(type),
_sampling({(int)mag, (int)min, (int)wrap_s, (int)wrap_t, 0})
{
genBuffer();
};
// Generates a 3D texture
textureBuffer_t(tex::format format, tex::data_type type,
tex::filter mag, tex::filter min,
tex::wrap wrap_s, tex::wrap wrap_t,
tex::wrap wrap_r) :
_dim(tex::dim::D3), _format(format), _type(type),
_sampling({(int)mag, (int)min, (int)wrap_s, (int)wrap_t, (int)wrap_r})
{
genBuffer();
};
~textureBuffer_t() {
freeBuffer();
}
void bind() const override;
/**
* Binds the texture to a specific texture unit
* @param textureUnit The texture unit to bind to (0, 1, 2, etc)
*/
void bindToTextureUnit(std::uint8_t textureUnit) const;
void unbind() const;
void texture_data_1D(int width, const void * data);
void texture_data_2D(int width, int height, const void * data);
void texture_data_3D(int width, int height, int depth, const void * data);
/**
* Specifies a 2D texture subimage
* @param xoffset The x offset of the subimage
* @param yoffset The y offset of the subimage
* @param width The width of the subimage
* @param height The height of the subimage
* @param data The data to upload
*/
void texture_subdata_2D(int xoffset, int yoffset, int width, int height, const void* data);
private:
void genBuffer();
void freeBuffer();
private:
const tex::dim _dim;
const tex::format _format;
const tex::data_type _type;
const std::array<int, 5> _sampling;
uint32_t _id { 0 };
int _width { 0 };
int _height { 0 };
int _depth { 0 };
};
/***********************************************************************
* FRAMEBUFFER
***********************************************************************/
namespace fbo {
enum attachment {
COLOR0 = 0,
COLOR1,
COLOR2,
COLOR3,
DEPTH,
COUNT
};
// global unbind for fbos
void unbind();
}
class frameBuffer_t : public gpuBuffer_t {
friend class CShaderMgr;
public:
frameBuffer_t() {
genBuffer();
}
~frameBuffer_t() {
freeBuffer();
}
void attach_texture(textureBuffer_t * texture, fbo::attachment loc);
void attach_renderbuffer(renderBuffer_t * renderbuffer, fbo::attachment loc);
void print_fbo();
void bind() const override;
void unbind() const;
private:
void genBuffer();
void freeBuffer();
void checkStatus();
protected:
uint32_t _id { 0 };
std::vector<std::tuple<size_t, fbo::attachment>> _attachments;
};
/***********************************************************************
* RENDERTARGET
*----------------------------------------------------------------------
* A 2D render target that automatically has depth, used for postprocess
***********************************************************************/
struct rt_layout_t {
enum data_type { UBYTE, FLOAT };
rt_layout_t(uint8_t _nchannels, data_type _type)
: nchannels(_nchannels), type(_type) {}
rt_layout_t(uint8_t _nchannels, data_type _type, int _width, int _height)
: nchannels(_nchannels), type(_type), width(_width), height(_height) {}
uint8_t nchannels;
data_type type;
int width { 0 };
int height { 0 };
};
class renderTarget_t : public gpuBuffer_t {
friend class CShaderMgr;
public:
using shape_type = glm::ivec2;
renderTarget_t(shape_type size) : _size(size) {}
renderTarget_t(int width, int height) : _size(width, height) {}
~renderTarget_t();
void bind() const override { bind(true); };
void bind(bool clear) const;
void bindFBORBO() const
{
_fbo->bind();
_rbo->bind();
}
void layout(std::vector<rt_layout_t>&& desc, renderBuffer_t * with_rbo = nullptr);
void resize(shape_type size);
const shape_type& size() const { return _size; };
renderBuffer_t* rbo() const noexcept { return _rbo; }
frameBuffer_t* fbo() const noexcept { return _fbo; }
const std::vector<textureBuffer_t*>& textures() const noexcept { return _textures; }
protected:
bool _shared_rbo { false };
shape_type _size;
frameBuffer_t * _fbo;
renderBuffer_t * _rbo;
std::vector<rt_layout_t> _desc;
std::vector<textureBuffer_t *> _textures;
};