Béziers on the GPU.
[ipdf/code.git] / src / objectrenderer.cpp
index c552bd8..755df98 100644 (file)
@@ -251,6 +251,49 @@ void BezierRenderer::RenderUsingCPU(const Objects & objects, const View & view,
        }
 }
 
+void BezierRenderer::PrepareBezierGPUBuffer(const Objects& objects)
+{
+       m_bezier_coeffs.SetType(GraphicsBuffer::BufferTypeTexture);
+       m_bezier_coeffs.SetUsage(GraphicsBuffer::BufferUsageDynamicDraw);
+       m_bezier_coeffs.Resize(objects.beziers.size()*sizeof(GPUBezierCoeffs));
+       BufferBuilder<GPUBezierCoeffs> builder(m_bezier_coeffs.Map(false, true, true), m_bezier_coeffs.GetSize());
+
+       for (auto bez : objects.beziers)
+       {
+               GPUBezierCoeffs coeffs = {
+                       (float)bez.x0, (float)bez.y0,
+                       (float)bez.x1 - (float)bez.x0, (float)bez.y1 - (float)bez.y0,
+                       (float)bez.x2 - (float)bez.x0, (float)bez.y2 - (float)bez.y0
+                       };
+               builder.Add(coeffs);
+       }
+       m_bezier_coeffs.UnMap();
+       glGenTextures(1, &m_bezier_buffer_texture);
+       glBindTexture(GL_TEXTURE_BUFFER, m_bezier_buffer_texture);
+       glTexBuffer(GL_TEXTURE_BUFFER, GL_RG32F, m_bezier_coeffs.GetHandle());
+
+       m_bezier_ids.SetType(GraphicsBuffer::BufferTypeTexture);
+       m_bezier_ids.SetUsage(GraphicsBuffer::BufferUsageDynamicDraw);
+       m_bezier_ids.Upload(objects.data_indices.size() * sizeof(uint32_t), &objects.data_indices[0]);
+       
+       glGenTextures(1, &m_bezier_id_buffer_texture);
+       glActiveTexture(GL_TEXTURE1);
+       glBindTexture(GL_TEXTURE_BUFFER, m_bezier_id_buffer_texture);
+       glTexBuffer(GL_TEXTURE_BUFFER, GL_R32I, m_bezier_ids.GetHandle());
+       glActiveTexture(GL_TEXTURE0);
+}
+
+void BezierRenderer::RenderUsingGPU()
+{
+       if (!m_shader_program.Valid())
+               Warn("Shader is invalid (objects are of type %d)", m_type);
+       m_shader_program.Use();
+       glUniform1i(m_shader_program.GetUniformLocation("bezier_buffer_texture"), 0);
+       glUniform1i(m_shader_program.GetUniformLocation("bezier_id_buffer_texture"), 1);
+       m_ibo.Bind();
+       glDrawElements(GL_LINES, m_indexes.size()*2, GL_UNSIGNED_INT, 0);
+}
+
 /**
  * For debug, save pixels to bitmap
  */

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