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- //-----------------------------------------------------------------------------
- // Copyright (c) 2012 GarageGames, LLC
- //
- // 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 "platform/platform.h"
- #include "gfx/gl/gfxGLVertexBuffer.h"
- #include "gfx/gl/gfxGLDevice.h"
- #include "gfx/gl/gfxGLEnumTranslate.h"
- #include "gfx/gl/gfxGLUtils.h"
- GFXGLVertexBuffer::GFXGLVertexBuffer( GFXDevice *device,
- U32 numVerts,
- const GFXVertexFormat *vertexFormat,
- U32 vertexSize,
- GFXBufferType bufferType )
- : GFXVertexBuffer( device, numVerts, vertexFormat, vertexSize, bufferType ),
- mZombieCache(NULL)
- {
- PRESERVE_VERTEX_BUFFER();
- // Generate a buffer and allocate the needed memory.
- glGenBuffers(1, &mBuffer);
- glBindBuffer(GL_ARRAY_BUFFER, mBuffer);
- glBufferData(GL_ARRAY_BUFFER, numVerts * vertexSize, NULL, GFXGLBufferType[bufferType]);
- glBindBuffer(GL_ARRAY_BUFFER, 0);
- }
- GFXGLVertexBuffer::~GFXGLVertexBuffer()
- {
- // While heavy handed, this does delete the buffer and frees the associated memory.
- glDeleteBuffers(1, &mBuffer);
-
- if( mZombieCache )
- delete [] mZombieCache;
- }
- void GFXGLVertexBuffer::lock( U32 vertexStart, U32 vertexEnd, void **vertexPtr )
- {
- PRESERVE_VERTEX_BUFFER();
- // Bind us, get a pointer into the buffer, then
- // offset it by vertexStart so we act like the D3D layer.
- glBindBuffer(GL_ARRAY_BUFFER, mBuffer);
- glBufferData(GL_ARRAY_BUFFER, mNumVerts * mVertexSize, NULL, GFXGLBufferType[mBufferType]);
- *vertexPtr = (void*)((U8*)glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY) + (vertexStart * mVertexSize));
- lockedVertexStart = vertexStart;
- lockedVertexEnd = vertexEnd;
- }
- void GFXGLVertexBuffer::unlock()
- {
- PRESERVE_VERTEX_BUFFER();
- // Unmap the buffer and bind 0 to GL_ARRAY_BUFFER
- glBindBuffer(GL_ARRAY_BUFFER, mBuffer);
- bool res = glUnmapBuffer(GL_ARRAY_BUFFER);
- AssertFatal(res, "GFXGLVertexBuffer::unlock - shouldn't fail!");
- lockedVertexStart = 0;
- lockedVertexEnd = 0;
- }
- void GFXGLVertexBuffer::prepare()
- {
- // Bind the buffer...
- glBindBuffer(GL_ARRAY_BUFFER, mBuffer);
- U8* buffer = (U8*)getBuffer();
- // Loop thru the vertex format elements adding the array state...
- U32 texCoordIndex = 0;
- for ( U32 i=0; i < mVertexFormat.getElementCount(); i++ )
- {
- const GFXVertexElement &element = mVertexFormat.getElement( i );
-
- if ( element.isSemantic( GFXSemantic::POSITION ) )
- {
- glEnableClientState( GL_VERTEX_ARRAY );
- glVertexPointer( element.getSizeInBytes() / 4, GL_FLOAT, mVertexSize, buffer );
- buffer += element.getSizeInBytes();
- }
- else if ( element.isSemantic( GFXSemantic::NORMAL ) )
- {
- glEnableClientState( GL_NORMAL_ARRAY );
- glNormalPointer( GL_FLOAT, mVertexSize, buffer );
- buffer += element.getSizeInBytes();
- }
- else if ( element.isSemantic( GFXSemantic::COLOR ) )
- {
- glEnableClientState( GL_COLOR_ARRAY );
- glColorPointer( element.getSizeInBytes(), GL_UNSIGNED_BYTE, mVertexSize, buffer );
- buffer += element.getSizeInBytes();
- }
- else // Everything else is a texture coordinate.
- {
- glClientActiveTexture( GL_TEXTURE0 + texCoordIndex );
- glEnableClientState( GL_TEXTURE_COORD_ARRAY );
- glTexCoordPointer( element.getSizeInBytes() / 4, GL_FLOAT, mVertexSize, buffer );
- buffer += element.getSizeInBytes();
- ++texCoordIndex;
- }
-
- }
- }
- void GFXGLVertexBuffer::finish()
- {
- glBindBuffer(GL_ARRAY_BUFFER, 0);
-
- U32 texCoordIndex = 0;
- for ( U32 i=0; i < mVertexFormat.getElementCount(); i++ )
- {
- const GFXVertexElement &element = mVertexFormat.getElement( i );
- if ( element.isSemantic( GFXSemantic::POSITION ) )
- glDisableClientState( GL_VERTEX_ARRAY );
- else if ( element.isSemantic( GFXSemantic::NORMAL ) )
- glDisableClientState( GL_NORMAL_ARRAY );
- else if ( element.isSemantic( GFXSemantic::COLOR ) )
- glDisableClientState( GL_COLOR_ARRAY );
- else
- {
- glClientActiveTexture( GL_TEXTURE0 + texCoordIndex );
- glDisableClientState(GL_TEXTURE_COORD_ARRAY);
- ++texCoordIndex;
- }
- }
- }
- GLvoid* GFXGLVertexBuffer::getBuffer()
- {
- // NULL specifies no offset into the hardware buffer
- return (GLvoid*)NULL;
- }
- void GFXGLVertexBuffer::zombify()
- {
- if(mZombieCache || !mBuffer)
- return;
-
- mZombieCache = new U8[mNumVerts * mVertexSize];
- glBindBuffer(GL_ARRAY_BUFFER, mBuffer);
- glGetBufferSubData(GL_ARRAY_BUFFER, 0, mNumVerts * mVertexSize, mZombieCache);
- glBindBuffer(GL_ARRAY_BUFFER, 0);
- glDeleteBuffers(1, &mBuffer);
- mBuffer = 0;
- }
- void GFXGLVertexBuffer::resurrect()
- {
- if(!mZombieCache)
- return;
-
- glGenBuffers(1, &mBuffer);
- glBindBuffer(GL_ARRAY_BUFFER, mBuffer);
- glBufferData(GL_ARRAY_BUFFER, mNumVerts * mVertexSize, mZombieCache, GFXGLBufferType[mBufferType]);
- glBindBuffer(GL_ARRAY_BUFFER, 0);
-
- delete[] mZombieCache;
- mZombieCache = NULL;
- }
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