OGLVertexBuffer.cpp 11 KB

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  1. //
  2. // Copyright (c) 2008-2015 the Urho3D project.
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to deal
  6. // in the Software without restriction, including without limitation the rights
  7. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  8. // copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  19. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  20. // THE SOFTWARE.
  21. //
  22. #include "Precompiled.h"
  23. #include "../../Graphics/Graphics.h"
  24. #include "../../Graphics/GraphicsImpl.h"
  25. #include "../../IO/Log.h"
  26. #include "../../Graphics/VertexBuffer.h"
  27. #include <cstring>
  28. #include "../../DebugNew.h"
  29. namespace Atomic
  30. {
  31. const unsigned VertexBuffer::elementSize[] =
  32. {
  33. 3 * sizeof(float), // Position
  34. 3 * sizeof(float), // Normal
  35. 4 * sizeof(unsigned char), // Color
  36. 2 * sizeof(float), // Texcoord1
  37. 2 * sizeof(float), // Texcoord2
  38. 3 * sizeof(float), // Cubetexcoord1
  39. 3 * sizeof(float), // Cubetexcoord2
  40. 4 * sizeof(float), // Tangent
  41. 4 * sizeof(float), // Blendweights
  42. 4 * sizeof(unsigned char), // Blendindices
  43. 4 * sizeof(float), // Instancematrix1
  44. 4 * sizeof(float), // Instancematrix2
  45. 4 * sizeof(float) // Instancematrix3
  46. };
  47. const unsigned VertexBuffer::elementType[] =
  48. {
  49. GL_FLOAT, // Position
  50. GL_FLOAT, // Normal
  51. GL_UNSIGNED_BYTE, // Color
  52. GL_FLOAT, // Texcoord1
  53. GL_FLOAT, // Texcoord2
  54. GL_FLOAT, // Cubetexcoord1
  55. GL_FLOAT, // Cubetexcoord2
  56. GL_FLOAT, // Tangent
  57. GL_FLOAT, // Blendweights
  58. GL_UNSIGNED_BYTE, // Blendindices
  59. GL_FLOAT, // Instancematrix1
  60. GL_FLOAT, // Instancematrix2
  61. GL_FLOAT // Instancematrix3
  62. };
  63. const unsigned VertexBuffer::elementComponents[] =
  64. {
  65. 3, // Position
  66. 3, // Normal
  67. 4, // Color
  68. 2, // Texcoord1
  69. 2, // Texcoord2
  70. 3, // Cubetexcoord1
  71. 3, // Cubetexcoord2
  72. 4, // Tangent
  73. 4, // Blendweights
  74. 4, // Blendindices
  75. 4, // Instancematrix1
  76. 4, // Instancematrix2
  77. 4 // Instancematrix3
  78. };
  79. const unsigned VertexBuffer::elementNormalize[] =
  80. {
  81. GL_FALSE, // Position
  82. GL_FALSE, // Normal
  83. GL_TRUE, // Color
  84. GL_FALSE, // Texcoord1
  85. GL_FALSE, // Texcoord2
  86. GL_FALSE, // Cubetexcoord1
  87. GL_FALSE, // Cubetexcoord2
  88. GL_FALSE, // Tangent
  89. GL_FALSE, // Blendweights
  90. GL_FALSE, // Blendindices
  91. GL_FALSE, // Instancematrix1
  92. GL_FALSE, // Instancematrix2
  93. GL_FALSE // Instancematrix3
  94. };
  95. VertexBuffer::VertexBuffer(Context* context) :
  96. Object(context),
  97. GPUObject(GetSubsystem<Graphics>()),
  98. vertexCount_(0),
  99. elementMask_(0),
  100. lockState_(LOCK_NONE),
  101. lockStart_(0),
  102. lockCount_(0),
  103. lockScratchData_(0),
  104. shadowed_(false),
  105. dynamic_(false)
  106. {
  107. UpdateOffsets();
  108. // Force shadowing mode if graphics subsystem does not exist
  109. if (!graphics_)
  110. shadowed_ = true;
  111. }
  112. VertexBuffer::~VertexBuffer()
  113. {
  114. Release();
  115. }
  116. void VertexBuffer::OnDeviceReset()
  117. {
  118. if (!object_)
  119. {
  120. Create();
  121. dataLost_ = !UpdateToGPU();
  122. }
  123. else if (dataPending_)
  124. dataLost_ = !UpdateToGPU();
  125. dataPending_ = false;
  126. }
  127. void VertexBuffer::Release()
  128. {
  129. Unlock();
  130. if (object_)
  131. {
  132. if (!graphics_)
  133. return;
  134. if (!graphics_->IsDeviceLost())
  135. {
  136. for (unsigned i = 0; i < MAX_VERTEX_STREAMS; ++i)
  137. {
  138. if (graphics_->GetVertexBuffer(i) == this)
  139. graphics_->SetVertexBuffer(0);
  140. }
  141. graphics_->SetVBO(0);
  142. glDeleteBuffers(1, &object_);
  143. }
  144. object_ = 0;
  145. }
  146. }
  147. void VertexBuffer::SetShadowed(bool enable)
  148. {
  149. // If no graphics subsystem, can not disable shadowing
  150. if (!graphics_)
  151. enable = true;
  152. if (enable != shadowed_)
  153. {
  154. if (enable && vertexSize_ && vertexCount_)
  155. shadowData_ = new unsigned char[vertexCount_ * vertexSize_];
  156. else
  157. shadowData_.Reset();
  158. shadowed_ = enable;
  159. }
  160. }
  161. bool VertexBuffer::SetSize(unsigned vertexCount, unsigned elementMask, bool dynamic)
  162. {
  163. Unlock();
  164. dynamic_ = dynamic;
  165. vertexCount_ = vertexCount;
  166. elementMask_ = elementMask;
  167. UpdateOffsets();
  168. if (shadowed_ && vertexCount_ && vertexSize_)
  169. shadowData_ = new unsigned char[vertexCount_ * vertexSize_];
  170. else
  171. shadowData_.Reset();
  172. return Create();
  173. }
  174. bool VertexBuffer::SetData(const void* data)
  175. {
  176. if (!data)
  177. {
  178. LOGERROR("Null pointer for vertex buffer data");
  179. return false;
  180. }
  181. if (!vertexSize_)
  182. {
  183. LOGERROR("Vertex elements not defined, can not set vertex buffer data");
  184. return false;
  185. }
  186. if (shadowData_ && data != shadowData_.Get())
  187. memcpy(shadowData_.Get(), data, vertexCount_ * vertexSize_);
  188. if (object_)
  189. {
  190. if (!graphics_->IsDeviceLost())
  191. {
  192. graphics_->SetVBO(object_);
  193. glBufferData(GL_ARRAY_BUFFER, vertexCount_ * vertexSize_, data, dynamic_ ? GL_DYNAMIC_DRAW : GL_STATIC_DRAW);
  194. }
  195. else
  196. {
  197. LOGWARNING("Vertex buffer data assignment while device is lost");
  198. dataPending_ = true;
  199. }
  200. }
  201. dataLost_ = false;
  202. return true;
  203. }
  204. bool VertexBuffer::SetDataRange(const void* data, unsigned start, unsigned count, bool discard)
  205. {
  206. if (start == 0 && count == vertexCount_)
  207. return SetData(data);
  208. if (!data)
  209. {
  210. LOGERROR("Null pointer for vertex buffer data");
  211. return false;
  212. }
  213. if (!vertexSize_)
  214. {
  215. LOGERROR("Vertex elements not defined, can not set vertex buffer data");
  216. return false;
  217. }
  218. if (start + count > vertexCount_)
  219. {
  220. LOGERROR("Illegal range for setting new vertex buffer data");
  221. return false;
  222. }
  223. if (!count)
  224. return true;
  225. if (shadowData_ && shadowData_.Get() + start * vertexSize_ != data)
  226. memcpy(shadowData_.Get() + start * vertexSize_, data, count * vertexSize_);
  227. if (object_)
  228. {
  229. if (!graphics_->IsDeviceLost())
  230. {
  231. graphics_->SetVBO(object_);
  232. if (!discard || start != 0)
  233. glBufferSubData(GL_ARRAY_BUFFER, start * vertexSize_, count * vertexSize_, data);
  234. else
  235. glBufferData(GL_ARRAY_BUFFER, count * vertexSize_, data, dynamic_ ? GL_DYNAMIC_DRAW : GL_STATIC_DRAW);
  236. }
  237. else
  238. {
  239. LOGWARNING("Vertex buffer data assignment while device is lost");
  240. dataPending_ = true;
  241. }
  242. }
  243. return true;
  244. }
  245. void* VertexBuffer::Lock(unsigned start, unsigned count, bool discard)
  246. {
  247. if (lockState_ != LOCK_NONE)
  248. {
  249. LOGERROR("Vertex buffer already locked");
  250. return 0;
  251. }
  252. if (!vertexSize_)
  253. {
  254. LOGERROR("Vertex elements not defined, can not lock vertex buffer");
  255. return 0;
  256. }
  257. if (start + count > vertexCount_)
  258. {
  259. LOGERROR("Illegal range for locking vertex buffer");
  260. return 0;
  261. }
  262. if (!count)
  263. return 0;
  264. lockStart_ = start;
  265. lockCount_ = count;
  266. if (shadowData_)
  267. {
  268. lockState_ = LOCK_SHADOW;
  269. return shadowData_.Get() + start * vertexSize_;
  270. }
  271. else if (graphics_)
  272. {
  273. lockState_ = LOCK_SCRATCH;
  274. lockScratchData_ = graphics_->ReserveScratchBuffer(count * vertexSize_);
  275. return lockScratchData_;
  276. }
  277. else
  278. return 0;
  279. }
  280. void VertexBuffer::Unlock()
  281. {
  282. switch (lockState_)
  283. {
  284. case LOCK_SHADOW:
  285. SetDataRange(shadowData_.Get() + lockStart_ * vertexSize_, lockStart_, lockCount_);
  286. lockState_ = LOCK_NONE;
  287. break;
  288. case LOCK_SCRATCH:
  289. SetDataRange(lockScratchData_, lockStart_, lockCount_);
  290. if (graphics_)
  291. graphics_->FreeScratchBuffer(lockScratchData_);
  292. lockScratchData_ = 0;
  293. lockState_ = LOCK_NONE;
  294. break;
  295. default:
  296. break;
  297. }
  298. }
  299. void VertexBuffer::UpdateOffsets()
  300. {
  301. unsigned elementOffset = 0;
  302. for (unsigned i = 0; i < MAX_VERTEX_ELEMENTS; ++i)
  303. {
  304. if (elementMask_ & (1 << i))
  305. {
  306. elementOffset_[i] = elementOffset;
  307. elementOffset += elementSize[i];
  308. }
  309. else
  310. elementOffset_[i] = NO_ELEMENT;
  311. }
  312. vertexSize_ = elementOffset;
  313. }
  314. unsigned VertexBuffer::GetVertexSize(unsigned elementMask)
  315. {
  316. unsigned vertexSize = 0;
  317. for (unsigned i = 0; i < MAX_VERTEX_ELEMENTS; ++i)
  318. {
  319. if (elementMask & (1 << i))
  320. vertexSize += elementSize[i];
  321. }
  322. return vertexSize;
  323. }
  324. unsigned VertexBuffer::GetElementOffset(unsigned elementMask, VertexElement element)
  325. {
  326. unsigned offset = 0;
  327. for (unsigned i = 0; i != element; ++i)
  328. {
  329. if (elementMask & (1 << i))
  330. offset += elementSize[i];
  331. }
  332. return offset;
  333. }
  334. bool VertexBuffer::Create()
  335. {
  336. if (!vertexCount_ || !elementMask_)
  337. {
  338. Release();
  339. return true;
  340. }
  341. if (graphics_)
  342. {
  343. if (graphics_->IsDeviceLost())
  344. {
  345. LOGWARNING("Vertex buffer creation while device is lost");
  346. return true;
  347. }
  348. if (!object_)
  349. glGenBuffers(1, &object_);
  350. if (!object_)
  351. {
  352. LOGERROR("Failed to create vertex buffer");
  353. return false;
  354. }
  355. graphics_->SetVBO(object_);
  356. glBufferData(GL_ARRAY_BUFFER, vertexCount_ * vertexSize_, 0, dynamic_ ? GL_DYNAMIC_DRAW : GL_STATIC_DRAW);
  357. }
  358. return true;
  359. }
  360. bool VertexBuffer::UpdateToGPU()
  361. {
  362. if (object_ && shadowData_)
  363. return SetData(shadowData_.Get());
  364. else
  365. return false;
  366. }
  367. }