BsGLVertexBuffer.cpp 3.2 KB

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  1. #include "BsGLHardwareBufferManager.h"
  2. #include "BsGLVertexBuffer.h"
  3. #include "BsGLVertexArrayObjectManager.h"
  4. #include "BsException.h"
  5. namespace BansheeEngine
  6. {
  7. GLVertexBuffer::GLVertexBuffer(UINT32 vertexSize,
  8. UINT32 numVertices, GpuBufferUsage usage)
  9. : VertexBuffer(vertexSize, numVertices, usage, false)
  10. {
  11. }
  12. GLVertexBuffer::~GLVertexBuffer()
  13. {
  14. }
  15. void GLVertexBuffer::initialize_internal()
  16. {
  17. glGenBuffers(1, &mBufferId);
  18. if (!mBufferId)
  19. {
  20. BS_EXCEPT(InternalErrorException,
  21. "Cannot create GL vertex buffer");
  22. }
  23. glBindBuffer(GL_ARRAY_BUFFER, mBufferId);
  24. glBufferData(GL_ARRAY_BUFFER, mSizeInBytes, NULL,
  25. GLHardwareBufferManager::getGLUsage(mUsage));
  26. VertexBuffer::initialize_internal();
  27. }
  28. void GLVertexBuffer::destroy_internal()
  29. {
  30. glDeleteBuffers(1, &mBufferId);
  31. while (mVAObjects.size() > 0)
  32. GLVertexArrayObjectManager::instance().notifyBufferDestroyed(mVAObjects[0]);
  33. VertexBuffer::destroy_internal();
  34. }
  35. void GLVertexBuffer::registerVAO(const GLVertexArrayObject& vao)
  36. {
  37. mVAObjects.push_back(vao);
  38. }
  39. void GLVertexBuffer::unregisterVAO(const GLVertexArrayObject& vao)
  40. {
  41. auto iterFind = std::find(mVAObjects.begin(), mVAObjects.end(), vao);
  42. if (iterFind != mVAObjects.end())
  43. mVAObjects.erase(iterFind);
  44. }
  45. void* GLVertexBuffer::lockImpl(UINT32 offset, UINT32 length, GpuLockOptions options)
  46. {
  47. GLenum access = 0;
  48. if(mIsLocked)
  49. {
  50. BS_EXCEPT(InternalErrorException,
  51. "Invalid attempt to lock a vertex buffer that has already been locked");
  52. }
  53. glBindBuffer(GL_ARRAY_BUFFER, mBufferId);
  54. if ((options == GBL_WRITE_ONLY) || (options == GBL_WRITE_ONLY_NO_OVERWRITE) || (options == GBL_WRITE_ONLY_DISCARD))
  55. {
  56. access = GL_MAP_WRITE_BIT;
  57. if(options == GBL_WRITE_ONLY_DISCARD)
  58. access |= GL_MAP_INVALIDATE_BUFFER_BIT;
  59. else if(options == GBL_WRITE_ONLY_NO_OVERWRITE)
  60. access |= GL_MAP_UNSYNCHRONIZED_BIT;
  61. }
  62. else if (options == GBL_READ_ONLY)
  63. access = GL_MAP_READ_BIT;
  64. else
  65. access = GL_MAP_READ_BIT | GL_MAP_WRITE_BIT;
  66. void* buffer = glMapBufferRange(GL_ARRAY_BUFFER, offset, length, access);
  67. if(buffer == nullptr)
  68. {
  69. BS_EXCEPT(InternalErrorException, "Cannot map vertex buffer.");
  70. }
  71. void* retPtr = static_cast<void*>(static_cast<unsigned char*>(buffer));
  72. mIsLocked = true;
  73. return retPtr;
  74. }
  75. void GLVertexBuffer::unlockImpl(void)
  76. {
  77. glBindBuffer(GL_ARRAY_BUFFER, mBufferId);
  78. if(!glUnmapBuffer(GL_ARRAY_BUFFER))
  79. {
  80. BS_EXCEPT(InternalErrorException, "Buffer data corrupted, please reload.");
  81. }
  82. mIsLocked = false;
  83. }
  84. void GLVertexBuffer::readData(UINT32 offset, UINT32 length, void* pDest)
  85. {
  86. void* bufferData = lock(offset, length, GBL_READ_ONLY);
  87. memcpy(pDest, bufferData, length);
  88. unlock();
  89. }
  90. void GLVertexBuffer::writeData(UINT32 offset, UINT32 length,
  91. const void* pSource, BufferWriteType writeFlags)
  92. {
  93. GpuLockOptions lockOption = GBL_WRITE_ONLY;
  94. if(writeFlags == BufferWriteType::Discard)
  95. lockOption = GBL_WRITE_ONLY_DISCARD;
  96. else if(writeFlags == BufferWriteType::NoOverwrite)
  97. lockOption = GBL_WRITE_ONLY_NO_OVERWRITE;
  98. void* bufferData = lock(offset, length, lockOption);
  99. memcpy(bufferData, pSource, length);
  100. unlock();
  101. }
  102. }