// // Urho3D Engine // Copyright (c) 2008-2012 Lasse Öörni // // 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 "Precompiled.h" #include "Context.h" #include "Graphics.h" #include "GraphicsImpl.h" #include "IndexBuffer.h" #include "Log.h" #include #include "DebugNew.h" OBJECTTYPESTATIC(IndexBuffer); IndexBuffer::IndexBuffer(Context* context) : Object(context), GPUObject(GetSubsystem()), indexCount_(0), indexSize_(0), dynamic_(false), dataLost_(false) { // Force shadowing mode if graphics subsystem does not exist if (!graphics_) shadowed_ = true; } IndexBuffer::~IndexBuffer() { Release(); } void IndexBuffer::OnDeviceLost() { GPUObject::OnDeviceLost(); dataLost_ = true; } void IndexBuffer::OnDeviceReset() { if (!object_) { Create(); if (UpdateToGPU()) dataLost_ = false; } } void IndexBuffer::Release() { if (object_ && graphics_) { if (graphics_->GetIndexBuffer() == this) graphics_->SetIndexBuffer(0); glDeleteBuffers(1, &object_); object_ = 0; } } void IndexBuffer::SetShadowed(bool enable) { // If no graphics subsystem, can not disable shadowing if (!graphics_) enable = true; if (enable != shadowed_) { if (enable && indexCount_ && indexSize_) shadowData_ = new unsigned char[indexCount_ * indexSize_]; else shadowData_.Reset(); shadowed_ = enable; } } bool IndexBuffer::SetSize(unsigned indexCount, bool largeIndices, bool dynamic) { dynamic_ = dynamic; indexCount_ = indexCount; indexSize_ = largeIndices ? sizeof(unsigned) : sizeof(unsigned short); if (shadowed_ && indexCount_ && indexSize_) shadowData_ = new unsigned char[indexCount_ * indexSize_]; else shadowData_.Reset(); return Create(); } bool IndexBuffer::SetData(const void* data) { if (!data) { LOGERROR("Null pointer for index buffer data"); return false; } if (object_) { graphics_->SetIndexBuffer(0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, object_); glBufferData(GL_ELEMENT_ARRAY_BUFFER, indexCount_ * indexSize_, data, dynamic_ ? GL_DYNAMIC_DRAW : GL_STATIC_DRAW); } if (shadowData_ && data != shadowData_.Get()) memcpy(shadowData_.Get(), data, indexCount_ * indexSize_); return true; } bool IndexBuffer::SetDataRange(const void* data, unsigned start, unsigned count, bool discard) { if (start == 0 && count == indexCount_) return SetData(data); if (!data) { LOGERROR("Null pointer for index buffer data"); return false; } if (start + count > indexCount_) { LOGERROR("Illegal range for setting new index buffer data"); return false; } if (!count) return true; if (object_) { graphics_->SetIndexBuffer(0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, object_); if (!discard || start != 0) glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, start * indexSize_, count * indexSize_, data); else glBufferData(GL_ELEMENT_ARRAY_BUFFER, count * indexSize_, data, dynamic_ ? GL_DYNAMIC_DRAW : GL_STATIC_DRAW); } if (shadowData_ && shadowData_.Get() + start * indexSize_ != data) memcpy(shadowData_.Get() + start * indexSize_, data, count * indexSize_); return true; } bool IndexBuffer::UpdateToGPU() { if (object_ && shadowData_) { graphics_->SetIndexBuffer(0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, object_); glBufferData(GL_ELEMENT_ARRAY_BUFFER, indexCount_ * indexSize_, shadowData_.Get(), dynamic_ ? GL_DYNAMIC_DRAW : GL_STATIC_DRAW); return true; } else return false; } void IndexBuffer::ClearDataLost() { dataLost_ = false; } bool IndexBuffer::GetUsedVertexRange(unsigned start, unsigned count, unsigned& minVertex, unsigned& vertexCount) { if (!shadowData_) return false; minVertex = M_MAX_UNSIGNED; unsigned maxVertex = 0; if (indexSize_ == sizeof(unsigned)) { unsigned* indices = (unsigned*)shadowData_.Get(); for (unsigned i = 0; i < count; ++i) { if (indices[i] < minVertex) minVertex = indices[i]; if (indices[i] > maxVertex) maxVertex = indices[i]; } } else { unsigned short* indices = (unsigned short*)shadowData_.Get(); for (unsigned i = 0; i < count; ++i) { if (indices[i] < minVertex) minVertex = indices[i]; if (indices[i] > maxVertex) maxVertex = indices[i]; } } vertexCount = maxVertex - minVertex + 1; return true; } bool IndexBuffer::Create() { if (!indexCount_) { Release(); return true; } if (graphics_) { graphics_->SetIndexBuffer(0); if (!object_) glGenBuffers(1, &object_); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, object_); glBufferData(GL_ELEMENT_ARRAY_BUFFER, indexCount_ * indexSize_, 0, dynamic_ ? GL_DYNAMIC_DRAW : GL_STATIC_DRAW); } return true; }