// // Copyright (c) 2008-2014 the Urho3D project. // // 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" namespace Urho3D { IndexBuffer::IndexBuffer(Context* context) : Object(context), GPUObject(GetSubsystem()), indexCount_(0), indexSize_(0), lockState_(LOCK_NONE), lockStart_(0), lockCount_(0), lockScratchData_(0), shadowed_(false), dynamic_(false) { // Force shadowing mode if graphics subsystem does not exist if (!graphics_) shadowed_ = true; } IndexBuffer::~IndexBuffer() { Release(); } void IndexBuffer::OnDeviceReset() { if (!object_) { Create(); dataLost_ = !UpdateToGPU(); } else if (dataPending_) dataLost_ = !UpdateToGPU(); dataPending_ = false; } void IndexBuffer::Release() { Unlock(); if (object_) { if (!graphics_) return; if (!graphics_->IsDeviceLost()) { 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) { Unlock(); 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 (!indexSize_) { LOGERROR("Index size not defined, can not set index buffer data"); return false; } if (shadowData_ && data != shadowData_.Get()) memcpy(shadowData_.Get(), data, indexCount_ * indexSize_); if (object_) { if (!graphics_->IsDeviceLost()) { graphics_->SetIndexBuffer(0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, object_); glBufferData(GL_ELEMENT_ARRAY_BUFFER, indexCount_ * indexSize_, data, dynamic_ ? GL_DYNAMIC_DRAW : GL_STATIC_DRAW); } else { LOGWARNING("Index buffer data assignment while device is lost"); dataPending_ = true; } } dataLost_ = false; 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 (!indexSize_) { LOGERROR("Index size not defined, can not set 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 (shadowData_ && shadowData_.Get() + start * indexSize_ != data) memcpy(shadowData_.Get() + start * indexSize_, data, count * indexSize_); if (object_) { if (!graphics_->IsDeviceLost()) { 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); } else { LOGWARNING("Index buffer data assignment while device is lost"); dataPending_ = true; } } return true; } void* IndexBuffer::Lock(unsigned start, unsigned count, bool discard) { if (lockState_ != LOCK_NONE) { LOGERROR("Index buffer already locked"); return 0; } if (!indexSize_) { LOGERROR("Index size not defined, can not lock index buffer"); return 0; } if (start + count > indexCount_) { LOGERROR("Illegal range for locking index buffer"); return 0; } if (!count) return 0; lockStart_ = start; lockCount_ = count; if (shadowData_) { lockState_ = LOCK_SHADOW; return shadowData_.Get() + start * indexSize_; } else if (graphics_) { lockState_ = LOCK_SCRATCH; lockScratchData_ = graphics_->ReserveScratchBuffer(count * indexSize_); return lockScratchData_; } else return 0; } void IndexBuffer::Unlock() { switch (lockState_) { case LOCK_SHADOW: SetDataRange(shadowData_.Get() + lockStart_ * indexSize_, lockStart_, lockCount_); lockState_ = LOCK_NONE; break; case LOCK_SCRATCH: SetDataRange(lockScratchData_, lockStart_, lockCount_); if (graphics_) graphics_->FreeScratchBuffer(lockScratchData_); lockScratchData_ = 0; lockState_ = LOCK_NONE; break; default: break; } } bool IndexBuffer::GetUsedVertexRange(unsigned start, unsigned count, unsigned& minVertex, unsigned& vertexCount) { if (!shadowData_) { LOGERROR("Used vertex range can only be queried from an index buffer with shadow data"); return false; } if (start + count > indexCount_) { LOGERROR("Illegal index range for querying used vertices"); return false; } minVertex = M_MAX_UNSIGNED; unsigned maxVertex = 0; if (indexSize_ == sizeof(unsigned)) { unsigned* indices = ((unsigned*)shadowData_.Get()) + start; 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()) + start; 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_) { if (graphics_->IsDeviceLost()) { LOGWARNING("Index buffer creation while device is lost"); return true; } graphics_->SetIndexBuffer(0); if (!object_) glGenBuffers(1, &object_); if (!object_) { LOGERROR("Failed to create index buffer"); return false; } glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, object_); glBufferData(GL_ELEMENT_ARRAY_BUFFER, indexCount_ * indexSize_, 0, dynamic_ ? GL_DYNAMIC_DRAW : GL_STATIC_DRAW); } return true; } bool IndexBuffer::UpdateToGPU() { if (object_ && shadowData_) return SetData(shadowData_.Get()); else return false; } }