// // 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 "Graphics.h" #include "GraphicsImpl.h" #include "Log.h" #include "VertexBuffer.h" #include #include "DebugNew.h" namespace Urho3D { const unsigned VertexBuffer::elementSize[] = { 3 * sizeof(float), // Position 3 * sizeof(float), // Normal 4 * sizeof(unsigned char), // Color 2 * sizeof(float), // Texcoord1 2 * sizeof(float), // Texcoord2 3 * sizeof(float), // Cubetexcoord1 3 * sizeof(float), // Cubetexcoord2 4 * sizeof(float), // Tangent 4 * sizeof(float), // Blendweights 4 * sizeof(unsigned char), // Blendindices 4 * sizeof(float), // Instancematrix1 4 * sizeof(float), // Instancematrix2 4 * sizeof(float) // Instancematrix3 }; const unsigned VertexBuffer::elementType[] = { GL_FLOAT, // Position GL_FLOAT, // Normal GL_UNSIGNED_BYTE, // Color GL_FLOAT, // Texcoord1 GL_FLOAT, // Texcoord2 GL_FLOAT, // Cubetexcoord1 GL_FLOAT, // Cubetexcoord2 GL_FLOAT, // Tangent GL_FLOAT, // Blendweights GL_UNSIGNED_BYTE, // Blendindices GL_FLOAT, // Instancematrix1 GL_FLOAT, // Instancematrix2 GL_FLOAT // Instancematrix3 }; const unsigned VertexBuffer::elementComponents[] = { 3, // Position 3, // Normal 4, // Color 2, // Texcoord1 2, // Texcoord2 3, // Cubetexcoord1 3, // Cubetexcoord2 4, // Tangent 4, // Blendweights 4, // Blendindices 4, // Instancematrix1 4, // Instancematrix2 4 // Instancematrix3 }; const unsigned VertexBuffer::elementNormalize[] = { GL_FALSE, // Position GL_FALSE, // Normal GL_TRUE, // Color GL_FALSE, // Texcoord1 GL_FALSE, // Texcoord2 GL_FALSE, // Cubetexcoord1 GL_FALSE, // Cubetexcoord2 GL_FALSE, // Tangent GL_FALSE, // Blendweights GL_FALSE, // Blendindices GL_FALSE, // Instancematrix1 GL_FALSE, // Instancematrix2 GL_FALSE // Instancematrix3 }; VertexBuffer::VertexBuffer(Context* context) : Object(context), GPUObject(GetSubsystem()), vertexCount_(0), elementMask_(0), lockState_(LOCK_NONE), lockStart_(0), lockCount_(0), lockScratchData_(0), shadowed_(false), dynamic_(false) { UpdateOffsets(); // Force shadowing mode if graphics subsystem does not exist if (!graphics_) shadowed_ = true; } VertexBuffer::~VertexBuffer() { Release(); } void VertexBuffer::OnDeviceReset() { if (!object_) { Create(); dataLost_ = !UpdateToGPU(); } else if (dataPending_) dataLost_ = !UpdateToGPU(); dataPending_ = false; } void VertexBuffer::Release() { Unlock(); if (object_) { if (!graphics_) return; if (!graphics_->IsDeviceLost()) { for (unsigned i = 0; i < MAX_VERTEX_STREAMS; ++i) { if (graphics_->GetVertexBuffer(i) == this) graphics_->SetVertexBuffer(0); } glDeleteBuffers(1, &object_); } object_ = 0; } } void VertexBuffer::SetShadowed(bool enable) { // If no graphics subsystem, can not disable shadowing if (!graphics_) enable = true; if (enable != shadowed_) { if (enable && vertexSize_ && vertexCount_) shadowData_ = new unsigned char[vertexCount_ * vertexSize_]; else shadowData_.Reset(); shadowed_ = enable; } } bool VertexBuffer::SetSize(unsigned vertexCount, unsigned elementMask, bool dynamic) { Unlock(); dynamic_ = dynamic; vertexCount_ = vertexCount; elementMask_ = elementMask; UpdateOffsets(); if (shadowed_ && vertexCount_ && vertexSize_) shadowData_ = new unsigned char[vertexCount_ * vertexSize_]; else shadowData_.Reset(); return Create(); } bool VertexBuffer::SetData(const void* data) { if (!data) { LOGERROR("Null pointer for vertex buffer data"); return false; } if (!vertexSize_) { LOGERROR("Vertex elements not defined, can not set vertex buffer data"); return false; } if (shadowData_ && data != shadowData_.Get()) memcpy(shadowData_.Get(), data, vertexCount_ * vertexSize_); if (object_) { if (!graphics_->IsDeviceLost()) { glBindBuffer(GL_ARRAY_BUFFER, object_); glBufferData(GL_ARRAY_BUFFER, vertexCount_ * vertexSize_, data, dynamic_ ? GL_DYNAMIC_DRAW : GL_STATIC_DRAW); } else { LOGWARNING("Vertex buffer data assignment while device is lost"); dataPending_ = true; } } dataLost_ = false; return true; } bool VertexBuffer::SetDataRange(const void* data, unsigned start, unsigned count, bool discard) { if (start == 0 && count == vertexCount_) return SetData(data); if (!data) { LOGERROR("Null pointer for vertex buffer data"); return false; } if (!vertexSize_) { LOGERROR("Vertex elements not defined, can not set vertex buffer data"); return false; } if (start + count > vertexCount_) { LOGERROR("Illegal range for setting new vertex buffer data"); return false; } if (!count) return true; if (shadowData_ && shadowData_.Get() + start * vertexSize_ != data) memcpy(shadowData_.Get() + start * vertexSize_, data, count * vertexSize_); if (object_) { if (!graphics_->IsDeviceLost()) { glBindBuffer(GL_ARRAY_BUFFER, object_); if (!discard || start != 0) glBufferSubData(GL_ARRAY_BUFFER, start * vertexSize_, count * vertexSize_, data); else glBufferData(GL_ARRAY_BUFFER, count * vertexSize_, data, dynamic_ ? GL_DYNAMIC_DRAW : GL_STATIC_DRAW); } else { LOGWARNING("Vertex buffer data assignment while device is lost"); dataPending_ = true; } } return true; } void* VertexBuffer::Lock(unsigned start, unsigned count, bool discard) { if (lockState_ != LOCK_NONE) { LOGERROR("Vertex buffer already locked"); return 0; } if (!vertexSize_) { LOGERROR("Vertex elements not defined, can not lock vertex buffer"); return 0; } if (start + count > vertexCount_) { LOGERROR("Illegal range for locking vertex buffer"); return 0; } if (!count) return 0; lockStart_ = start; lockCount_ = count; if (shadowData_) { lockState_ = LOCK_SHADOW; return shadowData_.Get() + start * vertexSize_; } else if (graphics_) { lockState_ = LOCK_SCRATCH; lockScratchData_ = graphics_->ReserveScratchBuffer(count * vertexSize_); return lockScratchData_; } else return 0; } void VertexBuffer::Unlock() { switch (lockState_) { case LOCK_SHADOW: SetDataRange(shadowData_.Get() + lockStart_ * vertexSize_, 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; } } void VertexBuffer::UpdateOffsets() { unsigned elementOffset = 0; for (unsigned i = 0; i < MAX_VERTEX_ELEMENTS; ++i) { if (elementMask_ & (1 << i)) { elementOffset_[i] = elementOffset; elementOffset += elementSize[i]; } else elementOffset_[i] = NO_ELEMENT; } vertexSize_ = elementOffset; } unsigned VertexBuffer::GetVertexSize(unsigned elementMask) { unsigned vertexSize = 0; for (unsigned i = 0; i < MAX_VERTEX_ELEMENTS; ++i) { if (elementMask & (1 << i)) vertexSize += elementSize[i]; } return vertexSize; } unsigned VertexBuffer::GetElementOffset(unsigned elementMask, VertexElement element) { unsigned offset = 0; for (unsigned i = 0; i != element; ++i) { if (elementMask & (1 << i)) offset += elementSize[i]; } return offset; } bool VertexBuffer::Create() { if (!vertexCount_ || !elementMask_) { Release(); return true; } if (graphics_) { if (graphics_->IsDeviceLost()) { LOGWARNING("Vertex buffer creation while device is lost"); return true; } if (!object_) glGenBuffers(1, &object_); if (!object_) { LOGERROR("Failed to create vertex buffer"); return false; } glBindBuffer(GL_ARRAY_BUFFER, object_); glBufferData(GL_ARRAY_BUFFER, vertexCount_ * vertexSize_, 0, dynamic_ ? GL_DYNAMIC_DRAW : GL_STATIC_DRAW); } return true; } bool VertexBuffer::UpdateToGPU() { if (object_ && shadowData_) return SetData(shadowData_.Get()); else return false; } }