// // 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 "Graphics.h" #include "GraphicsImpl.h" #include "Log.h" #include "VertexBuffer.h" #include #include "DebugNew.h" 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 }; const String VertexBuffer::elementName[] = { "Position", "Normal", "Color", "Texcoord1", "Texcoord2", "Cubetexcoord1", "Cubetexcoord2", "Tangent" "Blendweights", "Blendindices", "Instancematrix1", "Instancematrix2", "Instancematrix3" }; OBJECTTYPESTATIC(VertexBuffer); VertexBuffer::VertexBuffer(Context* context) : Object(context), GPUObject(GetSubsystem()), discardLockData_(0), vertexCount_(0), elementMask_(0), morphRangeStart_(0), morphRangeCount_(0), dynamic_(false), locked_(false) { UpdateOffsets(); } VertexBuffer::~VertexBuffer() { Release(); } void VertexBuffer::OnDeviceLost() { if (object_) { void* hwData = Lock(0, vertexCount_, LOCK_READONLY); if (hwData) { saveData_ = new unsigned char[vertexCount_ * vertexSize_]; memcpy(saveData_.Get(), hwData, vertexCount_ * vertexSize_); } Unlock(); Release(); } } void VertexBuffer::OnDeviceReset() { if (!object_) { Create(); if (saveData_) { SetData(saveData_.Get()); saveData_.Reset(); } } } void VertexBuffer::Release() { if (object_) { if (!graphics_) return; Unlock(); for (unsigned i = 0; i < MAX_VERTEX_STREAMS; ++i) { if (graphics_->GetVertexBuffer(i) == this) graphics_->SetVertexBuffer(0); } glDeleteBuffers(1, &object_); object_ = 0; } fallbackData_.Reset(); } bool VertexBuffer::SetSize(unsigned vertexCount, unsigned elementMask, bool dynamic) { dynamic_ = dynamic; vertexCount_ = vertexCount; elementMask_ = elementMask; if (morphRangeStart_ + morphRangeCount_ > vertexCount_) { morphRangeStart_ = 0; morphRangeCount_ = 0; } UpdateOffsets(); return Create(); } bool VertexBuffer::SetData(const void* data) { if (!data) { LOGERROR("Null pointer for vertex buffer data"); return false; } if (locked_) Unlock(); if (object_) { glBindBuffer(GL_ARRAY_BUFFER, object_); glBufferData(GL_ARRAY_BUFFER, vertexCount_ * vertexSize_, data, dynamic_ ? GL_DYNAMIC_DRAW : GL_STATIC_DRAW); return true; } else if (fallbackData_) { memcpy(fallbackData_.Get(), data, vertexCount_ * vertexSize_); return true; } return false; } bool VertexBuffer::SetDataRange(const void* data, unsigned start, unsigned count) { if (!data) { LOGERROR("Null pointer for vertex buffer data"); return false; } if (start + count > vertexCount_) { LOGERROR("Illegal range for setting new index buffer data"); return false; } if (locked_) Unlock(); if (object_) { glBindBuffer(GL_ARRAY_BUFFER, object_); glBufferSubData(GL_ARRAY_BUFFER, start * vertexSize_, count * vertexSize_, data); return true; } else if (fallbackData_) { memcpy(fallbackData_.Get() + start * vertexSize_, data, count * vertexSize_); return true; } return false; } bool VertexBuffer::SetMorphRange(unsigned start, unsigned count) { if (start + count > vertexCount_) { LOGERROR("Illegal morph range"); return false; } morphRangeStart_ = start; morphRangeCount_ = count; return true; } void VertexBuffer::SetMorphRangeResetData(const SharedArrayPtr& data) { morphRangeResetData_ = data; } void* VertexBuffer::Lock(unsigned start, unsigned count, LockMode mode) { if (!object_ && !fallbackData_) return 0; if (locked_) { LOGERROR("Vertex buffer already locked"); return 0; } if (!count || start + count > vertexCount_) { LOGERROR("Illegal range for locking vertex buffer"); return 0; } void* hwData = 0; if (object_) { GLenum glLockMode = GL_WRITE_ONLY; if (mode == LOCK_READONLY) glLockMode = GL_READ_ONLY; else if (mode == LOCK_NORMAL) glLockMode = GL_READ_WRITE; // In discard mode, use a CPU side buffer to avoid stalling if (mode == LOCK_DISCARD) { hwData = discardLockData_ = graphics_->ReserveDiscardLockBuffer(count * vertexSize_); discardLockStart_ = start; discardLockCount_ = count; } else { glBindBuffer(GL_ARRAY_BUFFER, object_); hwData = glMapBuffer(GL_ARRAY_BUFFER, glLockMode); if (!hwData) return 0; hwData = (unsigned char*)hwData + start * vertexSize_; } } else hwData = fallbackData_.Get() + start * vertexSize_; locked_ = true; return hwData; } void VertexBuffer::Unlock() { if (locked_) { locked_ = false; if (object_) { if (!discardLockData_) { glBindBuffer(GL_ARRAY_BUFFER, object_); glUnmapBuffer(GL_ARRAY_BUFFER); } else { if (discardLockCount_ < vertexCount_) SetDataRange(discardLockData_, discardLockStart_, discardLockCount_); else SetData(discardLockData_); graphics_->FreeDiscardLockBuffer(discardLockData_); discardLockData_ = 0; } } } } void* VertexBuffer::LockMorphRange() { if (!HasMorphRange()) { LOGERROR("No vertex morph range defined"); return 0; } return Lock(morphRangeStart_, morphRangeCount_, LOCK_DISCARD); } void VertexBuffer::ResetMorphRange(void* lockedMorphRange) { if (!lockedMorphRange || !morphRangeResetData_) return; memcpy(lockedMorphRange, morphRangeResetData_.Get(), morphRangeCount_ * vertexSize_); } void VertexBuffer::ClearDataLost() { } 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 mask) { unsigned vertexSize = 0; for (unsigned i = 0; i < MAX_VERTEX_ELEMENTS; ++i) { if (mask & (1 << i)) vertexSize += elementSize[i]; } return vertexSize; } bool VertexBuffer::Create() { if (!vertexCount_ || !elementMask_) { Release(); return true; } if (graphics_) { if (!object_) glGenBuffers(1, &object_); glBindBuffer(GL_ARRAY_BUFFER, object_); glBufferData(GL_ARRAY_BUFFER, vertexCount_ * vertexSize_, 0, dynamic_ ? GL_DYNAMIC_DRAW : GL_STATIC_DRAW); } else fallbackData_ = new unsigned char[vertexCount_ * vertexSize_]; return true; }