// // Copyright (c) 2008-2017 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. // #pragma once #include "../Container/ArrayPtr.h" #include "../Core/Object.h" #include "../Graphics/GPUObject.h" #include "../Graphics/GraphicsDefs.h" namespace Urho3D { /// Hardware vertex buffer. class URHO3D_API VertexBuffer : public Object, public GPUObject { URHO3D_OBJECT(VertexBuffer, Object); public: /// Construct. Optionally force headless (no GPU-side buffer) operation. VertexBuffer(Context* context, bool forceHeadless = false); /// Destruct. virtual ~VertexBuffer() override; /// Mark the buffer destroyed on graphics context destruction. May be a no-op depending on the API. virtual void OnDeviceLost() override; /// Recreate the buffer and restore data if applicable. May be a no-op depending on the API. virtual void OnDeviceReset() override; /// Release buffer. virtual void Release() override; /// Enable shadowing in CPU memory. Shadowing is forced on if the graphics subsystem does not exist. void SetShadowed(bool enable); /// Set size, vertex elements and dynamic mode. Previous data will be lost. bool SetSize(unsigned vertexCount, const PODVector& elements, bool dynamic = false); /// Set size and vertex elements and dynamic mode using legacy element bitmask. Previous data will be lost. bool SetSize(unsigned vertexCount, unsigned elementMask, bool dynamic = false); /// Set all data in the buffer. bool SetData(const void* data); /// Set a data range in the buffer. Optionally discard data outside the range. bool SetDataRange(const void* data, unsigned start, unsigned count, bool discard = false); /// Lock the buffer for write-only editing. Return data pointer if successful. Optionally discard data outside the range. void* Lock(unsigned start, unsigned count, bool discard = false); /// Unlock the buffer and apply changes to the GPU buffer. void Unlock(); /// Return whether CPU memory shadowing is enabled. bool IsShadowed() const { return shadowed_; } /// Return whether is dynamic. bool IsDynamic() const { return dynamic_; } /// Return whether is currently locked. bool IsLocked() const { return lockState_ != LOCK_NONE; } /// Return number of vertices. unsigned GetVertexCount() const { return vertexCount_; } /// Return vertex size in bytes. unsigned GetVertexSize() const { return vertexSize_; } /// Return vertex elements. const PODVector& GetElements() const { return elements_; } /// Return vertex element, or null if does not exist. const VertexElement* GetElement(VertexElementSemantic semantic, unsigned char index = 0) const; /// Return vertex element with specific type, or null if does not exist. const VertexElement* GetElement(VertexElementType type, VertexElementSemantic semantic, unsigned char index = 0) const; /// Return whether has a specified element semantic. bool HasElement(VertexElementSemantic semantic, unsigned char index = 0) const { return GetElement(semantic, index) != nullptr; } /// Return whether has an element semantic with specific type. bool HasElement(VertexElementType type, VertexElementSemantic semantic, unsigned char index = 0) const { return GetElement(type, semantic, index) != nullptr; } /// Return offset of a element within vertex, or M_MAX_UNSIGNED if does not exist. unsigned GetElementOffset(VertexElementSemantic semantic, unsigned char index = 0) const { const VertexElement* element = GetElement(semantic, index); return element ? element->offset_ : M_MAX_UNSIGNED; } /// Return offset of a element with specific type within vertex, or M_MAX_UNSIGNED if element does not exist. unsigned GetElementOffset(VertexElementType type, VertexElementSemantic semantic, unsigned char index = 0) const { const VertexElement* element = GetElement(type, semantic, index); return element ? element->offset_ : M_MAX_UNSIGNED; } /// Return legacy vertex element mask. Note that both semantic and type must match the legacy element for a mask bit to be set. unsigned GetElementMask() const { return elementMask_; } /// Return CPU memory shadow data. unsigned char* GetShadowData() const { return shadowData_.Get(); } /// Return shared array pointer to the CPU memory shadow data. SharedArrayPtr GetShadowDataShared() const { return shadowData_; } /// Return buffer hash for building vertex declarations. Used internally. unsigned long long GetBufferHash(unsigned streamIndex) { return elementHash_ << (streamIndex * 16); } /// Return element with specified type and semantic from a vertex element list, or null if does not exist. static const VertexElement* GetElement(const PODVector& elements, VertexElementType type, VertexElementSemantic semantic, unsigned char index = 0); /// Return whether element list has a specified element type and semantic. static bool HasElement(const PODVector& elements, VertexElementType type, VertexElementSemantic semantic, unsigned char index = 0); /// Return element offset for specified type and semantic from a vertex element list, or M_MAX_UNSIGNED if does not exist. static unsigned GetElementOffset(const PODVector& elements, VertexElementType type, VertexElementSemantic semantic, unsigned char index = 0); /// Return a vertex element list from a legacy element bitmask. static PODVector GetElements(unsigned elementMask); /// Return vertex size from an element list. static unsigned GetVertexSize(const PODVector& elements); /// Return vertex size for a legacy vertex element bitmask. static unsigned GetVertexSize(unsigned elementMask); /// Update offsets of vertex elements. static void UpdateOffsets(PODVector& elements); private: /// Update offsets of vertex elements. void UpdateOffsets(); /// Create buffer. bool Create(); /// Update the shadow data to the GPU buffer. bool UpdateToGPU(); /// Map the GPU buffer into CPU memory. Not used on OpenGL. void* MapBuffer(unsigned start, unsigned count, bool discard); /// Unmap the GPU buffer. Not used on OpenGL. void UnmapBuffer(); /// Shadow data. SharedArrayPtr shadowData_; /// Number of vertices. unsigned vertexCount_; /// Vertex size. unsigned vertexSize_; /// Vertex elements. PODVector elements_; /// Vertex element hash. unsigned long long elementHash_; /// Vertex element legacy bitmask. unsigned elementMask_; /// Buffer locking state. LockState lockState_; /// Lock start vertex. unsigned lockStart_; /// Lock number of vertices. unsigned lockCount_; /// Scratch buffer for fallback locking. void* lockScratchData_; /// Dynamic flag. bool dynamic_; /// Shadowed flag. bool shadowed_; /// Discard lock flag. Used by OpenGL only. bool discardLock_; }; }