OGLVertexBuffer.cpp 10 KB

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  1. //
  2. // Urho3D Engine
  3. // Copyright (c) 2008-2011 Lasse Öörni
  4. //
  5. // Permission is hereby granted, free of charge, to any person obtaining a copy
  6. // of this software and associated documentation files (the "Software"), to deal
  7. // in the Software without restriction, including without limitation the rights
  8. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  9. // copies of the Software, and to permit persons to whom the Software is
  10. // furnished to do so, subject to the following conditions:
  11. //
  12. // The above copyright notice and this permission notice shall be included in
  13. // all copies or substantial portions of the Software.
  14. //
  15. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  16. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  17. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  18. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  19. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  20. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  21. // THE SOFTWARE.
  22. //
  23. #include "Precompiled.h"
  24. #include "Graphics.h"
  25. #include "GraphicsImpl.h"
  26. #include "Log.h"
  27. #include "VertexBuffer.h"
  28. #include <cstring>
  29. #include "DebugNew.h"
  30. const unsigned VertexBuffer::elementSize[] =
  31. {
  32. 3 * sizeof(float), // Position
  33. 3 * sizeof(float), // Normal
  34. 4 * sizeof(unsigned char), // Color
  35. 2 * sizeof(float), // Texcoord1
  36. 2 * sizeof(float), // Texcoord2
  37. 3 * sizeof(float), // Cubetexcoord1
  38. 3 * sizeof(float), // Cubetexcoord2
  39. 4 * sizeof(float), // Tangent
  40. 4 * sizeof(float), // Blendweights
  41. 4 * sizeof(unsigned char), // Blendindices
  42. 4 * sizeof(float), // Instancematrix1
  43. 4 * sizeof(float), // Instancematrix2
  44. 4 * sizeof(float) // Instancematrix3
  45. };
  46. const unsigned VertexBuffer::elementType[] =
  47. {
  48. GL_FLOAT, // Position
  49. GL_FLOAT, // Normal
  50. GL_UNSIGNED_BYTE, // Color
  51. GL_FLOAT, // Texcoord1
  52. GL_FLOAT, // Texcoord2
  53. GL_FLOAT, // Cubetexcoord1
  54. GL_FLOAT, // Cubetexcoord2
  55. GL_FLOAT, // Tangent
  56. GL_FLOAT, // Blendweights
  57. GL_UNSIGNED_BYTE, // Blendindices
  58. GL_FLOAT, // Instancematrix1
  59. GL_FLOAT, // Instancematrix2
  60. GL_FLOAT // Instancematrix3
  61. };
  62. const unsigned VertexBuffer::elementComponents[] =
  63. {
  64. 3, // Position
  65. 3, // Normal
  66. 4, // Color
  67. 2, // Texcoord1
  68. 2, // Texcoord2
  69. 3, // Cubetexcoord1
  70. 3, // Cubetexcoord2
  71. 4, // Tangent
  72. 4, // Blendweights
  73. 4, // Blendindices
  74. 4, // Instancematrix1
  75. 4, // Instancematrix2
  76. 4 // Instancematrix3
  77. };
  78. const unsigned VertexBuffer::elementNormalize[] =
  79. {
  80. GL_FALSE, // Position
  81. GL_FALSE, // Normal
  82. GL_TRUE, // Color
  83. GL_FALSE, // Texcoord1
  84. GL_FALSE, // Texcoord2
  85. GL_FALSE, // Cubetexcoord1
  86. GL_FALSE, // Cubetexcoord2
  87. GL_FALSE, // Tangent
  88. GL_FALSE, // Blendweights
  89. GL_FALSE, // Blendindices
  90. GL_FALSE, // Instancematrix1
  91. GL_FALSE, // Instancematrix2
  92. GL_FALSE // Instancematrix3
  93. };
  94. const String VertexBuffer::elementName[] =
  95. {
  96. "Position",
  97. "Normal",
  98. "Color",
  99. "Texcoord1",
  100. "Texcoord2",
  101. "Cubetexcoord1",
  102. "Cubetexcoord2",
  103. "Tangent"
  104. "Blendweights",
  105. "Blendindices",
  106. "Instancematrix1",
  107. "Instancematrix2",
  108. "Instancematrix3"
  109. };
  110. OBJECTTYPESTATIC(VertexBuffer);
  111. VertexBuffer::VertexBuffer(Context* context) :
  112. Object(context),
  113. GPUObject(GetSubsystem<Graphics>()),
  114. vertexCount_(0),
  115. elementMask_(0),
  116. morphRangeStart_(0),
  117. morphRangeCount_(0),
  118. dynamic_(false),
  119. locked_(false)
  120. {
  121. UpdateOffsets();
  122. }
  123. VertexBuffer::~VertexBuffer()
  124. {
  125. Release();
  126. }
  127. void VertexBuffer::OnDeviceLost()
  128. {
  129. if (object_)
  130. {
  131. void* hwData = Lock(0, vertexCount_, LOCK_NORMAL);
  132. if (hwData)
  133. {
  134. saveData_ = new unsigned char[vertexCount_ * vertexSize_];
  135. memcpy(saveData_.RawPtr(), hwData, vertexCount_ * vertexSize_);
  136. }
  137. Unlock();
  138. Release();
  139. }
  140. }
  141. void VertexBuffer::OnDeviceReset()
  142. {
  143. if (!object_)
  144. {
  145. Create();
  146. if (saveData_)
  147. {
  148. SetData(saveData_.RawPtr());
  149. saveData_.Reset();
  150. }
  151. }
  152. }
  153. void VertexBuffer::Release()
  154. {
  155. if (object_)
  156. {
  157. if (!graphics_)
  158. return;
  159. for (unsigned i = 0; i < MAX_VERTEX_STREAMS; ++i)
  160. {
  161. if (graphics_->GetVertexBuffer(i) == this)
  162. graphics_->SetVertexBuffer(0);
  163. }
  164. glDeleteBuffers(1, &object_);
  165. object_ = 0;
  166. }
  167. fallbackData_.Reset();
  168. }
  169. bool VertexBuffer::SetSize(unsigned vertexCount, unsigned elementMask, bool dynamic)
  170. {
  171. dynamic_ = dynamic;
  172. vertexCount_ = vertexCount;
  173. elementMask_ = elementMask;
  174. if (morphRangeStart_ + morphRangeCount_ > vertexCount_)
  175. {
  176. morphRangeStart_ = 0;
  177. morphRangeCount_ = 0;
  178. }
  179. UpdateOffsets();
  180. return Create();
  181. }
  182. bool VertexBuffer::SetData(const void* data)
  183. {
  184. if (!data)
  185. {
  186. LOGERROR("Null pointer for vertex buffer data");
  187. return false;
  188. }
  189. if (locked_)
  190. Unlock();
  191. if (object_)
  192. {
  193. glBindBuffer(GL_ARRAY_BUFFER, object_);
  194. glBufferData(GL_ARRAY_BUFFER, vertexCount_ * vertexSize_, data, dynamic_ ? GL_DYNAMIC_DRAW : GL_STATIC_DRAW);
  195. return true;
  196. }
  197. else if (fallbackData_)
  198. {
  199. memcpy(fallbackData_.RawPtr(), data, vertexCount_ * vertexSize_);
  200. return true;
  201. }
  202. return false;
  203. }
  204. bool VertexBuffer::SetDataRange(const void* data, unsigned start, unsigned count)
  205. {
  206. if (!data)
  207. {
  208. LOGERROR("Null pointer for vertex buffer data");
  209. return false;
  210. }
  211. if (start + count > vertexCount_)
  212. {
  213. LOGERROR("Illegal range for setting new index buffer data");
  214. return false;
  215. }
  216. if (locked_)
  217. Unlock();
  218. if (object_)
  219. {
  220. glBindBuffer(GL_ARRAY_BUFFER, object_);
  221. glBufferSubData(GL_ARRAY_BUFFER, start * vertexSize_, vertexCount_ * vertexSize_, data);
  222. return true;
  223. }
  224. else if (fallbackData_)
  225. {
  226. memcpy(fallbackData_.RawPtr() + start * vertexSize_, data, vertexCount_ * vertexSize_);
  227. return true;
  228. }
  229. return false;
  230. }
  231. bool VertexBuffer::SetMorphRange(unsigned start, unsigned count)
  232. {
  233. if (start + count > vertexCount_)
  234. {
  235. LOGERROR("Illegal morph range");
  236. return false;
  237. }
  238. morphRangeStart_ = start;
  239. morphRangeCount_ = count;
  240. return true;
  241. }
  242. void VertexBuffer::SetMorphRangeResetData(const SharedArrayPtr<unsigned char>& data)
  243. {
  244. morphRangeResetData_ = data;
  245. }
  246. void* VertexBuffer::Lock(unsigned start, unsigned count, LockMode mode)
  247. {
  248. if (!object_ && !fallbackData_)
  249. return 0;
  250. if (locked_)
  251. {
  252. LOGERROR("Vertex buffer already locked");
  253. return 0;
  254. }
  255. if (!count || start + count > vertexCount_)
  256. {
  257. LOGERROR("Illegal range for locking vertex buffer");
  258. return 0;
  259. }
  260. void* hwData = 0;
  261. GLenum glLockMode = GL_WRITE_ONLY;
  262. if (mode == LOCK_READONLY)
  263. glLockMode = GL_READ_ONLY;
  264. else if (mode == LOCK_NORMAL)
  265. glLockMode = GL_READ_WRITE;
  266. if (object_)
  267. {
  268. glBindBuffer(GL_ARRAY_BUFFER, object_);
  269. // If locking the whole buffer in discard mode, create a new data store
  270. if (mode == LOCK_DISCARD && count == vertexCount_)
  271. glBufferData(GL_ARRAY_BUFFER, vertexCount_ * vertexSize_, 0, dynamic_ ? GL_DYNAMIC_DRAW : GL_STATIC_DRAW);
  272. hwData = glMapBuffer(GL_ARRAY_BUFFER, glLockMode);
  273. if (!hwData)
  274. return 0;
  275. hwData = (unsigned char*)hwData + start * vertexSize_;
  276. }
  277. else
  278. hwData = fallbackData_.RawPtr() + start * vertexSize_;
  279. locked_ = true;
  280. return hwData;
  281. }
  282. void VertexBuffer::Unlock()
  283. {
  284. if (locked_)
  285. {
  286. if (object_)
  287. {
  288. glBindBuffer(GL_ARRAY_BUFFER, object_);
  289. glUnmapBuffer(GL_ARRAY_BUFFER);
  290. }
  291. locked_ = false;
  292. }
  293. }
  294. void* VertexBuffer::LockMorphRange()
  295. {
  296. if (!HasMorphRange())
  297. {
  298. LOGERROR("No vertex morph range defined");
  299. return 0;
  300. }
  301. return Lock(morphRangeStart_, morphRangeCount_, LOCK_DISCARD);
  302. }
  303. void VertexBuffer::ResetMorphRange(void* lockedMorphRange)
  304. {
  305. if (!lockedMorphRange || !morphRangeResetData_)
  306. return;
  307. memcpy(lockedMorphRange, morphRangeResetData_.RawPtr(), morphRangeCount_ * vertexSize_);
  308. }
  309. void VertexBuffer::ClearDataLost()
  310. {
  311. }
  312. void VertexBuffer::UpdateOffsets()
  313. {
  314. unsigned elementOffset = 0;
  315. for (unsigned i = 0; i < MAX_VERTEX_ELEMENTS; ++i)
  316. {
  317. if (elementMask_ & (1 << i))
  318. {
  319. elementOffset_[i] = elementOffset;
  320. elementOffset += elementSize[i];
  321. }
  322. else
  323. elementOffset_[i] = NO_ELEMENT;
  324. }
  325. vertexSize_ = elementOffset;
  326. }
  327. unsigned long long VertexBuffer::GetHash(unsigned streaindex_, unsigned useMask)
  328. {
  329. unsigned long long bufferHash = elementMask_;
  330. unsigned long long maskHash;
  331. if (useMask == MASK_DEFAULT)
  332. maskHash = ((unsigned long long)elementMask_) * 0x100000000ULL;
  333. else
  334. maskHash = ((unsigned long long)useMask) * 0x100000000ULL;
  335. bufferHash |= maskHash;
  336. bufferHash <<= streaindex_ * MAX_VERTEX_ELEMENTS;
  337. return bufferHash;
  338. }
  339. unsigned VertexBuffer::GetVertexSize(unsigned mask)
  340. {
  341. unsigned vertexSize = 0;
  342. for (unsigned i = 0; i < MAX_VERTEX_ELEMENTS; ++i)
  343. {
  344. if (mask & (1 << i))
  345. vertexSize += elementSize[i];
  346. }
  347. return vertexSize;
  348. }
  349. bool VertexBuffer::Create()
  350. {
  351. if (!vertexCount_ || !elementMask_)
  352. {
  353. Release();
  354. return true;
  355. }
  356. if (graphics_)
  357. {
  358. if (!object_)
  359. glGenBuffers(1, &object_);
  360. glBindBuffer(GL_ARRAY_BUFFER, object_);
  361. glBufferData(GL_ARRAY_BUFFER, vertexCount_ * vertexSize_, 0, dynamic_ ? GL_DYNAMIC_DRAW : GL_STATIC_DRAW);
  362. }
  363. else
  364. fallbackData_ = new unsigned char[vertexCount_ * vertexSize_];
  365. return true;
  366. }