OGLVertexBuffer.cpp 11 KB

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  1. //
  2. // Copyright (c) 2008-2013 the Urho3D project.
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to deal
  6. // in the Software without restriction, including without limitation the rights
  7. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  8. // copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  19. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  20. // THE SOFTWARE.
  21. //
  22. #include "Precompiled.h"
  23. #include "Graphics.h"
  24. #include "GraphicsImpl.h"
  25. #include "Log.h"
  26. #include "VertexBuffer.h"
  27. #include <cstring>
  28. #include "DebugNew.h"
  29. namespace Urho3D
  30. {
  31. const unsigned VertexBuffer::elementSize[] =
  32. {
  33. 3 * sizeof(float), // Position
  34. 3 * sizeof(float), // Normal
  35. 4 * sizeof(unsigned char), // Color
  36. 2 * sizeof(float), // Texcoord1
  37. 2 * sizeof(float), // Texcoord2
  38. 3 * sizeof(float), // Cubetexcoord1
  39. 3 * sizeof(float), // Cubetexcoord2
  40. 4 * sizeof(float), // Tangent
  41. 4 * sizeof(float), // Blendweights
  42. 4 * sizeof(unsigned char), // Blendindices
  43. 4 * sizeof(float), // Instancematrix1
  44. 4 * sizeof(float), // Instancematrix2
  45. 4 * sizeof(float) // Instancematrix3
  46. };
  47. const unsigned VertexBuffer::elementType[] =
  48. {
  49. GL_FLOAT, // Position
  50. GL_FLOAT, // Normal
  51. GL_UNSIGNED_BYTE, // Color
  52. GL_FLOAT, // Texcoord1
  53. GL_FLOAT, // Texcoord2
  54. GL_FLOAT, // Cubetexcoord1
  55. GL_FLOAT, // Cubetexcoord2
  56. GL_FLOAT, // Tangent
  57. GL_FLOAT, // Blendweights
  58. GL_UNSIGNED_BYTE, // Blendindices
  59. GL_FLOAT, // Instancematrix1
  60. GL_FLOAT, // Instancematrix2
  61. GL_FLOAT // Instancematrix3
  62. };
  63. const unsigned VertexBuffer::elementComponents[] =
  64. {
  65. 3, // Position
  66. 3, // Normal
  67. 4, // Color
  68. 2, // Texcoord1
  69. 2, // Texcoord2
  70. 3, // Cubetexcoord1
  71. 3, // Cubetexcoord2
  72. 4, // Tangent
  73. 4, // Blendweights
  74. 4, // Blendindices
  75. 4, // Instancematrix1
  76. 4, // Instancematrix2
  77. 4 // Instancematrix3
  78. };
  79. const unsigned VertexBuffer::elementNormalize[] =
  80. {
  81. GL_FALSE, // Position
  82. GL_FALSE, // Normal
  83. GL_TRUE, // Color
  84. GL_FALSE, // Texcoord1
  85. GL_FALSE, // Texcoord2
  86. GL_FALSE, // Cubetexcoord1
  87. GL_FALSE, // Cubetexcoord2
  88. GL_FALSE, // Tangent
  89. GL_FALSE, // Blendweights
  90. GL_FALSE, // Blendindices
  91. GL_FALSE, // Instancematrix1
  92. GL_FALSE, // Instancematrix2
  93. GL_FALSE // Instancematrix3
  94. };
  95. OBJECTTYPESTATIC(VertexBuffer);
  96. VertexBuffer::VertexBuffer(Context* context) :
  97. Object(context),
  98. GPUObject(GetSubsystem<Graphics>()),
  99. vertexCount_(0),
  100. elementMask_(0),
  101. lockState_(LOCK_NONE),
  102. lockStart_(0),
  103. lockCount_(0),
  104. lockScratchData_(0),
  105. shadowed_(false),
  106. dynamic_(false)
  107. {
  108. UpdateOffsets();
  109. // Force shadowing mode if graphics subsystem does not exist
  110. if (!graphics_)
  111. shadowed_ = true;
  112. }
  113. VertexBuffer::~VertexBuffer()
  114. {
  115. Release();
  116. }
  117. void VertexBuffer::OnDeviceReset()
  118. {
  119. if (!object_)
  120. {
  121. Create();
  122. dataLost_ = !UpdateToGPU();
  123. }
  124. else if (dataPending_)
  125. dataLost_ = !UpdateToGPU();
  126. dataPending_ = false;
  127. }
  128. void VertexBuffer::Release()
  129. {
  130. Unlock();
  131. if (object_)
  132. {
  133. if (!graphics_ || graphics_->IsDeviceLost())
  134. return;
  135. for (unsigned i = 0; i < MAX_VERTEX_STREAMS; ++i)
  136. {
  137. if (graphics_->GetVertexBuffer(i) == this)
  138. graphics_->SetVertexBuffer(0);
  139. }
  140. glDeleteBuffers(1, &object_);
  141. object_ = 0;
  142. }
  143. }
  144. void VertexBuffer::SetShadowed(bool enable)
  145. {
  146. // If no graphics subsystem, can not disable shadowing
  147. if (!graphics_)
  148. enable = true;
  149. if (enable != shadowed_)
  150. {
  151. if (enable && vertexSize_ && vertexCount_)
  152. shadowData_ = new unsigned char[vertexCount_ * vertexSize_];
  153. else
  154. shadowData_.Reset();
  155. shadowed_ = enable;
  156. }
  157. }
  158. bool VertexBuffer::SetSize(unsigned vertexCount, unsigned elementMask, bool dynamic)
  159. {
  160. Unlock();
  161. dynamic_ = dynamic;
  162. vertexCount_ = vertexCount;
  163. elementMask_ = elementMask;
  164. UpdateOffsets();
  165. if (shadowed_ && vertexCount_ && vertexSize_)
  166. shadowData_ = new unsigned char[vertexCount_ * vertexSize_];
  167. else
  168. shadowData_.Reset();
  169. return Create();
  170. }
  171. bool VertexBuffer::SetData(const void* data)
  172. {
  173. if (!data)
  174. {
  175. LOGERROR("Null pointer for vertex buffer data");
  176. return false;
  177. }
  178. if (!vertexSize_)
  179. {
  180. LOGERROR("Vertex elements not defined, can not set vertex buffer data");
  181. return false;
  182. }
  183. if (shadowData_ && data != shadowData_.Get())
  184. memcpy(shadowData_.Get(), data, vertexCount_ * vertexSize_);
  185. if (object_)
  186. {
  187. if (!graphics_->IsDeviceLost())
  188. {
  189. glBindBuffer(GL_ARRAY_BUFFER, object_);
  190. glBufferData(GL_ARRAY_BUFFER, vertexCount_ * vertexSize_, data, dynamic_ ? GL_DYNAMIC_DRAW : GL_STATIC_DRAW);
  191. }
  192. else
  193. {
  194. LOGWARNING("Vertex buffer data assignment while device is lost");
  195. dataPending_ = true;
  196. }
  197. }
  198. dataLost_ = false;
  199. return true;
  200. }
  201. bool VertexBuffer::SetDataRange(const void* data, unsigned start, unsigned count, bool discard)
  202. {
  203. if (start == 0 && count == vertexCount_)
  204. return SetData(data);
  205. if (!data)
  206. {
  207. LOGERROR("Null pointer for vertex buffer data");
  208. return false;
  209. }
  210. if (!vertexSize_)
  211. {
  212. LOGERROR("Vertex elements not defined, can not set vertex buffer data");
  213. return false;
  214. }
  215. if (start + count > vertexCount_)
  216. {
  217. LOGERROR("Illegal range for setting new vertex buffer data");
  218. return false;
  219. }
  220. if (!count)
  221. return true;
  222. if (shadowData_ && shadowData_.Get() + start * vertexSize_ != data)
  223. memcpy(shadowData_.Get() + start * vertexSize_, data, count * vertexSize_);
  224. if (object_)
  225. {
  226. if (!graphics_->IsDeviceLost())
  227. {
  228. glBindBuffer(GL_ARRAY_BUFFER, object_);
  229. if (!discard || start != 0)
  230. glBufferSubData(GL_ARRAY_BUFFER, start * vertexSize_, count * vertexSize_, data);
  231. else
  232. glBufferData(GL_ARRAY_BUFFER, count * vertexSize_, data, dynamic_ ? GL_DYNAMIC_DRAW : GL_STATIC_DRAW);
  233. }
  234. else
  235. {
  236. LOGWARNING("Vertex buffer data assignment while device is lost");
  237. dataPending_ = true;
  238. }
  239. }
  240. return true;
  241. }
  242. void* VertexBuffer::Lock(unsigned start, unsigned count, bool discard)
  243. {
  244. if (lockState_ != LOCK_NONE)
  245. {
  246. LOGERROR("Vertex buffer already locked");
  247. return 0;
  248. }
  249. if (!vertexSize_)
  250. {
  251. LOGERROR("Vertex elements not defined, can not lock vertex buffer");
  252. return 0;
  253. }
  254. if (start + count > vertexCount_)
  255. {
  256. LOGERROR("Illegal range for locking vertex buffer");
  257. return 0;
  258. }
  259. if (!count)
  260. return 0;
  261. lockStart_ = start;
  262. lockCount_ = count;
  263. if (shadowData_)
  264. {
  265. lockState_ = LOCK_SHADOW;
  266. return shadowData_.Get() + start * vertexSize_;
  267. }
  268. else if (graphics_)
  269. {
  270. lockState_ = LOCK_SCRATCH;
  271. lockScratchData_ = graphics_->ReserveScratchBuffer(count * vertexSize_);
  272. return lockScratchData_;
  273. }
  274. else
  275. return 0;
  276. }
  277. void VertexBuffer::Unlock()
  278. {
  279. switch (lockState_)
  280. {
  281. case LOCK_SHADOW:
  282. SetDataRange(shadowData_.Get() + lockStart_ * vertexSize_, lockStart_, lockCount_);
  283. lockState_ = LOCK_NONE;
  284. break;
  285. case LOCK_SCRATCH:
  286. SetDataRange(lockScratchData_, lockStart_, lockCount_);
  287. if (graphics_)
  288. graphics_->FreeScratchBuffer(lockScratchData_);
  289. lockScratchData_ = 0;
  290. lockState_ = LOCK_NONE;
  291. break;
  292. default:
  293. break;
  294. }
  295. }
  296. void VertexBuffer::UpdateOffsets()
  297. {
  298. unsigned elementOffset = 0;
  299. for (unsigned i = 0; i < MAX_VERTEX_ELEMENTS; ++i)
  300. {
  301. if (elementMask_ & (1 << i))
  302. {
  303. elementOffset_[i] = elementOffset;
  304. elementOffset += elementSize[i];
  305. }
  306. else
  307. elementOffset_[i] = NO_ELEMENT;
  308. }
  309. vertexSize_ = elementOffset;
  310. }
  311. unsigned VertexBuffer::GetVertexSize(unsigned elementMask)
  312. {
  313. unsigned vertexSize = 0;
  314. for (unsigned i = 0; i < MAX_VERTEX_ELEMENTS; ++i)
  315. {
  316. if (elementMask & (1 << i))
  317. vertexSize += elementSize[i];
  318. }
  319. return vertexSize;
  320. }
  321. unsigned VertexBuffer::GetElementOffset(unsigned elementMask, VertexElement element)
  322. {
  323. unsigned offset = 0;
  324. for (unsigned i = 0; i != element; ++i)
  325. {
  326. if (elementMask & (1 << i))
  327. offset += elementSize[i];
  328. }
  329. return offset;
  330. }
  331. bool VertexBuffer::Create()
  332. {
  333. if (!vertexCount_ || !elementMask_)
  334. {
  335. Release();
  336. return true;
  337. }
  338. if (graphics_)
  339. {
  340. if (graphics_->IsDeviceLost())
  341. {
  342. LOGWARNING("Vertex buffer creation while device is lost");
  343. return true;
  344. }
  345. if (!object_)
  346. glGenBuffers(1, &object_);
  347. if (!object_)
  348. {
  349. LOGERROR("Failed to create vertex buffer");
  350. return false;
  351. }
  352. glBindBuffer(GL_ARRAY_BUFFER, object_);
  353. glBufferData(GL_ARRAY_BUFFER, vertexCount_ * vertexSize_, 0, dynamic_ ? GL_DYNAMIC_DRAW : GL_STATIC_DRAW);
  354. }
  355. return true;
  356. }
  357. bool VertexBuffer::UpdateToGPU()
  358. {
  359. if (object_ && shadowData_)
  360. return SetData(shadowData_.Get());
  361. else
  362. return false;
  363. }
  364. }