OGLVertexBuffer.cpp 8.2 KB

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  1. //
  2. // Urho3D Engine
  3. // Copyright (c) 2008-2012 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. shadowed_(false),
  117. dynamic_(false),
  118. dataLost_(false)
  119. {
  120. UpdateOffsets();
  121. // Force shadowing mode if graphics subsystem does not exist
  122. if (!graphics_)
  123. shadowed_ = true;
  124. }
  125. VertexBuffer::~VertexBuffer()
  126. {
  127. Release();
  128. }
  129. void VertexBuffer::OnDeviceLost()
  130. {
  131. GPUObject::OnDeviceLost();
  132. dataLost_ = true;
  133. }
  134. void VertexBuffer::OnDeviceReset()
  135. {
  136. if (!object_)
  137. {
  138. Create();
  139. if (UpdateToGPU())
  140. dataLost_ = false;
  141. }
  142. }
  143. void VertexBuffer::Release()
  144. {
  145. if (object_ && graphics_)
  146. {
  147. for (unsigned i = 0; i < MAX_VERTEX_STREAMS; ++i)
  148. {
  149. if (graphics_->GetVertexBuffer(i) == this)
  150. graphics_->SetVertexBuffer(0);
  151. }
  152. glDeleteBuffers(1, &object_);
  153. object_ = 0;
  154. }
  155. }
  156. void VertexBuffer::SetShadowed(bool enable)
  157. {
  158. // If no graphics subsystem, can not disable shadowing
  159. if (!graphics_)
  160. enable = true;
  161. if (enable != shadowed_)
  162. {
  163. if (enable && vertexSize_ && vertexCount_)
  164. shadowData_ = new unsigned char[vertexCount_ * vertexSize_];
  165. else
  166. shadowData_.Reset();
  167. shadowed_ = enable;
  168. }
  169. }
  170. bool VertexBuffer::SetSize(unsigned vertexCount, unsigned elementMask, bool dynamic)
  171. {
  172. dynamic_ = dynamic;
  173. vertexCount_ = vertexCount;
  174. elementMask_ = elementMask;
  175. UpdateOffsets();
  176. if (shadowed_ && vertexCount_ && vertexSize_)
  177. shadowData_ = new unsigned char[vertexCount_ * vertexSize_];
  178. else
  179. shadowData_.Reset();
  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 (object_)
  190. {
  191. glBindBuffer(GL_ARRAY_BUFFER, object_);
  192. glBufferData(GL_ARRAY_BUFFER, vertexCount_ * vertexSize_, data, dynamic_ ? GL_DYNAMIC_DRAW : GL_STATIC_DRAW);
  193. }
  194. if (shadowData_ && data != shadowData_.Get())
  195. memcpy(shadowData_.Get(), data, vertexCount_ * vertexSize_);
  196. return true;
  197. }
  198. bool VertexBuffer::SetDataRange(const void* data, unsigned start, unsigned count, bool discard)
  199. {
  200. if (start == 0 && count == vertexCount_)
  201. return SetData(data);
  202. if (!data)
  203. {
  204. LOGERROR("Null pointer for vertex buffer data");
  205. return false;
  206. }
  207. if (start + count > vertexCount_)
  208. {
  209. LOGERROR("Illegal range for setting new index buffer data");
  210. return false;
  211. }
  212. if (!count)
  213. return true;
  214. if (object_)
  215. {
  216. glBindBuffer(GL_ARRAY_BUFFER, object_);
  217. if (!discard || start != 0)
  218. glBufferSubData(GL_ARRAY_BUFFER, start * vertexSize_, count * vertexSize_, data);
  219. else
  220. glBufferData(GL_ARRAY_BUFFER, count * vertexSize_, data, dynamic_ ? GL_DYNAMIC_DRAW : GL_STATIC_DRAW);
  221. }
  222. if (shadowData_ && shadowData_.Get() + start * vertexSize_ != data)
  223. memcpy(shadowData_.Get() + start * vertexSize_, data, count * vertexSize_);
  224. return true;
  225. }
  226. bool VertexBuffer::UpdateToGPU()
  227. {
  228. if (object_ && shadowData_)
  229. {
  230. glBindBuffer(GL_ARRAY_BUFFER, object_);
  231. glBufferData(GL_ARRAY_BUFFER, vertexCount_ * vertexSize_, shadowData_.Get(), dynamic_ ? GL_DYNAMIC_DRAW : GL_STATIC_DRAW);
  232. return true;
  233. }
  234. else
  235. return false;
  236. }
  237. void VertexBuffer::ClearDataLost()
  238. {
  239. dataLost_ = false;
  240. }
  241. void VertexBuffer::UpdateOffsets()
  242. {
  243. unsigned elementOffset = 0;
  244. for (unsigned i = 0; i < MAX_VERTEX_ELEMENTS; ++i)
  245. {
  246. if (elementMask_ & (1 << i))
  247. {
  248. elementOffset_[i] = elementOffset;
  249. elementOffset += elementSize[i];
  250. }
  251. else
  252. elementOffset_[i] = NO_ELEMENT;
  253. }
  254. vertexSize_ = elementOffset;
  255. }
  256. unsigned VertexBuffer::GetVertexSize(unsigned mask)
  257. {
  258. unsigned vertexSize = 0;
  259. for (unsigned i = 0; i < MAX_VERTEX_ELEMENTS; ++i)
  260. {
  261. if (mask & (1 << i))
  262. vertexSize += elementSize[i];
  263. }
  264. return vertexSize;
  265. }
  266. bool VertexBuffer::Create()
  267. {
  268. if (!vertexCount_ || !elementMask_)
  269. {
  270. Release();
  271. return true;
  272. }
  273. if (graphics_)
  274. {
  275. if (!object_)
  276. glGenBuffers(1, &object_);
  277. glBindBuffer(GL_ARRAY_BUFFER, object_);
  278. glBufferData(GL_ARRAY_BUFFER, vertexCount_ * vertexSize_, 0, dynamic_ ? GL_DYNAMIC_DRAW : GL_STATIC_DRAW);
  279. }
  280. return true;
  281. }