VertexBuffer.cpp 8.2 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 "Log.h"
  25. #include "Renderer.h"
  26. #include "RendererImpl.h"
  27. #include "VertexBuffer.h"
  28. #include "DebugNew.h"
  29. const unsigned VertexBuffer::sElementSize[] =
  30. {
  31. 3 * sizeof(float), // Position
  32. 3 * sizeof(float), // Normal
  33. 4 * sizeof(unsigned char), // Color
  34. 2 * sizeof(float), // Texcoord1
  35. 2 * sizeof(float), // Texcoord2
  36. 3 * sizeof(float), // Cubetexcoord1
  37. 3 * sizeof(float), // Cubetexcoord2
  38. 4 * sizeof(float), // Tangent
  39. 4 * sizeof(float), // Blendweights
  40. 4 * sizeof(unsigned char), // Blendindices
  41. 1 * sizeof(int), // Instancenumber
  42. 4 * sizeof(float), // Instancematrix1
  43. 4 * sizeof(float), // Instancematrix2
  44. 4 * sizeof(float) // Instancematrix3
  45. };
  46. const std::string VertexBuffer::sElementName[] =
  47. {
  48. "Position",
  49. "Normal",
  50. "Color",
  51. "Texcoord1",
  52. "Texcoord2",
  53. "Cubetexcoord1",
  54. "Cubetexcoord2",
  55. "Tangent"
  56. "Blendweights",
  57. "Blendindices",
  58. "Instancenumber",
  59. "Instancematrix1",
  60. "Instancematrix2",
  61. "Instancematrix3"
  62. };
  63. VertexBuffer::VertexBuffer(Renderer* renderer, bool dynamic) :
  64. GPUObject(renderer),
  65. mVertexCount(0),
  66. mElementMask(0),
  67. mMorphRangeStart(0),
  68. mMorphRangeCount(0),
  69. mLocked(false),
  70. mDataLost(false)
  71. {
  72. updateOffsets();
  73. if (dynamic)
  74. {
  75. mPool = D3DPOOL_DEFAULT;
  76. mUsage = D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY;
  77. }
  78. else
  79. {
  80. mPool = D3DPOOL_MANAGED;
  81. mUsage = 0;
  82. }
  83. }
  84. VertexBuffer::~VertexBuffer()
  85. {
  86. release();
  87. }
  88. void VertexBuffer::onDeviceLost()
  89. {
  90. if (mPool == D3DPOOL_DEFAULT)
  91. release();
  92. }
  93. void VertexBuffer::onDeviceReset()
  94. {
  95. if (mPool == D3DPOOL_DEFAULT)
  96. {
  97. create();
  98. mDataLost = true;
  99. }
  100. }
  101. void VertexBuffer::setSize(unsigned vertexCount, unsigned elementMask)
  102. {
  103. if ((vertexCount == mVertexCount) && (elementMask == mElementMask))
  104. return;
  105. mVertexCount = vertexCount;
  106. mElementMask = elementMask;
  107. if (mMorphRangeStart + mMorphRangeCount > mVertexCount)
  108. {
  109. mMorphRangeStart = 0;
  110. mMorphRangeCount = 0;
  111. }
  112. updateOffsets();
  113. return create();
  114. }
  115. void VertexBuffer::setData(const void* data)
  116. {
  117. void* hwData = lock(0, mVertexCount, LOCK_DISCARD);
  118. memcpy(hwData, data, mVertexCount * mVertexSize);
  119. unlock();
  120. }
  121. void VertexBuffer::setDataRange(const void* data, unsigned start, unsigned count)
  122. {
  123. if (!count)
  124. return;
  125. void* hwData = lock(start, count, LOCK_NORMAL);
  126. memcpy(hwData, data, count * mVertexSize);
  127. unlock();
  128. }
  129. bool VertexBuffer::setMorphRange(unsigned start, unsigned count)
  130. {
  131. if (start + count > mVertexCount)
  132. {
  133. LOGERROR("Illegal morph range");
  134. return false;
  135. }
  136. mMorphRangeStart = start;
  137. mMorphRangeCount = count;
  138. return true;
  139. }
  140. void VertexBuffer::setMorphRangeResetData(const SharedArrayPtr<unsigned char>& data)
  141. {
  142. mMorphRangeResetData = data;
  143. }
  144. void* VertexBuffer::lock(unsigned start, unsigned count, LockMode mode)
  145. {
  146. if ((!mObject) && (!mFallbackData))
  147. EXCEPTION("No vertex buffer created, can not lock");
  148. if (mLocked)
  149. EXCEPTION("Vertex buffer already locked");
  150. if ((!count) || (start + count > mVertexCount))
  151. EXCEPTION("Illegal range for locking vertex buffer");
  152. void* hwData = 0;
  153. if (mObject)
  154. {
  155. DWORD flags = 0;
  156. if ((mode == LOCK_DISCARD) && (mUsage & D3DUSAGE_DYNAMIC))
  157. flags = D3DLOCK_DISCARD;
  158. if (mode == LOCK_NOOVERWRITE)
  159. flags = D3DLOCK_NOOVERWRITE;
  160. if (mode == LOCK_READONLY)
  161. flags = D3DLOCK_READONLY;
  162. if (FAILED(((IDirect3DVertexBuffer9*)mObject)->Lock(start * mVertexSize, count * mVertexSize, &hwData, flags)))
  163. EXCEPTION("Could not lock vertex buffer");
  164. }
  165. else
  166. hwData = mFallbackData.getPtr() + start * mVertexSize;
  167. mLocked = true;
  168. return hwData;
  169. }
  170. void VertexBuffer::unlock()
  171. {
  172. if (mLocked)
  173. {
  174. if (mObject)
  175. ((IDirect3DVertexBuffer9*)mObject)->Unlock();
  176. mLocked = false;
  177. }
  178. }
  179. void* VertexBuffer::lockMorphRange()
  180. {
  181. if (!hasMorphRange())
  182. EXCEPTION("No vertex morph range defined");
  183. return lock(mMorphRangeStart, mMorphRangeCount, LOCK_DISCARD);
  184. }
  185. void VertexBuffer::resetMorphRange(void* lockedMorphRange)
  186. {
  187. if ((!lockedMorphRange) || (!mMorphRangeResetData))
  188. return;
  189. memcpy(lockedMorphRange, mMorphRangeResetData.getPtr(), mMorphRangeCount * mVertexSize);
  190. }
  191. void VertexBuffer::clearDataLost()
  192. {
  193. mDataLost = false;
  194. }
  195. bool VertexBuffer::isDynamic() const
  196. {
  197. return mPool == D3DPOOL_DEFAULT;
  198. }
  199. void VertexBuffer::updateOffsets()
  200. {
  201. unsigned elementOffset = 0;
  202. for (unsigned i = 0; i < MAX_VERTEX_ELEMENTS; ++i)
  203. {
  204. if (mElementMask & (1 << i))
  205. {
  206. mElementOffset[i] = elementOffset;
  207. elementOffset += sElementSize[i];
  208. }
  209. else
  210. mElementOffset[i] = NO_ELEMENT;
  211. }
  212. mVertexSize = elementOffset;
  213. }
  214. unsigned long long VertexBuffer::getHash(unsigned streamIndex, unsigned useMask)
  215. {
  216. unsigned long long bufferHash = mElementMask;
  217. unsigned long long maskHash;
  218. if (useMask == MASK_DEFAULT)
  219. maskHash = ((unsigned long long)mElementMask) * 0x100000000ULL;
  220. else
  221. maskHash = ((unsigned long long)useMask) * 0x100000000ULL;
  222. bufferHash |= maskHash;
  223. bufferHash <<= streamIndex * MAX_VERTEX_ELEMENTS;
  224. return bufferHash;
  225. }
  226. unsigned VertexBuffer::getVertexSize(unsigned mask)
  227. {
  228. unsigned vertexSize = 0;
  229. for (unsigned i = 0; i < MAX_VERTEX_ELEMENTS; ++i)
  230. {
  231. if (mask & (1 << i))
  232. vertexSize += sElementSize[i];
  233. }
  234. return vertexSize;
  235. }
  236. void VertexBuffer::create()
  237. {
  238. release();
  239. if ((!mVertexCount) || (!mElementMask))
  240. return;
  241. if (mRenderer)
  242. {
  243. if (FAILED(mRenderer->getImpl()->getDevice()->CreateVertexBuffer(
  244. mVertexCount * mVertexSize,
  245. mUsage,
  246. 0,
  247. (D3DPOOL)mPool,
  248. (IDirect3DVertexBuffer9**)&mObject,
  249. 0)))
  250. EXCEPTION("Could not create vertex buffer");
  251. }
  252. else
  253. mFallbackData = new unsigned char[mVertexCount * mVertexSize];
  254. }
  255. void VertexBuffer::release()
  256. {
  257. if (mObject)
  258. {
  259. if (!mRenderer)
  260. {
  261. LOGWARNING("Renderer has expired, skipping release of VertexBuffer");
  262. return;
  263. }
  264. for (unsigned i = 0; i < MAX_VERTEX_STREAMS; ++i)
  265. {
  266. if (mRenderer->getVertexBuffer(i) == this)
  267. mRenderer->setVertexBuffer(0);
  268. }
  269. ((IDirect3DVertexBuffer9*)mObject)->Release();
  270. mObject = 0;
  271. }
  272. mFallbackData.reset();
  273. }