OGLVertexBuffer.cpp 9.5 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 <GLee.h>
  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::Release()
  128. {
  129. if (object_)
  130. {
  131. if (!graphics_)
  132. return;
  133. for (unsigned i = 0; i < MAX_VERTEX_STREAMS; ++i)
  134. {
  135. if (graphics_->GetVertexBuffer(i) == this)
  136. graphics_->SetVertexBuffer(0);
  137. }
  138. glDeleteBuffers(1, &object_);
  139. object_ = 0;
  140. }
  141. fallbackData_.Reset();
  142. }
  143. bool VertexBuffer::SetSize(unsigned vertexCount, unsigned elementMask, bool dynamic)
  144. {
  145. dynamic_ = dynamic;
  146. vertexCount_ = vertexCount;
  147. elementMask_ = elementMask;
  148. if (morphRangeStart_ + morphRangeCount_ > vertexCount_)
  149. {
  150. morphRangeStart_ = 0;
  151. morphRangeCount_ = 0;
  152. }
  153. UpdateOffsets();
  154. return Create();
  155. }
  156. bool VertexBuffer::SetData(const void* data)
  157. {
  158. if (!data)
  159. {
  160. LOGERROR("Null pointer for vertex buffer data");
  161. return false;
  162. }
  163. if (locked_)
  164. Unlock();
  165. if (object_)
  166. {
  167. glBindBuffer(GL_ARRAY_BUFFER, object_);
  168. glBufferSubData(GL_ARRAY_BUFFER, 0, vertexCount_ * vertexSize_, data);
  169. return true;
  170. }
  171. else if (fallbackData_)
  172. {
  173. memcpy(fallbackData_.GetPtr(), data, vertexCount_ * vertexSize_);
  174. return true;
  175. }
  176. return false;
  177. }
  178. bool VertexBuffer::SetDataRange(const void* data, unsigned start, unsigned count)
  179. {
  180. if (!data)
  181. {
  182. LOGERROR("Null pointer for vertex buffer data");
  183. return false;
  184. }
  185. if (start + count > vertexCount_)
  186. {
  187. LOGERROR("Illegal range for setting new index buffer data");
  188. return false;
  189. }
  190. if (locked_)
  191. Unlock();
  192. if (object_)
  193. {
  194. glBindBuffer(GL_ARRAY_BUFFER, object_);
  195. glBufferSubData(GL_ARRAY_BUFFER, start * vertexSize_, vertexCount_ * vertexSize_, data);
  196. return true;
  197. }
  198. else if (fallbackData_)
  199. {
  200. memcpy(fallbackData_.GetPtr() + start * vertexSize_, data, vertexCount_ * vertexSize_);
  201. return true;
  202. }
  203. return false;
  204. }
  205. bool VertexBuffer::SetMorphRange(unsigned start, unsigned count)
  206. {
  207. if (start + count > vertexCount_)
  208. {
  209. LOGERROR("Illegal morph range");
  210. return false;
  211. }
  212. morphRangeStart_ = start;
  213. morphRangeCount_ = count;
  214. return true;
  215. }
  216. void VertexBuffer::SetMorphRangeResetData(const SharedArrayPtr<unsigned char>& data)
  217. {
  218. morphRangeResetData_ = data;
  219. }
  220. void* VertexBuffer::Lock(unsigned start, unsigned count, LockMode mode)
  221. {
  222. if ((!object_) && (!fallbackData_))
  223. return 0;
  224. if (locked_)
  225. {
  226. LOGERROR("Vertex buffer already locked");
  227. return 0;
  228. }
  229. if ((!count) || (start + count > vertexCount_))
  230. {
  231. LOGERROR("Illegal range for locking vertex buffer");
  232. return 0;
  233. }
  234. void* hwData = 0;
  235. GLenum glLockMode = GL_WRITE_ONLY;
  236. if (mode == LOCK_READONLY)
  237. glLockMode = GL_READ_ONLY;
  238. else if (mode == LOCK_NORMAL)
  239. glLockMode = GL_READ_WRITE;
  240. if (object_)
  241. {
  242. glBindBuffer(GL_ARRAY_BUFFER, object_);
  243. hwData = glMapBuffer(GL_ARRAY_BUFFER, glLockMode);
  244. if (!hwData)
  245. return 0;
  246. hwData = (unsigned char*)hwData + start * vertexSize_;
  247. }
  248. else
  249. hwData = fallbackData_.GetPtr() + start * vertexSize_;
  250. locked_ = true;
  251. return hwData;
  252. }
  253. void VertexBuffer::Unlock()
  254. {
  255. if (locked_)
  256. {
  257. if (object_)
  258. {
  259. glBindBuffer(GL_ARRAY_BUFFER, object_);
  260. glUnmapBuffer(GL_ARRAY_BUFFER);
  261. }
  262. locked_ = false;
  263. }
  264. }
  265. void* VertexBuffer::LockMorphRange()
  266. {
  267. if (!HasMorphRange())
  268. {
  269. LOGERROR("No vertex morph range defined");
  270. return 0;
  271. }
  272. return Lock(morphRangeStart_, morphRangeCount_, LOCK_DISCARD);
  273. }
  274. void VertexBuffer::ResetMorphRange(void* lockedMorphRange)
  275. {
  276. if ((!lockedMorphRange) || (!morphRangeResetData_))
  277. return;
  278. memcpy(lockedMorphRange, morphRangeResetData_.GetPtr(), morphRangeCount_ * vertexSize_);
  279. }
  280. void VertexBuffer::UpdateOffsets()
  281. {
  282. unsigned elementOffset = 0;
  283. for (unsigned i = 0; i < MAX_VERTEX_ELEMENTS; ++i)
  284. {
  285. if (elementMask_ & (1 << i))
  286. {
  287. elementOffset_[i] = elementOffset;
  288. elementOffset += elementSize[i];
  289. }
  290. else
  291. elementOffset_[i] = NO_ELEMENT;
  292. }
  293. vertexSize_ = elementOffset;
  294. }
  295. unsigned long long VertexBuffer::GetHash(unsigned streaindex_, unsigned useMask)
  296. {
  297. unsigned long long bufferHash = elementMask_;
  298. unsigned long long maskHash;
  299. if (useMask == MASK_DEFAULT)
  300. maskHash = ((unsigned long long)elementMask_) * 0x100000000ULL;
  301. else
  302. maskHash = ((unsigned long long)useMask) * 0x100000000ULL;
  303. bufferHash |= maskHash;
  304. bufferHash <<= streaindex_ * MAX_VERTEX_ELEMENTS;
  305. return bufferHash;
  306. }
  307. unsigned VertexBuffer::GetVertexSize(unsigned mask)
  308. {
  309. unsigned vertexSize = 0;
  310. for (unsigned i = 0; i < MAX_VERTEX_ELEMENTS; ++i)
  311. {
  312. if (mask & (1 << i))
  313. vertexSize += elementSize[i];
  314. }
  315. return vertexSize;
  316. }
  317. bool VertexBuffer::Create()
  318. {
  319. Release();
  320. if ((!vertexCount_) || (!elementMask_))
  321. return true;
  322. if (graphics_)
  323. {
  324. glGenBuffers(1, &object_);
  325. glBindBuffer(GL_ARRAY_BUFFER, object_);
  326. glBufferData(GL_ARRAY_BUFFER, vertexCount_ * vertexSize_, 0, dynamic_ ? GL_DYNAMIC_DRAW : GL_STATIC_DRAW);
  327. }
  328. else
  329. fallbackData_ = new unsigned char[vertexCount_ * vertexSize_];
  330. return true;
  331. }