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- //
- // Copyright (c) 2008-2014 the Urho3D project.
- //
- // Permission is hereby granted, free of charge, to any person obtaining a copy
- // of this software and associated documentation files (the "Software"), to deal
- // in the Software without restriction, including without limitation the rights
- // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
- // copies of the Software, and to permit persons to whom the Software is
- // furnished to do so, subject to the following conditions:
- //
- // The above copyright notice and this permission notice shall be included in
- // all copies or substantial portions of the Software.
- //
- // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
- // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
- // THE SOFTWARE.
- //
- #include "Precompiled.h"
- #include "Graphics.h"
- #include "GraphicsImpl.h"
- #include "Log.h"
- #include "VertexBuffer.h"
- #include <cstring>
- #include "DebugNew.h"
- namespace Urho3D
- {
- const unsigned VertexBuffer::elementSize[] =
- {
- 3 * sizeof(float), // Position
- 3 * sizeof(float), // Normal
- 4 * sizeof(unsigned char), // Color
- 2 * sizeof(float), // Texcoord1
- 2 * sizeof(float), // Texcoord2
- 3 * sizeof(float), // Cubetexcoord1
- 3 * sizeof(float), // Cubetexcoord2
- 4 * sizeof(float), // Tangent
- 4 * sizeof(float), // Blendweights
- 4 * sizeof(unsigned char), // Blendindices
- 4 * sizeof(float), // Instancematrix1
- 4 * sizeof(float), // Instancematrix2
- 4 * sizeof(float) // Instancematrix3
- };
- const unsigned VertexBuffer::elementType[] =
- {
- GL_FLOAT, // Position
- GL_FLOAT, // Normal
- GL_UNSIGNED_BYTE, // Color
- GL_FLOAT, // Texcoord1
- GL_FLOAT, // Texcoord2
- GL_FLOAT, // Cubetexcoord1
- GL_FLOAT, // Cubetexcoord2
- GL_FLOAT, // Tangent
- GL_FLOAT, // Blendweights
- GL_UNSIGNED_BYTE, // Blendindices
- GL_FLOAT, // Instancematrix1
- GL_FLOAT, // Instancematrix2
- GL_FLOAT // Instancematrix3
- };
- const unsigned VertexBuffer::elementComponents[] =
- {
- 3, // Position
- 3, // Normal
- 4, // Color
- 2, // Texcoord1
- 2, // Texcoord2
- 3, // Cubetexcoord1
- 3, // Cubetexcoord2
- 4, // Tangent
- 4, // Blendweights
- 4, // Blendindices
- 4, // Instancematrix1
- 4, // Instancematrix2
- 4 // Instancematrix3
- };
- const unsigned VertexBuffer::elementNormalize[] =
- {
- GL_FALSE, // Position
- GL_FALSE, // Normal
- GL_TRUE, // Color
- GL_FALSE, // Texcoord1
- GL_FALSE, // Texcoord2
- GL_FALSE, // Cubetexcoord1
- GL_FALSE, // Cubetexcoord2
- GL_FALSE, // Tangent
- GL_FALSE, // Blendweights
- GL_FALSE, // Blendindices
- GL_FALSE, // Instancematrix1
- GL_FALSE, // Instancematrix2
- GL_FALSE // Instancematrix3
- };
- VertexBuffer::VertexBuffer(Context* context) :
- Object(context),
- GPUObject(GetSubsystem<Graphics>()),
- vertexCount_(0),
- elementMask_(0),
- lockState_(LOCK_NONE),
- lockStart_(0),
- lockCount_(0),
- lockScratchData_(0),
- shadowed_(false),
- dynamic_(false)
- {
- UpdateOffsets();
-
- // Force shadowing mode if graphics subsystem does not exist
- if (!graphics_)
- shadowed_ = true;
- }
- VertexBuffer::~VertexBuffer()
- {
- Release();
- }
- void VertexBuffer::OnDeviceReset()
- {
- if (!object_)
- {
- Create();
- dataLost_ = !UpdateToGPU();
- }
- else if (dataPending_)
- dataLost_ = !UpdateToGPU();
-
- dataPending_ = false;
- }
- void VertexBuffer::Release()
- {
- Unlock();
-
- if (object_)
- {
- if (!graphics_)
- return;
-
- if (!graphics_->IsDeviceLost())
- {
- for (unsigned i = 0; i < MAX_VERTEX_STREAMS; ++i)
- {
- if (graphics_->GetVertexBuffer(i) == this)
- graphics_->SetVertexBuffer(0);
- }
-
- glDeleteBuffers(1, &object_);
- }
-
- object_ = 0;
- }
- }
- void VertexBuffer::SetShadowed(bool enable)
- {
- // If no graphics subsystem, can not disable shadowing
- if (!graphics_)
- enable = true;
-
- if (enable != shadowed_)
- {
- if (enable && vertexSize_ && vertexCount_)
- shadowData_ = new unsigned char[vertexCount_ * vertexSize_];
- else
- shadowData_.Reset();
-
- shadowed_ = enable;
- }
- }
- bool VertexBuffer::SetSize(unsigned vertexCount, unsigned elementMask, bool dynamic)
- {
- Unlock();
-
- dynamic_ = dynamic;
- vertexCount_ = vertexCount;
- elementMask_ = elementMask;
-
- UpdateOffsets();
-
- if (shadowed_ && vertexCount_ && vertexSize_)
- shadowData_ = new unsigned char[vertexCount_ * vertexSize_];
- else
- shadowData_.Reset();
-
- return Create();
- }
- bool VertexBuffer::SetData(const void* data)
- {
- if (!data)
- {
- LOGERROR("Null pointer for vertex buffer data");
- return false;
- }
-
- if (!vertexSize_)
- {
- LOGERROR("Vertex elements not defined, can not set vertex buffer data");
- return false;
- }
-
- if (shadowData_ && data != shadowData_.Get())
- memcpy(shadowData_.Get(), data, vertexCount_ * vertexSize_);
-
- if (object_)
- {
- if (!graphics_->IsDeviceLost())
- {
- glBindBuffer(GL_ARRAY_BUFFER, object_);
- glBufferData(GL_ARRAY_BUFFER, vertexCount_ * vertexSize_, data, dynamic_ ? GL_DYNAMIC_DRAW : GL_STATIC_DRAW);
- }
- else
- {
- LOGWARNING("Vertex buffer data assignment while device is lost");
- dataPending_ = true;
- }
- }
-
- dataLost_ = false;
- return true;
- }
- bool VertexBuffer::SetDataRange(const void* data, unsigned start, unsigned count, bool discard)
- {
- if (start == 0 && count == vertexCount_)
- return SetData(data);
-
- if (!data)
- {
- LOGERROR("Null pointer for vertex buffer data");
- return false;
- }
-
- if (!vertexSize_)
- {
- LOGERROR("Vertex elements not defined, can not set vertex buffer data");
- return false;
- }
-
- if (start + count > vertexCount_)
- {
- LOGERROR("Illegal range for setting new vertex buffer data");
- return false;
- }
-
- if (!count)
- return true;
-
- if (shadowData_ && shadowData_.Get() + start * vertexSize_ != data)
- memcpy(shadowData_.Get() + start * vertexSize_, data, count * vertexSize_);
-
- if (object_)
- {
- if (!graphics_->IsDeviceLost())
- {
- glBindBuffer(GL_ARRAY_BUFFER, object_);
- if (!discard || start != 0)
- glBufferSubData(GL_ARRAY_BUFFER, start * vertexSize_, count * vertexSize_, data);
- else
- glBufferData(GL_ARRAY_BUFFER, count * vertexSize_, data, dynamic_ ? GL_DYNAMIC_DRAW : GL_STATIC_DRAW);
- }
- else
- {
- LOGWARNING("Vertex buffer data assignment while device is lost");
- dataPending_ = true;
- }
- }
-
- return true;
- }
- void* VertexBuffer::Lock(unsigned start, unsigned count, bool discard)
- {
- if (lockState_ != LOCK_NONE)
- {
- LOGERROR("Vertex buffer already locked");
- return 0;
- }
-
- if (!vertexSize_)
- {
- LOGERROR("Vertex elements not defined, can not lock vertex buffer");
- return 0;
- }
-
- if (start + count > vertexCount_)
- {
- LOGERROR("Illegal range for locking vertex buffer");
- return 0;
- }
-
- if (!count)
- return 0;
-
- lockStart_ = start;
- lockCount_ = count;
-
- if (shadowData_)
- {
- lockState_ = LOCK_SHADOW;
- return shadowData_.Get() + start * vertexSize_;
- }
- else if (graphics_)
- {
- lockState_ = LOCK_SCRATCH;
- lockScratchData_ = graphics_->ReserveScratchBuffer(count * vertexSize_);
- return lockScratchData_;
- }
- else
- return 0;
- }
- void VertexBuffer::Unlock()
- {
- switch (lockState_)
- {
- case LOCK_SHADOW:
- SetDataRange(shadowData_.Get() + lockStart_ * vertexSize_, lockStart_, lockCount_);
- lockState_ = LOCK_NONE;
- break;
-
- case LOCK_SCRATCH:
- SetDataRange(lockScratchData_, lockStart_, lockCount_);
- if (graphics_)
- graphics_->FreeScratchBuffer(lockScratchData_);
- lockScratchData_ = 0;
- lockState_ = LOCK_NONE;
- break;
-
- default:
- break;
- }
- }
- void VertexBuffer::UpdateOffsets()
- {
- unsigned elementOffset = 0;
- for (unsigned i = 0; i < MAX_VERTEX_ELEMENTS; ++i)
- {
- if (elementMask_ & (1 << i))
- {
- elementOffset_[i] = elementOffset;
- elementOffset += elementSize[i];
- }
- else
- elementOffset_[i] = NO_ELEMENT;
- }
- vertexSize_ = elementOffset;
- }
- unsigned VertexBuffer::GetVertexSize(unsigned elementMask)
- {
- unsigned vertexSize = 0;
-
- for (unsigned i = 0; i < MAX_VERTEX_ELEMENTS; ++i)
- {
- if (elementMask & (1 << i))
- vertexSize += elementSize[i];
- }
-
- return vertexSize;
- }
- unsigned VertexBuffer::GetElementOffset(unsigned elementMask, VertexElement element)
- {
- unsigned offset = 0;
-
- for (unsigned i = 0; i != element; ++i)
- {
- if (elementMask & (1 << i))
- offset += elementSize[i];
- }
-
- return offset;
- }
- bool VertexBuffer::Create()
- {
- if (!vertexCount_ || !elementMask_)
- {
- Release();
- return true;
- }
-
- if (graphics_)
- {
- if (graphics_->IsDeviceLost())
- {
- LOGWARNING("Vertex buffer creation while device is lost");
- return true;
- }
-
- if (!object_)
- glGenBuffers(1, &object_);
- if (!object_)
- {
- LOGERROR("Failed to create vertex buffer");
- return false;
- }
-
- glBindBuffer(GL_ARRAY_BUFFER, object_);
- glBufferData(GL_ARRAY_BUFFER, vertexCount_ * vertexSize_, 0, dynamic_ ? GL_DYNAMIC_DRAW : GL_STATIC_DRAW);
- }
-
- return true;
- }
- bool VertexBuffer::UpdateToGPU()
- {
- if (object_ && shadowData_)
- return SetData(shadowData_.Get());
- else
- return false;
- }
- }
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