OGLVertexBuffer.cpp 10 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. lockState_(LOCK_NONE),
  117. lockStart_(0),
  118. lockCount_(0),
  119. lockScratchData_(0),
  120. shadowed_(false),
  121. dynamic_(false),
  122. dataLost_(false)
  123. {
  124. UpdateOffsets();
  125. // Force shadowing mode if graphics subsystem does not exist
  126. if (!graphics_)
  127. shadowed_ = true;
  128. }
  129. VertexBuffer::~VertexBuffer()
  130. {
  131. Release();
  132. }
  133. void VertexBuffer::OnDeviceLost()
  134. {
  135. GPUObject::OnDeviceLost();
  136. }
  137. void VertexBuffer::OnDeviceReset()
  138. {
  139. if (!object_)
  140. {
  141. Create();
  142. dataLost_ = !UpdateToGPU();
  143. }
  144. }
  145. void VertexBuffer::Release()
  146. {
  147. Unlock();
  148. if (object_)
  149. {
  150. if (!graphics_)
  151. return;
  152. for (unsigned i = 0; i < MAX_VERTEX_STREAMS; ++i)
  153. {
  154. if (graphics_->GetVertexBuffer(i) == this)
  155. graphics_->SetVertexBuffer(0);
  156. }
  157. glDeleteBuffers(1, &object_);
  158. object_ = 0;
  159. }
  160. }
  161. void VertexBuffer::SetShadowed(bool enable)
  162. {
  163. // If no graphics subsystem, can not disable shadowing
  164. if (!graphics_)
  165. enable = true;
  166. if (enable != shadowed_)
  167. {
  168. if (enable && vertexSize_ && vertexCount_)
  169. shadowData_ = new unsigned char[vertexCount_ * vertexSize_];
  170. else
  171. shadowData_.Reset();
  172. shadowed_ = enable;
  173. }
  174. }
  175. bool VertexBuffer::SetSize(unsigned vertexCount, unsigned elementMask, bool dynamic)
  176. {
  177. Unlock();
  178. dynamic_ = dynamic;
  179. vertexCount_ = vertexCount;
  180. elementMask_ = elementMask;
  181. UpdateOffsets();
  182. if (shadowed_ && vertexCount_ && vertexSize_)
  183. shadowData_ = new unsigned char[vertexCount_ * vertexSize_];
  184. else
  185. shadowData_.Reset();
  186. return Create();
  187. }
  188. bool VertexBuffer::SetData(const void* data)
  189. {
  190. if (!data)
  191. {
  192. LOGERROR("Null pointer for vertex buffer data");
  193. return false;
  194. }
  195. if (!vertexSize_)
  196. {
  197. LOGERROR("Vertex elements not defined, can not set vertex buffer data");
  198. return false;
  199. }
  200. if (shadowData_ && data != shadowData_.Get())
  201. memcpy(shadowData_.Get(), data, vertexCount_ * vertexSize_);
  202. if (object_)
  203. {
  204. glBindBuffer(GL_ARRAY_BUFFER, object_);
  205. glBufferData(GL_ARRAY_BUFFER, vertexCount_ * vertexSize_, data, dynamic_ ? GL_DYNAMIC_DRAW : GL_STATIC_DRAW);
  206. }
  207. dataLost_ = false;
  208. return true;
  209. }
  210. bool VertexBuffer::SetDataRange(const void* data, unsigned start, unsigned count, bool discard)
  211. {
  212. if (start == 0 && count == vertexCount_)
  213. return SetData(data);
  214. if (!data)
  215. {
  216. LOGERROR("Null pointer for vertex buffer data");
  217. return false;
  218. }
  219. if (!vertexSize_)
  220. {
  221. LOGERROR("Vertex elements not defined, can not set vertex buffer data");
  222. return false;
  223. }
  224. if (start + count > vertexCount_)
  225. {
  226. LOGERROR("Illegal range for setting new vertex buffer data");
  227. return false;
  228. }
  229. if (!count)
  230. return true;
  231. if (shadowData_ && shadowData_.Get() + start * vertexSize_ != data)
  232. memcpy(shadowData_.Get() + start * vertexSize_, data, count * vertexSize_);
  233. if (object_)
  234. {
  235. glBindBuffer(GL_ARRAY_BUFFER, object_);
  236. if (!discard || start != 0)
  237. glBufferSubData(GL_ARRAY_BUFFER, start * vertexSize_, count * vertexSize_, data);
  238. else
  239. glBufferData(GL_ARRAY_BUFFER, count * vertexSize_, data, dynamic_ ? GL_DYNAMIC_DRAW : GL_STATIC_DRAW);
  240. }
  241. return true;
  242. }
  243. void* VertexBuffer::Lock(unsigned start, unsigned count, bool discard)
  244. {
  245. if (lockState_ != LOCK_NONE)
  246. {
  247. LOGERROR("Vertex buffer already locked");
  248. return 0;
  249. }
  250. if (!vertexSize_)
  251. {
  252. LOGERROR("Vertex elements not defined, can not lock vertex buffer");
  253. return 0;
  254. }
  255. if (start + count > vertexCount_)
  256. {
  257. LOGERROR("Illegal range for locking vertex buffer");
  258. return 0;
  259. }
  260. if (!count)
  261. return 0;
  262. lockStart_ = start;
  263. lockCount_ = count;
  264. if (shadowData_)
  265. {
  266. lockState_ = LOCK_SHADOW;
  267. return shadowData_.Get() + start * vertexSize_;
  268. }
  269. else if (graphics_)
  270. {
  271. lockState_ = LOCK_SCRATCH;
  272. lockScratchData_ = graphics_->ReserveScratchBuffer(count * vertexSize_);
  273. return lockScratchData_;
  274. }
  275. else
  276. return 0;
  277. }
  278. void VertexBuffer::Unlock()
  279. {
  280. switch (lockState_)
  281. {
  282. case LOCK_SHADOW:
  283. SetDataRange(shadowData_.Get() + lockStart_ * vertexSize_, lockStart_, lockCount_);
  284. lockState_ = LOCK_NONE;
  285. break;
  286. case LOCK_SCRATCH:
  287. SetDataRange(lockScratchData_, lockStart_, lockCount_);
  288. if (graphics_)
  289. graphics_->FreeScratchBuffer(lockScratchData_);
  290. lockScratchData_ = 0;
  291. lockState_ = LOCK_NONE;
  292. break;
  293. }
  294. }
  295. void VertexBuffer::ClearDataLost()
  296. {
  297. dataLost_ = false;
  298. }
  299. void VertexBuffer::UpdateOffsets()
  300. {
  301. unsigned elementOffset = 0;
  302. for (unsigned i = 0; i < MAX_VERTEX_ELEMENTS; ++i)
  303. {
  304. if (elementMask_ & (1 << i))
  305. {
  306. elementOffset_[i] = elementOffset;
  307. elementOffset += elementSize[i];
  308. }
  309. else
  310. elementOffset_[i] = NO_ELEMENT;
  311. }
  312. vertexSize_ = elementOffset;
  313. }
  314. unsigned VertexBuffer::GetVertexSize(unsigned mask)
  315. {
  316. unsigned vertexSize = 0;
  317. for (unsigned i = 0; i < MAX_VERTEX_ELEMENTS; ++i)
  318. {
  319. if (mask & (1 << i))
  320. vertexSize += elementSize[i];
  321. }
  322. return vertexSize;
  323. }
  324. bool VertexBuffer::Create()
  325. {
  326. if (!vertexCount_ || !elementMask_)
  327. {
  328. Release();
  329. return true;
  330. }
  331. if (graphics_)
  332. {
  333. if (!object_)
  334. glGenBuffers(1, &object_);
  335. if (!object_)
  336. {
  337. LOGERROR("Failed to create vertex buffer");
  338. return false;
  339. }
  340. glBindBuffer(GL_ARRAY_BUFFER, object_);
  341. glBufferData(GL_ARRAY_BUFFER, vertexCount_ * vertexSize_, 0, dynamic_ ? GL_DYNAMIC_DRAW : GL_STATIC_DRAW);
  342. }
  343. return true;
  344. }
  345. bool VertexBuffer::UpdateToGPU()
  346. {
  347. if (object_ && shadowData_)
  348. return SetData(shadowData_.Get());
  349. else
  350. return false;
  351. }