OGLVertexBuffer.cpp 11 KB

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  1. //
  2. // Urho3D Engine
  3. // Copyright (c) 2008-2012 Lasse Oorni
  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. namespace Urho3D
  31. {
  32. const unsigned VertexBuffer::elementSize[] =
  33. {
  34. 3 * sizeof(float), // Position
  35. 3 * sizeof(float), // Normal
  36. 4 * sizeof(unsigned char), // Color
  37. 2 * sizeof(float), // Texcoord1
  38. 2 * sizeof(float), // Texcoord2
  39. 3 * sizeof(float), // Cubetexcoord1
  40. 3 * sizeof(float), // Cubetexcoord2
  41. 4 * sizeof(float), // Tangent
  42. 4 * sizeof(float), // Blendweights
  43. 4 * sizeof(unsigned char), // Blendindices
  44. 4 * sizeof(float), // Instancematrix1
  45. 4 * sizeof(float), // Instancematrix2
  46. 4 * sizeof(float) // Instancematrix3
  47. };
  48. const unsigned VertexBuffer::elementType[] =
  49. {
  50. GL_FLOAT, // Position
  51. GL_FLOAT, // Normal
  52. GL_UNSIGNED_BYTE, // Color
  53. GL_FLOAT, // Texcoord1
  54. GL_FLOAT, // Texcoord2
  55. GL_FLOAT, // Cubetexcoord1
  56. GL_FLOAT, // Cubetexcoord2
  57. GL_FLOAT, // Tangent
  58. GL_FLOAT, // Blendweights
  59. GL_UNSIGNED_BYTE, // Blendindices
  60. GL_FLOAT, // Instancematrix1
  61. GL_FLOAT, // Instancematrix2
  62. GL_FLOAT // Instancematrix3
  63. };
  64. const unsigned VertexBuffer::elementComponents[] =
  65. {
  66. 3, // Position
  67. 3, // Normal
  68. 4, // Color
  69. 2, // Texcoord1
  70. 2, // Texcoord2
  71. 3, // Cubetexcoord1
  72. 3, // Cubetexcoord2
  73. 4, // Tangent
  74. 4, // Blendweights
  75. 4, // Blendindices
  76. 4, // Instancematrix1
  77. 4, // Instancematrix2
  78. 4 // Instancematrix3
  79. };
  80. const unsigned VertexBuffer::elementNormalize[] =
  81. {
  82. GL_FALSE, // Position
  83. GL_FALSE, // Normal
  84. GL_TRUE, // Color
  85. GL_FALSE, // Texcoord1
  86. GL_FALSE, // Texcoord2
  87. GL_FALSE, // Cubetexcoord1
  88. GL_FALSE, // Cubetexcoord2
  89. GL_FALSE, // Tangent
  90. GL_FALSE, // Blendweights
  91. GL_FALSE, // Blendindices
  92. GL_FALSE, // Instancematrix1
  93. GL_FALSE, // Instancematrix2
  94. GL_FALSE // Instancematrix3
  95. };
  96. const String VertexBuffer::elementName[] =
  97. {
  98. "Position",
  99. "Normal",
  100. "Color",
  101. "Texcoord1",
  102. "Texcoord2",
  103. "Cubetexcoord1",
  104. "Cubetexcoord2",
  105. "Tangent"
  106. "Blendweights",
  107. "Blendindices",
  108. "Instancematrix1",
  109. "Instancematrix2",
  110. "Instancematrix3"
  111. };
  112. OBJECTTYPESTATIC(VertexBuffer);
  113. VertexBuffer::VertexBuffer(Context* context) :
  114. Object(context),
  115. GPUObject(GetSubsystem<Graphics>()),
  116. vertexCount_(0),
  117. elementMask_(0),
  118. lockState_(LOCK_NONE),
  119. lockStart_(0),
  120. lockCount_(0),
  121. lockScratchData_(0),
  122. shadowed_(false),
  123. dynamic_(false)
  124. {
  125. UpdateOffsets();
  126. // Force shadowing mode if graphics subsystem does not exist
  127. if (!graphics_)
  128. shadowed_ = true;
  129. }
  130. VertexBuffer::~VertexBuffer()
  131. {
  132. Release();
  133. }
  134. void VertexBuffer::OnDeviceReset()
  135. {
  136. if (!object_)
  137. {
  138. Create();
  139. dataLost_ = !UpdateToGPU();
  140. }
  141. else if (dataPending_)
  142. dataLost_ = !UpdateToGPU();
  143. dataPending_ = false;
  144. }
  145. void VertexBuffer::Release()
  146. {
  147. Unlock();
  148. if (object_)
  149. {
  150. if (!graphics_ || graphics_->IsDeviceLost())
  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. if (!graphics_->IsDeviceLost())
  205. {
  206. glBindBuffer(GL_ARRAY_BUFFER, object_);
  207. glBufferData(GL_ARRAY_BUFFER, vertexCount_ * vertexSize_, data, dynamic_ ? GL_DYNAMIC_DRAW : GL_STATIC_DRAW);
  208. }
  209. else
  210. {
  211. LOGWARNING("Vertex buffer data assignment while device is lost");
  212. dataPending_ = true;
  213. }
  214. }
  215. dataLost_ = false;
  216. return true;
  217. }
  218. bool VertexBuffer::SetDataRange(const void* data, unsigned start, unsigned count, bool discard)
  219. {
  220. if (start == 0 && count == vertexCount_)
  221. return SetData(data);
  222. if (!data)
  223. {
  224. LOGERROR("Null pointer for vertex buffer data");
  225. return false;
  226. }
  227. if (!vertexSize_)
  228. {
  229. LOGERROR("Vertex elements not defined, can not set vertex buffer data");
  230. return false;
  231. }
  232. if (start + count > vertexCount_)
  233. {
  234. LOGERROR("Illegal range for setting new vertex buffer data");
  235. return false;
  236. }
  237. if (!count)
  238. return true;
  239. if (shadowData_ && shadowData_.Get() + start * vertexSize_ != data)
  240. memcpy(shadowData_.Get() + start * vertexSize_, data, count * vertexSize_);
  241. if (object_)
  242. {
  243. if (!graphics_->IsDeviceLost())
  244. {
  245. glBindBuffer(GL_ARRAY_BUFFER, object_);
  246. if (!discard || start != 0)
  247. glBufferSubData(GL_ARRAY_BUFFER, start * vertexSize_, count * vertexSize_, data);
  248. else
  249. glBufferData(GL_ARRAY_BUFFER, count * vertexSize_, data, dynamic_ ? GL_DYNAMIC_DRAW : GL_STATIC_DRAW);
  250. }
  251. else
  252. {
  253. LOGWARNING("Vertex buffer data assignment while device is lost");
  254. dataPending_ = true;
  255. }
  256. }
  257. return true;
  258. }
  259. void* VertexBuffer::Lock(unsigned start, unsigned count, bool discard)
  260. {
  261. if (lockState_ != LOCK_NONE)
  262. {
  263. LOGERROR("Vertex buffer already locked");
  264. return 0;
  265. }
  266. if (!vertexSize_)
  267. {
  268. LOGERROR("Vertex elements not defined, can not lock vertex buffer");
  269. return 0;
  270. }
  271. if (start + count > vertexCount_)
  272. {
  273. LOGERROR("Illegal range for locking vertex buffer");
  274. return 0;
  275. }
  276. if (!count)
  277. return 0;
  278. lockStart_ = start;
  279. lockCount_ = count;
  280. if (shadowData_)
  281. {
  282. lockState_ = LOCK_SHADOW;
  283. return shadowData_.Get() + start * vertexSize_;
  284. }
  285. else if (graphics_)
  286. {
  287. lockState_ = LOCK_SCRATCH;
  288. lockScratchData_ = graphics_->ReserveScratchBuffer(count * vertexSize_);
  289. return lockScratchData_;
  290. }
  291. else
  292. return 0;
  293. }
  294. void VertexBuffer::Unlock()
  295. {
  296. switch (lockState_)
  297. {
  298. case LOCK_SHADOW:
  299. SetDataRange(shadowData_.Get() + lockStart_ * vertexSize_, lockStart_, lockCount_);
  300. lockState_ = LOCK_NONE;
  301. break;
  302. case LOCK_SCRATCH:
  303. SetDataRange(lockScratchData_, lockStart_, lockCount_);
  304. if (graphics_)
  305. graphics_->FreeScratchBuffer(lockScratchData_);
  306. lockScratchData_ = 0;
  307. lockState_ = LOCK_NONE;
  308. break;
  309. default:
  310. break;
  311. }
  312. }
  313. void VertexBuffer::UpdateOffsets()
  314. {
  315. unsigned elementOffset = 0;
  316. for (unsigned i = 0; i < MAX_VERTEX_ELEMENTS; ++i)
  317. {
  318. if (elementMask_ & (1 << i))
  319. {
  320. elementOffset_[i] = elementOffset;
  321. elementOffset += elementSize[i];
  322. }
  323. else
  324. elementOffset_[i] = NO_ELEMENT;
  325. }
  326. vertexSize_ = elementOffset;
  327. }
  328. unsigned VertexBuffer::GetVertexSize(unsigned elementMask)
  329. {
  330. unsigned vertexSize = 0;
  331. for (unsigned i = 0; i < MAX_VERTEX_ELEMENTS; ++i)
  332. {
  333. if (elementMask & (1 << i))
  334. vertexSize += elementSize[i];
  335. }
  336. return vertexSize;
  337. }
  338. unsigned VertexBuffer::GetElementOffset(unsigned elementMask, VertexElement element)
  339. {
  340. unsigned offset = 0;
  341. for (unsigned i = 0; i != element; ++i)
  342. {
  343. if (elementMask & (1 << i))
  344. offset += elementSize[i];
  345. }
  346. return offset;
  347. }
  348. bool VertexBuffer::Create()
  349. {
  350. if (!vertexCount_ || !elementMask_)
  351. {
  352. Release();
  353. return true;
  354. }
  355. if (graphics_)
  356. {
  357. if (graphics_->IsDeviceLost())
  358. {
  359. LOGWARNING("Vertex buffer creation while device is lost");
  360. return true;
  361. }
  362. if (!object_)
  363. glGenBuffers(1, &object_);
  364. if (!object_)
  365. {
  366. LOGERROR("Failed to create vertex buffer");
  367. return false;
  368. }
  369. glBindBuffer(GL_ARRAY_BUFFER, object_);
  370. glBufferData(GL_ARRAY_BUFFER, vertexCount_ * vertexSize_, 0, dynamic_ ? GL_DYNAMIC_DRAW : GL_STATIC_DRAW);
  371. }
  372. return true;
  373. }
  374. bool VertexBuffer::UpdateToGPU()
  375. {
  376. if (object_ && shadowData_)
  377. return SetData(shadowData_.Get());
  378. else
  379. return false;
  380. }
  381. }