mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
117 lines
3.9 KiB
C++
117 lines
3.9 KiB
C++
//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "gfx/gl/gfxGLDevice.h"
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#include "gfx/gl/gfxGLPrimitiveBuffer.h"
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#include "gfx/gl/gfxGLEnumTranslate.h"
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#include "gfx/gl/ggl/ggl.h"
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#include "gfx/gl/gfxGLUtils.h"
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GFXGLPrimitiveBuffer::GFXGLPrimitiveBuffer(GFXDevice *device, U32 indexCount, U32 primitiveCount, GFXBufferType bufferType) :
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GFXPrimitiveBuffer(device, indexCount, primitiveCount, bufferType), mZombieCache(NULL)
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{
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PRESERVE_INDEX_BUFFER();
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// Generate a buffer and allocate the needed memory
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glGenBuffers(1, &mBuffer);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mBuffer);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, indexCount * sizeof(U16), NULL, GFXGLBufferType[bufferType]);
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}
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GFXGLPrimitiveBuffer::~GFXGLPrimitiveBuffer()
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{
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// This is heavy handed, but it frees the buffer memory
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glDeleteBuffersARB(1, &mBuffer);
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if( mZombieCache )
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delete [] mZombieCache;
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}
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void GFXGLPrimitiveBuffer::lock(U32 indexStart, U32 indexEnd, void **indexPtr)
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{
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// Preserve previous binding
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PRESERVE_INDEX_BUFFER();
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// Bind ourselves and map
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mBuffer);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, mIndexCount * sizeof(U16), NULL, GFXGLBufferType[mBufferType]);
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// Offset the buffer to indexStart
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*indexPtr = (void*)((U8*)glMapBuffer(GL_ELEMENT_ARRAY_BUFFER, GL_WRITE_ONLY) + (indexStart * sizeof(U16)));
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}
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void GFXGLPrimitiveBuffer::unlock()
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{
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// Preserve previous binding
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PRESERVE_INDEX_BUFFER();
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// Bind ourselves and unmap
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mBuffer);
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bool res = glUnmapBuffer(GL_ELEMENT_ARRAY_BUFFER);
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AssertFatal(res, "GFXGLPrimitiveBuffer::unlock - shouldn't fail!");
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}
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void GFXGLPrimitiveBuffer::prepare()
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{
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// Bind
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static_cast<GFXGLDevice*>(mDevice)->setPB(this);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mBuffer);
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}
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void GFXGLPrimitiveBuffer::finish()
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{
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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}
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GLvoid* GFXGLPrimitiveBuffer::getBuffer()
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{
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// NULL specifies no offset into the hardware buffer
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return (GLvoid*)NULL;
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}
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void GFXGLPrimitiveBuffer::zombify()
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{
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if(mZombieCache)
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return;
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mZombieCache = new U8[mIndexCount * sizeof(U16)];
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mBuffer);
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glGetBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, mIndexCount * sizeof(U16), mZombieCache);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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glDeleteBuffers(1, &mBuffer);
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mBuffer = 0;
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}
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void GFXGLPrimitiveBuffer::resurrect()
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{
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if(!mZombieCache)
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return;
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glGenBuffers(1, &mBuffer);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mBuffer);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, mIndexCount * sizeof(U16), mZombieCache, GFXGLBufferType[mBufferType]);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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delete[] mZombieCache;
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mZombieCache = NULL;
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}
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