Torque3D/Engine/source/gfx/gl/gfxGLVertexBuffer.cpp
2012-09-19 11:15:01 -04:00

178 lines
6.1 KiB
C++

//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// 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 "platform/platform.h"
#include "gfx/gl/gfxGLVertexBuffer.h"
#include "gfx/gl/gfxGLDevice.h"
#include "gfx/gl/gfxGLEnumTranslate.h"
#include "gfx/gl/gfxGLUtils.h"
GFXGLVertexBuffer::GFXGLVertexBuffer( GFXDevice *device,
U32 numVerts,
const GFXVertexFormat *vertexFormat,
U32 vertexSize,
GFXBufferType bufferType )
: GFXVertexBuffer( device, numVerts, vertexFormat, vertexSize, bufferType ),
mZombieCache(NULL)
{
PRESERVE_VERTEX_BUFFER();
// Generate a buffer and allocate the needed memory.
glGenBuffers(1, &mBuffer);
glBindBuffer(GL_ARRAY_BUFFER, mBuffer);
glBufferData(GL_ARRAY_BUFFER, numVerts * vertexSize, NULL, GFXGLBufferType[bufferType]);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
GFXGLVertexBuffer::~GFXGLVertexBuffer()
{
// While heavy handed, this does delete the buffer and frees the associated memory.
glDeleteBuffers(1, &mBuffer);
if( mZombieCache )
delete [] mZombieCache;
}
void GFXGLVertexBuffer::lock( U32 vertexStart, U32 vertexEnd, void **vertexPtr )
{
PRESERVE_VERTEX_BUFFER();
// Bind us, get a pointer into the buffer, then
// offset it by vertexStart so we act like the D3D layer.
glBindBuffer(GL_ARRAY_BUFFER, mBuffer);
glBufferData(GL_ARRAY_BUFFER, mNumVerts * mVertexSize, NULL, GFXGLBufferType[mBufferType]);
*vertexPtr = (void*)((U8*)glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY) + (vertexStart * mVertexSize));
lockedVertexStart = vertexStart;
lockedVertexEnd = vertexEnd;
}
void GFXGLVertexBuffer::unlock()
{
PRESERVE_VERTEX_BUFFER();
// Unmap the buffer and bind 0 to GL_ARRAY_BUFFER
glBindBuffer(GL_ARRAY_BUFFER, mBuffer);
bool res = glUnmapBuffer(GL_ARRAY_BUFFER);
AssertFatal(res, "GFXGLVertexBuffer::unlock - shouldn't fail!");
lockedVertexStart = 0;
lockedVertexEnd = 0;
}
void GFXGLVertexBuffer::prepare()
{
// Bind the buffer...
glBindBuffer(GL_ARRAY_BUFFER, mBuffer);
U8* buffer = (U8*)getBuffer();
// Loop thru the vertex format elements adding the array state...
U32 texCoordIndex = 0;
for ( U32 i=0; i < mVertexFormat.getElementCount(); i++ )
{
const GFXVertexElement &element = mVertexFormat.getElement( i );
if ( element.isSemantic( GFXSemantic::POSITION ) )
{
glEnableClientState( GL_VERTEX_ARRAY );
glVertexPointer( element.getSizeInBytes() / 4, GL_FLOAT, mVertexSize, buffer );
buffer += element.getSizeInBytes();
}
else if ( element.isSemantic( GFXSemantic::NORMAL ) )
{
glEnableClientState( GL_NORMAL_ARRAY );
glNormalPointer( GL_FLOAT, mVertexSize, buffer );
buffer += element.getSizeInBytes();
}
else if ( element.isSemantic( GFXSemantic::COLOR ) )
{
glEnableClientState( GL_COLOR_ARRAY );
glColorPointer( element.getSizeInBytes(), GL_UNSIGNED_BYTE, mVertexSize, buffer );
buffer += element.getSizeInBytes();
}
else // Everything else is a texture coordinate.
{
glClientActiveTexture( GL_TEXTURE0 + texCoordIndex );
glEnableClientState( GL_TEXTURE_COORD_ARRAY );
glTexCoordPointer( element.getSizeInBytes() / 4, GL_FLOAT, mVertexSize, buffer );
buffer += element.getSizeInBytes();
++texCoordIndex;
}
}
}
void GFXGLVertexBuffer::finish()
{
glBindBuffer(GL_ARRAY_BUFFER, 0);
U32 texCoordIndex = 0;
for ( U32 i=0; i < mVertexFormat.getElementCount(); i++ )
{
const GFXVertexElement &element = mVertexFormat.getElement( i );
if ( element.isSemantic( GFXSemantic::POSITION ) )
glDisableClientState( GL_VERTEX_ARRAY );
else if ( element.isSemantic( GFXSemantic::NORMAL ) )
glDisableClientState( GL_NORMAL_ARRAY );
else if ( element.isSemantic( GFXSemantic::COLOR ) )
glDisableClientState( GL_COLOR_ARRAY );
else
{
glClientActiveTexture( GL_TEXTURE0 + texCoordIndex );
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
++texCoordIndex;
}
}
}
GLvoid* GFXGLVertexBuffer::getBuffer()
{
// NULL specifies no offset into the hardware buffer
return (GLvoid*)NULL;
}
void GFXGLVertexBuffer::zombify()
{
if(mZombieCache || !mBuffer)
return;
mZombieCache = new U8[mNumVerts * mVertexSize];
glBindBuffer(GL_ARRAY_BUFFER, mBuffer);
glGetBufferSubData(GL_ARRAY_BUFFER, 0, mNumVerts * mVertexSize, mZombieCache);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glDeleteBuffers(1, &mBuffer);
mBuffer = 0;
}
void GFXGLVertexBuffer::resurrect()
{
if(!mZombieCache)
return;
glGenBuffers(1, &mBuffer);
glBindBuffer(GL_ARRAY_BUFFER, mBuffer);
glBufferData(GL_ARRAY_BUFFER, mNumVerts * mVertexSize, mZombieCache, GFXGLBufferType[mBufferType]);
glBindBuffer(GL_ARRAY_BUFFER, 0);
delete[] mZombieCache;
mZombieCache = NULL;
}