mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
178 lines
6.1 KiB
C++
178 lines
6.1 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 "platform/platform.h"
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#include "gfx/gl/gfxGLVertexBuffer.h"
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#include "gfx/gl/gfxGLDevice.h"
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#include "gfx/gl/gfxGLEnumTranslate.h"
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#include "gfx/gl/gfxGLUtils.h"
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GFXGLVertexBuffer::GFXGLVertexBuffer( GFXDevice *device,
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U32 numVerts,
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const GFXVertexFormat *vertexFormat,
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U32 vertexSize,
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GFXBufferType bufferType )
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: GFXVertexBuffer( device, numVerts, vertexFormat, vertexSize, bufferType ),
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mZombieCache(NULL)
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{
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PRESERVE_VERTEX_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_ARRAY_BUFFER, mBuffer);
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glBufferData(GL_ARRAY_BUFFER, numVerts * vertexSize, NULL, GFXGLBufferType[bufferType]);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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}
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GFXGLVertexBuffer::~GFXGLVertexBuffer()
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{
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// While heavy handed, this does delete the buffer and frees the associated memory.
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glDeleteBuffers(1, &mBuffer);
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if( mZombieCache )
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delete [] mZombieCache;
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}
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void GFXGLVertexBuffer::lock( U32 vertexStart, U32 vertexEnd, void **vertexPtr )
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{
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PRESERVE_VERTEX_BUFFER();
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// Bind us, get a pointer into the buffer, then
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// offset it by vertexStart so we act like the D3D layer.
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glBindBuffer(GL_ARRAY_BUFFER, mBuffer);
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glBufferData(GL_ARRAY_BUFFER, mNumVerts * mVertexSize, NULL, GFXGLBufferType[mBufferType]);
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*vertexPtr = (void*)((U8*)glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY) + (vertexStart * mVertexSize));
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lockedVertexStart = vertexStart;
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lockedVertexEnd = vertexEnd;
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}
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void GFXGLVertexBuffer::unlock()
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{
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PRESERVE_VERTEX_BUFFER();
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// Unmap the buffer and bind 0 to GL_ARRAY_BUFFER
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glBindBuffer(GL_ARRAY_BUFFER, mBuffer);
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bool res = glUnmapBuffer(GL_ARRAY_BUFFER);
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AssertFatal(res, "GFXGLVertexBuffer::unlock - shouldn't fail!");
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lockedVertexStart = 0;
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lockedVertexEnd = 0;
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}
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void GFXGLVertexBuffer::prepare()
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{
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// Bind the buffer...
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glBindBuffer(GL_ARRAY_BUFFER, mBuffer);
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U8* buffer = (U8*)getBuffer();
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// Loop thru the vertex format elements adding the array state...
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U32 texCoordIndex = 0;
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for ( U32 i=0; i < mVertexFormat.getElementCount(); i++ )
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{
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const GFXVertexElement &element = mVertexFormat.getElement( i );
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if ( element.isSemantic( GFXSemantic::POSITION ) )
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{
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glEnableClientState( GL_VERTEX_ARRAY );
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glVertexPointer( element.getSizeInBytes() / 4, GL_FLOAT, mVertexSize, buffer );
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buffer += element.getSizeInBytes();
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}
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else if ( element.isSemantic( GFXSemantic::NORMAL ) )
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{
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glEnableClientState( GL_NORMAL_ARRAY );
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glNormalPointer( GL_FLOAT, mVertexSize, buffer );
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buffer += element.getSizeInBytes();
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}
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else if ( element.isSemantic( GFXSemantic::COLOR ) )
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{
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glEnableClientState( GL_COLOR_ARRAY );
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glColorPointer( element.getSizeInBytes(), GL_UNSIGNED_BYTE, mVertexSize, buffer );
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buffer += element.getSizeInBytes();
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}
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else // Everything else is a texture coordinate.
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{
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glClientActiveTexture( GL_TEXTURE0 + texCoordIndex );
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glEnableClientState( GL_TEXTURE_COORD_ARRAY );
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glTexCoordPointer( element.getSizeInBytes() / 4, GL_FLOAT, mVertexSize, buffer );
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buffer += element.getSizeInBytes();
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++texCoordIndex;
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}
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}
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}
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void GFXGLVertexBuffer::finish()
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{
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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U32 texCoordIndex = 0;
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for ( U32 i=0; i < mVertexFormat.getElementCount(); i++ )
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{
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const GFXVertexElement &element = mVertexFormat.getElement( i );
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if ( element.isSemantic( GFXSemantic::POSITION ) )
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glDisableClientState( GL_VERTEX_ARRAY );
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else if ( element.isSemantic( GFXSemantic::NORMAL ) )
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glDisableClientState( GL_NORMAL_ARRAY );
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else if ( element.isSemantic( GFXSemantic::COLOR ) )
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glDisableClientState( GL_COLOR_ARRAY );
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else
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{
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glClientActiveTexture( GL_TEXTURE0 + texCoordIndex );
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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++texCoordIndex;
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}
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}
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}
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GLvoid* GFXGLVertexBuffer::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 GFXGLVertexBuffer::zombify()
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{
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if(mZombieCache || !mBuffer)
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return;
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mZombieCache = new U8[mNumVerts * mVertexSize];
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glBindBuffer(GL_ARRAY_BUFFER, mBuffer);
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glGetBufferSubData(GL_ARRAY_BUFFER, 0, mNumVerts * mVertexSize, mZombieCache);
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glBindBuffer(GL_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 GFXGLVertexBuffer::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_ARRAY_BUFFER, mBuffer);
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glBufferData(GL_ARRAY_BUFFER, mNumVerts * mVertexSize, mZombieCache, GFXGLBufferType[mBufferType]);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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delete[] mZombieCache;
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mZombieCache = NULL;
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}
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