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0ad/source/renderer/VertexBuffer.h
notpete 4f8ce4b1d4 Initial revision.
This was SVN commit r410.
2004-06-07 19:52:37 +00:00

100 lines
3.1 KiB
C++
Executable File

///////////////////////////////////////////////////////////////////////////////
//
// Name: VertexBuffer.h
// Author: Rich Cross
// Contact: rich@wildfiregames.com
//
///////////////////////////////////////////////////////////////////////////////
#ifndef _VERTEXBUFFER_H
#define _VERTEXBUFFER_H
#include "lib.h"
#include "res/tex.h"
#include <list>
#include <vector>
// absolute maximum (bytewise) size of each GL vertex buffer object
#define MAX_VB_SIZE_BYTES (32*8192)
///////////////////////////////////////////////////////////////////////////////
// CVertexBuffer: encapsulation of ARB_vertex_buffer_object, also supplying
// some additional functionality for batching and sharing buffers between
// multiple objects
class CVertexBuffer
{
public:
// Batch: batch definition - defines indices into the VB to use when rendering,
// and the texture used when doing so
struct Batch {
// list of indices into the vertex buffer of primitives within the batch
std::vector<std::pair<size_t,u16*> > m_IndexData;
// texture to apply when rendering batch
Handle m_Texture;
};
// VBChunk: describes a portion of this vertex buffer
struct VBChunk
{
// owning buffer
CVertexBuffer* m_Owner;
// start index of this chunk in owner
size_t m_Index;
// number of vertices used by chunk
size_t m_Count;
};
public:
// constructor, destructor
CVertexBuffer(size_t vertexSize,bool dynamic);
~CVertexBuffer();
// bind to this buffer; return pointer to address required as parameter
// to glVertexPointer ( + etc) calls
u8* Bind();
// clear lists of all batches
void ClearBatchIndices();
// add a batch to the render list for this buffer
void AppendBatch(VBChunk* chunk,Handle texture,size_t numIndices,u16* indices);
// update vertex data for given chunk
void UpdateChunkVertices(VBChunk* chunk,void* data);
// return this VBs batch list
const std::vector<Batch*>& GetBatches() const { return m_Batches; }
protected:
friend class CVertexBufferManager; // allow allocate only via CVertexBufferManager
// try to allocate a buffer of given number of vertices (each of given size),
// and with the given type - return null if no free chunks available
VBChunk* Allocate(size_t vertexSize,size_t numVertices,bool dynamic);
// return given chunk to this buffer
void Release(VBChunk* chunk);
private:
// set of all possible batches that can be used by this VB
std::vector<Batch*> m_Batches;
// vertex size of this vertex buffer
size_t m_VertexSize;
// number of vertices of above size in this buffer
size_t m_MaxVertices;
// list of free chunks in this buffer
std::list<VBChunk*> m_FreeList;
// available free vertices - total of all free vertices in the free list
size_t m_FreeVertices;
// handle to the actual GL vertex buffer object
GLuint m_Handle;
// raw system memory for systems not supporting VBOs
u8* m_SysMem;
// type of the buffer - dynamic?
bool m_Dynamic;
// list of all spare batches, shared between all vbs
static std::vector<Batch*> m_FreeBatches;
};
#endif