0ad/source/renderer/VertexBufferManager.h
Ykkrosh 8fee3d8ef8 # New territory border rendering.
Add textured line overlay rendering.
Change terrain height calculations to be triangulation-dependent for
improved accuracy.
Add triangulation-dependent terrain normal function.
Support separate S/T wrap modes for textures.
Rename CVector2D_Maths since it no longer conflicts with simulation
CVector2D.
Coalesce freed chunks in vertex buffers, to avoid excessive
fragmentation.
Add some things to help debug vertex buffer allocation a little.

This was SVN commit r9929.
2011-07-30 00:56:45 +00:00

62 lines
1.9 KiB
C++

/* Copyright (C) 2011 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
/*
* Allocate and destroy CVertexBuffers
*/
#ifndef INCLUDED_VERTEXBUFFERMANAGER
#define INCLUDED_VERTEXBUFFERMANAGER
#include "VertexBuffer.h"
///////////////////////////////////////////////////////////////////////////////
// CVertexBufferManager: owner object for CVertexBuffer objects; acts as
// 'front end' for their allocation and destruction
class CVertexBufferManager
{
public:
// Explicit shutdown of the vertex buffer subsystem
void Shutdown();
/**
* Try to allocate a buffer of given number of vertices (each of given size),
* and with the given type.
* @param usage typically GL_STATIC_DRAW or GL_DYNAMIC_DRAW
* @param target typically GL_ARRAY_BUFFER or GL_ELEMENT_ARRAY_BUFFER
* @return chunk, or NULL if no free chunks available
*/
CVertexBuffer::VBChunk* Allocate(size_t vertexSize, size_t numVertices, GLenum usage, GLenum target);
// return given chunk to its owner
void Release(CVertexBuffer::VBChunk* chunk);
// return list of all buffers
const std::list<CVertexBuffer*>& GetBufferList() const { return m_Buffers; }
size_t GetBytesReserved();
size_t GetBytesAllocated();
private:
// list of all known vertex buffers
std::list<CVertexBuffer*> m_Buffers;
};
extern CVertexBufferManager g_VBMan;
#endif