/* Copyright (C) 2013 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 . */ /* * encapsulation of VBOs with batching and sharing */ #ifndef INCLUDED_VERTEXBUFFER #define INCLUDED_VERTEXBUFFER #include "lib/res/graphics/ogl_tex.h" #include #include // Absolute maximum (bytewise) size of each GL vertex buffer object. // Make it large enough for the maximum feasible mesh size (64K vertexes, // 32 bytes per vertex in ShaderModelRenderer). // TODO: measure what influence this has on performance #define MAX_VB_SIZE_BYTES (4*1024*1024) /** * CVertexBuffer: encapsulation of ARB_vertex_buffer_object, also supplying * some additional functionality for sharing buffers between multiple objects */ class CVertexBuffer { NONCOPYABLE(CVertexBuffer); public: /// VBChunk: describes a portion of this vertex buffer struct VBChunk { /// Owning (parent) vertex 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; private: // Only CVertexBuffer can construct/delete these // (Other people should use g_VBMan.Allocate, g_VBMan.Release) friend class CVertexBuffer; VBChunk() {} ~VBChunk() {} }; public: // constructor, destructor CVertexBuffer(size_t vertexSize, GLenum usage, GLenum target); ~CVertexBuffer(); /// Bind to this buffer; return pointer to address required as parameter /// to glVertexPointer ( + etc) calls u8* Bind(); /// Get the address that Bind() will return, without actually binding u8* GetBindAddress(); /// Unbind any currently-bound buffer, so glVertexPointer etc calls will not attempt to use it static void Unbind(); /// Update vertex data for given chunk. Transfers the provided data to the actual OpenGL vertex buffer. void UpdateChunkVertices(VBChunk* chunk, void* data); size_t GetVertexSize() const { return m_VertexSize; } size_t GetBytesReserved() const; size_t GetBytesAllocated() const; /// Returns true if this vertex buffer is compatible with the specified vertex type and intended usage. bool CompatibleVertexType(size_t vertexSize, GLenum usage, GLenum target); void DumpStatus(); 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, GLenum usage, GLenum target); /// Return given chunk to this buffer void Release(VBChunk* chunk); private: /// 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 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; /// Usage type of the buffer (GL_STATIC_DRAW etc) GLenum m_Usage; /// Buffer target (GL_ARRAY_BUFFER, GL_ELEMENT_ARRAY_BUFFER) GLenum m_Target; }; #endif