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0ad/source/renderer/VertexBuffer.h

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C++

/* 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 <http://www.gnu.org/licenses/>.
*/
/*
* encapsulation of VBOs with batching and sharing
*/
#ifndef INCLUDED_VERTEXBUFFER
#define INCLUDED_VERTEXBUFFER
#include "lib/res/graphics/ogl_tex.h"
#include <list>
#include <vector>
// 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<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;
/// 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