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forked from 0ad/0ad
0ad/source/renderer/VertexArray.cpp

213 lines
4.2 KiB
C++

#include "precompiled.h"
#include "lib/ogl.h"
#include "maths/Vector3D.h"
#include "maths/Vector4D.h"
#include "graphics/Color.h"
#include "renderer/VertexArray.h"
#include "renderer/VertexBuffer.h"
#include "renderer/VertexBufferManager.h"
VertexArray::VertexArray(bool dynamic)
{
m_Dynamic = dynamic;
m_NumVertices = 0;
m_VB = 0;
m_BackingStore = 0;
m_Stride = 0;
}
VertexArray::~VertexArray()
{
Free();
}
// Free all resources on destruction or when a layout parameter changes
void VertexArray::Free()
{
delete[] m_BackingStore;
m_BackingStore = 0;
if (m_VB)
{
g_VBMan.Release(m_VB);
m_VB = 0;
}
}
// Set the number of vertices stored in the array
void VertexArray::SetNumVertices(size_t num)
{
if (num == m_NumVertices)
return;
Free();
m_NumVertices = num;
}
// Add vertex attributes like Position, Normal, UV
void VertexArray::AddAttribute(Attribute* attr)
{
debug_assert((attr->type == GL_FLOAT || attr->type == GL_UNSIGNED_BYTE) && "Unsupported attribute type");
debug_assert(attr->elems >= 1 && attr->elems <= 4);
attr->vertexArray = this;
m_Attributes.push_back(attr);
Free();
}
// Template specialization for GetIterator().
// We can put this into the source file because only a fixed set of types
// is supported for type safety.
template<>
VertexArrayIterator<CVector3D> VertexArray::Attribute::GetIterator<CVector3D>() const
{
debug_assert(vertexArray);
debug_assert(type == GL_FLOAT);
debug_assert(elems >= 3);
return vertexArray->MakeIterator<CVector3D>(this);
}
template<>
VertexArrayIterator<CVector4D> VertexArray::Attribute::GetIterator<CVector4D>() const
{
debug_assert(vertexArray);
debug_assert(type == GL_FLOAT);
debug_assert(elems >= 4);
return vertexArray->MakeIterator<CVector4D>(this);
}
template<>
VertexArrayIterator<float[2]> VertexArray::Attribute::GetIterator<float[2]>() const
{
debug_assert(vertexArray);
debug_assert(type == GL_FLOAT);
debug_assert(elems >= 2);
return vertexArray->MakeIterator<float[2]>(this);
}
template<>
VertexArrayIterator<SColor3ub> VertexArray::Attribute::GetIterator<SColor3ub>() const
{
debug_assert(vertexArray);
debug_assert(type == GL_UNSIGNED_BYTE);
debug_assert(elems >= 3);
return vertexArray->MakeIterator<SColor3ub>(this);
}
template<>
VertexArrayIterator<SColor4ub> VertexArray::Attribute::GetIterator<SColor4ub>() const
{
debug_assert(vertexArray);
debug_assert(type == GL_UNSIGNED_BYTE);
debug_assert(elems >= 4);
return vertexArray->MakeIterator<SColor4ub>(this);
}
static size_t RoundStride(size_t stride)
{
if (stride <= 0)
return 0;
if (stride <= 4)
return 4;
if (stride <= 8)
return 8;
if (stride <= 16)
return 16;
return (stride + 31) & ~31;
}
// Re-layout by assigning offsets on a first-come first-serve basis,
// then round up to a reasonable stride.
// Backing store is also created here, VBOs are created on upload.
void VertexArray::Layout()
{
Free();
m_Stride = 0;
//debug_printf("Layouting VertexArray\n");
for(int idx = (int)m_Attributes.size()-1; idx >= 0; --idx)
{
Attribute* attr = m_Attributes[idx];
if (!attr->type || !attr->elems)
continue;
size_t attrSize = 0;
switch(attr->type)
{
case GL_UNSIGNED_BYTE:
attrSize = sizeof(GLubyte);
break;
case GL_FLOAT:
attrSize = sizeof(GLfloat);
break;
default:
attrSize = 0;
debug_warn("Bad AttributeInfo::Type"); break;
}
attrSize *= attr->elems;
attr->offset = m_Stride;
m_Stride = (m_Stride + attrSize + 3) & ~3;
//debug_printf("%i: offset: %u\n", idx, attr->offset);
}
m_Stride = RoundStride(m_Stride);
//debug_printf("Stride: %u\n", m_Stride);
if (m_Stride)
m_BackingStore = new char[m_Stride * m_NumVertices];
}
// (Re-)Upload the attributes.
// Create the VBO if necessary.
void VertexArray::Upload()
{
debug_assert(m_BackingStore);
if (!m_VB)
m_VB = g_VBMan.Allocate(m_Stride, m_NumVertices, m_Dynamic);
m_VB->m_Owner->UpdateChunkVertices(m_VB, m_BackingStore);
}
// Bind this array, returns the base address for calls to glVertexPointer etc.
u8* VertexArray::Bind()
{
u8* base = m_VB->m_Owner->Bind();
base += m_VB->m_Index*m_Stride;
return base;
}
// Free the backing store to save some memory
void VertexArray::FreeBackingStore()
{
delete[] m_BackingStore;
m_BackingStore = 0;
}