0ad/source/renderer/VertexBufferManager.cpp

100 lines
3.1 KiB
C++

/* Copyright (C) 2009 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
*/
#include "precompiled.h"
#include "lib/ogl.h"
#include "VertexBufferManager.h"
#include "ps/CLogger.h"
// janwas 2004-06-14: added dtor
CVertexBufferManager::~CVertexBufferManager()
{
}
///////////////////////////////////////////////////////////////////////////////
// Explicit shutdown of the vertex buffer subsystem.
// This avoids the ordering issues that arise when using destructors of
// global instances.
void CVertexBufferManager::Shutdown()
{
typedef std::list<CVertexBuffer*>::iterator Iter;
for (Iter iter=m_Buffers.begin();iter!=m_Buffers.end();++iter)
delete *iter;
CVertexBuffer::Shutdown();
}
///////////////////////////////////////////////////////////////////////////////
// Allocate: try to allocate a buffer of given number of vertices (each of
// given size), with the given type, and using the given texture - return null
// if no free chunks available
CVertexBuffer::VBChunk* CVertexBufferManager::Allocate(size_t vertexSize, size_t numVertices, bool dynamic)
{
CVertexBuffer::VBChunk* result=0;
// TODO, RC - run some sanity checks on allocation request
// iterate through all existing buffers testing for one that'll
// satisfy the allocation
typedef std::list<CVertexBuffer*>::iterator Iter;
for (Iter iter = m_Buffers.begin(); iter != m_Buffers.end(); ++iter) {
CVertexBuffer* buffer = *iter;
result = buffer->Allocate(vertexSize, numVertices, dynamic);
if (result)
return result;
}
// got this far; need to allocate a new buffer
CVertexBuffer* buffer = new CVertexBuffer(vertexSize, dynamic);
m_Buffers.push_front(buffer);
result = buffer->Allocate(vertexSize, numVertices, dynamic);
if (!result)
{
LOGERROR(L"Failed to create VBOs (%lu*%lu)", (unsigned long)vertexSize, (unsigned long)numVertices);
}
return result;
}
///////////////////////////////////////////////////////////////////////////////
// Release: return given chunk to its owner
void CVertexBufferManager::Release(CVertexBuffer::VBChunk* chunk)
{
debug_assert(chunk);
chunk->m_Owner->Release(chunk);
}
///////////////////////////////////////////////////////////////////////////////
// ClearBatchIndices: empty out the batch lists of all vertex buffers
void CVertexBufferManager::ClearBatchIndices()
{
typedef std::list<CVertexBuffer*>::iterator Iter;
for (Iter iter=m_Buffers.begin();iter!=m_Buffers.end();++iter) {
CVertexBuffer* buffer=*iter;
buffer->ClearBatchIndices();
}
}