/* Copyright (C) 2015 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 /** * CVertexBuffer: encapsulation of ARB_vertex_buffer_object, also supplying * some additional functionality for sharing buffers between multiple objects. * * The class can be used in two modes, depending on the usage parameter: * * GL_STATIC_DRAW: Call Allocate() with backingStore = NULL. Then call * UpdateChunkVertices() with any pointer - the data will be immediately copied * to the VBO. This should be used for vertex data that rarely changes. * * GL_DYNAMIC_DRAW, GL_STREAM_DRAW: Call Allocate() with backingStore pointing * at some memory that will remain valid for the lifetime of the CVertexBuffer. * This should be used for vertex data that may change every frame. * Rendering is expected to occur in two phases: * - "Prepare" phase: * If this chunk is going to be used for rendering during the next Bind phase, * you must call PrepareForRendering(). * If the vertex data in backingStore has been modified since the last Bind phase, * you must call UpdateChunkVertices(). * - "Bind" phase: * Bind() can be called (multiple times). The vertex data will be uploaded * to the GPU if necessary. * It is okay to have multiple prepare/bind cycles per frame (though slightly less * efficient), but they must occur sequentially. */ 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; /// If UseStreaming() is true, points at the data for this chunk void* m_BackingStore; /// If true, the VBO is not consistent with the chunk's backing store /// (and will need to be re-uploaded before rendering with this chunk) bool m_Dirty; /// If true, we have been told this chunk is going to be used for /// rendering in the next bind phase and will need to be uploaded bool m_Needed; 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(); /// Make the vertex data available for the next call to Bind() void PrepareForRendering(VBChunk* chunk) { chunk->m_Needed = true; } /// 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(); /** * Given the usage flags of a buffer that has been (or will be) allocated: * * If true, we assume the buffer is going to be modified on every frame, * so we will re-upload the entire buffer every frame using glMapBuffer. * This requires the buffer's owner to hold onto its backing store. * * If false, we assume it will change rarely, and use glSubBufferData to * update it incrementally. The backing store can be freed to save memory. */ static bool UseStreaming(GLenum usage); 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, void* backingStore); /// 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; /// List of allocated chunks std::list m_AllocList; /// 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