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forked from 0ad/0ad
0ad/source/renderer/VertexBuffer.h
2009-04-18 17:51:05 +00:00

122 lines
3.6 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/>.
*/
/*
* 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
#define MAX_VB_SIZE_BYTES (512*1024)
template <typename T>
struct ctor_dtor_logger;
///////////////////////////////////////////////////////////////////////////////
// CVertexBuffer: encapsulation of ARB_vertex_buffer_object, also supplying
// some additional functionality for batching and sharing buffers between
// multiple objects
class CVertexBuffer
{
public:
// Batch: batch definition - defines indices into the VB to use when rendering,
// and the texture used when doing so
struct Batch {
// list of indices into the vertex buffer of primitives within the batch
std::vector<std::pair<size_t,u16*> > m_IndexData;
// texture to apply when rendering batch
Handle m_Texture;
};
// VBChunk: describes a portion of this vertex buffer
struct VBChunk
{
// owning 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;
};
public:
// constructor, destructor
CVertexBuffer(size_t vertexSize, bool dynamic);
~CVertexBuffer();
// bind to this buffer; return pointer to address required as parameter
// to glVertexPointer ( + etc) calls
u8* Bind();
// clear lists of all batches
void ClearBatchIndices();
// add a batch to the render list for this buffer
void AppendBatch(VBChunk* chunk,Handle texture,size_t numIndices,u16* indices);
// update vertex data for given chunk
void UpdateChunkVertices(VBChunk* chunk,void* data);
// return this VBs batch list
const std::vector<Batch*>& GetBatches() const { return m_Batches; }
size_t GetVertexSize() const { return m_VertexSize; }
// free memory
static void Shutdown();
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,bool dynamic);
// return given chunk to this buffer
void Release(VBChunk* chunk);
private:
// set of all possible batches that can be used by this VB
std::vector<Batch*> m_Batches;
// 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;
// type of the buffer - dynamic?
bool m_Dynamic;
// list of all spare batches, shared between all vbs
static std::vector<Batch *> m_FreeBatches;
};
#endif