forked from 0ad/0ad
326 lines
6.9 KiB
C++
326 lines
6.9 KiB
C++
/* Copyright (C) 2012 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "precompiled.h"
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#include "lib/alignment.h"
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#include "lib/ogl.h"
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#include "lib/sysdep/rtl.h"
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#include "maths/Vector3D.h"
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#include "maths/Vector4D.h"
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#include "graphics/Color.h"
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#include "graphics/SColor.h"
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#include "renderer/VertexArray.h"
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#include "renderer/VertexBuffer.h"
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#include "renderer/VertexBufferManager.h"
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VertexArray::VertexArray(GLenum usage, GLenum target)
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{
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m_Usage = usage;
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m_Target = target;
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m_NumVertices = 0;
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m_VB = 0;
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m_BackingStore = 0;
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m_Stride = 0;
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}
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VertexArray::~VertexArray()
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{
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Free();
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}
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// Free all resources on destruction or when a layout parameter changes
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void VertexArray::Free()
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{
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rtl_FreeAligned(m_BackingStore);
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m_BackingStore = 0;
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if (m_VB)
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{
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g_VBMan.Release(m_VB);
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m_VB = 0;
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}
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}
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// Set the number of vertices stored in the array
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void VertexArray::SetNumVertices(size_t num)
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{
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if (num == m_NumVertices)
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return;
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Free();
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m_NumVertices = num;
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}
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// Add vertex attributes like Position, Normal, UV
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void VertexArray::AddAttribute(Attribute* attr)
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{
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ENSURE(
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(attr->type == GL_FLOAT || attr->type == GL_SHORT || attr->type == GL_UNSIGNED_SHORT || attr->type == GL_UNSIGNED_BYTE)
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&& "Unsupported attribute type"
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);
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ENSURE(attr->elems >= 1 && attr->elems <= 4);
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attr->vertexArray = this;
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m_Attributes.push_back(attr);
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Free();
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}
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// Template specialization for GetIterator().
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// We can put this into the source file because only a fixed set of types
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// is supported for type safety.
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template<>
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VertexArrayIterator<CVector3D> VertexArray::Attribute::GetIterator<CVector3D>() const
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{
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ENSURE(vertexArray);
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ENSURE(type == GL_FLOAT);
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ENSURE(elems >= 3);
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return vertexArray->MakeIterator<CVector3D>(this);
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}
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template<>
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VertexArrayIterator<CVector4D> VertexArray::Attribute::GetIterator<CVector4D>() const
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{
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ENSURE(vertexArray);
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ENSURE(type == GL_FLOAT);
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ENSURE(elems >= 4);
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return vertexArray->MakeIterator<CVector4D>(this);
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}
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template<>
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VertexArrayIterator<float[2]> VertexArray::Attribute::GetIterator<float[2]>() const
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{
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ENSURE(vertexArray);
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ENSURE(type == GL_FLOAT);
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ENSURE(elems >= 2);
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return vertexArray->MakeIterator<float[2]>(this);
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}
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template<>
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VertexArrayIterator<SColor3ub> VertexArray::Attribute::GetIterator<SColor3ub>() const
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{
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ENSURE(vertexArray);
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ENSURE(type == GL_UNSIGNED_BYTE);
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ENSURE(elems >= 3);
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return vertexArray->MakeIterator<SColor3ub>(this);
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}
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template<>
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VertexArrayIterator<SColor4ub> VertexArray::Attribute::GetIterator<SColor4ub>() const
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{
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ENSURE(vertexArray);
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ENSURE(type == GL_UNSIGNED_BYTE);
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ENSURE(elems >= 4);
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return vertexArray->MakeIterator<SColor4ub>(this);
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}
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template<>
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VertexArrayIterator<u16> VertexArray::Attribute::GetIterator<u16>() const
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{
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ENSURE(vertexArray);
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ENSURE(type == GL_UNSIGNED_SHORT);
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ENSURE(elems >= 1);
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return vertexArray->MakeIterator<u16>(this);
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}
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template<>
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VertexArrayIterator<u16[2]> VertexArray::Attribute::GetIterator<u16[2]>() const
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{
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ENSURE(vertexArray);
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ENSURE(type == GL_UNSIGNED_SHORT);
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ENSURE(elems >= 2);
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return vertexArray->MakeIterator<u16[2]>(this);
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}
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template<>
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VertexArrayIterator<u8> VertexArray::Attribute::GetIterator<u8>() const
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{
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ENSURE(vertexArray);
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ENSURE(type == GL_UNSIGNED_BYTE);
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ENSURE(elems >= 1);
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return vertexArray->MakeIterator<u8>(this);
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}
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template<>
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VertexArrayIterator<u8[4]> VertexArray::Attribute::GetIterator<u8[4]>() const
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{
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ENSURE(vertexArray);
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ENSURE(type == GL_UNSIGNED_BYTE);
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ENSURE(elems >= 4);
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return vertexArray->MakeIterator<u8[4]>(this);
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}
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template<>
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VertexArrayIterator<short> VertexArray::Attribute::GetIterator<short>() const
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{
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ENSURE(vertexArray);
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ENSURE(type == GL_SHORT);
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ENSURE(elems >= 1);
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return vertexArray->MakeIterator<short>(this);
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}
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template<>
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VertexArrayIterator<short[2]> VertexArray::Attribute::GetIterator<short[2]>() const
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{
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ENSURE(vertexArray);
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ENSURE(type == GL_SHORT);
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ENSURE(elems >= 2);
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return vertexArray->MakeIterator<short[2]>(this);
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}
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static size_t RoundStride(size_t stride)
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{
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if (stride <= 0)
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return 0;
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if (stride <= 4)
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return 4;
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if (stride <= 8)
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return 8;
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if (stride <= 16)
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return 16;
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return Align<32>(stride);
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}
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// Re-layout by assigning offsets on a first-come first-serve basis,
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// then round up to a reasonable stride.
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// Backing store is also created here, VBOs are created on upload.
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void VertexArray::Layout()
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{
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Free();
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m_Stride = 0;
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//debug_printf(L"Layouting VertexArray\n");
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for (ssize_t idx = m_Attributes.size()-1; idx >= 0; --idx)
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{
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Attribute* attr = m_Attributes[idx];
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if (!attr->type || !attr->elems)
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continue;
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size_t attrSize = 0;
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switch(attr->type)
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{
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case GL_UNSIGNED_BYTE:
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attrSize = sizeof(GLubyte);
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break;
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case GL_SHORT:
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attrSize = sizeof(GLshort);
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break;
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case GL_UNSIGNED_SHORT:
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attrSize = sizeof(GLushort);
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break;
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case GL_FLOAT:
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attrSize = sizeof(GLfloat);
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break;
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default:
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attrSize = 0;
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debug_warn(L"Bad Attribute::type"); break;
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}
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attrSize *= attr->elems;
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attr->offset = m_Stride;
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m_Stride += attrSize;
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if (m_Target == GL_ARRAY_BUFFER)
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m_Stride = Align<4>(m_Stride);
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//debug_printf(L"%i: offset: %u\n", idx, attr->offset);
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}
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if (m_Target == GL_ARRAY_BUFFER)
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m_Stride = RoundStride(m_Stride);
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//debug_printf(L"Stride: %u\n", m_Stride);
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if (m_Stride)
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m_BackingStore = (char*)rtl_AllocateAligned(m_Stride * m_NumVertices, 16);
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}
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// (Re-)Upload the attributes.
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// Create the VBO if necessary.
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void VertexArray::Upload()
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{
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ENSURE(m_BackingStore);
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if (!m_VB)
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m_VB = g_VBMan.Allocate(m_Stride, m_NumVertices, m_Usage, m_Target);
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if (!m_VB) // failed to allocate VBO
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return;
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m_VB->m_Owner->UpdateChunkVertices(m_VB, m_BackingStore);
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}
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// Bind this array, returns the base address for calls to glVertexPointer etc.
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u8* VertexArray::Bind()
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{
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if (!m_VB)
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return NULL;
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u8* base = m_VB->m_Owner->Bind();
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base += m_VB->m_Index*m_Stride;
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return base;
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}
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// Free the backing store to save some memory
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void VertexArray::FreeBackingStore()
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{
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rtl_FreeAligned(m_BackingStore);
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m_BackingStore = 0;
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}
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VertexIndexArray::VertexIndexArray(GLenum usage) :
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VertexArray(usage, GL_ELEMENT_ARRAY_BUFFER)
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{
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m_Attr.type = GL_UNSIGNED_SHORT;
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m_Attr.elems = 1;
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AddAttribute(&m_Attr);
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}
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VertexArrayIterator<u16> VertexIndexArray::GetIterator() const
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{
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return m_Attr.GetIterator<u16>();
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}
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