/* ----------------------------------------------------------------------------- This source file is part of OGRE (Object-oriented Graphics Rendering Engine) For the latest info, see http://www.ogre3d.org/ Copyright (c) 2000-2005 The OGRE Team Also see acknowledgements in Readme.html This program is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program 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 Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA, or go to http://www.gnu.org/copyleft/lesser.txt. ----------------------------------------------------------------------------- */ #include "OgreStableHeaders.h" #include "OgreVertexIndexData.h" #include "OgreHardwareBufferManager.h" #include "OgreHardwareVertexBuffer.h" #include "OgreHardwareIndexBuffer.h" #include "OgreVector3.h" #include "OgreAxisAlignedBox.h" #include "OgreRoot.h" #include "OgreRenderSystem.h" #include "OgreException.h" namespace Ogre { //----------------------------------------------------------------------- VertexData::VertexData() { vertexBufferBinding = HardwareBufferManager::getSingleton(). createVertexBufferBinding(); vertexDeclaration = HardwareBufferManager::getSingleton(). createVertexDeclaration(); vertexCount = 0; vertexStart = 0; } //----------------------------------------------------------------------- VertexData::~VertexData() { HardwareBufferManager::getSingleton(). destroyVertexBufferBinding(vertexBufferBinding); HardwareBufferManager::getSingleton().destroyVertexDeclaration(vertexDeclaration); } //----------------------------------------------------------------------- VertexData* VertexData::clone(bool copyData) const { VertexData* dest = new VertexData(); // Copy vertex buffers in turn const VertexBufferBinding::VertexBufferBindingMap bindings = this->vertexBufferBinding->getBindings(); VertexBufferBinding::VertexBufferBindingMap::const_iterator vbi, vbend; vbend = bindings.end(); for (vbi = bindings.begin(); vbi != vbend; ++vbi) { HardwareVertexBufferSharedPtr srcbuf = vbi->second; HardwareVertexBufferSharedPtr dstBuf; if (copyData) { // create new buffer with the same settings dstBuf = HardwareBufferManager::getSingleton().createVertexBuffer( srcbuf->getVertexSize(), srcbuf->getNumVertices(), srcbuf->getUsage(), srcbuf->hasShadowBuffer()); // copy data dstBuf->copyData(*srcbuf, 0, 0, srcbuf->getSizeInBytes(), true); } else { // don't copy, point at existing buffer dstBuf = srcbuf; } // Copy binding dest->vertexBufferBinding->setBinding(vbi->first, dstBuf); } // Basic vertex info dest->vertexStart = this->vertexStart; dest->vertexCount = this->vertexCount; // Copy elements const VertexDeclaration::VertexElementList elems = this->vertexDeclaration->getElements(); VertexDeclaration::VertexElementList::const_iterator ei, eiend; eiend = elems.end(); for (ei = elems.begin(); ei != eiend; ++ei) { dest->vertexDeclaration->addElement( ei->getSource(), ei->getOffset(), ei->getType(), ei->getSemantic(), ei->getIndex() ); } return dest; } //----------------------------------------------------------------------- void VertexData::prepareForShadowVolume(void) { /* NOTE I would dearly, dearly love to just use a 4D position buffer in order to store the extra 'w' value I need to differentiate between extruded and non-extruded sections of the buffer, so that vertex programs could use that. Hey, it works fine for GL. However, D3D9 in it's infinite stupidity, does not support 4d position vertices in the fixed-function pipeline. If you use them, you just see nothing. Since we can't know whether the application is going to use fixed function or vertex programs, we have to stick to 3d position vertices and store the 'w' in a separate 1D texture coordinate buffer, which is only used when rendering the shadow. */ // Upfront, lets check whether we have vertex program capability RenderSystem* rend = Root::getSingleton().getRenderSystem(); bool useVertexPrograms = false; if (rend && rend->getCapabilities()->hasCapability(RSC_VERTEX_PROGRAM)) { useVertexPrograms = true; } // Look for a position element const VertexElement* posElem = vertexDeclaration->findElementBySemantic(VES_POSITION); if (posElem) { size_t v; unsigned posOldSource = posElem->getSource(); HardwareVertexBufferSharedPtr vbuf = vertexBufferBinding->getBuffer(posOldSource); bool wasSharedBuffer = false; // Are there other elements in the buffer except for the position? if (vbuf->getVertexSize() > posElem->getSize()) { // We need to create another buffer to contain the remaining elements // Most drivers don't like gaps in the declaration, and in any case it's waste wasSharedBuffer = true; } HardwareVertexBufferSharedPtr newPosBuffer, newRemainderBuffer; if (wasSharedBuffer) { newRemainderBuffer = HardwareBufferManager::getSingleton().createVertexBuffer( vbuf->getVertexSize() - posElem->getSize(), vbuf->getNumVertices(), vbuf->getUsage(), vbuf->hasShadowBuffer()); } // Allocate new position buffer, will be FLOAT3 and 2x the size size_t oldVertexCount = vbuf->getNumVertices(); size_t newVertexCount = oldVertexCount * 2; newPosBuffer = HardwareBufferManager::getSingleton().createVertexBuffer( VertexElement::getTypeSize(VET_FLOAT3), newVertexCount, vbuf->getUsage(), vbuf->hasShadowBuffer()); // Iterate over the old buffer, copying the appropriate elements and initialising the rest float* pSrc; unsigned char *pBaseSrc = static_cast( vbuf->lock(HardwareBuffer::HBL_READ_ONLY)); // Point first destination pointer at the start of the new position buffer, // the other one half way along float *pDest = static_cast(newPosBuffer->lock(HardwareBuffer::HBL_DISCARD)); float* pDest2 = pDest + oldVertexCount * 3; // Precalculate any dimensions of vertex areas outside the position size_t prePosVertexSize, postPosVertexSize, postPosVertexOffset; unsigned char *pBaseDestRem = 0; if (wasSharedBuffer) { pBaseDestRem = static_cast( newRemainderBuffer->lock(HardwareBuffer::HBL_DISCARD)); prePosVertexSize = posElem->getOffset(); postPosVertexOffset = prePosVertexSize + posElem->getSize(); postPosVertexSize = vbuf->getVertexSize() - postPosVertexOffset; // the 2 separate bits together should be the same size as the remainder buffer vertex assert (newRemainderBuffer->getVertexSize() == prePosVertexSize + postPosVertexSize); // Iterate over the vertices for (v = 0; v < oldVertexCount; ++v) { // Copy position, into both buffers posElem->baseVertexPointerToElement(pBaseSrc, &pSrc); *pDest++ = *pDest2++ = *pSrc++; *pDest++ = *pDest2++ = *pSrc++; *pDest++ = *pDest2++ = *pSrc++; // now deal with any other elements // Basically we just memcpy the vertex excluding the position if (prePosVertexSize > 0) memcpy(pBaseDestRem, pBaseSrc, prePosVertexSize); if (postPosVertexSize > 0) memcpy(pBaseDestRem + prePosVertexSize, pBaseSrc + postPosVertexOffset, postPosVertexSize); pBaseDestRem += newRemainderBuffer->getVertexSize(); pBaseSrc += vbuf->getVertexSize(); } // next vertex } else { // Unshared buffer, can block copy the whole thing memcpy(pDest, pBaseSrc, vbuf->getSizeInBytes()); memcpy(pDest2, pBaseSrc, vbuf->getSizeInBytes()); } vbuf->unlock(); newPosBuffer->unlock(); if (wasSharedBuffer) newRemainderBuffer->unlock(); // At this stage, he original vertex buffer is going to be destroyed // So we should force the deallocation of any temporary copies HardwareBufferManager::getSingleton()._forceReleaseBufferCopies(vbuf); if (useVertexPrograms) { // Now it's time to set up the w buffer hardwareShadowVolWBuffer = HardwareBufferManager::getSingleton().createVertexBuffer( sizeof(float), newVertexCount, HardwareBuffer::HBU_STATIC_WRITE_ONLY, false); // Fill the first half with 1.0, second half with 0.0 pDest = static_cast( hardwareShadowVolWBuffer->lock(HardwareBuffer::HBL_DISCARD)); for (v = 0; v < oldVertexCount; ++v) { *pDest++ = 1.0f; } for (v = 0; v < oldVertexCount; ++v) { *pDest++ = 0.0f; } hardwareShadowVolWBuffer->unlock(); } unsigned short newPosBufferSource; if (wasSharedBuffer) { // Get the a new buffer binding index newPosBufferSource= vertexBufferBinding->getNextIndex(); // Re-bind the old index to the remainder buffer vertexBufferBinding->setBinding(posOldSource, newRemainderBuffer); } else { // We can just re-use the same source idex for the new position buffer newPosBufferSource = posOldSource; } // Bind the new position buffer vertexBufferBinding->setBinding(newPosBufferSource, newPosBuffer); // Now, alter the vertex declaration to change the position source // and the offsets of elements using the same buffer VertexDeclaration::VertexElementList::const_iterator elemi = vertexDeclaration->getElements().begin(); VertexDeclaration::VertexElementList::const_iterator elemiend = vertexDeclaration->getElements().end(); unsigned short idx; for(idx = 0; elemi != elemiend; ++elemi, ++idx) { if (&(*elemi) == posElem) { // Modify position to point at new position buffer vertexDeclaration->modifyElement( idx, newPosBufferSource, // new source buffer 0, // no offset now VET_FLOAT3, VES_POSITION); } else if (wasSharedBuffer && elemi->getSource() == posOldSource && elemi->getOffset() > prePosVertexSize ) { // This element came after position, remove the position's // size vertexDeclaration->modifyElement( idx, posOldSource, // same old source elemi->getOffset() - posElem->getSize(), // less offset now elemi->getType(), elemi->getSemantic(), elemi->getIndex()); } } // Note that we don't change vertexCount, because the other buffer(s) are still the same // size after all } } //----------------------------------------------------------------------- void VertexData::reorganiseBuffers(VertexDeclaration* newDeclaration, const BufferUsageList& bufferUsages) { // Firstly, close up any gaps in the buffer sources which might have arisen newDeclaration->closeGapsInSource(); // Build up a list of both old and new elements in each buffer unsigned short buf = 0; std::vector oldBufferLocks; std::vector oldBufferVertexSizes; std::vector newBufferLocks; std::vector newBufferVertexSizes; VertexBufferBinding* newBinding = HardwareBufferManager::getSingleton().createVertexBufferBinding(); const VertexBufferBinding::VertexBufferBindingMap& oldBindingMap = vertexBufferBinding->getBindings(); VertexBufferBinding::VertexBufferBindingMap::const_iterator itBinding; // Pre-allocate old buffer locks if (!oldBindingMap.empty()) { size_t count = oldBindingMap.rbegin()->first + 1; oldBufferLocks.resize(count); oldBufferVertexSizes.resize(count); } // Lock all the old buffers for reading for (itBinding = oldBindingMap.begin(); itBinding != oldBindingMap.end(); ++itBinding) { assert(itBinding->second->getNumVertices() >= vertexCount); oldBufferVertexSizes[itBinding->first] = itBinding->second->getVertexSize(); oldBufferLocks[itBinding->first] = itBinding->second->lock( HardwareBuffer::HBL_READ_ONLY); } // Create new buffers and lock all for writing buf = 0; while (!newDeclaration->findElementsBySource(buf).empty()) { size_t vertexSize = newDeclaration->getVertexSize(buf); HardwareVertexBufferSharedPtr vbuf = HardwareBufferManager::getSingleton().createVertexBuffer( vertexSize, vertexCount, bufferUsages[buf]); newBinding->setBinding(buf, vbuf); newBufferVertexSizes.push_back(vertexSize); newBufferLocks.push_back( vbuf->lock(HardwareBuffer::HBL_DISCARD)); buf++; } // Map from new to old elements typedef std::map NewToOldElementMap; NewToOldElementMap newToOldElementMap; const VertexDeclaration::VertexElementList& newElemList = newDeclaration->getElements(); VertexDeclaration::VertexElementList::const_iterator ei, eiend; eiend = newElemList.end(); for (ei = newElemList.begin(); ei != eiend; ++ei) { // Find corresponding old element const VertexElement* oldElem = vertexDeclaration->findElementBySemantic( (*ei).getSemantic(), (*ei).getIndex()); if (!oldElem) { // Error, cannot create new elements with this method OGRE_EXCEPT(Exception::ERR_ITEM_NOT_FOUND, "Element not found in old vertex declaration", "VertexData::reorganiseBuffers"); } newToOldElementMap[&(*ei)] = oldElem; } // Now iterate over the new buffers, pulling data out of the old ones // For each vertex for (size_t v = 0; v < vertexCount; ++v) { // For each (new) element for (ei = newElemList.begin(); ei != eiend; ++ei) { const VertexElement* newElem = &(*ei); NewToOldElementMap::iterator noi = newToOldElementMap.find(newElem); const VertexElement* oldElem = noi->second; unsigned short oldBufferNo = oldElem->getSource(); unsigned short newBufferNo = newElem->getSource(); void* pSrcBase = static_cast( static_cast(oldBufferLocks[oldBufferNo]) + v * oldBufferVertexSizes[oldBufferNo]); void* pDstBase = static_cast( static_cast(newBufferLocks[newBufferNo]) + v * newBufferVertexSizes[newBufferNo]); void *pSrc, *pDst; oldElem->baseVertexPointerToElement(pSrcBase, &pSrc); newElem->baseVertexPointerToElement(pDstBase, &pDst); memcpy(pDst, pSrc, newElem->getSize()); } } // Unlock all buffers for (itBinding = oldBindingMap.begin(); itBinding != oldBindingMap.end(); ++itBinding) { itBinding->second->unlock(); } for (buf = 0; buf < newBinding->getBufferCount(); ++buf) { newBinding->getBuffer(buf)->unlock(); } // Delete old binding & declaration HardwareBufferManager::getSingleton(). destroyVertexBufferBinding(vertexBufferBinding); HardwareBufferManager::getSingleton().destroyVertexDeclaration(vertexDeclaration); // Assign new binding and declaration vertexDeclaration = newDeclaration; vertexBufferBinding = newBinding; } //----------------------------------------------------------------------- void VertexData::reorganiseBuffers(VertexDeclaration* newDeclaration) { // Derive the buffer usages from looking at where the source has come // from BufferUsageList usages; for (unsigned short b = 0; b <= newDeclaration->getMaxSource(); ++b) { VertexDeclaration::VertexElementList destElems = newDeclaration->findElementsBySource(b); // Initialise with most restrictive version // (not really a usable option, but these flags will be removed) HardwareBuffer::Usage final = static_cast( HardwareBuffer::HBU_STATIC_WRITE_ONLY | HardwareBuffer::HBU_DISCARDABLE); VertexDeclaration::VertexElementList::iterator v; for (v = destElems.begin(); v != destElems.end(); ++v) { VertexElement& destelem = *v; // get source const VertexElement* srcelem = vertexDeclaration->findElementBySemantic( destelem.getSemantic(), destelem.getIndex()); // get buffer HardwareVertexBufferSharedPtr srcbuf = vertexBufferBinding->getBuffer(srcelem->getIndex()); // improve flexibility only if (srcbuf->getUsage() & HardwareBuffer::HBU_DYNAMIC) { // remove static final = static_cast( final & ~HardwareBuffer::HBU_STATIC); // add dynamic final = static_cast( final | HardwareBuffer::HBU_DYNAMIC); } if (!(srcbuf->getUsage() & HardwareBuffer::HBU_WRITE_ONLY)) { // remove write only final = static_cast( final & ~HardwareBuffer::HBU_WRITE_ONLY); } if (!(srcbuf->getUsage() & HardwareBuffer::HBU_DISCARDABLE)) { // remove discardable final = static_cast( final & ~HardwareBuffer::HBU_DISCARDABLE); } } usages.push_back(final); } // Call specific method reorganiseBuffers(newDeclaration, usages); } //----------------------------------------------------------------------- //----------------------------------------------------------------------- IndexData::IndexData() { indexCount = 0; indexStart = 0; } //----------------------------------------------------------------------- IndexData::~IndexData() { } //----------------------------------------------------------------------- IndexData* IndexData::clone(bool copyData) const { IndexData* dest = new IndexData(); if (indexBuffer.get()) { if (copyData) { dest->indexBuffer = HardwareBufferManager::getSingleton(). createIndexBuffer(indexBuffer->getType(), indexBuffer->getNumIndexes(), indexBuffer->getUsage(), indexBuffer->hasShadowBuffer()); dest->indexBuffer->copyData(*indexBuffer, 0, 0, indexBuffer->getSizeInBytes(), true); } else { dest->indexBuffer = indexBuffer; } } dest->indexCount = indexCount; dest->indexStart = indexStart; return dest; } }