[692] | 1 | /*
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| 2 | -----------------------------------------------------------------------------
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| 3 | This source file is part of OGRE
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| 4 | (Object-oriented Graphics Rendering Engine)
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| 5 | For the latest info, see http://www.ogre3d.org/
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| 6 |
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| 7 | Copyright (c) 2000-2005 The OGRE Team
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| 8 | Also see acknowledgements in Readme.html
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| 9 |
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| 10 | This program is free software; you can redistribute it and/or modify it under
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| 11 | the terms of the GNU Lesser General Public License as published by the Free Software
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| 12 | Foundation; either version 2 of the License, or (at your option) any later
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| 13 | version.
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| 14 |
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| 15 | This program is distributed in the hope that it will be useful, but WITHOUT
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| 16 | ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
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| 17 | FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
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| 18 |
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| 19 | You should have received a copy of the GNU Lesser General Public License along with
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| 20 | this program; if not, write to the Free Software Foundation, Inc., 59 Temple
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| 21 | Place - Suite 330, Boston, MA 02111-1307, USA, or go to
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| 22 | http://www.gnu.org/copyleft/lesser.txt.
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| 23 | -----------------------------------------------------------------------------
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| 24 | */
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| 25 | #include "OgreGLHardwareBufferManager.h"
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| 26 | #include "OgreGLHardwareVertexBuffer.h"
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| 27 | #include "OgreException.h"
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| 28 | #include "OgreLogManager.h"
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| 29 |
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| 30 | namespace Ogre {
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| 31 |
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| 32 | //---------------------------------------------------------------------
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| 33 | GLHardwareVertexBuffer::GLHardwareVertexBuffer(size_t vertexSize,
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| 34 | size_t numVertices, HardwareBuffer::Usage usage, bool useShadowBuffer)
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| 35 | : HardwareVertexBuffer(vertexSize, numVertices, usage, false, useShadowBuffer)
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| 36 | {
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| 37 | glGenBuffersARB( 1, &mBufferId );
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| 38 |
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| 39 | if (!mBufferId)
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| 40 | {
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| 41 | OGRE_EXCEPT(Exception::ERR_INTERNAL_ERROR,
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| 42 | "Cannot create GL vertex buffer",
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| 43 | "GLHardwareVertexBuffer::GLHardwareVertexBuffer");
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| 44 | }
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| 45 |
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| 46 | glBindBufferARB(GL_ARRAY_BUFFER_ARB, mBufferId);
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| 47 |
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| 48 | // Initialise mapped buffer and set usage
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| 49 | glBufferDataARB(GL_ARRAY_BUFFER_ARB, mSizeInBytes, NULL,
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| 50 | GLHardwareBufferManager::getGLUsage(usage));
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| 51 |
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| 52 | //std::cerr << "creating vertex buffer = " << mBufferId << std::endl;
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| 53 | }
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| 54 | //---------------------------------------------------------------------
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| 55 | GLHardwareVertexBuffer::~GLHardwareVertexBuffer()
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| 56 | {
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| 57 | glDeleteBuffersARB(1, &mBufferId);
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| 58 | }
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| 59 | //---------------------------------------------------------------------
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| 60 | void* GLHardwareVertexBuffer::lockImpl(size_t offset,
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| 61 | size_t length, LockOptions options)
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| 62 | {
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| 63 | GLenum access = 0;
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| 64 |
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| 65 | if(mIsLocked)
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| 66 | {
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| 67 | OGRE_EXCEPT(Exception::ERR_INTERNAL_ERROR,
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| 68 | "Invalid attempt to lock an index buffer that has already been locked",
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| 69 | "GLHardwareIndexBuffer::lock");
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| 70 | }
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| 71 |
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| 72 | glBindBufferARB(GL_ARRAY_BUFFER_ARB, mBufferId);
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| 73 |
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| 74 | if(options == HBL_DISCARD)
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| 75 | {
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| 76 | //TODO: really we should use this to indicate our discard of the buffer
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| 77 | //However it makes no difference to fps on nVidia, and can crash some ATI
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| 78 | //glBufferDataARB(GL_ELEMENT_ARRAY_BUFFER_ARB, mSizeInBytes, NULL,
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| 79 | // GLHardwareBufferManager::getGLUsage(mUsage));
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| 80 |
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| 81 | access = (mUsage == HBU_DYNAMIC || mUsage == HBU_STATIC) ?
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| 82 | GL_READ_WRITE_ARB : GL_WRITE_ONLY_ARB;
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| 83 |
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| 84 | }
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| 85 | else if(options == HBL_READ_ONLY)
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| 86 | {
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| 87 | if(mUsage == HBU_WRITE_ONLY)
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| 88 | {
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| 89 | LogManager::getSingleton().logMessage(
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| 90 | "GLHardwareVertexBuffer: Locking a write-only vertex "
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| 91 | "buffer for reading, performance warning.");
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| 92 | }
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| 93 | access = GL_READ_ONLY_ARB;
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| 94 | }
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| 95 | else if(options == HBL_NORMAL || options == HBL_NO_OVERWRITE)
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| 96 | {
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| 97 | // TODO: we should be using the below implementation, but nVidia cards
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| 98 | // choke on it and perform terribly - for investigation with nVidia
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| 99 | //access = (mUsage == HBU_DYNAMIC || mUsage == HBU_STATIC) ?
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| 100 | // GL_READ_WRITE_ARB : GL_WRITE_ONLY_ARB;
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| 101 | access = GL_READ_WRITE;
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| 102 | }
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| 103 | else
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| 104 | {
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| 105 | OGRE_EXCEPT(Exception::ERR_INTERNAL_ERROR,
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| 106 | "Invalid locking option set", "GLHardwareVertexBuffer::lock");
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| 107 | }
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| 108 |
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| 109 | void* pBuffer = glMapBufferARB( GL_ARRAY_BUFFER_ARB, access);
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| 110 |
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| 111 | if(pBuffer == 0)
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| 112 | {
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| 113 | OGRE_EXCEPT(Exception::ERR_INTERNAL_ERROR,
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| 114 | "Vertex Buffer: Out of memory", "GLHardwareVertexBuffer::lock");
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| 115 | }
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| 116 |
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| 117 | mIsLocked = true;
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| 118 | // return offsetted
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| 119 | return static_cast<void*>(
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| 120 | static_cast<unsigned char*>(pBuffer) + offset);
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| 121 | }
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| 122 | //---------------------------------------------------------------------
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| 123 | void GLHardwareVertexBuffer::unlockImpl(void)
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| 124 | {
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| 125 | glBindBufferARB(GL_ARRAY_BUFFER_ARB, mBufferId);
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| 126 |
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| 127 | if(!glUnmapBufferARB( GL_ARRAY_BUFFER_ARB ))
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| 128 | {
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| 129 | OGRE_EXCEPT(Exception::ERR_INTERNAL_ERROR,
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| 130 | "Buffer data corrupted, please reload",
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| 131 | "GLHardwareVertexBuffer::unlock");
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| 132 | }
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| 133 |
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| 134 | mIsLocked = false;
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| 135 | }
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| 136 | //---------------------------------------------------------------------
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| 137 | void GLHardwareVertexBuffer::readData(size_t offset, size_t length,
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| 138 | void* pDest)
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| 139 | {
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| 140 | if(mUseShadowBuffer)
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| 141 | {
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| 142 | // get data from the shadow buffer
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| 143 | void* srcData = mpShadowBuffer->lock(offset, length, HBL_READ_ONLY);
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| 144 | memcpy(pDest, srcData, length);
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| 145 | mpShadowBuffer->unlock();
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| 146 | }
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| 147 | else
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| 148 | {
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| 149 | // get data from the real buffer
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| 150 | glBindBufferARB(GL_ARRAY_BUFFER_ARB, mBufferId);
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| 151 |
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| 152 | glGetBufferSubDataARB(GL_ARRAY_BUFFER_ARB, offset, length, pDest);
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| 153 | }
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| 154 | }
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| 155 | //---------------------------------------------------------------------
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| 156 | void GLHardwareVertexBuffer::writeData(size_t offset, size_t length,
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| 157 | const void* pSource, bool discardWholeBuffer)
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| 158 | {
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| 159 | glBindBufferARB(GL_ARRAY_BUFFER_ARB, mBufferId);
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| 160 |
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| 161 | // Update the shadow buffer
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| 162 | if(mUseShadowBuffer)
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| 163 | {
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| 164 | void* destData = mpShadowBuffer->lock(offset, length,
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| 165 | discardWholeBuffer ? HBL_DISCARD : HBL_NORMAL);
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| 166 | memcpy(destData, pSource, length);
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| 167 | mpShadowBuffer->unlock();
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| 168 | }
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| 169 |
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| 170 | if(discardWholeBuffer)
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| 171 | {
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| 172 | glBufferDataARB(GL_ARRAY_BUFFER_ARB, mSizeInBytes, NULL,
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| 173 | GLHardwareBufferManager::getGLUsage(mUsage));
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| 174 | }
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| 175 |
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| 176 | // Now update the real buffer
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| 177 | glBufferSubDataARB(GL_ARRAY_BUFFER_ARB, offset, length, pSource);
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| 178 | }
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| 179 | //---------------------------------------------------------------------
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| 180 |
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| 181 | }
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