mirror of
https://github.com/love2d/love.git
synced 2026-08-17 19:23:38 +02:00
Applied the new style guidelines.
Well, sort of. Lot's more to be done, but this is a start.
This commit is contained in:
@@ -1,319 +1,339 @@
|
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/**
|
||||
* Copyright (c) 2006-2012 LOVE Development Team
|
||||
*
|
||||
* This software is provided 'as-is', without any express or implied
|
||||
* warranty. In no event will the authors be held liable for any damages
|
||||
* arising from the use of this software.
|
||||
*
|
||||
* Permission is granted to anyone to use this software for any purpose,
|
||||
* including commercial applications, and to alter it and redistribute it
|
||||
* freely, subject to the following restrictions:
|
||||
*
|
||||
* 1. The origin of this software must not be misrepresented; you must not
|
||||
* claim that you wrote the original software. If you use this software
|
||||
* in a product, an acknowledgment in the product documentation would be
|
||||
* appreciated but is not required.
|
||||
* 2. Altered source versions must be plainly marked as such, and must not be
|
||||
* misrepresented as being the original software.
|
||||
* 3. This notice may not be removed or altered from any source distribution.
|
||||
**/
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||||
#ifndef LOVE_GRAPHICS_OPENGL_VERTEX_BUFFER_H
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#define LOVE_GRAPHICS_OPENGL_VERTEX_BUFFER_H
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// LOVE
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#include <graphics/Volatile.h>
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// OpenGL
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||||
#include "GLee.h"
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||||
namespace love
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||||
{
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namespace graphics
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||||
{
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namespace opengl
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||||
{
|
||||
/**
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||||
* VertexBuffer is an abstraction over VBOs (Vertex Buffer Objecys), which
|
||||
* falls back to regular vertex arrays if VBOs are not supported.
|
||||
*
|
||||
* This allows code to take advantage of VBOs where available, but still
|
||||
* work on older systems where it's *not* available. Everyone's happy.
|
||||
*
|
||||
* The class is (for now) meant for internal use.
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||||
*/
|
||||
class VertexBuffer
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||||
{
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||||
public:
|
||||
|
||||
/**
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||||
* Create a new VertexBuffer (either a plain vertex array, or a VBO),
|
||||
* based on what's supported on the system.
|
||||
*
|
||||
* If VBOs are not supported, a plain vertex array will automatically
|
||||
* be created and returned instead.
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||||
*
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||||
* @param size The size of the VertexBuffer (in bytes).
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||||
* @param target GL_ARRAY_BUFFER, GL_ELEMENT_ARRAY_BUFFER.
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* @param usage GL_DYNAMIC_DRAW, etc.
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||||
* @return A new VertexBuffer.
|
||||
*/
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||||
static VertexBuffer *Create(size_t size, GLenum target, GLenum usage);
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||||
|
||||
/**
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* Constructor.
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*
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* @param size The size of the VertexBuffer in bytes.
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* @param target The target VertexBuffer object, e.g. GL_ARRAY_BUFFER.
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* @param usage Usage hint, e.g. GL_DYNAMIC_DRAW.
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*/
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VertexBuffer(size_t size, GLenum target, GLenum usage);
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||||
|
||||
/**
|
||||
* Destructor. Does nothing, but must be declared virtual.
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||||
*/
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virtual ~VertexBuffer();
|
||||
|
||||
/**
|
||||
* Get the size of the VertexBuffer, in bytes.
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*
|
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* @return The size of the VertexBuffer.
|
||||
*/
|
||||
size_t getSize() const { return size; }
|
||||
|
||||
/**
|
||||
* Get the target buffer object.
|
||||
*
|
||||
* @return The target buffer object, e.g. GL_ARRAY_BUFFER.
|
||||
*/
|
||||
GLenum getTarget() const { return target; }
|
||||
|
||||
/**
|
||||
* Get the usage hint for this VertexBuffer.
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||||
*
|
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* @return The usage hint, e.g. GL_DYNAMIC_DRAW.
|
||||
*/
|
||||
GLenum getUsage() const { return usage; }
|
||||
|
||||
/**
|
||||
* Map the VertexBuffer to client memory.
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||||
*
|
||||
* This can be faster for large changes to the buffer. For smaller
|
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* changes, see fill().
|
||||
*
|
||||
* The VertexBuffer must be bound to use this function.
|
||||
*
|
||||
* @return A pointer to memory which represents the buffer.
|
||||
*/
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||||
virtual void *map() = 0;
|
||||
|
||||
/**
|
||||
* Unmap a previously mapped VertexBuffer. The buffer must be unmapped
|
||||
* when used to draw elements.
|
||||
*
|
||||
* The VertexBuffer must be bound to use this function.
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||||
*/
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||||
virtual void unmap() = 0;
|
||||
|
||||
/**
|
||||
* Bind the VertexBuffer to the specified target.
|
||||
* (GL_ARRAY_BUFFER, GL_ELEMENT_ARRAY_BUFFER).
|
||||
*
|
||||
* @param target GL_ARRAY_BUFFER or GL_ELEMENT_ARRAY_BUFFER.
|
||||
*/
|
||||
virtual void bind() = 0;
|
||||
|
||||
/**
|
||||
* Unbind a prevously bound VertexBuffer.
|
||||
*/
|
||||
virtual void unbind() = 0;
|
||||
|
||||
/**
|
||||
* Fill a portion of the buffer with data.
|
||||
*
|
||||
* The VertexBuffer must be bound to use this function.
|
||||
*
|
||||
* @param offset The offset in the VertexBuffer to store the data.
|
||||
* @param size The size of the incoming data.
|
||||
* @param data Pointer to memory to copy data from.
|
||||
*/
|
||||
virtual void fill(size_t offset, size_t size, const void *data) = 0;
|
||||
|
||||
/**
|
||||
* Get a pointer which represents the specified byte offset.
|
||||
*
|
||||
* @param offset The byte offset. (0 is first byte).
|
||||
* @return A pointer which represents the offset.
|
||||
*/
|
||||
virtual const void *getPointer(size_t offset) const = 0;
|
||||
|
||||
/**
|
||||
* This helper class can bind a VertexArray temporarily, and
|
||||
* automatically un-bind when it's destroyed.
|
||||
*/
|
||||
class Bind
|
||||
{
|
||||
public:
|
||||
|
||||
/**
|
||||
* Bind a VertexBuffer.
|
||||
*/
|
||||
Bind(VertexBuffer &buf)
|
||||
: buf(buf)
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||||
{ buf.bind(); }
|
||||
|
||||
/**
|
||||
* Unbinds a VertexBuffer.
|
||||
*/
|
||||
~Bind()
|
||||
{ buf.unbind(); }
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||||
|
||||
private:
|
||||
|
||||
// VertexBuffer to work on.
|
||||
VertexBuffer &buf;
|
||||
};
|
||||
|
||||
class Mapper
|
||||
{
|
||||
public:
|
||||
/**
|
||||
* Memory-maps a VertexBuffer.
|
||||
*/
|
||||
Mapper(VertexBuffer& buffer)
|
||||
: buf(buffer)
|
||||
{ elems = buf.map(); }
|
||||
|
||||
/**
|
||||
* unmaps the buffer
|
||||
*/
|
||||
~Mapper()
|
||||
{ buf.unmap(); }
|
||||
|
||||
/**
|
||||
* Get pointer to memory mapped region
|
||||
*/
|
||||
void* get()
|
||||
{ return elems; }
|
||||
|
||||
private:
|
||||
VertexBuffer &buf;
|
||||
void* elems;
|
||||
};
|
||||
|
||||
private:
|
||||
|
||||
// The size of the buffer, in bytes.
|
||||
size_t size;
|
||||
|
||||
// The target buffer object. (GL_ARRAY_BUFFER, GL_ELEMENT_ARRAY_BUFFER).
|
||||
GLenum target;
|
||||
|
||||
// Usage hint. GL_[DYNAMIC, STATIC, STREAM]_DRAW.
|
||||
GLenum usage;
|
||||
};
|
||||
|
||||
/**
|
||||
* Implementation of VertexBuffer which uses plain arrays to store the data.
|
||||
*
|
||||
* This implementation should be supported everywhere, and acts as a fallback
|
||||
* on systems which do not support VBOs.
|
||||
*/
|
||||
class VertexArray : public VertexBuffer
|
||||
{
|
||||
public:
|
||||
|
||||
/**
|
||||
* @copydoc VertexBuffer(int, GLenum, GLenum)
|
||||
*/
|
||||
VertexArray(size_t size, GLenum target, GLenum usage);
|
||||
|
||||
/**
|
||||
* Frees the data we've allocated.
|
||||
*/
|
||||
virtual ~VertexArray();
|
||||
|
||||
// Implements VertexBuffer.
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||||
virtual void *map();
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||||
virtual void unmap();
|
||||
virtual void bind();
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||||
virtual void unbind();
|
||||
virtual void fill(size_t offset, size_t size, const void *data);
|
||||
virtual const void *getPointer(size_t offset) const ;
|
||||
|
||||
private:
|
||||
// Holds the data.
|
||||
char *buf;
|
||||
};
|
||||
|
||||
/**
|
||||
* Vertex Buffer Object (VBO) implementation of VertexBuffer.
|
||||
*
|
||||
* This will be used on all systems that support it. It's in general
|
||||
* faster than vertex arrays, but especially in use-cases where there
|
||||
* is no need to update the data every frame.
|
||||
*/
|
||||
class VBO : public VertexBuffer, public Volatile
|
||||
{
|
||||
public:
|
||||
|
||||
/**
|
||||
* @copydoc VertexBuffer(size_t, GLenum, GLenum)
|
||||
*/
|
||||
VBO(size_t size, GLenum target, GLenum usage);
|
||||
|
||||
/**
|
||||
* Deletes the VBOs from OpenGL.
|
||||
*/
|
||||
virtual ~VBO();
|
||||
|
||||
// Implements VertexBuffer.
|
||||
virtual void *map();
|
||||
virtual void unmap();
|
||||
virtual void bind();
|
||||
virtual void unbind();
|
||||
virtual void fill(size_t offset, size_t size, const void *data);
|
||||
virtual const void *getPointer(size_t offset) const ;
|
||||
|
||||
// Implements Volatile.
|
||||
bool loadVolatile();
|
||||
void unloadVolatile();
|
||||
|
||||
private:
|
||||
|
||||
/**
|
||||
* Creates the VBO, and optionally restores data we saved earlier.
|
||||
*
|
||||
* @param restore True to restore data previously saved with 'unload'.
|
||||
* @return True on success, false otherwise.
|
||||
*/
|
||||
bool load(bool restore);
|
||||
|
||||
/**
|
||||
* Optionally save the data in the VBO, then delete it.
|
||||
*
|
||||
* @param save True to save the data before deleting.
|
||||
*/
|
||||
void unload(bool save);
|
||||
|
||||
// The VBO identifier. Assigned by OpenGL.
|
||||
GLuint vbo;
|
||||
|
||||
// *May* contain data saved by 'unload'.
|
||||
char *buffer_copy;
|
||||
|
||||
// A pointer to mapped memory. Zero if memory is currently
|
||||
// not mapped.
|
||||
void *mapped;
|
||||
|
||||
// Usage hint for map()/unmap() pair. Same as `access' parameter in
|
||||
// glBufferData or 0 if not mapped.
|
||||
GLenum mapped_access;
|
||||
};
|
||||
|
||||
} // opengl
|
||||
} // graphics
|
||||
} // love
|
||||
|
||||
#endif // LOVE_GRAPHICS_OPENGL_SPRITE_BATCH_H
|
||||
/**
|
||||
* Copyright (c) 2006-2012 LOVE Development Team
|
||||
*
|
||||
* This software is provided 'as-is', without any express or implied
|
||||
* warranty. In no event will the authors be held liable for any damages
|
||||
* arising from the use of this software.
|
||||
*
|
||||
* Permission is granted to anyone to use this software for any purpose,
|
||||
* including commercial applications, and to alter it and redistribute it
|
||||
* freely, subject to the following restrictions:
|
||||
*
|
||||
* 1. The origin of this software must not be misrepresented; you must not
|
||||
* claim that you wrote the original software. If you use this software
|
||||
* in a product, an acknowledgment in the product documentation would be
|
||||
* appreciated but is not required.
|
||||
* 2. Altered source versions must be plainly marked as such, and must not be
|
||||
* misrepresented as being the original software.
|
||||
* 3. This notice may not be removed or altered from any source distribution.
|
||||
**/
|
||||
|
||||
|
||||
#ifndef LOVE_GRAPHICS_OPENGL_VERTEX_BUFFER_H
|
||||
#define LOVE_GRAPHICS_OPENGL_VERTEX_BUFFER_H
|
||||
|
||||
// LOVE
|
||||
#include "graphics/Volatile.h"
|
||||
|
||||
// OpenGL
|
||||
#include "GLee.h"
|
||||
|
||||
namespace love
|
||||
{
|
||||
namespace graphics
|
||||
{
|
||||
namespace opengl
|
||||
{
|
||||
|
||||
/**
|
||||
* VertexBuffer is an abstraction over VBOs (Vertex Buffer Objecys), which
|
||||
* falls back to regular vertex arrays if VBOs are not supported.
|
||||
*
|
||||
* This allows code to take advantage of VBOs where available, but still
|
||||
* work on older systems where it's *not* available. Everyone's happy.
|
||||
*
|
||||
* The class is (for now) meant for internal use.
|
||||
*/
|
||||
class VertexBuffer
|
||||
{
|
||||
public:
|
||||
|
||||
/**
|
||||
* Create a new VertexBuffer (either a plain vertex array, or a VBO),
|
||||
* based on what's supported on the system.
|
||||
*
|
||||
* If VBOs are not supported, a plain vertex array will automatically
|
||||
* be created and returned instead.
|
||||
*
|
||||
* @param size The size of the VertexBuffer (in bytes).
|
||||
* @param target GL_ARRAY_BUFFER, GL_ELEMENT_ARRAY_BUFFER.
|
||||
* @param usage GL_DYNAMIC_DRAW, etc.
|
||||
* @return A new VertexBuffer.
|
||||
*/
|
||||
static VertexBuffer *Create(size_t size, GLenum target, GLenum usage);
|
||||
|
||||
/**
|
||||
* Constructor.
|
||||
*
|
||||
* @param size The size of the VertexBuffer in bytes.
|
||||
* @param target The target VertexBuffer object, e.g. GL_ARRAY_BUFFER.
|
||||
* @param usage Usage hint, e.g. GL_DYNAMIC_DRAW.
|
||||
*/
|
||||
VertexBuffer(size_t size, GLenum target, GLenum usage);
|
||||
|
||||
/**
|
||||
* Destructor. Does nothing, but must be declared virtual.
|
||||
*/
|
||||
virtual ~VertexBuffer();
|
||||
|
||||
/**
|
||||
* Get the size of the VertexBuffer, in bytes.
|
||||
*
|
||||
* @return The size of the VertexBuffer.
|
||||
*/
|
||||
size_t getSize() const
|
||||
{
|
||||
return size;
|
||||
}
|
||||
|
||||
/**
|
||||
* Get the target buffer object.
|
||||
*
|
||||
* @return The target buffer object, e.g. GL_ARRAY_BUFFER.
|
||||
*/
|
||||
GLenum getTarget() const
|
||||
{
|
||||
return target;
|
||||
}
|
||||
|
||||
/**
|
||||
* Get the usage hint for this VertexBuffer.
|
||||
*
|
||||
* @return The usage hint, e.g. GL_DYNAMIC_DRAW.
|
||||
*/
|
||||
GLenum getUsage() const
|
||||
{
|
||||
return usage;
|
||||
}
|
||||
|
||||
/**
|
||||
* Map the VertexBuffer to client memory.
|
||||
*
|
||||
* This can be faster for large changes to the buffer. For smaller
|
||||
* changes, see fill().
|
||||
*
|
||||
* The VertexBuffer must be bound to use this function.
|
||||
*
|
||||
* @return A pointer to memory which represents the buffer.
|
||||
*/
|
||||
virtual void *map() = 0;
|
||||
|
||||
/**
|
||||
* Unmap a previously mapped VertexBuffer. The buffer must be unmapped
|
||||
* when used to draw elements.
|
||||
*
|
||||
* The VertexBuffer must be bound to use this function.
|
||||
*/
|
||||
virtual void unmap() = 0;
|
||||
|
||||
/**
|
||||
* Bind the VertexBuffer to the specified target.
|
||||
* (GL_ARRAY_BUFFER, GL_ELEMENT_ARRAY_BUFFER).
|
||||
*
|
||||
* @param target GL_ARRAY_BUFFER or GL_ELEMENT_ARRAY_BUFFER.
|
||||
*/
|
||||
virtual void bind() = 0;
|
||||
|
||||
/**
|
||||
* Unbind a prevously bound VertexBuffer.
|
||||
*/
|
||||
virtual void unbind() = 0;
|
||||
|
||||
/**
|
||||
* Fill a portion of the buffer with data.
|
||||
*
|
||||
* The VertexBuffer must be bound to use this function.
|
||||
*
|
||||
* @param offset The offset in the VertexBuffer to store the data.
|
||||
* @param size The size of the incoming data.
|
||||
* @param data Pointer to memory to copy data from.
|
||||
*/
|
||||
virtual void fill(size_t offset, size_t size, const void *data) = 0;
|
||||
|
||||
/**
|
||||
* Get a pointer which represents the specified byte offset.
|
||||
*
|
||||
* @param offset The byte offset. (0 is first byte).
|
||||
* @return A pointer which represents the offset.
|
||||
*/
|
||||
virtual const void *getPointer(size_t offset) const = 0;
|
||||
|
||||
/**
|
||||
* This helper class can bind a VertexArray temporarily, and
|
||||
* automatically un-bind when it's destroyed.
|
||||
*/
|
||||
class Bind
|
||||
{
|
||||
public:
|
||||
|
||||
/**
|
||||
* Bind a VertexBuffer.
|
||||
*/
|
||||
Bind(VertexBuffer &buf)
|
||||
: buf(buf)
|
||||
{
|
||||
buf.bind();
|
||||
}
|
||||
|
||||
/**
|
||||
* Unbinds a VertexBuffer.
|
||||
*/
|
||||
~Bind()
|
||||
{
|
||||
buf.unbind();
|
||||
}
|
||||
|
||||
private:
|
||||
|
||||
// VertexBuffer to work on.
|
||||
VertexBuffer &buf;
|
||||
};
|
||||
|
||||
class Mapper
|
||||
{
|
||||
public:
|
||||
/**
|
||||
* Memory-maps a VertexBuffer.
|
||||
*/
|
||||
Mapper(VertexBuffer &buffer)
|
||||
: buf(buffer)
|
||||
{
|
||||
elems = buf.map();
|
||||
}
|
||||
|
||||
/**
|
||||
* unmaps the buffer
|
||||
*/
|
||||
~Mapper()
|
||||
{
|
||||
buf.unmap();
|
||||
}
|
||||
|
||||
/**
|
||||
* Get pointer to memory mapped region
|
||||
*/
|
||||
void *get()
|
||||
{
|
||||
return elems;
|
||||
}
|
||||
|
||||
private:
|
||||
VertexBuffer &buf;
|
||||
void *elems;
|
||||
};
|
||||
|
||||
private:
|
||||
|
||||
// The size of the buffer, in bytes.
|
||||
size_t size;
|
||||
|
||||
// The target buffer object. (GL_ARRAY_BUFFER, GL_ELEMENT_ARRAY_BUFFER).
|
||||
GLenum target;
|
||||
|
||||
// Usage hint. GL_[DYNAMIC, STATIC, STREAM]_DRAW.
|
||||
GLenum usage;
|
||||
};
|
||||
|
||||
/**
|
||||
* Implementation of VertexBuffer which uses plain arrays to store the data.
|
||||
*
|
||||
* This implementation should be supported everywhere, and acts as a fallback
|
||||
* on systems which do not support VBOs.
|
||||
*/
|
||||
class VertexArray : public VertexBuffer
|
||||
{
|
||||
public:
|
||||
|
||||
/**
|
||||
* @copydoc VertexBuffer(int, GLenum, GLenum)
|
||||
*/
|
||||
VertexArray(size_t size, GLenum target, GLenum usage);
|
||||
|
||||
/**
|
||||
* Frees the data we've allocated.
|
||||
*/
|
||||
virtual ~VertexArray();
|
||||
|
||||
// Implements VertexBuffer.
|
||||
virtual void *map();
|
||||
virtual void unmap();
|
||||
virtual void bind();
|
||||
virtual void unbind();
|
||||
virtual void fill(size_t offset, size_t size, const void *data);
|
||||
virtual const void *getPointer(size_t offset) const ;
|
||||
|
||||
private:
|
||||
// Holds the data.
|
||||
char *buf;
|
||||
};
|
||||
|
||||
/**
|
||||
* Vertex Buffer Object (VBO) implementation of VertexBuffer.
|
||||
*
|
||||
* This will be used on all systems that support it. It's in general
|
||||
* faster than vertex arrays, but especially in use-cases where there
|
||||
* is no need to update the data every frame.
|
||||
*/
|
||||
class VBO : public VertexBuffer, public Volatile
|
||||
{
|
||||
public:
|
||||
|
||||
/**
|
||||
* @copydoc VertexBuffer(size_t, GLenum, GLenum)
|
||||
*/
|
||||
VBO(size_t size, GLenum target, GLenum usage);
|
||||
|
||||
/**
|
||||
* Deletes the VBOs from OpenGL.
|
||||
*/
|
||||
virtual ~VBO();
|
||||
|
||||
// Implements VertexBuffer.
|
||||
virtual void *map();
|
||||
virtual void unmap();
|
||||
virtual void bind();
|
||||
virtual void unbind();
|
||||
virtual void fill(size_t offset, size_t size, const void *data);
|
||||
virtual const void *getPointer(size_t offset) const ;
|
||||
|
||||
// Implements Volatile.
|
||||
bool loadVolatile();
|
||||
void unloadVolatile();
|
||||
|
||||
private:
|
||||
|
||||
/**
|
||||
* Creates the VBO, and optionally restores data we saved earlier.
|
||||
*
|
||||
* @param restore True to restore data previously saved with 'unload'.
|
||||
* @return True on success, false otherwise.
|
||||
*/
|
||||
bool load(bool restore);
|
||||
|
||||
/**
|
||||
* Optionally save the data in the VBO, then delete it.
|
||||
*
|
||||
* @param save True to save the data before deleting.
|
||||
*/
|
||||
void unload(bool save);
|
||||
|
||||
// The VBO identifier. Assigned by OpenGL.
|
||||
GLuint vbo;
|
||||
|
||||
// *May* contain data saved by 'unload'.
|
||||
char *buffer_copy;
|
||||
|
||||
// A pointer to mapped memory. Zero if memory is currently
|
||||
// not mapped.
|
||||
void *mapped;
|
||||
|
||||
// Usage hint for map()/unmap() pair. Same as `access' parameter in
|
||||
// glBufferData or 0 if not mapped.
|
||||
GLenum mapped_access;
|
||||
};
|
||||
|
||||
} // opengl
|
||||
} // graphics
|
||||
} // love
|
||||
|
||||
#endif // LOVE_GRAPHICS_OPENGL_SPRITE_BATCH_H
|
||||
|
||||
Reference in New Issue
Block a user