Meshes now use vertex buffers for more efficient drawing.

--HG--
branch : Mesh
This commit is contained in:
Alex Szpakowski
2013-09-29 21:24:19 -03:00
parent c63e2ec624
commit b59e3d9c35
7 changed files with 268 additions and 125 deletions
+32 -21
View File
@@ -42,25 +42,27 @@ namespace opengl
// VertexBuffer
VertexBuffer *VertexBuffer::Create(size_t size, GLenum target, GLenum usage)
VertexBuffer *VertexBuffer::Create(size_t size, GLenum target, GLenum usage, MemoryBacking backing)
{
try
{
// Try to create a VBO.
return new VBO(size, target, usage);
return new VBO(size, target, usage, backing);
}
catch(const love::Exception &)
{
// VBO not supported ... create regular array.
return new VertexArray(size, target, usage);
return new VertexArray(size, target, usage, backing);
}
}
VertexBuffer::VertexBuffer(size_t size, GLenum target, GLenum usage)
VertexBuffer::VertexBuffer(size_t size, GLenum target, GLenum usage, MemoryBacking backing)
: is_bound(false)
, is_mapped(false)
, size(size)
, target(target)
, usage(usage)
, backing(backing)
{
}
@@ -70,8 +72,8 @@ VertexBuffer::~VertexBuffer()
// VertexArray
VertexArray::VertexArray(size_t size, GLenum target, GLenum usage)
: VertexBuffer(size, target, usage)
VertexArray::VertexArray(size_t size, GLenum target, GLenum usage, MemoryBacking backing)
: VertexBuffer(size, target, usage, backing)
, buf(new char[size])
{
}
@@ -83,11 +85,13 @@ VertexArray::~VertexArray()
void *VertexArray::map()
{
is_mapped = true;
return buf;
}
void VertexArray::unmap()
{
is_mapped = false;
}
void VertexArray::bind()
@@ -112,20 +116,25 @@ const void *VertexArray::getPointer(size_t offset) const
// VBO
VBO::VBO(size_t size, GLenum target, GLenum usage)
: VertexBuffer(size, target, usage)
VBO::VBO(size_t size, GLenum target, GLenum usage, MemoryBacking backing)
: VertexBuffer(size, target, usage, backing)
, vbo(0)
, memory_map(0)
, is_mapped(false)
, is_dirty(true)
{
if (!(GLEE_ARB_vertex_buffer_object || GLEE_VERSION_1_5))
throw love::Exception("Not supported");
if (getMemoryBacking() == BACKING_FULL)
memory_map = malloc(getSize());
bool ok = load(false);
if (!ok)
{
free(memory_map);
throw love::Exception("Could not load VBO.");
}
}
VBO::~VBO()
@@ -150,10 +159,12 @@ void *VBO::map()
}
if (is_dirty)
{
glGetBufferSubDataARB(getTarget(), 0, getSize(), memory_map);
is_dirty = false;
}
is_mapped = true;
is_dirty = false;
return memory_map;
}
@@ -198,11 +209,10 @@ void VBO::unbind()
void VBO::fill(size_t offset, size_t size, const void *data)
{
if (is_mapped)
{
if (is_mapped || getMemoryBacking() == BACKING_FULL)
memcpy(static_cast<char *>(memory_map) + offset, data, size);
}
else
if (!is_mapped)
{
// Not all systems have access to some faster paths...
if (GLEE_APPLE_flush_buffer_range)
@@ -226,7 +236,8 @@ void VBO::fill(size_t offset, size_t size, const void *data)
glBufferSubDataARB(getTarget(), offset, size, data);
}
is_dirty = true;
if (getMemoryBacking() != BACKING_FULL)
is_dirty = true;
}
}
@@ -257,23 +268,23 @@ bool VBO::load(bool restore)
while (GL_NO_ERROR != glGetError())
/* clear error messages */;
// Note that if 'src' is '0', no data will be copied.
glBufferDataARB(getTarget(), getSize(), src, getUsage());
GLenum err = glGetError();
// We don't want to flush the entire buffer when we just modify a small
// portion of it (VBO::fill without VBO::map), so we'll handle the flushing
// ourselves when we can.
if (GLEE_APPLE_flush_buffer_range)
glBufferParameteriAPPLE(getTarget(), GL_BUFFER_FLUSHING_UNMAP_APPLE, GL_FALSE);
// Note that if 'src' is '0', no data will be copied.
glBufferDataARB(getTarget(), getSize(), src, getUsage());
GLenum err = glGetError();
return (GL_NO_ERROR == err);
}
void VBO::unload(bool save)
{
// Save data before unloading.
if (save)
// Save data before unloading, if we need to.
if (save && getMemoryBacking() == BACKING_PARTIAL)
{
VertexBuffer::Bind bind(*this);