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https://github.com/love2d/love.git
synced 2026-08-17 19:23:38 +02:00
Meshes now use vertex buffers for more efficient drawing.
--HG-- branch : Mesh
This commit is contained in:
@@ -42,25 +42,27 @@ namespace opengl
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// VertexBuffer
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VertexBuffer *VertexBuffer::Create(size_t size, GLenum target, GLenum usage)
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VertexBuffer *VertexBuffer::Create(size_t size, GLenum target, GLenum usage, MemoryBacking backing)
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{
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try
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{
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// Try to create a VBO.
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return new VBO(size, target, usage);
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return new VBO(size, target, usage, backing);
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}
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catch(const love::Exception &)
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{
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// VBO not supported ... create regular array.
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return new VertexArray(size, target, usage);
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return new VertexArray(size, target, usage, backing);
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}
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}
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VertexBuffer::VertexBuffer(size_t size, GLenum target, GLenum usage)
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VertexBuffer::VertexBuffer(size_t size, GLenum target, GLenum usage, MemoryBacking backing)
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: is_bound(false)
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, is_mapped(false)
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, size(size)
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, target(target)
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, usage(usage)
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, backing(backing)
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{
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}
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@@ -70,8 +72,8 @@ VertexBuffer::~VertexBuffer()
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// VertexArray
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VertexArray::VertexArray(size_t size, GLenum target, GLenum usage)
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: VertexBuffer(size, target, usage)
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VertexArray::VertexArray(size_t size, GLenum target, GLenum usage, MemoryBacking backing)
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: VertexBuffer(size, target, usage, backing)
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, buf(new char[size])
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{
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}
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@@ -83,11 +85,13 @@ VertexArray::~VertexArray()
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void *VertexArray::map()
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{
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is_mapped = true;
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return buf;
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}
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void VertexArray::unmap()
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{
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is_mapped = false;
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}
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void VertexArray::bind()
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@@ -112,20 +116,25 @@ const void *VertexArray::getPointer(size_t offset) const
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// VBO
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VBO::VBO(size_t size, GLenum target, GLenum usage)
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: VertexBuffer(size, target, usage)
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VBO::VBO(size_t size, GLenum target, GLenum usage, MemoryBacking backing)
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: VertexBuffer(size, target, usage, backing)
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, vbo(0)
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, memory_map(0)
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, is_mapped(false)
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, is_dirty(true)
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{
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if (!(GLEE_ARB_vertex_buffer_object || GLEE_VERSION_1_5))
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throw love::Exception("Not supported");
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if (getMemoryBacking() == BACKING_FULL)
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memory_map = malloc(getSize());
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bool ok = load(false);
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if (!ok)
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{
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free(memory_map);
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throw love::Exception("Could not load VBO.");
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}
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}
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VBO::~VBO()
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@@ -150,10 +159,12 @@ void *VBO::map()
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}
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if (is_dirty)
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{
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glGetBufferSubDataARB(getTarget(), 0, getSize(), memory_map);
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is_dirty = false;
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}
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is_mapped = true;
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is_dirty = false;
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return memory_map;
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}
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@@ -198,11 +209,10 @@ void VBO::unbind()
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void VBO::fill(size_t offset, size_t size, const void *data)
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{
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if (is_mapped)
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{
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if (is_mapped || getMemoryBacking() == BACKING_FULL)
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memcpy(static_cast<char *>(memory_map) + offset, data, size);
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}
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else
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if (!is_mapped)
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{
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// Not all systems have access to some faster paths...
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if (GLEE_APPLE_flush_buffer_range)
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@@ -226,7 +236,8 @@ void VBO::fill(size_t offset, size_t size, const void *data)
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glBufferSubDataARB(getTarget(), offset, size, data);
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}
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is_dirty = true;
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if (getMemoryBacking() != BACKING_FULL)
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is_dirty = true;
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}
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}
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@@ -257,23 +268,23 @@ bool VBO::load(bool restore)
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while (GL_NO_ERROR != glGetError())
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/* clear error messages */;
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// Note that if 'src' is '0', no data will be copied.
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glBufferDataARB(getTarget(), getSize(), src, getUsage());
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GLenum err = glGetError();
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// We don't want to flush the entire buffer when we just modify a small
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// portion of it (VBO::fill without VBO::map), so we'll handle the flushing
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// ourselves when we can.
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if (GLEE_APPLE_flush_buffer_range)
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glBufferParameteriAPPLE(getTarget(), GL_BUFFER_FLUSHING_UNMAP_APPLE, GL_FALSE);
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// Note that if 'src' is '0', no data will be copied.
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glBufferDataARB(getTarget(), getSize(), src, getUsage());
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GLenum err = glGetError();
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return (GL_NO_ERROR == err);
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}
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void VBO::unload(bool save)
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{
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// Save data before unloading.
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if (save)
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// Save data before unloading, if we need to.
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if (save && getMemoryBacking() == BACKING_PARTIAL)
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{
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VertexBuffer::Bind bind(*this);
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