/** * Copyright (c) 2006-2016 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_GL_BUFFER_H #define LOVE_GRAPHICS_OPENGL_GL_BUFFER_H // LOVE #include "common/config.h" #include "graphics/Volatile.h" // OpenGL #include "OpenGL.h" // C #include namespace love { namespace graphics { namespace opengl { /** * GLBuffer is a thin abstraction over OpenGL's Buffer Objects. * The class is meant for internal use. */ class GLBuffer : public Volatile { public: enum MapFlags { MAP_EXPLICIT_RANGE_MODIFY = 0x01, // see setMappedRangeModified. }; /** * Constructor. * * @param size The size of the GLBuffer in bytes. * @param target The target GLBuffer object, e.g. GL_ARRAY_BUFFER. * @param usage Usage hint, e.g. GL_DYNAMIC_DRAW. */ GLBuffer(size_t size, const void *data, GLenum target, GLenum usage, uint32 mapflags = 0); /** * Destructor. */ virtual ~GLBuffer(); /** * Get the size of the GLBuffer, in bytes. * * @return The size of the GLBuffer. */ 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 GLBuffer. * * @return The usage hint, e.g. GL_DYNAMIC_DRAW. */ GLenum getUsage() const { return usage; } bool isBound() const { return is_bound; } bool isMapped() const { return is_mapped; } /** * Map the GLBuffer to client memory. * * This can be faster for large changes to the buffer. For smaller * changes, see fill(). * * The GLBuffer must be bound to use this function. * * @return A pointer to memory which represents the buffer. */ void *map(); /** * Unmap a previously mapped GLBuffer. The buffer must be unmapped * when used to draw elements. * * The GLBuffer must be bound to use this function. */ void unmap(); /** * Marks a range of mapped data as modified. * NOTE: GLBuffer::fill calls this internally for you. **/ void setMappedRangeModified(size_t offset, size_t size); /** * Bind the GLBuffer to its specified target. * (GL_ARRAY_BUFFER, GL_ELEMENT_ARRAY_BUFFER, etc). */ void bind(); /** * Unbind a prevously bound GLBuffer. */ void unbind(); /** * Fill a portion of the buffer with data and marks the range as modified. * * The GLBuffer must be bound to use this function. * * @param offset The offset in the GLBuffer to store the data. * @param size The size of the incoming data. * @param data Pointer to memory to copy data from. */ void fill(size_t offset, size_t size, const void *data); /** * 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. */ const void *getPointer(size_t offset) const; uint32 getMapFlags() const { return map_flags; } // Implements Volatile. bool loadVolatile() override; void unloadVolatile() override; /** * This helper class can bind a GLBuffer temporarily, and * automatically un-bind when it's destroyed. */ class Bind { public: /** * Bind a GLBuffer. */ Bind(GLBuffer &buf) : buf(buf) { buf.bind(); } /** * Unbinds a GLBuffer. */ ~Bind() { buf.unbind(); } private: // GLBuffer to work on. GLBuffer &buf; }; // Bind class Mapper { public: /** * Memory-maps a GLBuffer. */ Mapper(GLBuffer &buffer) : buf(buffer) { elems = buf.map(); } /** * unmaps the buffer */ ~Mapper() { buf.unmap(); } /** * Get pointer to memory mapped region */ void *get() { return elems; } private: GLBuffer &buf; void *elems; }; // Mapper 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); void unload(); void unmapStatic(size_t offset, size_t size); void unmapStream(); // Whether the buffer is currently bound. bool is_bound; // Whether the buffer is currently mapped to main memory. bool is_mapped; // 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; // The VBO identifier. Assigned by OpenGL. GLuint vbo; // A pointer to mapped memory. char *memory_map; size_t modified_offset; size_t modified_size; uint32 map_flags; }; // GLBuffer /** * QuadIndices manages one shared GLBuffer that stores the indices for an * element array. Vertex arrays using the vertex structure (or anything else * that can use the pattern below) can request a size and use it for the * drawElements call. * * indices[i*6 + 0] = i*4 + 0; * indices[i*6 + 1] = i*4 + 1; * indices[i*6 + 2] = i*4 + 2; * * indices[i*6 + 3] = i*4 + 2; * indices[i*6 + 4] = i*4 + 1; * indices[i*6 + 5] = i*4 + 3; * * There will always be a large enough GLBuffer around until all * QuadIndices instances have been deleted. * * Q: Why have something like QuadIndices? * A: The indices for the SpriteBatch do not change, only the array size * varies. Using one GLBuffer for all element arrays removes this * duplicated data and saves some memory. */ class QuadIndices { public: /** * Adds an entry to the list of sizes and resizes the GLBuffer * if needed. A size of 1 allocates a group of 6 indices for 4 vertices * creating 1 face. * * @param size The requested size in groups of 6 indices. */ QuadIndices(size_t size); QuadIndices(const QuadIndices &other); QuadIndices &operator = (const QuadIndices &other); /** * Removes an entry from the list of sizes and resizes the GLBuffer * if needed. */ ~QuadIndices(); /** * Returns the number of index groups. * This can be used for getIndexCount to get the full count of indices. * * @return The number of index groups. */ size_t getSize() const; /** * Returns the number of indices that the passed element count will have. * Use QuadIndices::getSize to get the full index count for that * QuadIndices instance. * * @param elements The number of elements to calculate the index count for. * @return The index count. */ size_t getIndexCount(size_t elements) const; /** * Returns the integer type of the element array. * If an optional nonzero size argument is passed, the function returns * the integer type of the element array of that size. * * @param s The size of the array to calculated the integer type of. * @return The element array integer type. */ GLenum getType(size_t s) const; inline GLenum getType() const { return getType(maxSize); } /** * Returns the size in bytes of an element in the element array. * Can be used with getPointer to calculate an offset into the array based * on a number of elements. * * @return The size of an element in bytes. **/ size_t getElementSize(); /** * Returns the pointer to the GLBuffer. * The pointer will change if a new size request or removal causes * a GLBuffer resize. It is recommended to retrieve the pointer * value directly before the drawing call. * * @return The pointer to the GLBuffer. */ GLBuffer *getBuffer() const; /** * Returns a pointer which represents the specified byte offset. * * @param offset The offset in bytes. * @return A pointer which represents the offset. */ const void *getPointer(size_t offset) const; /** * Returns a direct pointer to the index data. * * At least one graphics driver (the one for Kepler nvidia GPUs in OS X) * fails to render geometry if the vertex data was a direct CPU pointer but * the index data came from an Index Buffer. * So the direct pointer to the index buffer should be used instead of the * index buffer when rendering using client-side vertex arrays. * * @param offset An offset in bytes into the index data. * @return A direct pointer to the index data at the specified offset. **/ const void *getIndices(size_t offset) const; private: /** * Adds all indices to the array with the type T. * There are no checks for the correct types or overflows. The calling * function should check for that. */ template void fill(); // The size of the array requested by this instance. size_t size; // The size in bytes of an element in the element array. static size_t elementSize; // The current GLBuffer size. 0 means no GLBuffer. static size_t maxSize; static size_t objectCount; // The GLBuffer for the element array. Can be null. static GLBuffer *indexBuffer; // The array of indices that will also be stored in the index buffer. static char *indices; }; } // opengl } // graphics } // love #endif // LOVE_GRAPHICS_OPENGL_GL_BUFFER_H