/** * Copyright (c) 2006-2013 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 "OpenGL.h" namespace love { namespace graphics { namespace opengl { /** * VertexBuffer is an abstraction over VBOs (Vertex Buffer Objects), 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; // A pointer to mapped memory. Will be inialized on the first // call to map(). void *memory_map; // Set if the vbo currently operates on main instead of gpu // memory. bool is_mapped; // Set if the buffer was modified while operating on gpu memory // and needs to be synchronized. bool is_dirty; }; /** * VertexIndex manages one shared VertexBuffer 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 + 0; * indices[i*6 + 4] = i*4 + 2; * indices[i*6 + 5] = i*4 + 3; * * There will always be a large enough VertexBuffer around until all * VertexIndex instances have been deleted. * * Q: Why have something like VertexIndex? * A: The indices for the SpriteBatch do not change, only the array size * varies. Using one VertexBuffer for all element arrays removes this * duplicated data and saves some memory. */ class VertexIndex { public: /** * Adds an entry to the list of sizes and resizes the VertexBuffer * 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. */ VertexIndex(size_t size); /** * Removes an entry from the list of sizes and resizes the VertexBuffer * if needed. */ ~VertexIndex(); /** * 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 VertexIndex::getSize to get the full index count for that * VertexIndex 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 VertexBuffer. * The pointer will change if a new size request or removal causes * a VertexBuffer resize. It is recommended to retrieve the pointer * value directly before the drawing call. * * @return The pointer to the VertexBuffer. */ VertexBuffer *getVertexBuffer() 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; private: /** * Adds a new size to the size list, then sorts and resizes it if needed. * * @param newSize The new size to be added. */ void addSize(size_t newSize); /** * Removes a size from the size list, then sorts and resizes it if needed. * * @param oldSize The old size to be removed. */ void removeSize(size_t oldSize); /** * Resizes the VertexBuffer to the requested size. * This function takes care of choosing the correct integer type and * allocating and deleting the VertexBuffer instance. It also has some * fallback logic in case the memory ran out. * * @param size The requested VertexBuffer size. Passing 0 deletes the VertexBuffer without allocating a new one. */ void resize(size_t size); /** * 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 VertexBuffer size. 0 means no VertexBuffer. static size_t maxSize; // The list of sizes. Needs to be kept sorted in ascending order. static std::list sizeRefs; // The VertexBuffer for the element array. Can be NULL. static VertexBuffer *element_array; }; } // opengl } // graphics } // love #endif // LOVE_GRAPHICS_OPENGL_SPRITE_BATCH_H