/** * 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 // 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