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love/src/modules/graphics/opengl/VertexBuffer.h
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Alex Szpakowski 56653fa946 Merged default into minor
--HG--
branch : minor
2014-06-19 15:06:59 -03:00

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11 KiB
C++

/**
* Copyright (c) 2006-2014 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 "common/config.h"
#include "graphics/Volatile.h"
// OpenGL
#include "OpenGL.h"
// C
#include <stddef.h>
namespace love
{
namespace graphics
{
namespace opengl
{
/**
* VertexBuffer is a thin abstraction over VBOs (Vertex Buffer Objects) and
* other OpenGL Buffer Objects.
*
* The class is (for now) meant for internal use.
*/
class VertexBuffer : public Volatile
{
public:
// Different guarantees for VertexBuffer data storage.
enum MemoryBacking
{
// The VertexBuffer is will have a valid copy of its data in main memory
// at all times.
BACKING_FULL,
// The VertexBuffer will have a valid copy of its data in main memory
// when it needs to be reloaded and when it's mapped.
BACKING_PARTIAL
};
/**
* Create a new VertexBuffer.
*
* @param size The size of the VertexBuffer (in bytes).
* @param target GL_ARRAY_BUFFER, GL_ELEMENT_ARRAY_BUFFER.
* @param usage GL_DYNAMIC_DRAW, etc.
* @param backing Determines what guarantees are placed on the data.
* @return A new VertexBuffer.
*/
static VertexBuffer *Create(size_t size, GLenum target, GLenum usage, MemoryBacking backing = BACKING_PARTIAL);
/**
* 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.
* @param backing Determines what guarantees are placed on the data.
*/
VertexBuffer(size_t size, GLenum target, GLenum usage, MemoryBacking backing = BACKING_PARTIAL);
/**
* Destructor.
*/
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;
}
bool isBound() const
{
return is_bound;
}
bool isMapped() const
{
return is_mapped;
}
MemoryBacking getMemoryBacking() const
{
return backing;
}
/**
* 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();
/**
* Unmap a previously mapped VertexBuffer. The buffer must be unmapped
* when used to draw elements.
*
* The VertexBuffer must be bound to use this function.
*
* @param usedOffset The offset into the mapped buffer indicating the
* sub-range of data modified. Optional.
* @param usedSize The size of the sub-range of modified data. Optional.
*/
virtual void unmap(size_t usedOffset = 0, size_t usedSize = -1);
/**
* Bind the VertexBuffer to its specified target.
* (GL_ARRAY_BUFFER, GL_ELEMENT_ARRAY_BUFFER, etc).
*/
virtual void bind();
/**
* Unbind a prevously bound VertexBuffer.
*/
virtual void unbind();
/**
* 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);
/**
* 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;
// Implements Volatile.
virtual bool loadVolatile();
virtual void unloadVolatile();
/**
* 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;
}; // Bind
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;
}; // 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);
/**
* Optionally save the data in the VBO, then delete it.
*
* @param save True to save the data before deleting.
*/
void unload(bool save);
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;
//
MemoryBacking backing;
// The VBO identifier. Assigned by OpenGL.
GLuint vbo;
// A pointer to mapped memory. Will be inialized on the first
// call to map().
char *memory_map;
// Set if the buffer was modified while operating on gpu memory
// and needs to be synchronized.
bool is_dirty;
}; // VertexBuffer
/**
* 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 <typename T> 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<size_t> sizeRefs;
// The VertexBuffer for the element array. Can be NULL.
static VertexBuffer *element_array;
};
} // opengl
} // graphics
} // love
#endif // LOVE_GRAPHICS_OPENGL_SPRITE_BATCH_H