mirror of
https://github.com/love2d/love.git
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426 lines
8.4 KiB
C++
426 lines
8.4 KiB
C++
/**
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* Copyright (c) 2006-2013 LOVE Development Team
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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* 3. This notice may not be removed or altered from any source distribution.
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**/
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#include "VertexBuffer.h"
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#include "common/Exception.h"
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#include "common/config.h"
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#include <cstdlib>
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#include <cstring>
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#include <algorithm>
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#include <limits>
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// Conflicts with std::numeric_limits<GLushort>::max() (Windows).
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#ifdef max
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# undef max
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#endif
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namespace love
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{
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namespace graphics
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{
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namespace opengl
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{
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// VertexBuffer
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VertexBuffer *VertexBuffer::Create(size_t size, GLenum target, GLenum usage)
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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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}
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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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}
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}
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VertexBuffer::VertexBuffer(size_t size, GLenum target, GLenum usage)
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: is_bound(false)
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, size(size)
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, target(target)
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, usage(usage)
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{
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}
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VertexBuffer::~VertexBuffer()
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{
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}
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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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, buf(new char[size])
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{
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}
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VertexArray::~VertexArray()
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{
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delete [] buf;
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}
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void *VertexArray::map()
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{
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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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}
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void VertexArray::bind()
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{
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is_bound = true;
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}
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void VertexArray::unbind()
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{
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is_bound = false;
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}
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void VertexArray::fill(size_t offset, size_t size, const void *data)
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{
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memcpy(buf + offset, data, size);
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}
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const void *VertexArray::getPointer(size_t offset) const
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{
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return buf + offset;
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}
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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(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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bool ok = load(false);
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if (!ok)
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throw love::Exception("Could not load VBO.");
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}
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VBO::~VBO()
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{
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if (vbo != 0)
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unload(false);
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if (memory_map)
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free(memory_map);
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}
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void *VBO::map()
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{
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if (is_mapped)
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return memory_map;
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if (!memory_map)
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{
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memory_map = malloc(getSize());
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if (!memory_map)
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throw love::Exception("Out of memory (oh the humanity!)");
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}
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if (is_dirty)
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glGetBufferSubDataARB(getTarget(), 0, getSize(), memory_map);
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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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void VBO::unmap()
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{
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if (!is_mapped)
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return;
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// VBO::bind is a no-op when the VBO is mapped, so we have to make sure it's
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// bound here.
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if (!is_bound)
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{
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glBindBufferARB(getTarget(), vbo);
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is_bound = true;
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}
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// "orphan" current buffer to avoid implicit synchronisation on the gpu:
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// http://www.seas.upenn.edu/~pcozzi/OpenGLInsights/OpenGLInsights-AsynchronousBufferTransfers.pdf
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glBufferDataARB(getTarget(), getSize(), NULL, getUsage());
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glBufferDataARB(getTarget(), getSize(), memory_map, getUsage());
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is_mapped = false;
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}
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void VBO::bind()
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{
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if (!is_mapped)
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{
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glBindBufferARB(getTarget(), vbo);
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is_bound = true;
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}
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}
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void VBO::unbind()
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{
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if (is_bound)
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glBindBufferARB(getTarget(), 0);
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is_bound = false;
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}
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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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memcpy(static_cast<char *>(memory_map) + offset, data, size);
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}
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else
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{
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glBufferSubDataARB(getTarget(), offset, size, data);
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is_dirty = true;
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}
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}
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const void *VBO::getPointer(size_t offset) const
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{
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return reinterpret_cast<const void *>(offset);
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}
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bool VBO::loadVolatile()
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{
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return load(true);
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}
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void VBO::unloadVolatile()
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{
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unload(true);
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}
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bool VBO::load(bool restore)
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{
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glGenBuffersARB(1, &vbo);
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VertexBuffer::Bind bind(*this);
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// Copy the old buffer only if 'restore' was requested.
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const GLvoid *src = restore ? memory_map : 0;
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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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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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{
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VertexBuffer::Bind bind(*this);
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bool mapped = is_mapped;
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map(); // saves buffer content to memory_map.
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is_mapped = mapped;
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}
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glDeleteBuffersARB(1, &vbo);
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vbo = 0;
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}
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// VertexIndex
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size_t VertexIndex::maxSize = 0;
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size_t VertexIndex::elementSize = 0;
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std::list<size_t> VertexIndex::sizeRefs;
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VertexBuffer *VertexIndex::element_array = NULL;
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VertexIndex::VertexIndex(size_t size)
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: size(size)
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{
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// The upper limit is the maximum of GLuint divided by six (the number
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// of indices per size) and divided by the size of GLuint. This guarantees
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// no overflows when calculating the array size in bytes.
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// Memory issues will be handled by other exceptions.
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if (size == 0 || size > ((GLuint) -1) / 6 / sizeof(GLuint))
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throw love::Exception("Invalid size.");
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addSize(size);
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}
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VertexIndex::~VertexIndex()
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{
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removeSize(size);
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}
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size_t VertexIndex::getSize() const
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{
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return size;
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}
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size_t VertexIndex::getIndexCount(size_t elements) const
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{
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return elements * 6;
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}
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GLenum VertexIndex::getType(size_t s) const
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{
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// Calculates if unsigned short is big enough to hold all the vertex indices.
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static const GLenum type_table[] = {GL_UNSIGNED_SHORT, GL_UNSIGNED_INT};
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return type_table[s * 4 > std::numeric_limits<GLushort>::max()];
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// if buffer-size > max(GLushort) then GL_UNSIGNED_INT else GL_UNSIGNED_SHORT
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}
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size_t VertexIndex::getElementSize()
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{
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return elementSize;
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}
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VertexBuffer *VertexIndex::getVertexBuffer() const
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{
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return element_array;
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}
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const void *VertexIndex::getPointer(size_t offset) const
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{
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return element_array->getPointer(offset);
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}
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void VertexIndex::addSize(size_t newSize)
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{
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if (newSize <= maxSize)
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{
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// Current size is bigger. Append the size to list and sort.
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sizeRefs.push_back(newSize);
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sizeRefs.sort();
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return;
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}
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// Try to resize before adding it to the list because resize may throw.
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resize(newSize);
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sizeRefs.push_back(newSize);
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}
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void VertexIndex::removeSize(size_t oldSize)
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{
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// TODO: For debugging purposes, this should check if the size was actually found.
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sizeRefs.erase(std::find(sizeRefs.begin(), sizeRefs.end(), oldSize));
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if (sizeRefs.size() == 0)
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{
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resize(0);
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return;
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}
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if (oldSize == maxSize)
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{
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// Shrink if there's a smaller size.
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size_t newSize = sizeRefs.back();
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if (newSize < maxSize)
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resize(newSize);
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}
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}
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void VertexIndex::resize(size_t size)
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{
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if (size == 0)
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{
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delete element_array;
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element_array = NULL;
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maxSize = 0;
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return;
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}
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VertexBuffer *new_element_array;
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// Depending on the size, a switch to int and more memory is needed.
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GLenum target_type = getType(size);
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size_t elem_size = (target_type == GL_UNSIGNED_SHORT) ? sizeof(GLushort) : sizeof(GLuint);
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size_t array_size = elem_size * 6 * size;
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// Create may throw out-of-memory exceptions.
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// VertexIndex will propagate the exception and keep the old VertexBuffer.
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try
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{
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new_element_array = VertexBuffer::Create(array_size, GL_ELEMENT_ARRAY_BUFFER, GL_STATIC_DRAW);
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}
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catch (std::bad_alloc &)
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{
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throw love::Exception("Out of memory.");
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}
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// Allocation of the new VertexBuffer succeeded.
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// The old VertexBuffer can now be deleted.
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delete element_array;
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element_array = new_element_array;
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maxSize = size;
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elementSize = elem_size;
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switch (target_type)
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{
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case GL_UNSIGNED_SHORT:
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fill<GLushort>();
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break;
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case GL_UNSIGNED_INT:
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fill<GLuint>();
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break;
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}
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}
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template <typename T>
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void VertexIndex::fill()
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{
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VertexBuffer::Bind bind(*element_array);
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VertexBuffer::Mapper mapper(*element_array);
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T *indices = (T *) mapper.get();
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for (size_t i = 0; i < maxSize; ++i)
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{
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indices[i*6+0] = i * 4 + 0;
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indices[i*6+1] = i * 4 + 1;
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indices[i*6+2] = i * 4 + 2;
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indices[i*6+3] = i * 4 + 0;
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indices[i*6+4] = i * 4 + 2;
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indices[i*6+5] = i * 4 + 3;
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}
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}
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} // opengl
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} // graphics
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} // love
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