/* Copyright (C) 2015 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see .
*/
/*
* encapsulation of VBOs with batching and sharing
*/
#ifndef INCLUDED_VERTEXBUFFER
#define INCLUDED_VERTEXBUFFER
#include "lib/res/graphics/ogl_tex.h"
#include
#include
/**
* CVertexBuffer: encapsulation of ARB_vertex_buffer_object, also supplying
* some additional functionality for sharing buffers between multiple objects.
*
* The class can be used in two modes, depending on the usage parameter:
*
* GL_STATIC_DRAW: Call Allocate() with backingStore = NULL. Then call
* UpdateChunkVertices() with any pointer - the data will be immediately copied
* to the VBO. This should be used for vertex data that rarely changes.
*
* GL_DYNAMIC_DRAW, GL_STREAM_DRAW: Call Allocate() with backingStore pointing
* at some memory that will remain valid for the lifetime of the CVertexBuffer.
* This should be used for vertex data that may change every frame.
* Rendering is expected to occur in two phases:
* - "Prepare" phase:
* If this chunk is going to be used for rendering during the next Bind phase,
* you must call PrepareForRendering().
* If the vertex data in backingStore has been modified since the last Bind phase,
* you must call UpdateChunkVertices().
* - "Bind" phase:
* Bind() can be called (multiple times). The vertex data will be uploaded
* to the GPU if necessary.
* It is okay to have multiple prepare/bind cycles per frame (though slightly less
* efficient), but they must occur sequentially.
*/
class CVertexBuffer
{
NONCOPYABLE(CVertexBuffer);
public:
/// VBChunk: describes a portion of this vertex buffer
struct VBChunk
{
/// Owning (parent) vertex buffer
CVertexBuffer* m_Owner;
/// Start index of this chunk in owner
size_t m_Index;
/// Number of vertices used by chunk
size_t m_Count;
/// If UseStreaming() is true, points at the data for this chunk
void* m_BackingStore;
/// If true, the VBO is not consistent with the chunk's backing store
/// (and will need to be re-uploaded before rendering with this chunk)
bool m_Dirty;
/// If true, we have been told this chunk is going to be used for
/// rendering in the next bind phase and will need to be uploaded
bool m_Needed;
private:
// Only CVertexBuffer can construct/delete these
// (Other people should use g_VBMan.Allocate, g_VBMan.Release)
friend class CVertexBuffer;
VBChunk() {}
~VBChunk() {}
};
public:
// constructor, destructor
CVertexBuffer(size_t vertexSize, GLenum usage, GLenum target);
~CVertexBuffer();
/// Bind to this buffer; return pointer to address required as parameter
/// to glVertexPointer ( + etc) calls
u8* Bind();
/// Get the address that Bind() will return, without actually binding
u8* GetBindAddress();
/// Unbind any currently-bound buffer, so glVertexPointer etc calls will not attempt to use it
static void Unbind();
/// Make the vertex data available for the next call to Bind()
void PrepareForRendering(VBChunk* chunk) { chunk->m_Needed = true; }
/// Update vertex data for given chunk. Transfers the provided data to the actual OpenGL vertex buffer.
void UpdateChunkVertices(VBChunk* chunk, void* data);
size_t GetVertexSize() const { return m_VertexSize; }
size_t GetBytesReserved() const;
size_t GetBytesAllocated() const;
/// Returns true if this vertex buffer is compatible with the specified vertex type and intended usage.
bool CompatibleVertexType(size_t vertexSize, GLenum usage, GLenum target);
void DumpStatus();
/**
* Given the usage flags of a buffer that has been (or will be) allocated:
*
* If true, we assume the buffer is going to be modified on every frame,
* so we will re-upload the entire buffer every frame using glMapBuffer.
* This requires the buffer's owner to hold onto its backing store.
*
* If false, we assume it will change rarely, and use glSubBufferData to
* update it incrementally. The backing store can be freed to save memory.
*/
static bool UseStreaming(GLenum usage);
protected:
friend class CVertexBufferManager; // allow allocate only via CVertexBufferManager
/// Try to allocate a buffer of given number of vertices (each of given size),
/// and with the given type - return null if no free chunks available
VBChunk* Allocate(size_t vertexSize, size_t numVertices, GLenum usage, GLenum target, void* backingStore);
/// Return given chunk to this buffer
void Release(VBChunk* chunk);
private:
/// Vertex size of this vertex buffer
size_t m_VertexSize;
/// Number of vertices of above size in this buffer
size_t m_MaxVertices;
/// List of free chunks in this buffer
std::list m_FreeList;
/// List of allocated chunks
std::list m_AllocList;
/// Available free vertices - total of all free vertices in the free list
size_t m_FreeVertices;
/// Handle to the actual GL vertex buffer object
GLuint m_Handle;
/// Raw system memory for systems not supporting VBOs
u8* m_SysMem;
/// Usage type of the buffer (GL_STATIC_DRAW etc)
GLenum m_Usage;
/// Buffer target (GL_ARRAY_BUFFER, GL_ELEMENT_ARRAY_BUFFER)
GLenum m_Target;
};
#endif