1 /* Copyright (C) 2015 Wildfire Games.
2 * This file is part of 0 A.D.
4 * 0 A.D. is free software: you can redistribute it and/or modify
5 * it under the terms of the GNU General Public License as published by
6 * the Free Software Foundation, either version 2 of the License, or
7 * (at your option) any later version.
9 * 0 A.D. is distributed in the hope that it will be useful,
10 * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 * GNU General Public License for more details.
14 * You should have received a copy of the GNU General Public License
15 * along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
19 * encapsulation of VBOs with batching and sharing
22 #ifndef INCLUDED_VERTEXBUFFER
23 #define INCLUDED_VERTEXBUFFER
25 #include "lib/res/graphics/ogl_tex.h"
31 * CVertexBuffer: encapsulation of ARB_vertex_buffer_object, also supplying
32 * some additional functionality for sharing buffers between multiple objects.
34 * The class can be used in two modes, depending on the usage parameter:
36 * GL_STATIC_DRAW: Call Allocate() with backingStore = NULL. Then call
37 * UpdateChunkVertices() with any pointer - the data will be immediately copied
38 * to the VBO. This should be used for vertex data that rarely changes.
40 * GL_DYNAMIC_DRAW, GL_STREAM_DRAW: Call Allocate() with backingStore pointing
41 * at some memory that will remain valid for the lifetime of the CVertexBuffer.
42 * This should be used for vertex data that may change every frame.
43 * Rendering is expected to occur in two phases:
45 * If this chunk is going to be used for rendering during the next Bind phase,
46 * you must call PrepareForRendering().
47 * If the vertex data in backingStore has been modified since the last Bind phase,
48 * you must call UpdateChunkVertices().
50 * Bind() can be called (multiple times). The vertex data will be uploaded
51 * to the GPU if necessary.
52 * It is okay to have multiple prepare/bind cycles per frame (though slightly less
53 * efficient), but they must occur sequentially.
57 NONCOPYABLE(CVertexBuffer
);
61 /// VBChunk: describes a portion of this vertex buffer
64 /// Owning (parent) vertex buffer
65 CVertexBuffer
* m_Owner
;
66 /// Start index of this chunk in owner
68 /// Number of vertices used by chunk
70 /// If UseStreaming() is true, points at the data for this chunk
73 /// If true, the VBO is not consistent with the chunk's backing store
74 /// (and will need to be re-uploaded before rendering with this chunk)
77 /// If true, we have been told this chunk is going to be used for
78 /// rendering in the next bind phase and will need to be uploaded
82 // Only CVertexBuffer can construct/delete these
83 // (Other people should use g_VBMan.Allocate, g_VBMan.Release)
84 friend class CVertexBuffer
;
90 // constructor, destructor
91 CVertexBuffer(size_t vertexSize
, GLenum usage
, GLenum target
);
94 /// Bind to this buffer; return pointer to address required as parameter
95 /// to glVertexPointer ( + etc) calls
98 /// Get the address that Bind() will return, without actually binding
101 /// Unbind any currently-bound buffer, so glVertexPointer etc calls will not attempt to use it
102 static void Unbind();
104 /// Make the vertex data available for the next call to Bind()
105 void PrepareForRendering(VBChunk
* chunk
) { chunk
->m_Needed
= true; }
107 /// Update vertex data for given chunk. Transfers the provided data to the actual OpenGL vertex buffer.
108 void UpdateChunkVertices(VBChunk
* chunk
, void* data
);
110 size_t GetVertexSize() const { return m_VertexSize
; }
111 size_t GetBytesReserved() const;
112 size_t GetBytesAllocated() const;
114 /// Returns true if this vertex buffer is compatible with the specified vertex type and intended usage.
115 bool CompatibleVertexType(size_t vertexSize
, GLenum usage
, GLenum target
);
120 * Given the usage flags of a buffer that has been (or will be) allocated:
122 * If true, we assume the buffer is going to be modified on every frame,
123 * so we will re-upload the entire buffer every frame using glMapBuffer.
124 * This requires the buffer's owner to hold onto its backing store.
126 * If false, we assume it will change rarely, and use glSubBufferData to
127 * update it incrementally. The backing store can be freed to save memory.
129 static bool UseStreaming(GLenum usage
);
132 friend class CVertexBufferManager
; // allow allocate only via CVertexBufferManager
134 /// Try to allocate a buffer of given number of vertices (each of given size),
135 /// and with the given type - return null if no free chunks available
136 VBChunk
* Allocate(size_t vertexSize
, size_t numVertices
, GLenum usage
, GLenum target
, void* backingStore
);
137 /// Return given chunk to this buffer
138 void Release(VBChunk
* chunk
);
143 /// Vertex size of this vertex buffer
145 /// Number of vertices of above size in this buffer
146 size_t m_MaxVertices
;
147 /// List of free chunks in this buffer
148 std::list
<VBChunk
*> m_FreeList
;
149 /// List of allocated chunks
150 std::list
<VBChunk
*> m_AllocList
;
151 /// Available free vertices - total of all free vertices in the free list
152 size_t m_FreeVertices
;
153 /// Handle to the actual GL vertex buffer object
155 /// Raw system memory for systems not supporting VBOs
157 /// Usage type of the buffer (GL_STATIC_DRAW etc)
159 /// Buffer target (GL_ARRAY_BUFFER, GL_ELEMENT_ARRAY_BUFFER)