/* Copyright (C) 2011 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 // absolute maximum (bytewise) size of each GL vertex buffer object #define MAX_VB_SIZE_BYTES (512*1024) /////////////////////////////////////////////////////////////////////////////// // CVertexBuffer: encapsulation of ARB_vertex_buffer_object, also supplying // some additional functionality for sharing buffers between multiple objects class CVertexBuffer { public: // VBChunk: describes a portion of this vertex buffer struct VBChunk { // owning 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; 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(); // update vertex data for given chunk void UpdateChunkVertices(VBChunk* chunk, void* data); size_t GetVertexSize() const { return m_VertexSize; } size_t GetBytesReserved() const; size_t GetBytesAllocated() const; bool CompatibleVertexType(size_t vertexSize, GLenum usage, GLenum target); void DumpStatus(); 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); // 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; // 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