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#include "VertexBuffer.h"
#include "../Profiling/FrameStats.h"
SharedVertexBuffer::SharedVertexBuffer()
{
}
SharedVertexBuffer::~SharedVertexBuffer()
{
}
//GetChunk
//-> ReleaseChunk
//-> DrawChunk
void SharedVertexBuffer::GetChunk(uint attrsMask, int maxVerts, int maxIndices, EPrimitive primitive, void **out_vb, void **out_ib)
{
Assert(out_vb && out_ib);
uint stride = VertexLayout::GetDynamicChunkStride(attrsMask); // data size of single vertex
GLenum usage = GL_STREAM_DRAW;
uint vbufferSize = stride * maxVerts;
uint ibufferSize = VertexLayout::GetDefaultIndexSize() * maxIndices;
const bool mapVertexBuffer = vbufferSize >= DataBufferThreshold;
const bool mapIndexBuffer = ibufferSize >= DataBufferThreshold;
GPU::DataBuffer* vertexBuffer = mapVertexBuffer ? GPU::ClaimBuffer(vbufferSize, usage) : 0;
GPU::DataBuffer* indexBuffer = mapIndexBuffer ? GPU::ClaimBuffer(ibufferSize, usage) : 0;
if (vertexBuffer && vertexBuffer->GetSize() < vbufferSize)
vertexBuffer->Restore(vbufferSize, usage);
if (indexBuffer && indexBuffer->GetSize() < ibufferSize)
indexBuffer->Restore(ibufferSize, usage);
if (!mapVertexBuffer && m_CurVBData.size() < vbufferSize)
m_CurVBData.resize(vbufferSize);
if (!mapIndexBuffer && m_CurIBData.size() < ibufferSize)
m_CurIBData.resize(ibufferSize);
const GLenum access = GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT | GL_MAP_FLUSH_EXPLICIT_BIT;
if (vertexBuffer)
*out_vb = vertexBuffer->MapRange(0, vbufferSize, access);
else
*out_vb = &m_CurVBData[0];
if (indexBuffer)
*out_ib = indexBuffer->MapRange(0, ibufferSize, access);
else
*out_ib = &m_CurIBData[0];
m_CurVB = vertexBuffer;
m_CurIB = indexBuffer;
m_CurPrimitive = primitive;
m_CurAttrMask = attrsMask;
m_CurStride = stride;
}
void SharedVertexBuffer::ReleaseChunk(int actualVerts, int actualIndices)
{
int actualVBufferSize = m_CurStride * actualVerts;
int actualIBufferSize = VertexLayout::GetDefaultIndexSize() * actualIndices;
const GLenum usage = GL_STREAM_DRAW;
if (m_CurVB)
{
m_CurVB->FlushMapedRange(0, actualVBufferSize);
m_CurVB->UnMap();
}
else if (actualVBufferSize >= DataBufferThreshold)
{
m_CurVB = GPU::ClaimBuffer(actualVBufferSize, usage);
m_CurVB->RestoreWithData(actualVBufferSize, usage, &m_CurVBData[0]);
}
if (m_CurIB)
{
m_CurIB->FlushMapedRange(0, actualIBufferSize);
m_CurIB->UnMap();
}
else if (actualIBufferSize >= DataBufferThreshold)
{
m_CurIB = GPU::ClaimBuffer(0, usage);
m_CurIB->RestoreWithData(0, usage, &m_CurIBData[0]);
}
m_CurVertexCount = actualVerts;
m_CurIndexCount = actualIndices;
}
void SharedVertexBuffer::DrawChunk()
{
DefaultVertexLayout vertexArray;
FillVertexDataInfo(vertexArray);
// bind vertex attributes data
VertexLayout::SetupDefaultVertexLayout(vertexArray);
const void* indexPtr = m_CurIB ? 0 : (m_CurIBData.empty() ? 0 : &m_CurIBData[0]);
if (m_CurIB)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_CurIB->GetHandle());
GLenum indexFormat = VertexLayout::GetDefaultIndexFormat();
switch (m_CurPrimitive)
{
case Primitive_Triangle:
glDrawElements(GL_TRIANGLES, m_CurIndexCount, indexFormat, indexPtr);
g_FrameStats.AddDrawCall();
g_FrameStats.AddTrianglesCount(m_CurIndexCount / 3);
break;
case Primitive_Line:
glDrawElements(GL_LINE, m_CurIndexCount, indexFormat, indexPtr);
g_FrameStats.AddDrawCall();
break;
case Primitive_Point:
glDrawElements(GL_POINT, m_CurIndexCount, indexFormat, indexPtr);
g_FrameStats.AddDrawCall();
break;
}
if (m_CurIB)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
// End draw
Clean();
}
void SharedVertexBuffer::FillVertexDataInfo(DefaultVertexLayout& dst)
{
const byte* basepointer = m_CurVB ? 0 : &m_CurVBData[0];
const GLuint buffer = m_CurVB ? m_CurVB->GetHandle() : 0;
int attrOffsets[VertexAttr_Count] = { 0 };
{
uint32 curOffset = 0;
for (uint idx = 0; idx < VertexAttr_Count; ++idx)
{
if (m_CurAttrMask & Mask(idx))
{
attrOffsets[idx] = curOffset;
curOffset += VertexLayout::GetDefaultVertexAttrSize(idx);
}
}
}
dst.buffer = buffer;
for (uint32 attrIdx = 0; attrIdx < VertexAttr_Count; ++attrIdx)
{
if (m_CurAttrMask & Mask(attrIdx))
{
dst.attributes[attrIdx].pointer = basepointer + attrOffsets[attrIdx];
dst.attributes[attrIdx].componentFormat = VertexLayout::GetDefaultShaderChannelFormat(attrIdx);
dst.attributes[attrIdx].componentNum = VertexLayout::GetDefaultShaderChannelDimension(attrIdx);
dst.attributes[attrIdx].stride = m_CurStride;
dst.enableMask |= Mask(attrIdx);
}
}
}
void SharedVertexBuffer::Clean()
{
if (m_CurVB)
{
GPU::ReleaseBuffer(m_CurVB);
m_CurVB = 0;
}
if (m_CurIB)
{
GPU::ReleaseBuffer(m_CurIB);
m_CurIB = 0;
}
m_CurPrimitive = Primitive_Triangle;
m_CurAttrMask = 0;
m_CurStride = 0;
m_CurVertexCount = 0;
m_CurIndexCount = 0;
m_CurVBData.clear();
m_CurIBData.clear();
}
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