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-rw-r--r--Client/Source/Graphics/DynamicVertexBuffer.cpp260
1 files changed, 260 insertions, 0 deletions
diff --git a/Client/Source/Graphics/DynamicVertexBuffer.cpp b/Client/Source/Graphics/DynamicVertexBuffer.cpp
new file mode 100644
index 0000000..8041e30
--- /dev/null
+++ b/Client/Source/Graphics/DynamicVertexBuffer.cpp
@@ -0,0 +1,260 @@
+#include "DynamicVertexBuffer.h"
+#include "CustomVertexLayout.h"
+
+DynamicVertexBuffer::DynamicVertexBuffer()
+{
+}
+
+DynamicVertexBuffer::~DynamicVertexBuffer()
+{
+}
+
+//------------------------------------------------------------------------------------------------------------
+// Defualt Vertex Layout
+
+//GetChunk
+//-> ReleaseChunk
+//-> DrawChunk
+
+void DynamicVertexBuffer::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
+ GetChunk(stride, maxVerts, VertexLayout::GetDefaultIndexSize(), maxIndices, primitive, out_vb, out_ib);
+
+ // default layout
+ m_CurAttrMask = attrsMask;
+ m_CurStride = stride;
+}
+
+void DynamicVertexBuffer::DrawChunk()
+{
+ DefaultVertexLayout vertexArray;
+ FillDefaultVertexLayout(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);
+ break;
+ case Primitive_Line:
+ glDrawElements(GL_LINE, m_CurIndexCount, indexFormat, indexPtr);
+ break;
+ case Primitive_Point:
+ glDrawElements(GL_POINT, m_CurIndexCount, indexFormat, indexPtr);
+ break;
+ }
+
+ if (m_CurIB)
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
+
+ // End draw
+ Clean();
+}
+
+void DynamicVertexBuffer::FillDefaultVertexLayout(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);
+ }
+ }
+}
+
+//------------------------------------------------------------------------------------------------------------
+// Custom Vertex Layout
+
+// 用buffersize为依据决定用vbo或者pinned memory
+void DynamicVertexBuffer::GetChunk(uint sizePerVert, uint sizePerIndex, int maxVerts, int maxIndices, EPrimitive primitive, void **out_vb, void **out_ib)
+{
+ Assert(out_vb && out_ib);
+
+ m_CurStride = sizePerVert;
+ uint vbufferSize = sizePerVert * maxVerts;
+ uint ibufferSize = sizePerIndex * maxIndices;
+
+ const bool mapVertexBuffer = vbufferSize >= kDataBufferThreshold;
+ const bool mapIndexBuffer = ibufferSize >= kDataBufferThreshold;
+
+ GLenum usage = GL_STREAM_DRAW;
+
+ 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;
+}
+
+void DynamicVertexBuffer::FillCustomVertexLayout(CustomVertexLayout& dst)
+{
+ const byte* basepointer = m_CurVB ? 0 : &m_CurVBData[0];
+ const GLuint buffer = m_CurVB ? m_CurVB->GetHandle() : 0;
+
+ dst.buffer = buffer;
+
+ for (int i = 0; i < dst.attributes.size(); ++i)
+ {
+ int offset = dst.attributes[i].startOffset;
+ dst.attributes[i].pointer = basepointer + offset;
+ }
+}
+
+void DynamicVertexBuffer::DrawChunk(CustomVertexLayout& layout)
+{
+ const byte* basepointer = m_CurVB ? 0 : &m_CurVBData[0];
+ const GLuint buffer = m_CurVB ? m_CurVB->GetHandle() : 0;
+
+ FillCustomVertexLayout(layout);
+
+ VertexLayout::SetupCustomVertexLayout(layout);
+
+ layout.RestorePointer();
+
+ 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);
+ break;
+ case Primitive_Line:
+ glDrawElements(GL_LINES, m_CurIndexCount, indexFormat, indexPtr);
+ break;
+ case Primitive_Point:
+ glDrawElements(GL_POINTS, m_CurIndexCount, indexFormat, indexPtr);
+ break;
+ }
+
+ if (m_CurIB)
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
+
+ // End draw
+ Clean();
+}
+
+//------------------------------------------------------------------------------------------------------------
+// Both Default and Custom Vertex Layout
+
+void DynamicVertexBuffer::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 >= kDataBufferThreshold)
+ {
+ 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 >= kDataBufferThreshold)
+ {
+ m_CurIB = GPU::ClaimBuffer(0, usage);
+ m_CurIB->RestoreWithData(0, usage, &m_CurIBData[0]);
+ }
+
+ m_CurVertexCount = actualVerts;
+ m_CurIndexCount = actualIndices;
+}
+
+void DynamicVertexBuffer::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();
+}