184 lines
4.8 KiB
C++
184 lines
4.8 KiB
C++
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#include "std3d.h"
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#include "nel/3d/vertex_stream_manager.h"
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#include "nel/misc/hierarchical_timer.h"
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using namespace NLMISC;
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namespace NL3D
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{
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// ***************************************************************************
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CVertexStreamManager::CVertexStreamManager()
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{
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_InitOk= false;
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_SupportVolatileVB = false;
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_VertexFormat= 0;
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_VertexSize= 0;
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_MaxVertices= 0;
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_CurentVB= 0;
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_NumVB= 0;
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_LockDone = false;
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}
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// ***************************************************************************
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CVertexStreamManager::~CVertexStreamManager()
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{
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release();
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}
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// ***************************************************************************
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void CVertexStreamManager::init(IDriver *driver, uint vertexFormat, uint maxVertices, uint numVBHard, const std::string &vbName, bool allowVolatileVertexBuffer /*= false*/)
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{
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nlassert(driver);
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// clean before.
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release();
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// Create VBHard placeholder
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if(numVBHard==0 || maxVertices==0)
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return;
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_NumVB= numVBHard;
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_VB.resize(_NumVB);
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// setup, => correct for possible release below
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_Driver= driver;
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// create the VBHard, if possible
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uint i;
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for(i=0;i<_NumVB;i++)
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{
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_VB[i].setVertexFormat(vertexFormat);
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// For the moment, all UV channel are routed to UV0
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uint j;
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for (j=0; j<CVertexBuffer::MaxStage; j++)
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_VB[i].setUVRouting (j, 0);
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_VB[i].setNumVertices (maxVertices);
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_VB[i].setPreferredMemory (CVertexBuffer::AGPPreferred, false);
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_VB[i].setName(vbName + NLMISC::toString(i));
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}
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// init misc
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_InitOk= true;
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_VertexFormat= _VB[0].getVertexFormat();
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_VertexSize= _VB[0].getVertexSize();
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_MaxVertices= maxVertices;
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_CurentVB= 0;
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if (driver->supportVolatileVertexBuffer() && allowVolatileVertexBuffer)
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{
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_VBVolatile.setVertexFormat(vertexFormat);
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// For the moment, all UV channel are routed to UV0
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uint j;
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for (j=0; j<CVertexBuffer::MaxStage; j++)
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_VBVolatile.setUVRouting (j, 0);
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_VBVolatile.setNumVertices (maxVertices);
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_VBVolatile.setPreferredMemory (CVertexBuffer::AGPVolatile, false);
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_VBVolatile.setName(vbName + "Volatile");
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_SupportVolatileVB = true;
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}
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else
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{
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_SupportVolatileVB = false;
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}
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}
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// ***************************************************************************
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void CVertexStreamManager::release()
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{
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// release driver/VBHard
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if(_Driver)
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_Driver= NULL;
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_VB.clear();
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// misc
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_InitOk= false;
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_VertexFormat= 0;
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_VertexSize= 0;
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_MaxVertices= 0;
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_CurentVB= 0;
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_NumVB= 0;
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}
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// ***************************************************************************
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uint8 *CVertexStreamManager::lock()
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{
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H_AUTO( NL3D_VertexStreamManager_lock )
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nlassert(_InitOk);
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nlassert(!_LockDone);
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_LockDone = true;
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if (_SupportVolatileVB)
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{
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_VBVolatile.lock (_VBA);
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return (uint8*)_VBA.getVertexCoordPointer();
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}
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else
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{
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_VB[_CurentVB].lock (_VBA);
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return (uint8*)_VBA.getVertexCoordPointer();
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}
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}
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// ***************************************************************************
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void CVertexStreamManager::unlock(uint numVertices)
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{
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H_AUTO( NL3D_VertexStreamManager_unlock )
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nlassert(_InitOk);
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nlassert(_LockDone);
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_VBA.touchVertices (0, numVertices);
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_VBA.unlock ();
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}
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// ***************************************************************************
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void CVertexStreamManager::activate()
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{
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H_AUTO( NL3D_VertexStreamManager_activate )
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nlassert(_InitOk);
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if (_SupportVolatileVB)
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{
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_Driver->activeVertexBuffer(_VBVolatile);
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}
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else
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{
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_Driver->activeVertexBuffer(_VB[_CurentVB]);
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}
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}
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// ***************************************************************************
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void CVertexStreamManager::swapVBHard()
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{
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nlassert(_InitOk);
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_LockDone = false;
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if (!_SupportVolatileVB)
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{
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_CurentVB++;
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_CurentVB= _CurentVB%_NumVB;
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}
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}
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// ***************************************************************************
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bool CVertexStreamManager::isBRGA() const
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{
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nlassert(_InitOk);
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nlassert(_LockDone);
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return _VBA.getParent()->getVertexColorFormat()==CVertexBuffer::TBGRA;
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}
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} // NL3D
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