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128 lines
4.4 KiB
C++
128 lines
4.4 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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#ifndef NL_VERTEX_STREAM_MANAGER_H
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#define NL_VERTEX_STREAM_MANAGER_H
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#include "nel/misc/types_nl.h"
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#include "nel/misc/types_nl.h"
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#include "nel/3d/driver.h"
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namespace NL3D
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{
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// ***************************************************************************
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/**
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* A class used to fill a virtual Vertexbuffer, while rendering it, avoiding Stalls during Locks. Actually multiple versions
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* of VertexBuffer are kept and the swapVBHard() method cycles around them.
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* NB: it is used for instance to render all skins of a CSkeletonModel, in just one CVertexStreamManager.
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* This allow optimisation because less VBuffer activation is needed.
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* NB: only a single lock/unlock may happen between 2 calls of swapVBHard
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* \author Lionel Berenguier
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* \author Nevrax France
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* \date 2002
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*/
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class CVertexStreamManager
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{
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public:
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/// Constructor
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CVertexStreamManager();
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~CVertexStreamManager();
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/// \name Init/Setup
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// @{
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/** init the manager with a driver, allocate the VBHards, and setup the vertexFormat.
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* Must call each time the drive changes.
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* NB: if VBufferHard creation fail (not supported etc...), then a VBSoft is created instead (and just one since not useful)
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* \param numVBHard the number of VBHard to create. The max you set, the lower lock you'll have.
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* \param vbName base, for Lock profiling
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* \param allowVolatileVertexBuffer allow to use a volatile vertex buffer instead of several buffers on devices that support it
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* NB : in this case, you should not keep the vertex buffer locked outside of render, you should follow an atomic lock/unlock/render sequence
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*/
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void init(IDriver *driver, uint vertexFormat, uint maxVertices, uint numVBHard, const std::string &vbName, bool allowVolatileVertexBuffer = false);
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/// release the VBHard. init() can be called after this.
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void release();
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/// get the numVBhard used (Nb: if !vbHardMode(), still returns the argument passed in init(), ie not 0 or 1)
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uint getNumVB() const {return _NumVB;}
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/// return the driver used.
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IDriver *getDriver() const {return _Driver;}
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/// get the vertexFormat
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uint getVertexFormat() const {return _VertexFormat;}
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/// get the vertexSize
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uint getVertexSize() const {return _VertexSize;}
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/// get max vertices the Buffer allows.
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uint getMaxVertices() const {return _MaxVertices;}
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// @}
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/// \name Rendering. Those method assert if init() not called with correct parameters.
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// @{
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/** lock the currently activated VBHard, for future filling
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* NB: only a single lock/unlock may happen between 2 calls of swapVBHard
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*/
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uint8 *lock();
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/** unlock the currently activated VBHard. Tell how many vertices have changed.
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* NB: only a single lock/unlock may happen between 2 calls of swapVBHard
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*/
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void unlock(uint numVertices);
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/// activate the currentVBhard as the current VB in the driver, for future rendering
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void activate();
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/// return true if the current activated VBHard is in BGRA mode. nlassert(_Lockdone)
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bool isBRGA() const;
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/** Swap to the next VBHard. This allow some parralelism, since CPU fill one VBHard while the other is rendered
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* NB: no-op if the vertex stream manager falls down to the VBSoft solution.
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*/
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void swapVBHard();
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// @}
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// ********************
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private:
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uint _NumVB;
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NLMISC::CRefPtr<IDriver> _Driver;
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std::vector<CVertexBuffer> _VB;
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CVertexBuffer _VBVolatile; // volatile vertex buffer, used if supported by driver
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CVertexBufferReadWrite _VBA;
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bool _InitOk;
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bool _SupportVolatileVB;
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bool _LockDone;
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uint _VertexFormat;
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uint _VertexSize;
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uint _MaxVertices;
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uint _CurentVB;
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};
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} // NL3D
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#endif // NL_VERTEX_STREAM_MANAGER_H
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/* End of vertex_stream_manager.h */
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