mirror of
https://port.numenaute.org/aleajactaest/khanat-opennel-code.git
synced 2024-12-15 14:08:42 +00:00
186 lines
4.8 KiB
C++
186 lines
4.8 KiB
C++
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
|
|
// Copyright (C) 2010 Winch Gate Property Limited
|
|
//
|
|
// This program is free software: you can redistribute it and/or modify
|
|
// it under the terms of the GNU Affero General Public License as
|
|
// published by the Free Software Foundation, either version 3 of the
|
|
// License, or (at your option) any later version.
|
|
//
|
|
// This program 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 Affero General Public License for more details.
|
|
//
|
|
// You should have received a copy of the GNU Affero General Public License
|
|
// along with this program. If not, see <http://www.gnu.org/licenses/>.
|
|
|
|
#include "std3d.h"
|
|
|
|
#include "nel/3d/vertex_buffer_heap.h"
|
|
#include "nel/misc/common.h"
|
|
|
|
using namespace NLMISC;
|
|
|
|
// This code is not used actually and doesn't compile
|
|
// just preproc comment it
|
|
#if 0
|
|
|
|
namespace NL3D
|
|
{
|
|
|
|
// ***************************************************************************
|
|
CVertexBufferHeap::CVertexBufferHeap()
|
|
{
|
|
_Enabled= false;
|
|
_HardMode= false;
|
|
|
|
_HeapStart= NULL;
|
|
_VertexFormat= 0;
|
|
_VertexSize= 0;
|
|
_MaxVertices= 0;
|
|
}
|
|
|
|
// ***************************************************************************
|
|
CVertexBufferHeap::~CVertexBufferHeap()
|
|
{
|
|
release();
|
|
}
|
|
|
|
// ***************************************************************************
|
|
void CVertexBufferHeap::init(IDriver *driver, uint vertexFormat, uint maxVertices)
|
|
{
|
|
nlassert(driver);
|
|
// clean before.
|
|
release();
|
|
|
|
// setup
|
|
_Driver= driver;
|
|
|
|
// setup the vertexBuffer soft with queried info.
|
|
_VBSoft.setVertexFormat(vertexFormat);
|
|
// VertexSize must be a multitple of 4 (Heap alignement ...)
|
|
nlassert( (_VBSoft.getVertexSize()&3) == 0);
|
|
|
|
// create the VBHard, if possible
|
|
_VBHard= driver->createVertexBufferHard(_VBSoft.getVertexFormat(), _VBSoft.getValueTypePointer(), maxVertices, IDriver::VBHardAGP, _VBSoft.getUVRouting());
|
|
|
|
// Ok
|
|
_Enabled= true;
|
|
_VertexFormat= _VBSoft.getVertexFormat();
|
|
_VertexSize= _VBSoft.getVertexSize();
|
|
_MaxVertices= maxVertices;
|
|
|
|
// Use hard or soft ???
|
|
if(_VBHard)
|
|
{
|
|
_HardMode= true;
|
|
// setup heap start with good AGP ptr.
|
|
_HeapStart= (uint8*)_VBHard->lock();
|
|
// just a gestion lock, no vertices have changed.
|
|
_VBHard->unlock(0,0);
|
|
// In essence, the VBHeap is rarely modified (but on mesh loading). => set it static
|
|
_VBHard->lockHintStatic(true);
|
|
}
|
|
else
|
|
{
|
|
_HardMode= false;
|
|
// => allocate soft one.
|
|
_VBSoft.setNumVertices(maxVertices);
|
|
// setup heap start with good ptr.
|
|
_HeapStart= (uint8*)_VBSoft.getVertexCoordPointer();
|
|
}
|
|
|
|
// setup heap Manager with good ptr.
|
|
_HeapManager.initHeap(_HeapStart, _MaxVertices*_VertexSize);
|
|
}
|
|
// ***************************************************************************
|
|
void CVertexBufferHeap::release()
|
|
{
|
|
if(_VBHard)
|
|
{
|
|
nlassert(_Driver);
|
|
_Driver->deleteVertexBufferHard(_VBHard);
|
|
}
|
|
_VBHard= NULL;
|
|
_Driver= NULL;
|
|
_HeapStart= NULL;
|
|
// release all memory
|
|
contReset(_VBSoft);
|
|
contReset(_HeapManager);
|
|
|
|
_Enabled= false;
|
|
_HardMode= false;
|
|
_VertexFormat= 0;
|
|
_VertexSize= 0;
|
|
_MaxVertices= 0;
|
|
}
|
|
|
|
// ***************************************************************************
|
|
bool CVertexBufferHeap::allocate(uint numVertices, uint &indexStart)
|
|
{
|
|
nlassert(enabled());
|
|
|
|
// allocate into the heap ?
|
|
uint8 *ptr= (uint8*)_HeapManager.allocate(numVertices*getVertexSize());
|
|
if(!ptr)
|
|
return false;
|
|
else
|
|
{
|
|
// compute vertex index
|
|
indexStart= (uint)(ptr-_HeapStart);
|
|
indexStart/= _VertexSize;
|
|
return true;
|
|
}
|
|
}
|
|
// ***************************************************************************
|
|
void CVertexBufferHeap::free(uint indexStart)
|
|
{
|
|
nlassert(enabled());
|
|
|
|
// compute ptr to free
|
|
uint8 *ptr= _HeapStart + indexStart*_VertexSize;
|
|
// free it.
|
|
_HeapManager.free(ptr);
|
|
}
|
|
|
|
// ***************************************************************************
|
|
uint8 *CVertexBufferHeap::lock(uint indexStart)
|
|
{
|
|
nlassert(enabled());
|
|
|
|
uint8 *ptr;
|
|
if(_HardMode)
|
|
{
|
|
// lock the vbHard
|
|
ptr= (uint8*)_VBHard->lock();
|
|
nlassert(ptr==_HeapStart);
|
|
}
|
|
else
|
|
ptr= _HeapStart;
|
|
|
|
// index it with index
|
|
return ptr + indexStart*_VertexSize;
|
|
}
|
|
// ***************************************************************************
|
|
void CVertexBufferHeap::unlock(uint startVert, uint endVert)
|
|
{
|
|
nlassert(enabled());
|
|
|
|
if(_HardMode)
|
|
_VBHard->unlock(startVert, endVert);
|
|
}
|
|
// ***************************************************************************
|
|
void CVertexBufferHeap::activate()
|
|
{
|
|
nlassert(enabled());
|
|
|
|
if(_HardMode)
|
|
_Driver->activeVertexBufferHard(_VBHard);
|
|
else
|
|
_Driver->activeVertexBuffer(_VBSoft);
|
|
}
|
|
|
|
|
|
} // NL3D
|
|
|
|
#endif // 0
|