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  1. //
  2. // Lol Engine
  3. //
  4. // Copyright: (c) 2010-2013 Sam Hocevar <sam@hocevar.net>
  5. // This program is free software; you can redistribute it and/or
  6. // modify it under the terms of the Do What The Fuck You Want To
  7. // Public License, Version 2, as published by Sam Hocevar. See
  8. // http://www.wtfpl.net/ for more details.
  9. //
  10. #if defined HAVE_CONFIG_H
  11. # include "config.h"
  12. #endif
  13. #include "core.h"
  14. #include "lolgl.h"
  15. #if defined _WIN32 && defined USE_D3D9
  16. # define FAR
  17. # define NEAR
  18. # include <d3d9.h>
  19. #endif
  20. using namespace std;
  21. #if defined USE_D3D9
  22. extern IDirect3DDevice9 *g_d3ddevice;
  23. #elif defined _XBOX
  24. extern D3DDevice *g_d3ddevice;
  25. #endif
  26. namespace lol
  27. {
  28. //
  29. // The VertexBufferData class
  30. // --------------------------
  31. //
  32. class VertexBufferData
  33. {
  34. friend class VertexBuffer;
  35. friend class VertexDeclaration;
  36. size_t m_size;
  37. #if defined USE_D3D9
  38. IDirect3DVertexBuffer9 *m_vbo;
  39. #elif defined _XBOX
  40. D3DVertexBuffer *m_vbo;
  41. #else
  42. GLuint m_vbo;
  43. uint8_t *m_memory;
  44. #endif
  45. };
  46. //
  47. // The VertexDeclaration class
  48. // ---------------------------
  49. //
  50. VertexStreamBase const VertexStreamBase::Empty;
  51. VertexDeclaration::VertexDeclaration(VertexStreamBase const &s1,
  52. VertexStreamBase const &s2,
  53. VertexStreamBase const &s3,
  54. VertexStreamBase const &s4,
  55. VertexStreamBase const &s5,
  56. VertexStreamBase const &s6,
  57. VertexStreamBase const &s7,
  58. VertexStreamBase const &s8,
  59. VertexStreamBase const &s9,
  60. VertexStreamBase const &s10,
  61. VertexStreamBase const &s11,
  62. VertexStreamBase const &s12) : m_count(0)
  63. {
  64. if (&s1 != &VertexStreamBase::Empty) AddStream(s1);
  65. if (&s2 != &VertexStreamBase::Empty) AddStream(s2);
  66. if (&s3 != &VertexStreamBase::Empty) AddStream(s3);
  67. if (&s4 != &VertexStreamBase::Empty) AddStream(s4);
  68. if (&s5 != &VertexStreamBase::Empty) AddStream(s5);
  69. if (&s6 != &VertexStreamBase::Empty) AddStream(s6);
  70. if (&s7 != &VertexStreamBase::Empty) AddStream(s7);
  71. if (&s8 != &VertexStreamBase::Empty) AddStream(s8);
  72. if (&s9 != &VertexStreamBase::Empty) AddStream(s9);
  73. if (&s10 != &VertexStreamBase::Empty) AddStream(s10);
  74. if (&s11 != &VertexStreamBase::Empty) AddStream(s11);
  75. if (&s12 != &VertexStreamBase::Empty) AddStream(s12);
  76. Initialize();
  77. }
  78. VertexDeclaration::~VertexDeclaration()
  79. {
  80. #if defined _XBOX || defined USE_D3D9
  81. # if defined USE_D3D9
  82. IDirect3DVertexDeclaration9 *vdecl = (IDirect3DVertexDeclaration9 *)m_data;
  83. # elif defined _XBOX
  84. D3DVertexDeclaration *vdecl = (D3DVertexDeclaration *)m_data;
  85. # endif
  86. if (FAILED(vdecl->Release()))
  87. Abort();
  88. #else
  89. #endif
  90. }
  91. void VertexDeclaration::Bind()
  92. {
  93. #if defined _XBOX || defined USE_D3D9
  94. # if defined USE_D3D9
  95. IDirect3DVertexDeclaration9 *vdecl = (IDirect3DVertexDeclaration9 *)m_data;
  96. # elif defined _XBOX
  97. D3DVertexDeclaration *vdecl = (D3DVertexDeclaration *)m_data;
  98. # endif
  99. if (FAILED(g_d3ddevice->SetVertexDeclaration(vdecl)))
  100. Abort();
  101. #else
  102. /* FIXME: Nothing to do? */
  103. #endif
  104. }
  105. void VertexDeclaration::DrawElements(MeshPrimitive type, int skip, int count)
  106. {
  107. if (count <= 0)
  108. return;
  109. #if defined _XBOX || defined USE_D3D9
  110. g_d3ddevice->SetRenderState(D3DRS_ALPHABLENDENABLE, 1);
  111. g_d3ddevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
  112. g_d3ddevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
  113. if (FAILED(g_d3ddevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_CW)))
  114. Abort();
  115. switch (type)
  116. {
  117. case MeshPrimitive::Triangles:
  118. if (FAILED(g_d3ddevice->DrawPrimitive(D3DPT_TRIANGLELIST,
  119. skip, count)))
  120. Abort();
  121. break;
  122. case MeshPrimitive::TriangleStrips:
  123. if (FAILED(g_d3ddevice->DrawPrimitive(D3DPT_TRIANGLESTRIP,
  124. skip, count)))
  125. Abort();
  126. break;
  127. case MeshPrimitive::TriangleFans:
  128. if (FAILED(g_d3ddevice->DrawPrimitive(D3DPT_TRIANGLEFAN,
  129. skip, count)))
  130. Abort();
  131. break;
  132. case MeshPrimitive::Points:
  133. if (FAILED(g_d3ddevice->DrawPrimitive(D3DPT_POINTLIST,
  134. skip, count)))
  135. Abort();
  136. break;
  137. }
  138. #else
  139. /* FIXME: this has nothing to do here! */
  140. glFrontFace(GL_CCW);
  141. glEnable(GL_CULL_FACE);
  142. glEnable(GL_BLEND);
  143. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  144. switch (type)
  145. {
  146. case MeshPrimitive::Triangles:
  147. glDrawArrays(GL_TRIANGLES, skip, count);
  148. break;
  149. case MeshPrimitive::TriangleStrips:
  150. glDrawArrays(GL_TRIANGLE_STRIP, skip, count);
  151. break;
  152. case MeshPrimitive::TriangleFans:
  153. glDrawArrays(GL_TRIANGLE_FAN, skip, count);
  154. break;
  155. case MeshPrimitive::Points:
  156. glDrawArrays(GL_POINTS, skip, count);
  157. break;
  158. }
  159. #endif
  160. }
  161. void VertexDeclaration::DrawIndexedElements(MeshPrimitive type, int vbase,
  162. int vskip, int vcount,
  163. int skip, int count)
  164. {
  165. if (count <= 0)
  166. return;
  167. #if defined _XBOX || defined USE_D3D9
  168. g_d3ddevice->SetRenderState(D3DRS_ALPHABLENDENABLE, 1);
  169. g_d3ddevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
  170. g_d3ddevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
  171. if (FAILED(g_d3ddevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_CW)))
  172. Abort();
  173. switch (type)
  174. {
  175. case MeshPrimitive::Triangles:
  176. count = count / 3;
  177. if (FAILED(g_d3ddevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST,
  178. vbase, vskip, vcount, skip, count)))
  179. Abort();
  180. break;
  181. case MeshPrimitive::TriangleStrips:
  182. count = count - 2;
  183. if (FAILED(g_d3ddevice->DrawIndexedPrimitive(D3DPT_TRIANGLESTRIP,
  184. vbase, vskip, vcount, skip, count)))
  185. Abort();
  186. break;
  187. case MeshPrimitive::TriangleFans:
  188. count = count - 2;
  189. if (FAILED(g_d3ddevice->DrawIndexedPrimitive(D3DPT_TRIANGLEFAN,
  190. vbase, vskip, vcount, skip, count)))
  191. Abort();
  192. break;
  193. case MeshPrimitive::Points:
  194. if (FAILED(g_d3ddevice->DrawIndexedPrimitive(D3DPT_POINTLIST,
  195. vbase, vskip, vcount, skip, count)))
  196. Abort();
  197. break;
  198. }
  199. #else
  200. /* FIXME: this has nothing to do here! */
  201. glFrontFace(GL_CCW);
  202. glEnable(GL_CULL_FACE);
  203. glEnable(GL_BLEND);
  204. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  205. switch (type)
  206. {
  207. case MeshPrimitive::Triangles:
  208. /* FIXME: ignores most of the arguments! */
  209. (void)vbase; (void)vskip; (void)vcount; (void)skip;
  210. glDrawElements(GL_TRIANGLES, count, GL_UNSIGNED_SHORT, 0);
  211. break;
  212. case MeshPrimitive::TriangleStrips:
  213. /* FIXME: ignores most of the arguments! */
  214. (void)vbase; (void)vskip; (void)vcount; (void)skip;
  215. glDrawElements(GL_TRIANGLE_STRIP, count, GL_UNSIGNED_SHORT, 0);
  216. break;
  217. case MeshPrimitive::TriangleFans:
  218. /* FIXME: ignores most of the arguments! */
  219. (void)vbase; (void)vskip; (void)vcount; (void)skip;
  220. glDrawElements(GL_TRIANGLE_FAN, count, GL_UNSIGNED_SHORT, 0);
  221. break;
  222. case MeshPrimitive::Points:
  223. /* FIXME: ignores most of the arguments! */
  224. (void)vbase; (void)vskip; (void)vcount; (void)skip;
  225. glDrawElements(GL_POINTS, count, GL_UNSIGNED_SHORT, 0);
  226. break;
  227. }
  228. #endif
  229. }
  230. void VertexDeclaration::Unbind()
  231. {
  232. #if defined _XBOX || defined USE_D3D9
  233. int stream = -1;
  234. for (int i = 0; i < m_count; i++)
  235. if (m_streams[i].index != stream)
  236. {
  237. stream = m_streams[i].index;
  238. if (FAILED(g_d3ddevice->SetStreamSource(stream, 0, 0, 0)))
  239. Abort();
  240. }
  241. /* "NULL is an invalid input to SetVertexDeclaration" (DX9 guide), so
  242. * we just don't touch the current vertex declaration. */
  243. #elif !defined __CELLOS_LV2__
  244. for (int i = 0; i < m_count; i++)
  245. {
  246. if (m_streams[i].reg >= 0)
  247. {
  248. for (int j = i + 1; j < m_count; j++)
  249. if (m_streams[j].reg == m_streams[i].reg)
  250. m_streams[j].reg = -1;
  251. glDisableVertexAttribArray(m_streams[i].reg);
  252. }
  253. }
  254. glBindBuffer(GL_ARRAY_BUFFER, 0);
  255. #else
  256. /* Or even: */
  257. glDisableClientState(GL_VERTEX_ARRAY);
  258. glDisableClientState(GL_TEXTURE_COORD_ARRAY);
  259. glDisableClientState(GL_NORMAL_ARRAY);
  260. glDisableClientState(GL_COLOR_ARRAY);
  261. #endif
  262. }
  263. void VertexDeclaration::SetStream(VertexBuffer *vb, ShaderAttrib attr1,
  264. ShaderAttrib attr2,
  265. ShaderAttrib attr3,
  266. ShaderAttrib attr4,
  267. ShaderAttrib attr5,
  268. ShaderAttrib attr6,
  269. ShaderAttrib attr7,
  270. ShaderAttrib attr8,
  271. ShaderAttrib attr9,
  272. ShaderAttrib attr10,
  273. ShaderAttrib attr11,
  274. ShaderAttrib attr12)
  275. {
  276. if (!vb->m_data->m_size)
  277. return;
  278. #if defined _XBOX || defined USE_D3D9
  279. /* Only the first item is required to know which stream this
  280. * is about; the rest of the information is stored in the
  281. * vertex declaration already. */
  282. uint32_t usage = (attr1.m_flags >> 16) & 0xffff;
  283. uint32_t index = attr1.m_flags & 0xffff;
  284. /* Find the stream number */
  285. uint32_t usage_index = 0;
  286. int stream = -1;
  287. for (int i = 0; i < m_count; i++)
  288. if (m_streams[i].usage == usage)
  289. if (usage_index++ == index)
  290. {
  291. stream = m_streams[i].index;
  292. break;
  293. }
  294. /* Compute this stream's stride */
  295. int stride = 0;
  296. for (int i = 0; i < m_count; i++)
  297. if (stream == m_streams[i].index)
  298. stride += m_streams[i].size;
  299. /* Now we know the stream index and the element stride */
  300. /* FIXME: precompute most of the crap above! */
  301. if (stream >= 0)
  302. {
  303. if (FAILED(g_d3ddevice->SetStreamSource(stream, vb->m_data->m_vbo, 0, stride)))
  304. Abort();
  305. }
  306. #else
  307. glBindBuffer(GL_ARRAY_BUFFER, vb->m_data->m_vbo);
  308. ShaderAttrib l[12] = { attr1, attr2, attr3, attr4, attr5, attr6,
  309. attr7, attr8, attr9, attr10, attr11, attr12 };
  310. for (int n = 0; n < 12 && l[n].m_flags != (uint64_t)0 - 1; n++)
  311. {
  312. uint32_t reg = l[n].m_flags >> 32;
  313. uint32_t usage = (l[n].m_flags >> 16) & 0xffff;
  314. uint32_t index = l[n].m_flags & 0xffff;
  315. # if !defined __CELLOS_LV2__
  316. glEnableVertexAttribArray((GLint)reg);
  317. # else
  318. switch (usage)
  319. {
  320. case VertexUsage::Position:
  321. glEnableClientState(GL_VERTEX_ARRAY);
  322. break;
  323. case VertexUsage::TexCoord:
  324. glEnableClientState(GL_TEXTURE_COORD_ARRAY);
  325. break;
  326. case VertexUsage::Normal:
  327. glEnableClientState(GL_NORMAL_ARRAY);
  328. break;
  329. case VertexUsage::Color:
  330. glEnableClientState(GL_COLOR_ARRAY);
  331. break;
  332. }
  333. # endif
  334. /* We need to parse the whole vertex declaration to retrieve
  335. * the information. It sucks. */
  336. int attr_index = 0;
  337. /* First, find the stream index */
  338. for (uint32_t usage_index = 0; attr_index < m_count; attr_index++)
  339. if (m_streams[attr_index].usage == usage)
  340. if (usage_index++ == index)
  341. break;
  342. if (attr_index == m_count)
  343. {
  344. Log::Error("stream #%d with usage %x not found in declaration\n",
  345. index, usage);
  346. attr_index = 0;
  347. }
  348. /* Now compute the stride and offset up to this stream index */
  349. int stride = 0, offset = 0;
  350. for (int i = 0; i < m_count; i++)
  351. if (m_streams[i].index == m_streams[attr_index].index)
  352. {
  353. /* Remember the register used for this stream */
  354. m_streams[i].reg = reg;
  355. stride += m_streams[i].size;
  356. if (i < attr_index)
  357. offset += m_streams[i].size;
  358. }
  359. /* Finally, we need to retrieve the type of the data */
  360. # if !defined GL_DOUBLE
  361. # define GL_DOUBLE 0
  362. # endif
  363. static struct { GLint size; GLenum type; } const tlut[] =
  364. {
  365. { 0, 0 },
  366. { 0, 0 }, { 0, 0 }, { 0, 0 }, { 0, 0 }, /* half */
  367. { 1, GL_FLOAT }, { 2, GL_FLOAT }, { 3, GL_FLOAT },
  368. { 4, GL_FLOAT }, /* float */
  369. { 1, GL_DOUBLE }, { 2, GL_DOUBLE }, { 3, GL_DOUBLE },
  370. { 4, GL_DOUBLE }, /* double */
  371. { 1, GL_BYTE }, { 2, GL_BYTE }, { 3, GL_BYTE },
  372. { 4, GL_BYTE }, /* int8_t */
  373. { 1, GL_UNSIGNED_BYTE }, { 2, GL_UNSIGNED_BYTE },
  374. { 3, GL_UNSIGNED_BYTE }, { 4, GL_UNSIGNED_BYTE }, /* uint8_t */
  375. { 1, GL_SHORT }, { 2, GL_SHORT }, { 3, GL_SHORT },
  376. { 4, GL_SHORT }, /* int16_t */
  377. { 1, GL_UNSIGNED_SHORT }, { 2, GL_UNSIGNED_SHORT }, { 3,
  378. GL_UNSIGNED_SHORT }, { 4, GL_UNSIGNED_SHORT }, /* uint16_t */
  379. { 1, GL_INT }, { 2, GL_INT }, { 3, GL_INT },
  380. { 4, GL_INT }, /* int32_t */
  381. { 1, GL_UNSIGNED_INT }, { 2, GL_UNSIGNED_INT },
  382. { 3, GL_UNSIGNED_INT }, { 4, GL_UNSIGNED_INT }, /* uint32_t */
  383. };
  384. int type_index = m_streams[attr_index].stream_type;
  385. if (type_index < 0 || type_index >= (int)(sizeof(tlut) / sizeof(*tlut)))
  386. type_index = 0;
  387. # if !defined __CELLOS_LV2__
  388. if (tlut[type_index].type == GL_FLOAT
  389. || tlut[type_index].type == GL_DOUBLE
  390. || tlut[type_index].type == GL_BYTE
  391. || tlut[type_index].type == GL_UNSIGNED_BYTE
  392. # if defined USE_GLEW && !defined __APPLE__
  393. /* If this is not available, don't use it */
  394. || !glVertexAttribIPointer
  395. # endif
  396. || false)
  397. {
  398. /* Normalize unsigned bytes by default, because it's usually
  399. * some color information. */
  400. GLboolean normalize = (tlut[type_index].type == GL_UNSIGNED_BYTE)
  401. || (tlut[type_index].type == GL_BYTE);
  402. glVertexAttribPointer((GLint)reg, tlut[type_index].size,
  403. tlut[type_index].type, normalize,
  404. stride, (GLvoid const *)(uintptr_t)offset);
  405. }
  406. # if defined GL_VERSION_3_0
  407. else
  408. {
  409. glVertexAttribIPointer((GLint)reg, tlut[type_index].size,
  410. tlut[type_index].type,
  411. stride, (GLvoid const *)(uintptr_t)offset);
  412. }
  413. # endif
  414. # else
  415. switch (usage)
  416. {
  417. case VertexUsage::Position:
  418. glVertexPointer(tlut[type_index].size, tlut[type_index].type,
  419. stride, (GLvoid const *)(uintptr_t)offset);
  420. break;
  421. case VertexUsage::TexCoord:
  422. glTexCoordPointer(tlut[type_index].size, tlut[type_index].type,
  423. stride, (GLvoid const *)(uintptr_t)offset);
  424. break;
  425. case VertexUsage::Normal:
  426. glNormalPointer(tlut[type_index].type,
  427. stride, (GLvoid const *)(uintptr_t)offset);
  428. break;
  429. case VertexUsage::Color:
  430. glColorPointer(tlut[type_index].size, tlut[type_index].type,
  431. stride, (GLvoid const *)(uintptr_t)offset);
  432. break;
  433. default:
  434. Log::Error("vertex usage %d is not supported yet\n", usage);
  435. break;
  436. }
  437. # endif
  438. }
  439. #endif
  440. }
  441. void VertexDeclaration::Initialize()
  442. {
  443. #if defined _XBOX || defined USE_D3D9
  444. static D3DVERTEXELEMENT9 const end_element[] = { D3DDECL_END() };
  445. static D3DDECLTYPE const X = D3DDECLTYPE_UNUSED;
  446. static D3DDECLTYPE const tlut[] =
  447. {
  448. D3DDECLTYPE_UNUSED,
  449. X, D3DDECLTYPE_FLOAT16_2, X, D3DDECLTYPE_FLOAT16_4, /* half */
  450. D3DDECLTYPE_FLOAT1, D3DDECLTYPE_FLOAT2, D3DDECLTYPE_FLOAT3,
  451. D3DDECLTYPE_FLOAT4, /* float */
  452. X, X, X, X, /* double */
  453. X, X, X, X, /* int8_t */
  454. X, X, X, D3DDECLTYPE_UBYTE4N, /* uint8_t */
  455. X, D3DDECLTYPE_SHORT2N, X, D3DDECLTYPE_SHORT4N, /* int16_t */
  456. X, D3DDECLTYPE_USHORT2N, X, D3DDECLTYPE_USHORT4N, /* uint16_t */
  457. X, X, X, X, /* int32_t */
  458. X, X, X, X, /* uint32_t */
  459. };
  460. static D3DDECLUSAGE const ulut[] =
  461. {
  462. D3DDECLUSAGE_POSITION,
  463. D3DDECLUSAGE_BLENDWEIGHT,
  464. D3DDECLUSAGE_BLENDINDICES,
  465. D3DDECLUSAGE_NORMAL,
  466. D3DDECLUSAGE_PSIZE,
  467. D3DDECLUSAGE_TEXCOORD,
  468. D3DDECLUSAGE_TANGENT,
  469. D3DDECLUSAGE_BINORMAL,
  470. D3DDECLUSAGE_TESSFACTOR,
  471. #if defined _XBOX
  472. D3DDECLUSAGE_TEXCOORD, /* FIXME: nonexistent */
  473. #else
  474. D3DDECLUSAGE_POSITIONT,
  475. #endif
  476. D3DDECLUSAGE_COLOR,
  477. D3DDECLUSAGE_FOG,
  478. D3DDECLUSAGE_DEPTH,
  479. D3DDECLUSAGE_SAMPLE,
  480. };
  481. D3DVERTEXELEMENT9 elements[12 + 1];
  482. for (int n = 0; n < m_count; n++)
  483. {
  484. elements[n].Stream = m_streams[n].index;
  485. elements[n].Offset = 0;
  486. for (int i = 0; i < n; i++)
  487. if (m_streams[i].index == m_streams[n].index)
  488. elements[n].Offset += m_streams[i].size;
  489. if (m_streams[n].stream_type >= 0
  490. && m_streams[n].stream_type < sizeof(tlut) / sizeof(*tlut))
  491. elements[n].Type = tlut[m_streams[n].stream_type];
  492. else
  493. elements[n].Type = D3DDECLTYPE_UNUSED;
  494. elements[n].Method = D3DDECLMETHOD_DEFAULT;
  495. if (m_streams[n].usage >= 0
  496. && m_streams[n].usage < sizeof(ulut) / sizeof(*ulut))
  497. elements[n].Usage = ulut[m_streams[n].usage];
  498. else
  499. elements[n].Usage = D3DDECLUSAGE_POSITION;
  500. elements[n].UsageIndex = 0;
  501. for (int i = 0; i < n; i++)
  502. if (elements[i].Stream == elements[n].Stream
  503. && elements[i].Usage == elements[n].Usage)
  504. elements[n].UsageIndex++;
  505. }
  506. elements[m_count] = end_element[0];
  507. # if defined USE_D3D9
  508. IDirect3DVertexDeclaration9 *vdecl;
  509. # elif defined _XBOX
  510. D3DVertexDeclaration *vdecl;
  511. # endif
  512. if (FAILED(g_d3ddevice->CreateVertexDeclaration(elements, &vdecl)))
  513. Abort();
  514. m_data = vdecl;
  515. #else
  516. #endif
  517. }
  518. void VertexDeclaration::AddStream(VertexStreamBase const &s)
  519. {
  520. int index = m_count ? m_streams[m_count - 1].index + 1 : 0;
  521. for (int i = 0; s.m_streams[i].size; i++)
  522. {
  523. m_streams[m_count].stream_type = s.m_streams[i].stream_type;
  524. m_streams[m_count].usage = s.m_streams[i].usage;
  525. m_streams[m_count].size = s.m_streams[i].size;
  526. m_streams[m_count].index = index;
  527. m_streams[m_count].reg = -1;
  528. m_count++;
  529. }
  530. }
  531. //
  532. // The VertexBuffer class
  533. // ----------------------
  534. //
  535. VertexBuffer::VertexBuffer(size_t size)
  536. : m_data(new VertexBufferData)
  537. {
  538. m_data->m_size = size;
  539. if (!size)
  540. return;
  541. #if defined USE_D3D9 || defined _XBOX
  542. if (FAILED(g_d3ddevice->CreateVertexBuffer(size, D3DUSAGE_WRITEONLY, NULL,
  543. D3DPOOL_MANAGED, &m_data->m_vbo, NULL)))
  544. Abort();
  545. #else
  546. glGenBuffers(1, &m_data->m_vbo);
  547. m_data->m_memory = new uint8_t[size];
  548. #endif
  549. }
  550. VertexBuffer::~VertexBuffer()
  551. {
  552. if (m_data->m_size)
  553. {
  554. #if defined USE_D3D9 || defined _XBOX
  555. if (FAILED(m_data->m_vbo->Release()))
  556. Abort();
  557. #else
  558. glDeleteBuffers(1, &m_data->m_vbo);
  559. delete[] m_data->m_memory;
  560. #endif
  561. }
  562. delete m_data;
  563. }
  564. void *VertexBuffer::Lock(size_t offset, size_t size)
  565. {
  566. if (!m_data->m_size)
  567. return NULL;
  568. #if defined USE_D3D9 || defined _XBOX
  569. void *ret;
  570. if (FAILED(m_data->m_vbo->Lock(offset, size, (void **)&ret, 0)))
  571. Abort();
  572. return ret;
  573. #else
  574. /* FIXME: is there a way to use "size"? */
  575. (void)size;
  576. return m_data->m_memory + offset;
  577. #endif
  578. }
  579. void VertexBuffer::Unlock()
  580. {
  581. if (!m_data->m_size)
  582. return;
  583. #if defined USE_D3D9 || defined _XBOX
  584. if (FAILED(m_data->m_vbo->Unlock()))
  585. Abort();
  586. #else
  587. glBindBuffer(GL_ARRAY_BUFFER, m_data->m_vbo);
  588. glBufferData(GL_ARRAY_BUFFER, m_data->m_size, m_data->m_memory,
  589. GL_STATIC_DRAW);
  590. glBindBuffer(GL_ARRAY_BUFFER, 0);
  591. #endif
  592. }
  593. } /* namespace lol */