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https://port.numenaute.org/aleajactaest/khanat-opennel-code.git
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186 lines
4.8 KiB
C++
186 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_buffer_heap.h"
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#include "nel/misc/common.h"
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using namespace NLMISC;
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// This code is not used actually and doesn't compile
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// just preproc comment it
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#if 0
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namespace NL3D
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{
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// ***************************************************************************
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CVertexBufferHeap::CVertexBufferHeap()
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{
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_Enabled= false;
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_HardMode= false;
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_HeapStart= NULL;
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_VertexFormat= 0;
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_VertexSize= 0;
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_MaxVertices= 0;
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}
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// ***************************************************************************
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CVertexBufferHeap::~CVertexBufferHeap()
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{
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release();
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}
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// ***************************************************************************
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void CVertexBufferHeap::init(IDriver *driver, uint vertexFormat, uint maxVertices)
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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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// setup
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_Driver= driver;
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// setup the vertexBuffer soft with queried info.
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_VBSoft.setVertexFormat(vertexFormat);
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// VertexSize must be a multitple of 4 (Heap alignement ...)
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nlassert( (_VBSoft.getVertexSize()&3) == 0);
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// create the VBHard, if possible
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_VBHard= driver->createVertexBufferHard(_VBSoft.getVertexFormat(), _VBSoft.getValueTypePointer(), maxVertices, IDriver::VBHardAGP, _VBSoft.getUVRouting());
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// Ok
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_Enabled= true;
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_VertexFormat= _VBSoft.getVertexFormat();
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_VertexSize= _VBSoft.getVertexSize();
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_MaxVertices= maxVertices;
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// Use hard or soft ???
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if(_VBHard)
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{
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_HardMode= true;
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// setup heap start with good AGP ptr.
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_HeapStart= (uint8*)_VBHard->lock();
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// just a gestion lock, no vertices have changed.
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_VBHard->unlock(0,0);
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// In essence, the VBHeap is rarely modified (but on mesh loading). => set it static
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_VBHard->lockHintStatic(true);
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}
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else
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{
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_HardMode= false;
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// => allocate soft one.
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_VBSoft.setNumVertices(maxVertices);
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// setup heap start with good ptr.
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_HeapStart= (uint8*)_VBSoft.getVertexCoordPointer();
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}
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// setup heap Manager with good ptr.
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_HeapManager.initHeap(_HeapStart, _MaxVertices*_VertexSize);
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}
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// ***************************************************************************
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void CVertexBufferHeap::release()
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{
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if(_VBHard)
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{
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nlassert(_Driver);
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_Driver->deleteVertexBufferHard(_VBHard);
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}
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_VBHard= NULL;
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_Driver= NULL;
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_HeapStart= NULL;
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// release all memory
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contReset(_VBSoft);
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contReset(_HeapManager);
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_Enabled= false;
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_HardMode= false;
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_VertexFormat= 0;
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_VertexSize= 0;
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_MaxVertices= 0;
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}
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// ***************************************************************************
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bool CVertexBufferHeap::allocate(uint numVertices, uint &indexStart)
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{
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nlassert(enabled());
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// allocate into the heap ?
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uint8 *ptr= (uint8*)_HeapManager.allocate(numVertices*getVertexSize());
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if(!ptr)
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return false;
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else
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{
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// compute vertex index
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indexStart= (uint)(ptr-_HeapStart);
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indexStart/= _VertexSize;
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return true;
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}
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}
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// ***************************************************************************
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void CVertexBufferHeap::free(uint indexStart)
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{
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nlassert(enabled());
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// compute ptr to free
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uint8 *ptr= _HeapStart + indexStart*_VertexSize;
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// free it.
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_HeapManager.free(ptr);
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}
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// ***************************************************************************
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uint8 *CVertexBufferHeap::lock(uint indexStart)
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{
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nlassert(enabled());
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uint8 *ptr;
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if(_HardMode)
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{
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// lock the vbHard
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ptr= (uint8*)_VBHard->lock();
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nlassert(ptr==_HeapStart);
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}
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else
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ptr= _HeapStart;
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// index it with index
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return ptr + indexStart*_VertexSize;
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}
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// ***************************************************************************
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void CVertexBufferHeap::unlock(uint startVert, uint endVert)
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{
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nlassert(enabled());
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if(_HardMode)
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_VBHard->unlock(startVert, endVert);
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}
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// ***************************************************************************
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void CVertexBufferHeap::activate()
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{
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nlassert(enabled());
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if(_HardMode)
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_Driver->activeVertexBufferHard(_VBHard);
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else
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_Driver->activeVertexBuffer(_VBSoft);
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}
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} // NL3D
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#endif // 0
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