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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#include "TerrainBase.h"
#include "TerrainVertexBuffer.h"
using namespace terrain;
int VertexBuffer::totalBufferSize = 0;
VertexBuffer::VertexBuffer()
: data(NULL)
, id(0)
, size(0)
, type(GL_ARRAY_BUFFER_ARB)
{
}
void VertexBuffer::Init(int bytesize)
{
Free();
if (GLEW_ARB_vertex_buffer_object) {
data = NULL;
glGenBuffersARB(1, &id);
} else {
data = new char[bytesize];
}
size = bytesize;
totalBufferSize+=size;
}
VertexBuffer::~VertexBuffer()
{
Free();
}
void VertexBuffer::Free()
{
if (id) {
glDeleteBuffersARB(1, &id);
id = 0;
} else {
delete [] data;
}
totalBufferSize-=size;
}
void* VertexBuffer::LockData()
{
if (id) {
// Hurray for ATI, which has broken buffer memory mapping support :(
/*glBindBufferARB(type, id);
glBufferDataARB(type, size, 0, GL_STATIC_DRAW_ARB);
return glMapBufferARB(type, GL_WRITE_ONLY);*/
data = new char [size];
return data;
} else {
return data;
}
}
void VertexBuffer::UnlockData()
{
if (id) {
glBindBufferARB(type, id);
glBufferDataARB(type, size, data, GL_STATIC_DRAW_ARB);
glBindBufferARB(type, 0);
delete[] data;
}
}
void* VertexBuffer::Bind()
{
if (id) {
glBindBufferARB(type, id);
return 0;
}
else return (void*)data;
}
void VertexBuffer::Unbind()
{
if (id) {
glBindBufferARB(type, 0);
}
}
IndexBuffer::IndexBuffer()
{
type = GL_ELEMENT_ARRAY_BUFFER_ARB;
}
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