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Copyright (C) 2003-2005 by Marten Svanfeldt
Anders Stenberg
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Library General Public
License as published by the Free Software Foundation; either
version 2 of the License, or (at your option) any later version.
This library 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
Library General Public License for more details.
You should have received a copy of the GNU Library General Public
License along with this library; if not, write to the Free
Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
*/
#ifndef __CS_CSGFX_RENDERBUFFER_H__
#define __CS_CSGFX_RENDERBUFFER_H__
/**\file
* Render buffer.
*/
#include "csextern.h"
#include "csutil/csstring.h"
#include "csutil/leakguard.h"
#include "csutil/scf_implementation.h"
#include "csutil/weakref.h"
#include "imap/renderbufferpersistence.h"
#include "ivideo/rndbuf.h"
/**\addtogroup gfx
* @{
*/
/**
* Structure describing the properties of the individual buffers to be
* interleaved.
*/
struct csInterleavedSubBufferOptions
{
/// Components Types; usually CS_BUFCOMP_UNSIGNED_INT
csRenderBufferComponentType componentType;
/// Number of components per element (e.g. 4 for RGBA)
uint componentCount;
};
#ifdef CS_DEBUG
class csCallStack;
#endif
/**
* Render buffer - basic container for mesh geometry data.
*/
class CS_CRYSTALSPACE_EXPORT csRenderBuffer :
public scfImplementation1<csRenderBuffer, iRenderBuffer>
{
protected:
/**
* Constructor.
*/
csRenderBuffer (size_t size, csRenderBufferType type,
csRenderBufferComponentType componentType, uint componentCount,
size_t rangeStart, size_t rangeEnd, bool copy = true);
public:
CS_LEAKGUARD_DECLARE (csRenderBuffer);
/**
* Destructor
*/
virtual ~csRenderBuffer ();
/**\name iRenderBuffer implementation
* @{ */
virtual void* Lock (csRenderBufferLockType lockType);
virtual void Release ();
virtual void CopyInto (const void* data, size_t elementCount,
size_t elemOffset = 0);
virtual int GetComponentCount () const
{
return props.compCount;
}
virtual csRenderBufferComponentType GetComponentType () const
{
return props.comptype;
}
virtual csRenderBufferType GetBufferType () const
{
return props.bufferType;
}
virtual size_t GetSize () const
{
return bufferSize;
}
virtual size_t GetStride () const
{
return props.stride;
}
virtual size_t GetElementDistance () const
{
return props.stride ? props.stride :
props.compCount * csRenderBufferComponentSizes[props.comptype & ~CS_BUFCOMP_NORMALIZED];
}
virtual size_t GetOffset () const
{ return props.offset; }
virtual uint GetVersion ()
{
return version;
}
bool IsMasterBuffer ()
{
return !masterBuffer.IsValid ();
}
virtual iRenderBuffer* GetMasterBuffer () const
{
return masterBuffer;
}
virtual bool IsIndexBuffer () const
{ return props.isIndex; }
virtual size_t GetRangeStart () const
{ return rangeStart; }
virtual size_t GetRangeEnd () const
{ return rangeEnd; }
virtual size_t GetElementCount () const;
virtual void SetCallback (iRenderBufferCallback *cb)
{
callback = cb;
}
virtual void SetData (const void *data);
/** @} */
/**\name Render buffer creation
* @{ */
/**
* Create a render buffer.
* \param elementCount Number of elements in the buffer.
* \param type Type of buffer; CS_BUF_DYNAMIC, CS_BUF_STATIC or
* CS_BUF_STREAM.
* \param componentType Components Types; CS_BUFCOMP_FLOAT, CS_BUFCOMP_INT,
* etc
* \param componentCount Number of components per element (e.g. 4 for RGBA)
* \param copy if true (default) then this buffer will make a copy of the
* data, else just save the buffer pointers provided by the caller.
* This has some implications: CopyInto() does not copy, merely update
* the internal buffer pointer. Lock() just returns that pointer.
* The pointer passed to CopyInto() must be valid over the lifetime of
* the render buffer.
*/
static csRef<csRenderBuffer> CreateRenderBuffer (size_t elementCount,
csRenderBufferType type, csRenderBufferComponentType componentType,
uint componentCount);
CS_DEPRECATED_METHOD_MSG("Using the 'copy' flag is deprecated; "
"use SetData() instead if data copying is not desired")
static csRef<csRenderBuffer> CreateRenderBuffer (size_t elementCount,
csRenderBufferType type, csRenderBufferComponentType componentType,
uint componentCount, bool copy);
/**
* Create an index buffer.
* \param elementCount Number of elements in the buffer.
* \param type Type of buffer; CS_BUF_DYNAMIC, CS_BUF_STATIC or
* CS_BUF_STREAM.
* \param componentType Components Types; usually CS_BUFCOMP_UNSIGNED_INT
* \param rangeStart Minimum index value that is expected to be written to
* the created buffer.
* \param rangeEnd Maximum index value that is expected to be written to
* the created buffer.
* \param copy if true (default) then this buffer will make a copy of the
* data, else just save the buffer pointers provided by the caller.
* This has some implications: CopyInto() does not copy, merely update
* the internal buffer pointer. Lock() just returns that pointer.
* The pointer passed to CopyInto() must be valid over the lifetime of
* the render buffer.
*/
static csRef<csRenderBuffer> CreateIndexRenderBuffer (size_t elementCount,
csRenderBufferType type, csRenderBufferComponentType componentType,
size_t rangeStart, size_t rangeEnd);
CS_DEPRECATED_METHOD_MSG("Using the 'copy' flag is deprecated; "
"use SetData() instead of data copying is not desired")
static csRef<csRenderBuffer> CreateIndexRenderBuffer (size_t elementCount,
csRenderBufferType type, csRenderBufferComponentType componentType,
size_t rangeStart, size_t rangeEnd, bool copy);
/**
* Create an interleaved renderbuffer (You would use this then set stride to
* determine offset and stride of the interleaved buffer
* \param elementCount Number of elements in the buffer.
* \param type Type of buffer; CS_BUF_DYNAMIC, CS_BUF_STATIC or
* CS_BUF_STREAM.
* \param count number of render buffers you want
* \param elements Array of csInterleavedSubBufferOptions describing the
* properties of the individual buffers to be interleaved.
* \param buffers an array of render buffer references that can hold
* at least 'count' render buffers.
*
* Example on creating an interleaved buffer consisting of one three and two
* component float buffer:
* \code
* static const csInterleavedSubBufferOptions interleavedElements[2] =
* {{CS_BUFCOMP_FLOAT, 3}, {CS_BUFCOMP_FLOAT, 2}};
* csRef<iRenderBuffer> buffers[2];
* csRenderBuffer::CreateInterleavedRenderBuffers (num_verts, CS_BUF_STATIC,
* 2, interleavedElements, buffers);
* csRef<iRenderBuffer> vertex_buffer = buffers[0];
* csRef<iRenderBuffer> texel_buffer = buffers[1];
* \endcode
*/
static csRef<csRenderBuffer> CreateInterleavedRenderBuffers (
size_t elementCount,
csRenderBufferType type, uint count,
const csInterleavedSubBufferOptions* elements,
csRef<iRenderBuffer>* buffers);
/** @} */
/**\name "Friendly" name utilities
* @{ */
/**
* Utility to retrieve the "friendly" string name of a buffer description,
* e.g. "position" for CS_BUFFER_POSITION.
*/
static const char* GetDescrFromBufferName (csRenderBufferName bufferName);
/**
* Retrieve the buffer name for a "friendly" buffer description.
* Can be used to parse e.g. shader files.
*/
static csRenderBufferName GetBufferNameFromDescr (const char* name);
/** @} */
//@{
/**
* Change properties of a render buffer after creation (DANGEROUS).
* \warning If the buffer was already passed around and is thus probably
* used somewhere, changing properties with this methiod is a sure-fire
* way to wreak havoc. This function is useful in very very specific
* scenarios; only use it if you really know what you're doing.
*/
void SetRenderBufferProperties (size_t elementCount,
csRenderBufferType type, csRenderBufferComponentType componentType,
uint componentCount, bool copy = true);
void SetIndexBufferProperties (size_t elementCount,
csRenderBufferType type, csRenderBufferComponentType componentType,
size_t rangeStart, size_t rangeEnd, bool copy = true);
//@}
protected:
/// Total size of the buffer
size_t bufferSize;
/**
* To scrape off a few bytes use bitfields; assumes values are in sane
* limits.
*/
struct Props
{
/// hint about main usage
csRenderBufferType bufferType : 2;
/// datatype for each component
csRenderBufferComponentType comptype : 5;
// padding
uint unused0 : 1;
/// number of components per element
uint compCount : 8;
/// buffer stride
size_t stride : 8;
/// offset from buffer start to data
size_t offset : 8;
/// should we copy data, or just use supplied buffer
bool doCopy : 1;
/// if buffer should be deleted on deallocation
bool doDelete : 1;
/// currently locked? (to prevent recursive locking)
bool isLocked : 1;
/// if this is index-buffer
bool isIndex : 1;
// padding
uint unused1 : 2;
/// last type of lock used
uint lastLock : 2;
Props (csRenderBufferType type, csRenderBufferComponentType componentType,
uint componentCount, bool copy) : bufferType (type),
comptype (componentType), compCount (componentCount), stride(0),
offset (0), doCopy (copy), doDelete (false), isLocked (false),
isIndex (false), lastLock (0)
{
CS_ASSERT (componentCount <= 255); // Just to be sure...
}
} props;
/// range start for index-buffer
size_t rangeStart;
/// range start for index-buffer
size_t rangeEnd;
/// modification number
unsigned int version;
/// buffer holding the data
unsigned char* buffer;
csRef<iRenderBuffer> masterBuffer;
csWeakRef<iRenderBufferCallback> callback;
#ifdef CS_DEBUG
csCallStack* lockStack;
#endif
};
/** @} */
namespace CS
{
/**\addtogroup gfx
* @{
*/
/// Render buffer wrapper with additional persistence information.
class RenderBufferPersistent :
public scfImplementation2<RenderBufferPersistent,
iRenderBuffer, iRenderBufferPersistence>
{
csRef<iRenderBuffer> wrappedBuffer;
csString filename;
public:
RenderBufferPersistent (iRenderBuffer* wrappedBuffer) :
scfImplementationType (this), wrappedBuffer (wrappedBuffer) {}
void SetFileName (const char* filename) { this->filename = filename; }
const char* GetFileName () { return filename; }
/**\name iRenderBuffer implementation
* @{ */
void* Lock (csRenderBufferLockType lockType)
{ return wrappedBuffer->Lock (lockType); }
void Release () { wrappedBuffer->Release (); }
void CopyInto (const void* data, size_t elementCount,
size_t elemOffset = 0)
{ wrappedBuffer->CopyInto (data, elementCount, elemOffset); }
int GetComponentCount () const
{ return wrappedBuffer->GetComponentCount (); }
csRenderBufferComponentType GetComponentType () const
{ return wrappedBuffer->GetComponentType (); }
csRenderBufferType GetBufferType () const
{ return wrappedBuffer->GetBufferType (); }
size_t GetSize () const
{ return wrappedBuffer->GetSize (); }
size_t GetStride () const
{ return wrappedBuffer->GetStride (); }
size_t GetElementDistance () const
{ return wrappedBuffer->GetElementDistance (); }
size_t GetOffset () const
{ return wrappedBuffer->GetOffset (); }
uint GetVersion ()
{ return wrappedBuffer->GetVersion (); }
iRenderBuffer* GetMasterBuffer () const
{ return wrappedBuffer->GetMasterBuffer (); }
bool IsIndexBuffer () const
{ return wrappedBuffer->IsIndexBuffer (); }
size_t GetRangeStart () const
{ return wrappedBuffer->GetRangeStart (); }
size_t GetRangeEnd() const
{ return wrappedBuffer->GetRangeEnd (); }
size_t GetElementCount () const
{ return wrappedBuffer->GetElementCount (); }
void SetCallback (iRenderBufferCallback *cb)
{ wrappedBuffer->SetCallback (cb); }
void SetData (const void *data)
{ wrappedBuffer->SetData (data); }
/** @} */
};
/** @} */
} // namespace CS
#endif // __CS_CSGFX_RENDERBUFFER_H__
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