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source: downloads/RenderSystems/GL/src/OgreGLDefaultHardwareBufferManager.cpp @ 3

Last change on this file since 3 was 3, checked in by anonymous, 17 years ago

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1/*
2-----------------------------------------------------------------------------
3This source file is part of OGRE
4    (Object-oriented Graphics Rendering Engine)
5For the latest info, see http://www.ogre3d.org/
6
7Copyright (c) 2000-2006 Torus Knot Software Ltd
8Also see acknowledgements in Readme.html
9
10This program is free software you can redistribute it and/or modify it under
11the terms of the GNU Lesser General Public License as published by the Free Software
12Foundation either version 2 of the License, or (at your option) any later
13version.
14
15This program is distributed in the hope that it will be useful, but WITHOUT
16ANY WARRANTY without even the implied warranty of MERCHANTABILITY or FITNESS
17FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
18
19You should have received a copy of the GNU Lesser General Public License along with
20this program if not, write to the Free Software Foundation, Inc., 59 Temple
21Place - Suite 330, Boston, MA 02111-1307, USA, or go to
22http://www.gnu.org/copyleft/lesser.txt.
23
24You may alternatively use this source under the terms of a specific version of
25the OGRE Unrestricted License provided you have obtained such a license from
26Torus Knot Software Ltd.
27-----------------------------------------------------------------------------
28*/
29#include "OgreGLDefaultHardwareBufferManager.h"
30#include "OgreAlignedAllocator.h"
31
32namespace Ogre {
33
34        GLDefaultHardwareVertexBuffer::GLDefaultHardwareVertexBuffer(size_t vertexSize, size_t numVertices, 
35                HardwareBuffer::Usage usage)
36        : HardwareVertexBuffer(vertexSize, numVertices, usage, true, false) // always software, never shadowed
37        {
38        mpData = static_cast<unsigned char*>(AlignedMemory::allocate(mSizeInBytes));
39        }
40        //-----------------------------------------------------------------------
41    GLDefaultHardwareVertexBuffer::~GLDefaultHardwareVertexBuffer()
42        {
43                AlignedMemory::deallocate(mpData);
44        }
45        //-----------------------------------------------------------------------
46    void* GLDefaultHardwareVertexBuffer::lockImpl(size_t offset, size_t length, LockOptions options)
47        {
48        // Only for use internally, no 'locking' as such
49                return mpData + offset;
50        }
51        //-----------------------------------------------------------------------
52        void GLDefaultHardwareVertexBuffer::unlockImpl(void)
53        {
54        // Nothing to do
55        }
56        //-----------------------------------------------------------------------
57    void* GLDefaultHardwareVertexBuffer::lock(size_t offset, size_t length, LockOptions options)
58        {
59        mIsLocked = true;
60                return mpData + offset;
61        }
62        //-----------------------------------------------------------------------
63        void GLDefaultHardwareVertexBuffer::unlock(void)
64        {
65        mIsLocked = false;
66        // Nothing to do
67        }
68        //-----------------------------------------------------------------------
69    void GLDefaultHardwareVertexBuffer::readData(size_t offset, size_t length, void* pDest)
70        {
71                assert((offset + length) <= mSizeInBytes);
72                memcpy(pDest, mpData + offset, length);
73        }
74        //-----------------------------------------------------------------------
75    void GLDefaultHardwareVertexBuffer::writeData(size_t offset, size_t length, const void* pSource,
76                        bool discardWholeBuffer)
77        {
78                assert((offset + length) <= mSizeInBytes);
79                // ignore discard, memory is not guaranteed to be zeroised
80                memcpy(mpData + offset, pSource, length);
81
82        }
83        //-----------------------------------------------------------------------
84
85        GLDefaultHardwareIndexBuffer::GLDefaultHardwareIndexBuffer(IndexType idxType, 
86                size_t numIndexes, HardwareBuffer::Usage usage) 
87                : HardwareIndexBuffer(idxType, numIndexes, usage, true, false) // always software, never shadowed
88        {
89                mpData = new unsigned char[mSizeInBytes];
90        }
91        //-----------------------------------------------------------------------
92    GLDefaultHardwareIndexBuffer::~GLDefaultHardwareIndexBuffer()
93        {
94                delete [] mpData;
95        }
96        //-----------------------------------------------------------------------
97    void* GLDefaultHardwareIndexBuffer::lockImpl(size_t offset, size_t length, LockOptions options)
98        {
99        // Only for use internally, no 'locking' as such
100                return mpData + offset;
101        }
102        //-----------------------------------------------------------------------
103        void GLDefaultHardwareIndexBuffer::unlockImpl(void)
104        {
105        // Nothing to do
106        }
107        //-----------------------------------------------------------------------
108    void* GLDefaultHardwareIndexBuffer::lock(size_t offset, size_t length, LockOptions options)
109        {
110        mIsLocked = true;
111                return mpData + offset;
112        }
113        //-----------------------------------------------------------------------
114        void GLDefaultHardwareIndexBuffer::unlock(void)
115        {
116        mIsLocked = false;
117        // Nothing to do
118        }
119        //-----------------------------------------------------------------------
120    void GLDefaultHardwareIndexBuffer::readData(size_t offset, size_t length, void* pDest)
121        {
122                assert((offset + length) <= mSizeInBytes);
123                memcpy(pDest, mpData + offset, length);
124        }
125        //-----------------------------------------------------------------------
126    void GLDefaultHardwareIndexBuffer::writeData(size_t offset, size_t length, const void* pSource,
127                        bool discardWholeBuffer)
128        {
129                assert((offset + length) <= mSizeInBytes);
130                // ignore discard, memory is not guaranteed to be zeroised
131                memcpy(mpData + offset, pSource, length);
132
133        }
134        //-----------------------------------------------------------------------
135       
136       
137    //-----------------------------------------------------------------------
138    GLDefaultHardwareBufferManager::GLDefaultHardwareBufferManager()
139        {
140        }
141    //-----------------------------------------------------------------------
142    GLDefaultHardwareBufferManager::~GLDefaultHardwareBufferManager()
143        {
144        destroyAllDeclarations();
145        destroyAllBindings();
146        }
147    //-----------------------------------------------------------------------
148        HardwareVertexBufferSharedPtr
149        GLDefaultHardwareBufferManager::createVertexBuffer(size_t vertexSize, 
150                size_t numVerts, HardwareBuffer::Usage usage, bool useShadowBuffer)
151        {
152                return HardwareVertexBufferSharedPtr(
153                        new GLDefaultHardwareVertexBuffer(vertexSize, numVerts, usage));
154        }
155    //-----------------------------------------------------------------------
156        HardwareIndexBufferSharedPtr
157        GLDefaultHardwareBufferManager::createIndexBuffer(HardwareIndexBuffer::IndexType itype, 
158                size_t numIndexes, HardwareBuffer::Usage usage, bool useShadowBuffer)
159        {
160                return HardwareIndexBufferSharedPtr(
161                        new GLDefaultHardwareIndexBuffer(itype, numIndexes, usage) );
162        }
163}
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