/* ----------------------------------------------------------------------------- This source file is part of OGRE (Object-oriented Graphics Rendering Engine) For the latest info, see http://www.ogre3d.org/ Copyright (c) 2000-2006 Torus Knot Software Ltd Also see acknowledgements in Readme.html This program is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program 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 Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA, or go to http://www.gnu.org/copyleft/lesser.txt. You may alternatively use this source under the terms of a specific version of the OGRE Unrestricted License provided you have obtained such a license from Torus Knot Software Ltd. ----------------------------------------------------------------------------- */ #ifndef __GLHARWAREBUFFERMANAGER_H__ #define __GLHARWAREBUFFERMANAGER_H__ #include "OgreGLPrerequisites.h" #include "OgreHardwareBufferManager.h" namespace Ogre { // Threshold at which glMapBuffer becomes more efficient than glBufferSubData (32k?) // non-Win32 machines are having issues with this, looks like buffer corruption // disable for now until we figure out where the problem lies #if OGRE_PLATFORM == OGRE_PLATFORM_WIN32 # define OGRE_GL_MAP_BUFFER_THRESHOLD (1024 * 32) #else # define OGRE_GL_MAP_BUFFER_THRESHOLD 0 #endif /** Implementation of HardwareBufferManager for OpenGL. */ class _OgrePrivate GLHardwareBufferManager : public HardwareBufferManager { protected: char* mScratchBufferPool; OGRE_MUTEX(mScratchMutex) public: GLHardwareBufferManager(); ~GLHardwareBufferManager(); /// Creates a vertex buffer HardwareVertexBufferSharedPtr createVertexBuffer(size_t vertexSize, size_t numVerts, HardwareBuffer::Usage usage, bool useShadowBuffer = false); /// Create a hardware vertex buffer HardwareIndexBufferSharedPtr createIndexBuffer( HardwareIndexBuffer::IndexType itype, size_t numIndexes, HardwareBuffer::Usage usage, bool useShadowBuffer = false); /// Utility function to get the correct GL usage based on HBU's static GLenum getGLUsage(unsigned int usage); /// Utility function to get the correct GL type based on VET's static GLenum getGLType(unsigned int type); /** Allocator method to allow us to use a pool of memory as a scratch area for hardware buffers. This is because glMapBuffer is incredibly inefficient, seemingly no matter what options we give it. So for the period of lock/unlock, we will instead allocate a section of a local memory pool, and use glBufferSubDataARB / glGetBufferSubDataARB instead. */ void* allocateScratch(uint32 size); /// @see allocateScratch void deallocateScratch(void* ptr); }; } #endif // __GLHARWAREBUFFERMANAGER_H__