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llvertexbuffer.cpp 28.5 KiB
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bool LLVertexBuffer::getTexCoord3Strider(LLStrider<LLVector2>& strider, S32 index)
{
	return VertexBufferStrider<LLVector2,TYPE_TEXCOORD3>::get(*this, strider, index);
}*/
bool LLVertexBuffer::getNormalStrider(LLStrider<LLVector3>& strider, S32 index)
{
	return VertexBufferStrider<LLVector3,TYPE_NORMAL>::get(*this, strider, index);
}
bool LLVertexBuffer::getBinormalStrider(LLStrider<LLVector3>& strider, S32 index)
{
	return VertexBufferStrider<LLVector3,TYPE_BINORMAL>::get(*this, strider, index);
}
bool LLVertexBuffer::getColorStrider(LLStrider<LLColor4U>& strider, S32 index)
{
	return VertexBufferStrider<LLColor4U,TYPE_COLOR>::get(*this, strider, index);
}
bool LLVertexBuffer::getWeightStrider(LLStrider<F32>& strider, S32 index)
{
	return VertexBufferStrider<F32,TYPE_WEIGHT>::get(*this, strider, index);
}
bool LLVertexBuffer::getClothWeightStrider(LLStrider<LLVector4>& strider, S32 index)
{
	return VertexBufferStrider<LLVector4,TYPE_CLOTHWEIGHT>::get(*this, strider, index);
}

void LLVertexBuffer::setStride(S32 type, S32 new_stride)
{
	LLMemType mt2(LLMemType::MTYPE_VERTEX_SET_STRIDE);
	if (mNumVerts)
	{
		llerrs << "LLVertexBuffer::setOffset called with mNumVerts = " << mNumVerts << llendl;
	}
	// This code assumes that setStride() will only be called once per VBO per type.
	S32 delta = new_stride - sTypeOffsets[type];
	for (S32 i=type+1; i<TYPE_MAX; i++)
	{
		if (mTypeMask & (1<<i))
		{
			mOffsets[i] += delta;
		}
	}
	mStride += delta;
}

//----------------------------------------------------------------------------

// Set for rendering
void LLVertexBuffer::setBuffer(U32 data_mask)
{
	LLMemType mt2(LLMemType::MTYPE_VERTEX_SET_BUFFER);
	//set up pointers if the data mask is different ...
	BOOL setup = (sLastMask != data_mask);

	if (useVBOs())
	{
		if (mGLBuffer && (mGLBuffer != sGLRenderBuffer || !sVBOActive))
		{
			/*if (sMapped)
			{
				llerrs << "VBO bound while another VBO mapped!" << llendl;
			}*/
			stop_glerror();
			glBindBufferARB(GL_ARRAY_BUFFER_ARB, mGLBuffer);
			stop_glerror();
			sVBOActive = TRUE;
			setup = TRUE; // ... or the bound buffer changed
		}
		if (mGLIndices && (mGLIndices != sGLRenderIndices || !sIBOActive))
		{
			/*if (sMapped)
			{
				llerrs << "VBO bound while another VBO mapped!" << llendl;
			}*/
			stop_glerror();
			glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, mGLIndices);
			stop_glerror();
		if (gDebugGL)
		{
			GLint buff;
			glGetIntegerv(GL_ARRAY_BUFFER_BINDING_ARB, &buff);
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			if ((GLuint)buff != mGLBuffer)
				if (gDebugSession)
				{
					error = TRUE;
					gFailLog << "Invalid GL vertex buffer bound: " << buff << std::endl;
				}
				else
				{
					llerrs << "Invalid GL vertex buffer bound: " << buff << llendl;
				}
				glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING_ARB, &buff);
				if ((GLuint)buff != mGLIndices)
					if (gDebugSession)
					{
						error = TRUE;
						gFailLog << "Invalid GL index buffer bound: " << buff <<  std::endl;
					}
					else
					{
						llerrs << "Invalid GL index buffer bound: " << buff << llendl;
					}
			if (gDebugGL)
			{
				GLint buff;
				glGetIntegerv(GL_ARRAY_BUFFER_BINDING_ARB, &buff);
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				if ((GLuint)buff != mGLBuffer)
					if (gDebugSession)
					{
						error = TRUE;
						gFailLog << "Invalid GL vertex buffer bound: " << std::endl;
					}
					else
					{
						llerrs << "Invalid GL vertex buffer bound: " << buff << llendl;
					}
					glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING_ARB, &buff);
					if ((GLuint)buff != mGLIndices)
						if (gDebugSession)
						{
							error = TRUE;
							gFailLog << "Invalid GL index buffer bound: "<< std::endl;
						}
						else
						{
							llerrs << "Invalid GL index buffer bound: " << buff << llendl;
						}
				stop_glerror();
				glBufferDataARB(GL_ARRAY_BUFFER_ARB, getSize(), NULL, mUsage);
				stop_glerror();
				stop_glerror();
				glBufferDataARB(GL_ELEMENT_ARRAY_BUFFER_ARB, getIndicesSize(), NULL, mUsage);
				stop_glerror();
				if (gDebugSession)
				{
					error = TRUE;
					gFailLog << "Buffer set for rendering before being filled after resize." << std::endl;
				}
				else
				{
					llerrs << "Buffer set for rendering before being filled after resize." << llendl;
				}
		if (error)
		{
			ll_fail("LLVertexBuffer::mapBuffer failed");
		}
			{
				glBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
				sVBOActive = FALSE;
				setup = TRUE; // ... or a VBO is deactivated
			}
			if (sGLRenderBuffer != mGLBuffer)
			{
				setup = TRUE; // ... or a client memory pointer changed
			}
		}
		if (mGLIndices && sIBOActive)
			/*if (sMapped)
			{
				llerrs << "VBO unbound while potentially mapped!" << llendl;
			}*/
			glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);

	setupClientArrays(data_mask);
	
	if (mGLIndices)
	{
		sGLRenderIndices = mGLIndices;
	}
	if (mGLBuffer)
	{
		sGLRenderBuffer = mGLBuffer;
		if (data_mask && setup)
		{
			setupVertexBuffer(data_mask); // subclass specific setup (virtual function)
		}
	}
}

// virtual (default)
void LLVertexBuffer::setupVertexBuffer(U32 data_mask) const
{
	LLMemType mt2(LLMemType::MTYPE_VERTEX_SETUP_VERTEX_BUFFER);
	stop_glerror();
	U8* base = useVBOs() ? NULL : mMappedData;
	S32 stride = mStride;

	if ((data_mask & mTypeMask) != data_mask)
	{
		llerrs << "LLVertexBuffer::setupVertexBuffer missing required components for supplied data mask." << llendl;
	}

	if (data_mask & MAP_NORMAL)
	{
		glNormalPointer(GL_FLOAT, stride, (void*)(base + mOffsets[TYPE_NORMAL]));
	}
	if (data_mask & MAP_TEXCOORD3)
	{
		glClientActiveTextureARB(GL_TEXTURE3_ARB);
		glTexCoordPointer(2,GL_FLOAT, stride, (void*)(base + mOffsets[TYPE_TEXCOORD3]));
		glClientActiveTextureARB(GL_TEXTURE0_ARB);
	}
	if (data_mask & MAP_TEXCOORD2)
	{
		glClientActiveTextureARB(GL_TEXTURE2_ARB);
		glTexCoordPointer(2,GL_FLOAT, stride, (void*)(base + mOffsets[TYPE_TEXCOORD2]));
		glClientActiveTextureARB(GL_TEXTURE0_ARB);
		glClientActiveTextureARB(GL_TEXTURE1_ARB);
		glTexCoordPointer(2,GL_FLOAT, stride, (void*)(base + mOffsets[TYPE_TEXCOORD1]));
		glClientActiveTextureARB(GL_TEXTURE0_ARB);
		glClientActiveTextureARB(GL_TEXTURE2_ARB);
		glTexCoordPointer(3,GL_FLOAT, stride, (void*)(base + mOffsets[TYPE_BINORMAL]));
		glClientActiveTextureARB(GL_TEXTURE0_ARB);
		glTexCoordPointer(2,GL_FLOAT, stride, (void*)(base + mOffsets[TYPE_TEXCOORD0]));
	if (data_mask & MAP_COLOR)
	{
		glColorPointer(4, GL_UNSIGNED_BYTE, stride, (void*)(base + mOffsets[TYPE_COLOR]));
	}
	
	if (data_mask & MAP_WEIGHT)
	{
		glVertexAttribPointerARB(1, 1, GL_FLOAT, FALSE, stride, (void*)(base + mOffsets[TYPE_WEIGHT]));
	}
	if (data_mask & MAP_CLOTHWEIGHT)
	{
		glVertexAttribPointerARB(4, 4, GL_FLOAT, TRUE,  stride, (void*)(base + mOffsets[TYPE_CLOTHWEIGHT]));
	}
	if (data_mask & MAP_VERTEX)
	{
		glVertexPointer(3,GL_FLOAT, stride, (void*)(base + 0));
	}

	llglassertok();
}

void LLVertexBuffer::markDirty(U32 vert_index, U32 vert_count, U32 indices_index, U32 indices_count)
{
	// TODO: use GL_APPLE_flush_buffer_range here
	/*if (useVBOs() && !mFilthy)