#ifndef MSP_GL_BUFFER_H_
#define MSP_GL_BUFFER_H_
+#include <vector>
#include "gl.h"
+#include <msp/gl/extensions/arb_pixel_buffer_object.h>
+#include <msp/gl/extensions/arb_vertex_buffer_object.h>
+#include <msp/gl/extensions/arb_uniform_buffer_object.h>
namespace Msp {
namespace GL {
enum BufferType
{
- ARRAY_BUFFER = GL_ARRAY_BUFFER_ARB,
- ELEMENT_ARRAY_BUFFER = GL_ELEMENT_ARRAY_BUFFER_ARB,
- PIXEL_PACK_BUFFER = GL_PIXEL_PACK_BUFFER_ARB,
- PIXEL_UNPACK_BUFFER = GL_PIXEL_UNPACK_BUFFER_ARB
+ ARRAY_BUFFER = GL_ARRAY_BUFFER,
+ ELEMENT_ARRAY_BUFFER = GL_ELEMENT_ARRAY_BUFFER,
+ PIXEL_PACK_BUFFER = GL_PIXEL_PACK_BUFFER,
+ PIXEL_UNPACK_BUFFER = GL_PIXEL_UNPACK_BUFFER,
+ UNIFORM_BUFFER = GL_UNIFORM_BUFFER
};
enum BufferUsage
{
- STREAM_DRAW = GL_STREAM_DRAW_ARB,
- STREAM_READ = GL_STREAM_READ_ARB,
- STREAM_COPY = GL_STREAM_COPY_ARB,
- STATIC_DRAW = GL_STATIC_DRAW_ARB,
- STATIC_READ = GL_STATIC_READ_ARB,
- STATIC_COPY = GL_STATIC_COPY_ARB,
- DYNAMIC_DRAW = GL_DYNAMIC_DRAW_ARB,
- DYNAMIC_READ = GL_DYNAMIC_READ_ARB,
- DYNAMIC_COPY = GL_DYNAMIC_COPY_ARB
+ STREAM_DRAW = GL_STREAM_DRAW,
+ STREAM_READ = GL_STREAM_READ,
+ STREAM_COPY = GL_STREAM_COPY,
+ STATIC_DRAW = GL_STATIC_DRAW,
+ STATIC_READ = GL_STATIC_READ,
+ STATIC_COPY = GL_STATIC_COPY,
+ DYNAMIC_DRAW = GL_DYNAMIC_DRAW,
+ DYNAMIC_READ = GL_DYNAMIC_READ,
+ DYNAMIC_COPY = GL_DYNAMIC_COPY
};
+enum BufferAccess
+{
+ READ_ONLY = GL_READ_ONLY,
+ WRITE_ONLY = GL_WRITE_ONLY,
+ READ_WRITE = GL_READ_WRITE
+};
+
+class BufferRange;
+
/**
A buffer for storing data in GL memory. Putting vertex and index data in
-buffers can improve rendering performance. The VertexArray and Mesh classes
-contain built-in support for buffers.
+buffers can improve rendering performance. The VertexArray, Mesh and
+UniformBlock classes contain built-in support for buffers.
*/
class Buffer
{
+ friend class BufferRange;
+
private:
BufferType type;
BufferUsage usage;
unsigned id;
unsigned size;
- static const Buffer *bound[4];
+ static const Buffer *bound[5];
public:
Buffer(BufferType);
~Buffer();
private:
- const Buffer *maybe_bind() const;
+ static void require_buffer_type(BufferType);
public:
+ /** Returns the OpenGL ID of the buffer. For internal use only. */
+ unsigned get_id() const { return id; }
+
+ /** Returns the default binding type for the buffer. */
+ BufferType get_type() const { return type; }
+
/** Sets the usage hint of the buffer. It will take effect the next time
the buffer's contents are defined. */
void set_usage(BufferUsage);
unsigned get_size() const { return size; }
+ BufferRange *create_range(unsigned, unsigned);
+
+ void *map(BufferAccess);
+ bool unmap();
+
/** Binds the buffer in its default slot. */
void bind() const { bind_to(type); }
/** Unbinds the buffer from its default slot. */
void unbind() const { unbind_from(type); }
- static const Buffer *current(BufferType t) { return binding(t); }
+ static const Buffer *current(BufferType);
static void unbind_from(BufferType);
private:
static const Buffer *&binding(BufferType);
- static void restore(const Buffer *, BufferType);
+ static bool set_current(BufferType, const Buffer *);
};
+
/**
-An adaptor for Buffer to make it compatible with Bind.
+A proxy for a subset of a buffer. Can be bound for use with uniform blocks.
*/
-template<BufferType T>
-class BufferAlias
+class BufferRange
{
private:
- const Buffer &buffer;
+ Buffer &buffer;
+ unsigned offset;
+ unsigned size;
+
+ static std::vector<const BufferRange *> bound_uniform;
public:
- BufferAlias(const Buffer &b): buffer(b) { }
+ BufferRange(Buffer &, unsigned, unsigned);
+ ~BufferRange();
+
+ void data(const void *);
- void bind() const { buffer.bind_to(T); }
- static const Buffer *current() { return Buffer::current(T); }
- static void unbind() { Buffer::unbind_from(T); }
+ void bind_to(BufferType, unsigned);
+
+ static const BufferRange *current(BufferType t, unsigned i) { return binding(t, i); }
+ static void unbind_from(BufferType, unsigned);
+private:
+ static const BufferRange *&binding(BufferType, unsigned);
+ static bool set_current(BufferType, unsigned, const BufferRange *);
+
+public:
+ static unsigned get_n_uniform_buffer_bindings();
+ static unsigned get_uniform_buffer_alignment();
};
} // namespace GL