/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 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 General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see .
*
*/
/*
* Copyright (C) 2006-2010 - Frictional Games
*
* This file is part of HPL1 Engine.
*/
#include "hpl1/engine/impl/VertexBufferVBO.h"
#include "hpl1/engine/math/Math.h"
#include "hpl1/engine/system/low_level_system.h"
#ifdef HPL1_USE_OPENGL
namespace hpl {
#define BUFFER_OFFSET(i) ((void *)(i * sizeof(float)))
//////////////////////////////////////////////////////////////////////////
// CONSTRUCTORS
//////////////////////////////////////////////////////////////////////////
//-----------------------------------------------------------------------
cVertexBufferVBO::cVertexBufferVBO(iLowLevelGraphics *apLowLevelGraphics, tVertexFlag aFlags,
eVertexBufferDrawType aDrawType, eVertexBufferUsageType aUsageType,
int alReserveVtxSize, int alReserveIdxSize) : iVertexBuffer(apLowLevelGraphics, aFlags, aDrawType, aUsageType, alReserveVtxSize, alReserveIdxSize) {
if (alReserveVtxSize > 0) {
for (int i = 0; i < klNumOfVertexFlags; i++) {
if (aFlags & kvVertexFlags[i]) {
mvVertexArray[i].reserve(alReserveVtxSize * kvVertexElements[i]);
}
mvArrayHandle[i] = 0;
}
}
if (alReserveIdxSize > 0)
mvIndexArray.reserve(alReserveIdxSize);
mlElementHandle = 0;
mbTangents = false;
mbCompiled = false;
mbHasShadowDouble = false;
mpLowLevelGraphics = apLowLevelGraphics;
}
cVertexBufferVBO::~cVertexBufferVBO() {
for (int i = 0; i < klNumOfVertexFlags; i++) {
mvVertexArray[i].clear();
if (mVertexFlags & kvVertexFlags[i]) {
glDeleteBuffers(1, (GLuint *)&mvArrayHandle[i]);
}
}
GL_CHECK_FN();
mvIndexArray.clear();
GL_CHECK(glDeleteBuffers(1, (GLuint *)&mlElementHandle));
}
//-----------------------------------------------------------------------
//////////////////////////////////////////////////////////////////////////
// PUBLIC METHODS
//////////////////////////////////////////////////////////////////////////
//-----------------------------------------------------------------------
void cVertexBufferVBO::AddVertex(tVertexFlag aType, const cVector3f &avVtx) {
int idx = cMath::Log2ToInt((int)aType);
mvVertexArray[idx].push_back(avVtx.x);
mvVertexArray[idx].push_back(avVtx.y);
mvVertexArray[idx].push_back(avVtx.z);
if (kvVertexElements[idx] == 4)
mvVertexArray[idx].push_back(1);
}
//-----------------------------------------------------------------------
void cVertexBufferVBO::AddColor(tVertexFlag aType, const cColor &aColor) {
int idx = cMath::Log2ToInt((int)aType);
mvVertexArray[idx].push_back(aColor.r);
mvVertexArray[idx].push_back(aColor.g);
mvVertexArray[idx].push_back(aColor.b);
mvVertexArray[idx].push_back(aColor.a);
}
//-----------------------------------------------------------------------
void cVertexBufferVBO::AddIndex(unsigned int alIndex) {
mvIndexArray.push_back(alIndex);
}
//-----------------------------------------------------------------------
cBoundingVolume cVertexBufferVBO::CreateBoundingVolume() {
cBoundingVolume bv;
int lNum = cMath::Log2ToInt((int)eVertexFlag_Position);
bv.AddArrayPoints(mvVertexArray[lNum].data(), GetVertexNum());
bv.CreateFromPoints(kvVertexElements[cMath::Log2ToInt(eVertexFlag_Position)]);
return bv;
}
//-----------------------------------------------------------------------
bool cVertexBufferVBO::Compile(tVertexCompileFlag aFlags) {
if (mbCompiled)
return false;
mbCompiled = true;
// Create tangents
if (aFlags & eVertexCompileFlag_CreateTangents) {
mbTangents = true;
mVertexFlags |= eVertexFlag_Texture1;
int idx = cMath::Log2ToInt((int)eVertexFlag_Texture1);
int lSize = GetVertexNum() * 4;
mvVertexArray[idx].resize(lSize);
cMath::CreateTriTangentVectors(&(mvVertexArray[cMath::Log2ToInt((int)eVertexFlag_Texture1)][0]),
&mvIndexArray[0], GetIndexNum(),
&(mvVertexArray[cMath::Log2ToInt((int)eVertexFlag_Position)][0]),
kvVertexElements[cMath::Log2ToInt((int)eVertexFlag_Position)],
&(mvVertexArray[cMath::Log2ToInt((int)eVertexFlag_Texture0)][0]),
&(mvVertexArray[cMath::Log2ToInt((int)eVertexFlag_Normal)][0]),
GetVertexNum());
}
GLenum usageType = GL_STATIC_DRAW;
if (mUsageType == eVertexBufferUsageType_Dynamic)
usageType = GL_DYNAMIC_DRAW;
else if (mUsageType == eVertexBufferUsageType_Stream)
usageType = GL_STREAM_DRAW;
// Create the VBO vertex arrays
for (int i = 0; i < klNumOfVertexFlags; i++) {
if (mVertexFlags & kvVertexFlags[i]) {
glGenBuffers(1, (GLuint *)&mvArrayHandle[i]);
glBindBuffer(GL_ARRAY_BUFFER, mvArrayHandle[i]);
glBufferData(GL_ARRAY_BUFFER, mvVertexArray[i].size() * sizeof(float),
mvVertexArray[i].data(), usageType);
glBindBuffer(GL_ARRAY_BUFFER, 0);
// Log("%d-Handle: %d, size: %d \n",i,mvArrayHandle[i], mvVertexArray);
}
}
GL_CHECK_FN();
// Create the VBO index array
GL_CHECK(glGenBuffers(1, (GLuint *)&mlElementHandle));
GL_CHECK(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mlElementHandle));
GL_CHECK(glBufferData(GL_ELEMENT_ARRAY_BUFFER, GetIndexNum() * sizeof(unsigned int),
mvIndexArray.data(), usageType));
GL_CHECK(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0));
// Log("VBO compile done!\n");
return true;
}
//-----------------------------------------------------------------------
void cVertexBufferVBO::UpdateData(tVertexFlag aTypes, bool abIndices) {
GLenum usageType = GL_STATIC_DRAW;
if (mUsageType == eVertexBufferUsageType_Dynamic)
usageType = GL_DYNAMIC_DRAW;
else if (mUsageType == eVertexBufferUsageType_Stream)
usageType = GL_STREAM_DRAW;
// Create the VBO vertex arrays
for (int i = 0; i < klNumOfVertexFlags; i++) {
if ((mVertexFlags & kvVertexFlags[i]) && (aTypes & kvVertexFlags[i])) {
glBindBuffer(GL_ARRAY_BUFFER, mvArrayHandle[i]);
// This was apparently VERY slow.
glBufferData(GL_ARRAY_BUFFER, mvVertexArray[i].size() * sizeof(float),
NULL, usageType); // Clear memory
glBufferData(GL_ARRAY_BUFFER, mvVertexArray[i].size() * sizeof(float),
mvVertexArray[i].data(), usageType);
}
}
GL_CHECK_FN();
GL_CHECK(glBindBuffer(GL_ARRAY_BUFFER, 0));
// Create the VBO index array
if (abIndices) {
GL_CHECK(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mlElementHandle));
// glBufferDataARB(GL_ELEMENT_ARRAY_BUFFER,GetIndexNum()*sizeof(unsigned int),
// NULL, usageType);
GL_CHECK(glBufferData(GL_ELEMENT_ARRAY_BUFFER, GetIndexNum() * sizeof(unsigned int),
mvIndexArray.data(), usageType));
GL_CHECK(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0));
}
}
//-----------------------------------------------------------------------
void cVertexBufferVBO::CreateShadowDouble(bool abUpdateData) {
int lIdx = cMath::Log2ToInt(eVertexFlag_Position);
// Set to new size.
int lSize = (int)mvVertexArray[lIdx].size();
mvVertexArray[lIdx].reserve(lSize * 2);
int lCount = lSize / 4;
for (int i = 0; i < lCount; i++) {
mvVertexArray[lIdx].push_back(mvVertexArray[lIdx][i * 4 + 0]);
mvVertexArray[lIdx].push_back(mvVertexArray[lIdx][i * 4 + 1]);
mvVertexArray[lIdx].push_back(mvVertexArray[lIdx][i * 4 + 2]);
mvVertexArray[lIdx].push_back(0); // 0);
}
mbHasShadowDouble = true;
if (abUpdateData) {
UpdateData(eVertexFlag_Position, false);
}
}
//-----------------------------------------------------------------------
void cVertexBufferVBO::Transform(const cMatrixf &a_mtxTransform) {
float *pPosArray = GetArray(eVertexFlag_Position);
float *pNormalArray = GetArray(eVertexFlag_Normal);
float *pTangentArray = NULL;
if (mbTangents)
pTangentArray = GetArray(eVertexFlag_Texture1);
int lVtxNum = GetVertexNum();
cMatrixf mtxRot = a_mtxTransform.GetRotation();
int lVtxStride = kvVertexElements[cMath::Log2ToInt(eVertexFlag_Position)];
int lOffset = GetVertexNum() * 4;
for (int i = 0; i < lVtxNum; i++) {
float *pPos = &pPosArray[i * lVtxStride];
float *pNorm = &pNormalArray[i * 3];
float *pTan = NULL;
if (mbTangents)
pTan = &pTangentArray[i * 4];
cVector3f vPos = cMath::MatrixMul(a_mtxTransform, cVector3f(pPos[0], pPos[1], pPos[2]));
pPos[0] = vPos.x;
pPos[1] = vPos.y;
pPos[2] = vPos.z;
if (mbHasShadowDouble) {
float *pExtraPos = &pPosArray[i * lVtxStride + lOffset];
pExtraPos[0] = vPos.x;
pExtraPos[1] = vPos.y;
pExtraPos[2] = vPos.z;
}
cVector3f vNorm = cMath::MatrixMul(mtxRot, cVector3f(pNorm[0], pNorm[1], pNorm[2]));
vNorm.Normalise();
pNorm[0] = vNorm.x;
pNorm[1] = vNorm.y;
pNorm[2] = vNorm.z;
if (mbTangents) {
cVector3f vTan = cMath::MatrixMul(mtxRot, cVector3f(pTan[0], pTan[1], pTan[2]));
vTan.Normalise();
pTan[0] = vTan.x;
pTan[1] = vTan.y;
pTan[2] = vTan.z;
}
}
if (mbCompiled) {
if (mbTangents)
UpdateData(eVertexFlag_Position | eVertexFlag_Normal | eVertexFlag_Texture1, false);
else
UpdateData(eVertexFlag_Position | eVertexFlag_Normal, false);
}
}
//-----------------------------------------------------------------------
void cVertexBufferVBO::Draw(eVertexBufferDrawType aDrawType) {
eVertexBufferDrawType drawType = aDrawType == eVertexBufferDrawType_LastEnum ? mDrawType : aDrawType;
///////////////////////////////
// Get the draw type
GLenum mode = GL_TRIANGLES;
if (drawType == eVertexBufferDrawType_Quad)
mode = GL_QUADS;
else if (drawType == eVertexBufferDrawType_Lines)
mode = GL_LINE_STRIP;
//////////////////////////////////
// Bind and draw the buffer
GL_CHECK(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mlElementHandle));
int lSize = mlElementNum;
if (mlElementNum < 0)
lSize = GetIndexNum();
GL_CHECK(glDrawElements(mode, lSize, GL_UNSIGNED_INT, (char *)NULL));
GL_CHECK(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0));
}
//-----------------------------------------------------------------------
void cVertexBufferVBO::DrawIndices(unsigned int *apIndices, int alCount, eVertexBufferDrawType aDrawType) {
eVertexBufferDrawType drawType = aDrawType == eVertexBufferDrawType_LastEnum ? mDrawType : aDrawType;
///////////////////////////////
// Get the draw type
GLenum mode = GL_TRIANGLES;
if (drawType == eVertexBufferDrawType_Quad)
mode = GL_QUADS;
else if (drawType == eVertexBufferDrawType_Lines)
mode = GL_LINE_STRIP;
//////////////////////////////////
// Bind and draw the buffer
GL_CHECK(glDrawElements(mode, alCount, GL_UNSIGNED_INT, apIndices));
}
//-----------------------------------------------------------------------
void cVertexBufferVBO::Bind() {
SetVertexStates(mVertexFlags);
}
//-----------------------------------------------------------------------
void cVertexBufferVBO::UnBind() {
GL_CHECK(glBindBuffer(GL_ARRAY_BUFFER, 0));
}
//-----------------------------------------------------------------------
float *cVertexBufferVBO::GetArray(tVertexFlag aType) {
int idx = cMath::Log2ToInt((int)aType);
return mvVertexArray[idx].data();
}
//-----------------------------------------------------------------------
unsigned int *cVertexBufferVBO::GetIndices() {
return mvIndexArray.data();
}
//-----------------------------------------------------------------------
void cVertexBufferVBO::ResizeArray(tVertexFlag aType, int alSize) {
int idx = cMath::Log2ToInt((int)aType);
mvVertexArray[idx].resize(alSize);
}
//-----------------------------------------------------------------------
void cVertexBufferVBO::ResizeIndices(int alSize) {
mvIndexArray.resize(alSize);
}
//-----------------------------------------------------------------------
iVertexBuffer *cVertexBufferVBO::CreateCopy(eVertexBufferUsageType aUsageType) {
cVertexBufferVBO *pVtxBuff = hplNew(cVertexBufferVBO, (mpLowLevelGraphics,
mVertexFlags, mDrawType, aUsageType,
GetVertexNum(), GetIndexNum()));
// Copy the vertices to the new buffer.
for (int i = 0; i < klNumOfVertexFlags; i++) {
if (kvVertexFlags[i] & mVertexFlags) {
#if 0
int lElements = kvVertexElements[i];
if (mbTangents && kvVertexFlags[i] == eVertexFlag_Texture1)
lElements = 4;
#endif
pVtxBuff->ResizeArray(kvVertexFlags[i], (int)mvVertexArray[i].size());
memcpy(pVtxBuff->GetArray(kvVertexFlags[i]),
mvVertexArray[i].data(), mvVertexArray[i].size() * sizeof(float));
}
}
// Copy indices to the new buffer
pVtxBuff->ResizeIndices(GetIndexNum());
memcpy(pVtxBuff->GetIndices(), GetIndices(), GetIndexNum() * sizeof(unsigned int));
pVtxBuff->mbTangents = mbTangents;
pVtxBuff->mbHasShadowDouble = mbHasShadowDouble;
pVtxBuff->Compile(0);
return pVtxBuff;
}
//-----------------------------------------------------------------------
int cVertexBufferVBO::GetVertexNum() {
int idx = cMath::Log2ToInt((int)eVertexFlag_Position);
int lSize = (int)mvVertexArray[idx].size() / kvVertexElements[idx];
// If there is a shadow double, just return the length of the first half.
if (mbHasShadowDouble)
return lSize / 2;
else
return lSize;
}
int cVertexBufferVBO::GetIndexNum() {
return (int)mvIndexArray.size();
}
cVector3f cVertexBufferVBO::GetVector3(tVertexFlag aType, unsigned alIdx) {
if (!(aType & mVertexFlags))
return cVector3f(0, 0, 0);
int idx = cMath::Log2ToInt((int)aType);
int pos = alIdx * kvVertexElements[idx];
return cVector3f(mvVertexArray[idx][pos + 0], mvVertexArray[idx][pos + 1],
mvVertexArray[idx][pos + 2]);
}
cVector3f cVertexBufferVBO::GetVector4(tVertexFlag aType, unsigned alIdx) {
if (!(aType & mVertexFlags))
return cVector3f(0, 0, 0);
int idx = cMath::Log2ToInt((int)aType);
int pos = alIdx * 4; // kvVertexElements[idx];
return cVector3f(mvVertexArray[idx][pos + 0], mvVertexArray[idx][pos + 1],
mvVertexArray[idx][pos + 2]);
}
cColor cVertexBufferVBO::GetColor(tVertexFlag aType, unsigned alIdx) {
if (!(aType & mVertexFlags))
return cColor();
int idx = cMath::Log2ToInt((int)aType);
int pos = alIdx * kvVertexElements[idx];
return cColor(mvVertexArray[idx][pos + 0], mvVertexArray[idx][pos + 1],
mvVertexArray[idx][pos + 2], mvVertexArray[idx][pos + 3]);
}
unsigned int cVertexBufferVBO::GetIndex(tVertexFlag aType, unsigned alIdx) {
return mvIndexArray[alIdx];
}
//-----------------------------------------------------------------------
/////////////////////////////////////////////////////////////////////////
// PRIVATE METHODS
/////////////////////////////////////////////////////////////////////////
//-----------------------------------------------------------------------
int cVertexBufferVBO::GetElementNum(tVertexFlag aFlag) {
int idx = cMath::Log2ToInt((int)aFlag);
return kvVertexElements[idx];
}
//-----------------------------------------------------------------------
void cVertexBufferVBO::SetVertexStates(tVertexFlag aFlags) {
/// COLOR 0 /////////////////////////
if (aFlags & eVertexFlag_Color0) {
GL_CHECK(glEnableClientState(GL_COLOR_ARRAY));
int idx = cMath::Log2ToInt(eVertexFlag_Color0);
GL_CHECK(glBindBuffer(GL_ARRAY_BUFFER, mvArrayHandle[idx]));
GL_CHECK(glColorPointer(kvVertexElements[idx], GL_FLOAT, 0, (char *)NULL));
} else {
GL_CHECK(glDisableClientState(GL_COLOR_ARRAY));
}
/// NORMAL /////////////////////////
if (aFlags & eVertexFlag_Normal) {
GL_CHECK(glEnableClientState(GL_NORMAL_ARRAY));
int idx = cMath::Log2ToInt(eVertexFlag_Normal);
GL_CHECK(glBindBuffer(GL_ARRAY_BUFFER, mvArrayHandle[idx]));
GL_CHECK(glNormalPointer(GL_FLOAT, 0, (char *)NULL));
} else {
GL_CHECK(glDisableClientState(GL_NORMAL_ARRAY));
}
/// TEXTURE 0 /////////////////////////
if (aFlags & eVertexFlag_Texture0) {
GL_CHECK(glClientActiveTexture(GL_TEXTURE0));
GL_CHECK(glEnableClientState(GL_TEXTURE_COORD_ARRAY));
int idx = cMath::Log2ToInt(eVertexFlag_Texture0);
GL_CHECK(glBindBuffer(GL_ARRAY_BUFFER, mvArrayHandle[idx]));
GL_CHECK(glTexCoordPointer(kvVertexElements[idx], GL_FLOAT, 0, (char *)NULL));
} else {
GL_CHECK(glClientActiveTexture(GL_TEXTURE0));
GL_CHECK(glDisableClientState(GL_TEXTURE_COORD_ARRAY));
}
/// TEXTURE 1 /////////////////////////
if (aFlags & eVertexFlag_Texture1) {
GL_CHECK(glClientActiveTexture(GL_TEXTURE1));
GL_CHECK(glEnableClientState(GL_TEXTURE_COORD_ARRAY));
int idx = cMath::Log2ToInt(eVertexFlag_Texture1);
GL_CHECK(glBindBuffer(GL_ARRAY_BUFFER, mvArrayHandle[idx]));
if (mbTangents) {
GL_CHECK(glTexCoordPointer(4, GL_FLOAT, 0, (char *)NULL));
} else {
GL_CHECK(glTexCoordPointer(kvVertexElements[idx], GL_FLOAT, 0, (char *)NULL));
}
} else {
GL_CHECK(glClientActiveTexture(GL_TEXTURE1));
GL_CHECK(glDisableClientState(GL_TEXTURE_COORD_ARRAY));
}
/// TEXTURE 2 /////////////////////////
if (aFlags & eVertexFlag_Texture2) {
GL_CHECK(glClientActiveTexture(GL_TEXTURE2));
GL_CHECK(glEnableClientState(GL_TEXTURE_COORD_ARRAY));
int idx = cMath::Log2ToInt(eVertexFlag_Texture2);
GL_CHECK(glBindBuffer(GL_ARRAY_BUFFER, mvArrayHandle[idx]));
GL_CHECK(glTexCoordPointer(kvVertexElements[idx], GL_FLOAT, 0, (char *)NULL));
} else {
GL_CHECK(glClientActiveTexture(GL_TEXTURE2));
GL_CHECK(glDisableClientState(GL_TEXTURE_COORD_ARRAY));
}
/// TEXTURE 3 /////////////////////////
if (aFlags & eVertexFlag_Texture3) {
GL_CHECK(glClientActiveTexture(GL_TEXTURE3));
GL_CHECK(glEnableClientState(GL_TEXTURE_COORD_ARRAY));
int idx = cMath::Log2ToInt(eVertexFlag_Texture3);
GL_CHECK(glBindBuffer(GL_ARRAY_BUFFER, mvArrayHandle[idx]));
GL_CHECK(glTexCoordPointer(kvVertexElements[idx], GL_FLOAT, 0, (char *)NULL));
} else {
GL_CHECK(glClientActiveTexture(GL_TEXTURE3));
GL_CHECK(glDisableClientState(GL_TEXTURE_COORD_ARRAY));
}
/// TEXTURE 4 /////////////////////////
if (aFlags & eVertexFlag_Texture4) {
GL_CHECK(glClientActiveTexture(GL_TEXTURE4));
GL_CHECK(glEnableClientState(GL_TEXTURE_COORD_ARRAY));
int idx = cMath::Log2ToInt(eVertexFlag_Texture4);
GL_CHECK(glBindBuffer(GL_ARRAY_BUFFER, mvArrayHandle[idx]));
GL_CHECK(glTexCoordPointer(kvVertexElements[idx], GL_FLOAT, 0, (char *)NULL));
} else {
GL_CHECK(glClientActiveTexture(GL_TEXTURE4));
GL_CHECK(glDisableClientState(GL_TEXTURE_COORD_ARRAY));
}
/// POSITION /////////////////////////
if (aFlags & eVertexFlag_Position) {
GL_CHECK(glEnableClientState(GL_VERTEX_ARRAY));
int idx = cMath::Log2ToInt(eVertexFlag_Position);
GL_CHECK(glBindBuffer(GL_ARRAY_BUFFER, mvArrayHandle[idx]));
GL_CHECK(glVertexPointer(kvVertexElements[idx], GL_FLOAT, 0, (char *)NULL));
} else {
GL_CHECK(glDisableClientState(GL_VERTEX_ARRAY));
}
GL_CHECK(glBindBuffer(GL_ARRAY_BUFFER, 0));
}
//-----------------------------------------------------------------------
} // namespace hpl
// Old code for compiling all to one array.
// Log("Compiling VBO..\n");
/*int lNum = 0;
int lSize = 0;
int lNumSize = 0;
//Deterimine the number of arrays and the size.
Log("calc size: ");
for(int i=0;i< klNumOfVertexFlags; i++)
{
if(mVertexFlags & kvVertexFlags[i]){
lNum++;
//if(lSize != -1 && lSize != mvTempVertexArray[i].size()){
// return false;
//}
lSize += (int)mvTempVertexArray[i].size();
lNumSize = (int)mvTempVertexArray[i].size()/GetElementNum(kvVertexFlags[i]);
Log(" %d (%d * %d),",lSize,lNumSize, GetElementNum(kvVertexFlags[i]));
}
}
Log("\n");
//Get memory for the main array
mvVertexArray.resize(lSize);
//Copy the temp arrays into the main one
int lPos =0;
Log("Copy: \n");
for(int i=0;i< klNumOfVertexFlags; i++)
{
if(mVertexFlags & kvVertexFlags[i])
{
int lArraySize = (int)mvTempVertexArray[i].size();
Log(" %d (%d) -> %d \n",i,lArraySize,lPos );
memcpy(&mvVertexArray[lPos], &(mvTempVertexArray[i][0]), sizeof(float)*lArraySize);
mvArrayOffset[i] = lPos;
lPos += lArraySize;
mvTempVertexArray[i].clear();
}
}
Log("Array:\n");
for(int i=0;i< klNumOfVertexFlags; i++)
{
if(mVertexFlags & kvVertexFlags[i])
{
int lOffset = mvArrayOffset[i];
int lElemNum = GetElementNum(kvVertexFlags[i]);
for(int j=0;j