From DWORD:
I don't know if this can help you, but I once wrote a DynamicRenderable class derived from SimpleRenderable. It provides mechanisms to allow for dynamically growing hardware buffers. Simply put, you tell on update how many vertices/indices you want, and it reallocates the buffers (only) if necessary. It's quite flexible, as you can create your own vertex declaration etc.
From baxissimo: The original version posted here was unable to decrease the capacity of the buffers, but I have edited it to now automatically decrease the size when there's excessive capacity. I also posted a "dynamic line drawing example" implemented as a subclass of this.
Here we go:
DynamicRenderable.h
#ifndef DYNAMIC_RENDERABLE_H #define DYNAMIC_RENDERABLE_H #include <OgreSimpleRenderable.h> /// Abstract base class providing mechanisms for dynamically growing hardware buffers. class DynamicRenderable : public Ogre::SimpleRenderable { public: /// Constructor DynamicRenderable(); /// Virtual destructor virtual ~DynamicRenderable(); /** Initializes the dynamic renderable. @remarks This function should only be called once. It initializes the render operation, and calls the abstract function createVertexDeclaration(). @param operationType The type of render operation to perform. @param useIndices Specifies whether to use indices to determine the vertices to use as input. */ void initialize(Ogre::RenderOperation::OperationType operationType, bool useIndices); /// Implementation of Ogre::SimpleRenderable virtual Ogre::Real getBoundingRadius(void) const; /// Implementation of Ogre::SimpleRenderable virtual Ogre::Real getSquaredViewDepth(const Ogre::Camera* cam) const; protected: /// Maximum capacity of the currently allocated vertex buffer. size_t mVertexBufferCapacity; /// Maximum capacity of the currently allocated index buffer. size_t mIndexBufferCapacity; /** Creates the vertex declaration. @remarks Override and set mRenderOp.vertexData->vertexDeclaration here. mRenderOp.vertexData will be created for you before this method is called. */ virtual void createVertexDeclaration() = 0; /** Prepares the hardware buffers for the requested vertex and index counts. @remarks This function must be called before locking the buffers in fillHardwareBuffers(). It guarantees that the hardware buffers are large enough to hold at least the requested number of vertices and indices (if using indices). The buffers are possibly reallocated to achieve this. @par The vertex and index count in the render operation are set to the values of vertexCount and indexCount respectively. @param vertexCount The number of vertices the buffer must hold. @param indexCount The number of indices the buffer must hold. This parameter is ignored if not using indices. */ void prepareHardwareBuffers(size_t vertexCount, size_t indexCount); /** Fills the hardware vertex and index buffers with data. @remarks This function must call prepareHardwareBuffers() before locking the buffers to ensure the they are large enough for the data to be written. Afterwards the vertex and index buffers (if using indices) can be locked, and data can be written to them. */ virtual void fillHardwareBuffers() = 0; }; #endif // DYNAMIC_RENDERABLE_H
DynamicRenderable.cpp
#include "DynamicRenderable.h" #include <OgreCamera.h> #include <OgreHardwareBufferManager.h> using namespace Ogre; DynamicRenderable::DynamicRenderable() { } DynamicRenderable::~DynamicRenderable() { delete mRenderOp.vertexData; delete mRenderOp.indexData; } void DynamicRenderable::initialize(RenderOperation::OperationType operationType, bool useIndices) { // Initialize render operation mRenderOp.operationType = operationType; mRenderOp.useIndexes = useIndices; mRenderOp.vertexData = new VertexData; if (mRenderOp.useIndexes) mRenderOp.indexData = new IndexData; // Reset buffer capacities mVertexBufferCapacity = 0; mIndexBufferCapacity = 0; // Create vertex declaration createVertexDeclaration(); } void DynamicRenderable::prepareHardwareBuffers(size_t vertexCount, size_t indexCount) { // Prepare vertex buffer size_t newVertCapacity = mVertexBufferCapacity; if ((vertexCount > mVertexBufferCapacity) || (!mVertexBufferCapacity)) { // vertexCount exceeds current capacity! // It is necessary to reallocate the buffer. // Check if this is the first call if (!newVertCapacity) newVertCapacity = 1; // Make capacity the next power of two while (newVertCapacity < vertexCount) newVertCapacity <<= 1; } else if (vertexCount < mVertexBufferCapacity>>1) { // Make capacity the previous power of two while (vertexCount < newVertCapacity>>1) newVertCapacity >>= 1; } if (newVertCapacity != mVertexBufferCapacity) { mVertexBufferCapacity = newVertCapacity; // Create new vertex buffer HardwareVertexBufferSharedPtr vbuf = HardwareBufferManager::getSingleton().createVertexBuffer( mRenderOp.vertexData->vertexDeclaration->getVertexSize(0), mVertexBufferCapacity, HardwareBuffer::HBU_DYNAMIC_WRITE_ONLY); // TODO: Custom HBU_? // Bind buffer mRenderOp.vertexData->vertexBufferBinding->setBinding(0, vbuf); } // Update vertex count in the render operation mRenderOp.vertexData->vertexCount = vertexCount; if (mRenderOp.useIndexes) { OgreAssert(indexCount <= std::numeric_limits<unsigned short>::max(), "indexCount exceeds 16 bit"); size_t newIndexCapacity = mIndexBufferCapacity; // Prepare index buffer if ((indexCount > newIndexCapacity) || (!newIndexCapacity)) { // indexCount exceeds current capacity! // It is necessary to reallocate the buffer. // Check if this is the first call if (!newIndexCapacity) newIndexCapacity = 1; // Make capacity the next power of two while (newIndexCapacity < indexCount) newIndexCapacity <<= 1; } else if (indexCount < newIndexCapacity>>1) { // Make capacity the previous power of two while (indexCount < newIndexCapacity>>1) newIndexCapacity >>= 1; } if (newIndexCapacity != mIndexBufferCapacity) { mIndexBufferCapacity = newIndexCapacity; // Create new index buffer mRenderOp.indexData->indexBuffer = HardwareBufferManager::getSingleton().createIndexBuffer( HardwareIndexBuffer::IT_16BIT, mIndexBufferCapacity, HardwareBuffer::HBU_DYNAMIC_WRITE_ONLY); // TODO: Custom HBU_? } // Update index count in the render operation mRenderOp.indexData->indexCount = indexCount; } } Real DynamicRenderable::getBoundingRadius(void) const { return Math::Sqrt(std::max(mBox.getMaximum().squaredLength(), mBox.getMinimum().squaredLength())); } Real DynamicRenderable::getSquaredViewDepth(const Camera* cam) const { Vector3 vMin, vMax, vMid, vDist; vMin = mBox.getMinimum(); vMax = mBox.getMaximum(); vMid = ((vMax - vMin) * 0.5) + vMin; vDist = cam->getDerivedPosition() - vMid; return vDist.squaredLength(); }