raze/source/common/rendering/hwrenderer/data/hw_modelvertexbuffer.cpp

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2020-04-26 21:17:54 +00:00
//
//---------------------------------------------------------------------------
//
// Copyright(C) 2005-2020 Christoph Oelckers
// All rights reserved.
//
// 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
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// (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, see http://www.gnu.org/licenses/
//
//--------------------------------------------------------------------------
//
/*
** gl_models.cpp
**
** hardware renderer model handling code
**
**/
#include "v_video.h"
#include "cmdlib.h"
#include "hw_modelvertexbuffer.h"
//===========================================================================
//
//
//
//===========================================================================
FModelVertexBuffer::FModelVertexBuffer(bool needindex, bool singleframe)
{
mVertexBuffer = screen->CreateVertexBuffer();
mIndexBuffer = needindex ? screen->CreateIndexBuffer() : nullptr;
static const FVertexBufferAttribute format[] = {
{ 0, VATTR_VERTEX, VFmt_Float3, (int)myoffsetof(FModelVertex, x) },
{ 0, VATTR_TEXCOORD, VFmt_Float2, (int)myoffsetof(FModelVertex, u) },
{ 0, VATTR_NORMAL, VFmt_Packed_A2R10G10B10, (int)myoffsetof(FModelVertex, packedNormal) },
{ 0, VATTR_LIGHTMAP, VFmt_Float3, (int)myoffsetof(FModelVertex, lu) },
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{ 1, VATTR_VERTEX2, VFmt_Float3, (int)myoffsetof(FModelVertex, x) },
{ 1, VATTR_NORMAL2, VFmt_Packed_A2R10G10B10, (int)myoffsetof(FModelVertex, packedNormal) }
};
mVertexBuffer->SetFormat(2, 6, sizeof(FModelVertex), format);
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}
//===========================================================================
//
//
//
//===========================================================================
FModelVertexBuffer::~FModelVertexBuffer()
{
if (mIndexBuffer) delete mIndexBuffer;
delete mVertexBuffer;
}
//===========================================================================
//
//
//
//===========================================================================
FModelVertex *FModelVertexBuffer::LockVertexBuffer(unsigned int size)
{
return static_cast<FModelVertex*>(mVertexBuffer->Lock(size * sizeof(FModelVertex)));
}
//===========================================================================
//
//
//
//===========================================================================
void FModelVertexBuffer::UnlockVertexBuffer()
{
mVertexBuffer->Unlock();
}
//===========================================================================
//
//
//
//===========================================================================
unsigned int *FModelVertexBuffer::LockIndexBuffer(unsigned int size)
{
if (mIndexBuffer) return static_cast<unsigned int*>(mIndexBuffer->Lock(size * sizeof(unsigned int)));
else return nullptr;
}
//===========================================================================
//
//
//
//===========================================================================
void FModelVertexBuffer::UnlockIndexBuffer()
{
if (mIndexBuffer) mIndexBuffer->Unlock();
}