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https://github.com/DrBeef/Raze.git
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6e49f0bf8f
Bone model support in GLES and ZScript quaternions.
46 lines
1.1 KiB
C++
46 lines
1.1 KiB
C++
#pragma once
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#include "tarray.h"
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#include "hwrenderer/data/buffers.h"
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#include "common/utility/matrix.h"
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#include <atomic>
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#include <mutex>
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class FRenderState;
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class BoneBuffer
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{
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IDataBuffer *mBuffer;
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IDataBuffer* mBufferPipeline[HW_MAX_PIPELINE_BUFFERS];
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int mPipelineNbr;
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int mPipelinePos = 0;
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bool mBufferType;
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std::atomic<unsigned int> mIndex;
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unsigned int mBlockAlign;
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unsigned int mBlockSize;
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unsigned int mBufferSize;
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unsigned int mByteSize;
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unsigned int mMaxUploadSize;
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public:
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BoneBuffer(int pipelineNbr = 1);
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~BoneBuffer();
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void Clear();
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int UploadBones(const TArray<VSMatrix> &bones);
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void Map() { mBuffer->Map(); }
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void Unmap() { mBuffer->Unmap(); }
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unsigned int GetBlockSize() const { return mBlockSize; }
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bool GetBufferType() const { return mBufferType; }
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int GetBinding(unsigned int index, size_t* pOffset, size_t* pSize);
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// Only for GLES to determin how much data is in the buffer
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int GetCurrentIndex() { return mIndex; };
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// OpenGL needs the buffer to mess around with the binding.
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IDataBuffer* GetBuffer() const
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{
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return mBuffer;
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}
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};
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