raze/source/common/rendering/hwrenderer/data/flatvertices.h
Christoph Oelckers 95f917a408 - added the main vertex buffer and some code to maintain it on systems where persistent mapping is not possible.
All games combined there's 11(!!!) scene render blocks, not counting the sub-blocks for ROR and mirrors.
Does it surprise anyone that most of these sub-blocks do not feature all engine capabilities?
2020-01-12 20:28:07 +01:00

98 lines
1.6 KiB
C++

#ifndef _HW__VERTEXBUFFER_H
#define _HW__VERTEXBUFFER_H
#include "tarray.h"
#include "hwrenderer/data/buffers.h"
#include <atomic>
#include <mutex>
class FRenderState;
struct secplane_t;
struct subsector_t;
struct FFlatVertex
{
float x, z, y; // world position
float u, v; // texture coordinates
void Set(float xx, float zz, float yy, float uu, float vv)
{
x = xx;
z = zz;
y = yy;
u = uu;
v = vv;
}
};
class FFlatVertexBuffer
{
TArray<FFlatVertex> vbo_shadowdata;
TArray<uint32_t> ibo_data;
IVertexBuffer *mVertexBuffer;
IIndexBuffer *mIndexBuffer;
unsigned int mIndex;
std::atomic<unsigned int> mCurIndex;
unsigned int mNumReserved;
static const unsigned int BUFFER_SIZE = 2000000;
static const unsigned int BUFFER_SIZE_TO_USE = 1999500;
public:
enum
{
QUAD_INDEX = 0,
FULLSCREEN_INDEX = 4,
PRESENT_INDEX = 8,
STENCILTOP_INDEX = 12,
STENCILBOTTOM_INDEX = 16,
NUM_RESERVED = 20
};
FFlatVertexBuffer(int width, int height);
~FFlatVertexBuffer();
void OutputResized(int width, int height);
std::pair<IVertexBuffer *, IIndexBuffer *> GetBufferObjects() const
{
return std::make_pair(mVertexBuffer, mIndexBuffer);
}
void Copy(int start, int count);
FFlatVertex *GetBuffer(int index) const
{
FFlatVertex *ff = (FFlatVertex*)mVertexBuffer->Memory();
return &ff[index];
}
FFlatVertex *GetBuffer() const
{
return GetBuffer(mCurIndex);
}
std::pair<FFlatVertex *, unsigned int> AllocVertices(unsigned int count);
void Reset()
{
mCurIndex = mIndex;
}
void Map()
{
mVertexBuffer->Map();
}
void Unmap()
{
mVertexBuffer->Unmap();
}
};
#endif