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95f917a408
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?
98 lines
1.6 KiB
C++
98 lines
1.6 KiB
C++
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#ifndef _HW__VERTEXBUFFER_H
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#define _HW__VERTEXBUFFER_H
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#include "tarray.h"
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#include "hwrenderer/data/buffers.h"
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#include <atomic>
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#include <mutex>
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class FRenderState;
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struct secplane_t;
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struct subsector_t;
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struct FFlatVertex
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{
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float x, z, y; // world position
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float u, v; // texture coordinates
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void Set(float xx, float zz, float yy, float uu, float vv)
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{
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x = xx;
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z = zz;
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y = yy;
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u = uu;
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v = vv;
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}
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};
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class FFlatVertexBuffer
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{
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TArray<FFlatVertex> vbo_shadowdata;
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TArray<uint32_t> ibo_data;
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IVertexBuffer *mVertexBuffer;
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IIndexBuffer *mIndexBuffer;
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unsigned int mIndex;
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std::atomic<unsigned int> mCurIndex;
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unsigned int mNumReserved;
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static const unsigned int BUFFER_SIZE = 2000000;
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static const unsigned int BUFFER_SIZE_TO_USE = 1999500;
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public:
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enum
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{
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QUAD_INDEX = 0,
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FULLSCREEN_INDEX = 4,
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PRESENT_INDEX = 8,
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STENCILTOP_INDEX = 12,
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STENCILBOTTOM_INDEX = 16,
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NUM_RESERVED = 20
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};
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FFlatVertexBuffer(int width, int height);
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~FFlatVertexBuffer();
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void OutputResized(int width, int height);
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std::pair<IVertexBuffer *, IIndexBuffer *> GetBufferObjects() const
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{
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return std::make_pair(mVertexBuffer, mIndexBuffer);
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}
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void Copy(int start, int count);
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FFlatVertex *GetBuffer(int index) const
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{
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FFlatVertex *ff = (FFlatVertex*)mVertexBuffer->Memory();
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return &ff[index];
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}
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FFlatVertex *GetBuffer() const
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{
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return GetBuffer(mCurIndex);
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}
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std::pair<FFlatVertex *, unsigned int> AllocVertices(unsigned int count);
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void Reset()
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{
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mCurIndex = mIndex;
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}
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void Map()
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{
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mVertexBuffer->Map();
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}
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void Unmap()
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{
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mVertexBuffer->Unmap();
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}
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};
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#endif
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