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e2f5e8fe34
We'll need 'common' for something else.
83 lines
2.2 KiB
C++
83 lines
2.2 KiB
C++
#pragma once
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#include <stddef.h>
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#include <assert.h>
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class FRenderState;
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// The low level code needs to know which attributes exist.
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// OpenGL needs to change the state of all of them per buffer binding.
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// VAOs are mostly useless for this because they lump buffer and binding state together which the model code does not want.
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enum
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{
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VATTR_VERTEX,
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VATTR_TEXCOORD,
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VATTR_COLOR,
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VATTR_VERTEX2,
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VATTR_NORMAL,
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VATTR_NORMAL2,
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VATTR_MAX
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};
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enum EVertexAttributeFormat
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{
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VFmt_Float4,
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VFmt_Float3,
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VFmt_Float2,
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VFmt_Float,
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VFmt_Byte4,
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VFmt_Packed_A2R10G10B10,
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};
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struct FVertexBufferAttribute
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{
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int binding;
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int location;
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int format;
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int offset;
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};
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class IBuffer
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{
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protected:
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size_t buffersize = 0;
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void *map = nullptr;
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public:
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IBuffer() = default;
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IBuffer(const IBuffer &) = delete;
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IBuffer &operator=(const IBuffer &) = delete;
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virtual ~IBuffer() = default;
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virtual void SetData(size_t size, const void *data, bool staticdata = true) = 0;
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virtual void SetSubData(size_t offset, size_t size, const void *data) = 0;
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virtual void *Lock(unsigned int size) = 0;
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virtual void Unlock() = 0;
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virtual void Resize(size_t newsize) = 0;
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virtual void Map() {} // Only needed by old OpenGL but this needs to be in the interface.
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virtual void Unmap() {}
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void *Memory() { assert(map); return map; }
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size_t Size() { return buffersize; }
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};
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class IVertexBuffer : virtual public IBuffer
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{
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public:
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virtual void SetFormat(int numBindingPoints, int numAttributes, size_t stride, const FVertexBufferAttribute *attrs) = 0;
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};
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// This merely exists to have a dedicated type for index buffers to inherit from.
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class IIndexBuffer : virtual public IBuffer
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{
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// Element size is fixed to 4, thanks to OpenGL requiring this info to be coded into the glDrawElements call.
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// This mostly prohibits a more flexible buffer setup but GZDoom doesn't use any other format anyway.
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// Ob Vulkam, element size is a buffer property and of no concern to the drawing functions (as it should be.)
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};
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class IDataBuffer : virtual public IBuffer
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{
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// Can be either uniform or shader storage buffer, depending on its needs.
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public:
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virtual void BindRange(FRenderState *state, size_t start, size_t length) = 0;
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};
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