gzdoom-gles/src/gl/data/gl_vertexbuffer.h

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//
//---------------------------------------------------------------------------
//
// Copyright(C) 2005-2016 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 3 of the License, or
// (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/
//
//--------------------------------------------------------------------------
//
#ifndef __VERTEXBUFFER_H
#define __VERTEXBUFFER_H
#include "tarray.h"
#include "gl/utility/gl_clock.h"
#include "gl/system/gl_interface.h"
struct vertex_t;
struct secplane_t;
struct subsector_t;
struct sector_t;
enum
{
VATTR_VERTEX_BIT,
VATTR_TEXCOORD_BIT,
VATTR_COLOR_BIT,
VATTR_VERTEX2_BIT,
VATTR_NORMAL_BIT
};
class FVertexBuffer
{
protected:
unsigned int vbo_id;
public:
FVertexBuffer(bool wantbuffer = true);
virtual ~FVertexBuffer();
virtual void BindVBO() = 0;
void EnableBufferArrays(int enable, int disable);
};
struct FFlatVertex
{
float x,z,y; // world position
float u,v; // texture coordinates
void SetFlatVertex(vertex_t *vt, const secplane_t &plane);
void Set(float xx, float zz, float yy, float uu, float vv)
{
x = xx;
z = zz;
y = yy;
u = uu;
v = vv;
}
};
struct FSimpleVertex
{
float x, z, y; // world position
float u, v; // texture coordinates
PalEntry color;
void Set(float xx, float zz, float yy, float uu = 0, float vv = 0, PalEntry col = 0xffffffff)
{
x = xx;
z = zz;
y = yy;
u = uu;
v = vv;
color = col;
}
};
#define VTO ((FFlatVertex*)NULL)
#define VSiO ((FSimpleVertex*)NULL)
class FSimpleVertexBuffer : public FVertexBuffer
{
TArray<FSimpleVertex> mBuffer;
public:
FSimpleVertexBuffer()
{
}
void BindVBO();
void set(FSimpleVertex *verts, int count);
void EnableColorArray(bool on);
};
class FFlatVertexBuffer : public FVertexBuffer
{
FFlatVertex *map;
unsigned int mIndex;
unsigned int mCurIndex;
unsigned int mNumReserved;
void CheckPlanes(sector_t *sector);
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
};
TArray<FFlatVertex> vbo_shadowdata; // this is kept around for updating the actual (non-readable) buffer and as stand-in for pre GL 4.x
FFlatVertexBuffer(int width, int height);
~FFlatVertexBuffer();
void OutputResized(int width, int height);
void BindVBO();
void CreateVBO();
void CheckUpdate(sector_t *sector);
FFlatVertex *GetBuffer()
{
return &map[mCurIndex];
}
FFlatVertex *Alloc(int num, int *poffset)
{
FFlatVertex *p = GetBuffer();
*poffset = mCurIndex;
mCurIndex += num;
if (mCurIndex >= BUFFER_SIZE_TO_USE) mCurIndex = mIndex;
return p;
}
unsigned int GetCount(FFlatVertex *newptr, unsigned int *poffset)
{
unsigned int newofs = (unsigned int)(newptr - map);
unsigned int diff = newofs - mCurIndex;
*poffset = mCurIndex;
mCurIndex = newofs;
if (mCurIndex >= BUFFER_SIZE_TO_USE) mCurIndex = mIndex;
return diff;
}
#ifdef __GL_PCH_H // we need the system includes for this but we cannot include them ourselves without creating #define clashes. The affected files wouldn't try to draw anyway.
void RenderArray(unsigned int primtype, unsigned int offset, unsigned int count)
{
drawcalls.Clock();
glDrawArrays(primtype, offset, count);
drawcalls.Unclock();
}
void RenderCurrent(FFlatVertex *newptr, unsigned int primtype, unsigned int *poffset = NULL, unsigned int *pcount = NULL)
{
unsigned int offset;
unsigned int count = GetCount(newptr, &offset);
RenderArray(primtype, offset, count);
if (poffset) *poffset = offset;
if (pcount) *pcount = count;
}
#endif
void Reset()
{
mCurIndex = mIndex;
}
void Map();
void Unmap();
private:
int CreateSubsectorVertices(subsector_t *sub, const secplane_t &plane, int floor);
int CreateSectorVertices(sector_t *sec, const secplane_t &plane, int floor);
int CreateVertices(int h, sector_t *sec, const secplane_t &plane, int floor);
void CreateFlatVBO();
void UpdatePlaneVertices(sector_t *sec, int plane);
};
struct FSkyVertex
{
float x, y, z, u, v;
PalEntry color;
void Set(float xx, float zz, float yy, float uu=0, float vv=0, PalEntry col=0xffffffff)
{
x = xx;
z = zz;
y = yy;
u = uu;
v = vv;
color = col;
}
void SetXYZ(float xx, float yy, float zz, float uu = 0, float vv = 0, PalEntry col = 0xffffffff)
{
x = xx;
y = yy;
z = zz;
u = uu;
v = vv;
color = col;
}
};
class FSkyVertexBuffer : public FVertexBuffer
{
public:
static const int SKYHEMI_UPPER = 1;
static const int SKYHEMI_LOWER = 2;
enum
{
SKYMODE_MAINLAYER = 0,
SKYMODE_SECONDLAYER = 1,
SKYMODE_FOGLAYER = 2
};
private:
TArray<FSkyVertex> mVertices;
TArray<unsigned int> mPrimStart;
int mRows, mColumns;
// indices for sky cubemap faces
int mFaceStart[7];
int mSideStart;
void SkyVertex(int r, int c, bool yflip);
void CreateSkyHemisphere(int hemi);
void CreateDome();
void RenderRow(int prim, int row);
public:
FSkyVertexBuffer();
virtual ~FSkyVertexBuffer();
void RenderDome(FMaterial *tex, int mode);
void BindVBO();
int FaceStart(int i)
{
if (i >= 0 && i < 7) return mFaceStart[i];
else return mSideStart;
}
};
#define VSO ((FSkyVertex*)NULL)
struct FModelVertex
{
float x, y, z; // world position
float u, v; // texture coordinates
unsigned packedNormal; // normal vector as GL_INT_2_10_10_10_REV.
void Set(float xx, float yy, float zz, float uu, float vv)
{
x = xx;
y = yy;
z = zz;
u = uu;
v = vv;
}
void SetNormal(float nx, float ny, float nz)
{
/*
int inx = int(nx * 512);
int iny = int(ny * 512);
int inz = int(nz * 512);
packedNormal = 0x40000000 | ((inx & 1023) << 20) | ((iny & 1023) << 10) | (inz & 1023);
*/
packedNormal = 0; // Per-pixel lighting for models isn't implemented yet so leave this at 0 for now.
}
};
class FModelVertexBuffer : public FVertexBuffer
{
int mIndexFrame[2];
FModelVertex *vbo_ptr;
uint32_t ibo_id;
public:
FModelVertexBuffer(bool needindex, bool singleframe);
~FModelVertexBuffer();
FModelVertex *LockVertexBuffer(unsigned int size);
void UnlockVertexBuffer();
unsigned int *LockIndexBuffer(unsigned int size);
void UnlockIndexBuffer();
unsigned int SetupFrame(unsigned int frame1, unsigned int frame2, unsigned int size);
void BindVBO();
};
#define VMO ((FModelVertex*)NULL)
#endif