mirror of
https://github.com/ZDoom/gzdoom-gles.git
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00d7707aef
- added a light preprocessing pass to the renderer so that a non-persistent buffer can be used with minimal mapping/unmapping. This only gets used if necessary because it adds some overhead to the renderer.
39 lines
869 B
C++
39 lines
869 B
C++
#ifndef __GL_LIGHTBUFFER_H
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#define __GL_LIGHTBUFFER_H
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#include "tarray.h"
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struct FDynLightData;
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class FLightBuffer
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{
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TArray<int> mIndices;
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unsigned int mBufferId;
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float * mBufferPointer;
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unsigned int mBufferType;
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unsigned int mIndex;
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unsigned int mUploadIndex;
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unsigned int mLastMappedIndex;
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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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public:
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FLightBuffer();
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~FLightBuffer();
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void Clear();
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int UploadLights(FDynLightData &data);
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void Begin();
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void Finish();
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int BindUBO(unsigned int index);
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unsigned int GetBlockSize() const { return mBlockSize; }
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unsigned int GetBufferType() const { return mBufferType; }
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unsigned int GetIndexPtr() const { return mIndices.Size(); }
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void StoreIndex(int index) { mIndices.Push(index); }
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int GetIndex(int i) const { return mIndices[i]; }
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};
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#endif
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