#ifndef __VERTEXBUFFER_H #define __VERTEXBUFFER_H #include "tarray.h" struct vertex_t; struct secplane_t; struct subsector_t; struct sector_t; class FVertexBuffer { protected: unsigned int vbo_id; public: FVertexBuffer(); virtual ~FVertexBuffer(); virtual void BindVBO() = 0; }; struct FFlatVertex { float x,z,y; // world position float u,v; // texture coordinates void SetFlatVertex(vertex_t *vt, const secplane_t &plane); }; #define VTO ((FFlatVertex*)NULL) class FFlatVertexBuffer : public FVertexBuffer { FFlatVertex *map; unsigned int mIndex; unsigned int mCurIndex; void CheckPlanes(sector_t *sector); public: int vbo_arg; TArray vbo_shadowdata; // this is kept around for updating the actual (non-readable) buffer FFlatVertexBuffer(); ~FFlatVertexBuffer(); void CreateVBO(); void BindVBO(); void CheckUpdate(sector_t *sector); FFlatVertex *GetBuffer() { return &map[mCurIndex]; } unsigned int GetCount(FFlatVertex *newptr, unsigned int *poffset) { unsigned int newofs = unsigned int(newptr - map); unsigned int diff = newofs - mCurIndex; *poffset = mCurIndex; mCurIndex = newofs; return diff; } void Reset() { mCurIndex = mIndex; } 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); }; #endif