qzdoom/src/gl/data/gl_vertexbuffer.h

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#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;
class FVertexBuffer
{
protected:
unsigned int vbo_id;
unsigned int vao_id;
public:
FVertexBuffer();
virtual ~FVertexBuffer();
void BindVBO();
};
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;
}
};
#define VTO ((FFlatVertex*)NULL)
class FFlatVertexBuffer : public FVertexBuffer
{
FFlatVertex *map;
unsigned int mIndex;
unsigned int mCurIndex;
unsigned int mNumReserved;
void CheckPlanes(sector_t *sector);
const unsigned int BUFFER_SIZE = 2000000;
const unsigned int BUFFER_SIZE_TO_USE = 1999500;
void ImmRenderBuffer(unsigned int primtype, unsigned int offset, unsigned int count);
public:
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();
~FFlatVertexBuffer();
void CreateVBO();
void CheckUpdate(sector_t *sector);
FFlatVertex *GetBuffer()
{
return &map[mCurIndex];
}
unsigned int GetCount(FFlatVertex *newptr, unsigned int *poffset)
{
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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)
{
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drawcalls.Clock();
if (gl.flags & RFL_BUFFER_STORAGE)
{
glDrawArrays(primtype, offset, count);
}
else
{
ImmRenderBuffer(primtype, offset, count);
}
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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;
}
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;
}
};
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;
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);
};
#define VSO ((FSkyVertex*)NULL)
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struct FModelVertex
{
float x, y, z; // world position
float u, v; // texture coordinates
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)
{
// GZDoom currently doesn't use normals. This function is so that the high level code can pretend it does.
}
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};
class FModelVertexBuffer : public FVertexBuffer
{
int mIndexFrame[2];
unsigned int ibo_id;
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public:
// these are public because it's the models having to fill them in.
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TArray<FModelVertex> vbo_shadowdata; // this is kept around for interpolating on GL 2.0
TArray<unsigned int> ibo_shadowdata; // this is kept around for interpolating on GL 2.0
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FModelVertexBuffer();
~FModelVertexBuffer();
unsigned int SetupFrame(unsigned int frame1, unsigned int frame2, float factor);
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};
#define VMO ((FModelVertex*)NULL)
#endif