mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-11-11 07:11:39 +00:00
84 lines
2.2 KiB
C
84 lines
2.2 KiB
C
|
#pragma once
|
||
|
|
||
|
#include <stddef.h>
|
||
|
#include <assert.h>
|
||
|
|
||
|
class FRenderState;
|
||
|
|
||
|
// The low level code needs to know which attributes exist.
|
||
|
// OpenGL needs to change the state of all of them per buffer binding.
|
||
|
// VAOs are mostly useless for this because they lump buffer and binding state together which the model code does not want.
|
||
|
enum
|
||
|
{
|
||
|
VATTR_VERTEX,
|
||
|
VATTR_TEXCOORD,
|
||
|
VATTR_COLOR,
|
||
|
VATTR_VERTEX2,
|
||
|
VATTR_NORMAL,
|
||
|
VATTR_NORMAL2,
|
||
|
|
||
|
VATTR_MAX
|
||
|
};
|
||
|
|
||
|
enum EVertexAttributeFormat
|
||
|
{
|
||
|
VFmt_Float4,
|
||
|
VFmt_Float3,
|
||
|
VFmt_Float2,
|
||
|
VFmt_Float,
|
||
|
VFmt_Byte4,
|
||
|
VFmt_Packed_A2R10G10B10,
|
||
|
};
|
||
|
|
||
|
struct FVertexBufferAttribute
|
||
|
{
|
||
|
int binding;
|
||
|
int location;
|
||
|
int format;
|
||
|
int offset;
|
||
|
};
|
||
|
|
||
|
class IBuffer
|
||
|
{
|
||
|
protected:
|
||
|
size_t buffersize = 0;
|
||
|
void *map = nullptr;
|
||
|
public:
|
||
|
IBuffer() = default;
|
||
|
IBuffer(const IBuffer &) = delete;
|
||
|
IBuffer &operator=(const IBuffer &) = delete;
|
||
|
virtual ~IBuffer() = default;
|
||
|
|
||
|
virtual void SetData(size_t size, const void *data, bool staticdata = true) = 0;
|
||
|
virtual void SetSubData(size_t offset, size_t size, const void *data) = 0;
|
||
|
virtual void *Lock(unsigned int size) = 0;
|
||
|
virtual void Unlock() = 0;
|
||
|
virtual void Resize(size_t newsize) = 0;
|
||
|
virtual void Map() {} // Only needed by old OpenGL but this needs to be in the interface.
|
||
|
virtual void Unmap() {}
|
||
|
void *Memory() { assert(map); return map; }
|
||
|
size_t Size() { return buffersize; }
|
||
|
};
|
||
|
|
||
|
class IVertexBuffer : virtual public IBuffer
|
||
|
{
|
||
|
public:
|
||
|
virtual void SetFormat(int numBindingPoints, int numAttributes, size_t stride, const FVertexBufferAttribute *attrs) = 0;
|
||
|
};
|
||
|
|
||
|
// This merely exists to have a dedicated type for index buffers to inherit from.
|
||
|
class IIndexBuffer : virtual public IBuffer
|
||
|
{
|
||
|
// Element size is fixed to 4, thanks to OpenGL requiring this info to be coded into the glDrawElements call.
|
||
|
// This mostly prohibits a more flexible buffer setup but GZDoom doesn't use any other format anyway.
|
||
|
// Ob Vulkam, element size is a buffer property and of no concern to the drawing functions (as it should be.)
|
||
|
};
|
||
|
|
||
|
class IDataBuffer : virtual public IBuffer
|
||
|
{
|
||
|
// Can be either uniform or shader storage buffer, depending on its needs.
|
||
|
public:
|
||
|
virtual void BindRange(FRenderState *state, size_t start, size_t length) = 0;
|
||
|
|
||
|
};
|