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https://github.com/ZDoom/Raze.git
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5eb9af1e00
IQM model support and a few bugfixes.
80 lines
No EOL
1.9 KiB
C++
80 lines
No EOL
1.9 KiB
C++
#pragma once
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#include "buffers.h"
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#include "gl_load.h"
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#ifdef _MSC_VER
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// silence bogus warning C4250: 'GLVertexBuffer': inherits 'GLBuffer::GLBuffer::SetData' via dominance
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// According to internet infos, the warning is erroneously emitted in this case.
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#pragma warning(disable:4250)
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#endif
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namespace OpenGLRenderer
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{
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class GLBuffer : virtual public IBuffer
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{
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protected:
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const int mUseType;
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unsigned int mBufferId;
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int mAllocationSize = 0;
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bool mPersistent = false;
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bool nomap = true;
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GLsync mGLSync = 0;
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GLBuffer(int usetype);
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~GLBuffer();
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void SetData(size_t size, const void *data, BufferUsageType usage) override;
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void SetSubData(size_t offset, size_t size, const void *data) override;
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void Map() override;
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void Unmap() override;
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void Resize(size_t newsize) override;
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void *Lock(unsigned int size) override;
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void Unlock() override;
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void GPUDropSync();
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void GPUWaitSync();
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public:
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void Bind();
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};
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class GLVertexBuffer : public IVertexBuffer, public GLBuffer
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{
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// If this could use the modern (since GL 4.3) binding system, things would be simpler... :(
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struct GLVertexBufferAttribute
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{
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int bindingpoint;
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int format;
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bool normalize;
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bool integerType;
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int size;
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int offset;
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};
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int mNumBindingPoints;
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GLVertexBufferAttribute mAttributeInfo[VATTR_MAX] = {}; // Thanks to OpenGL's state system this needs to contain info about every attribute that may ever be in use throughout the entire renderer.
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size_t mStride = 0;
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public:
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GLVertexBuffer();
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void SetFormat(int numBindingPoints, int numAttributes, size_t stride, const FVertexBufferAttribute *attrs) override;
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void Bind(int *offsets);
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};
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class GLIndexBuffer : public IIndexBuffer, public GLBuffer
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{
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public:
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GLIndexBuffer();
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};
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class GLDataBuffer : public IDataBuffer, public GLBuffer
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{
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int mBindingPoint;
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public:
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GLDataBuffer(int bindingpoint, bool is_ssbo);
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void BindRange(FRenderState* state, size_t start, size_t length);
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void BindBase();
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};
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} |