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https://github.com/ZDoom/Raze.git
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5eb9af1e00
IQM model support and a few bugfixes.
115 lines
3.6 KiB
C++
115 lines
3.6 KiB
C++
//
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//---------------------------------------------------------------------------
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//
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// Copyright(C) 2005-2020 Christoph Oelckers
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// All rights reserved.
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Lesser General Public License as published by
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// the Free Software Foundation, either version 2 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public License
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// along with this program. If not, see http://www.gnu.org/licenses/
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//
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//--------------------------------------------------------------------------
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//
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/*
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** gl_models.cpp
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**
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** hardware renderer model handling code
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**
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**/
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#include "v_video.h"
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#include "cmdlib.h"
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#include "hw_modelvertexbuffer.h"
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//===========================================================================
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//
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//
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//
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//===========================================================================
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FModelVertexBuffer::FModelVertexBuffer(bool needindex, bool singleframe)
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{
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mVertexBuffer = screen->CreateVertexBuffer();
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mIndexBuffer = needindex ? screen->CreateIndexBuffer() : nullptr;
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static const FVertexBufferAttribute format[] = {
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{ 0, VATTR_VERTEX, VFmt_Float3, (int)myoffsetof(FModelVertex, x) },
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{ 0, VATTR_TEXCOORD, VFmt_Float2, (int)myoffsetof(FModelVertex, u) },
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{ 0, VATTR_NORMAL, VFmt_Packed_A2R10G10B10, (int)myoffsetof(FModelVertex, packedNormal) },
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{ 0, VATTR_LIGHTMAP, VFmt_Float3, (int)myoffsetof(FModelVertex, lu) },
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{ 0, VATTR_BONESELECTOR, VFmt_Byte4_UInt, (int)myoffsetof(FModelVertex, boneselector[0])},
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{ 0, VATTR_BONEWEIGHT, VFmt_Byte4, (int)myoffsetof(FModelVertex, boneweight[0]) },
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{ 1, VATTR_VERTEX2, VFmt_Float3, (int)myoffsetof(FModelVertex, x) },
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{ 1, VATTR_NORMAL2, VFmt_Packed_A2R10G10B10, (int)myoffsetof(FModelVertex, packedNormal) }
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};
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mVertexBuffer->SetFormat(2, 8, sizeof(FModelVertex), format);
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}
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//===========================================================================
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//
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//
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//
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//===========================================================================
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FModelVertexBuffer::~FModelVertexBuffer()
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{
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if (mIndexBuffer) delete mIndexBuffer;
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delete mVertexBuffer;
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}
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//===========================================================================
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//
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//
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//
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//===========================================================================
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FModelVertex *FModelVertexBuffer::LockVertexBuffer(unsigned int size)
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{
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return static_cast<FModelVertex*>(mVertexBuffer->Lock(size * sizeof(FModelVertex)));
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}
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//===========================================================================
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//
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//
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//
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//===========================================================================
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void FModelVertexBuffer::UnlockVertexBuffer()
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{
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mVertexBuffer->Unlock();
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}
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//===========================================================================
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//
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//
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//
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//===========================================================================
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unsigned int *FModelVertexBuffer::LockIndexBuffer(unsigned int size)
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{
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if (mIndexBuffer) return static_cast<unsigned int*>(mIndexBuffer->Lock(size * sizeof(unsigned int)));
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else return nullptr;
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}
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//===========================================================================
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//
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//
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//
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//===========================================================================
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void FModelVertexBuffer::UnlockIndexBuffer()
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{
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if (mIndexBuffer) mIndexBuffer->Unlock();
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}
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