raze/source/common/rendering/hwrenderer/data/flatvertices.h
2021-09-18 12:20:28 +02:00

143 lines
2.3 KiB
C++

#ifndef _HW__VERTEXBUFFER_H
#define _HW__VERTEXBUFFER_H
#include "tarray.h"
#include "hwrenderer/data/buffers.h"
#include <atomic>
#include <mutex>
class FRenderState;
struct secplane_t;
struct FFlatVertex
{
float x, z, y; // world position
float u, v; // texture coordinates
void Set(float xx, float zz, float yy, float uu, float vv)
{
x = xx;
z = zz;
y = yy;
u = uu;
v = vv;
}
void SetVertex(float _x, float _y, float _z = 0)
{
x = _x;
z = _y;
y = _z;
}
void SetTexCoord(float _u = 0, float _v = 0)
{
u = _u;
v = _v;
}
};
class FFlatVertexBuffer
{
public:
TArray<FFlatVertex> vbo_shadowdata;
TArray<uint32_t> ibo_data;
int mPipelineNbr;
int mPipelinePos = 0;
IVertexBuffer* mVertexBuffer;
IVertexBuffer *mVertexBufferPipeline[HW_MAX_PIPELINE_BUFFERS];
IIndexBuffer *mIndexBuffer;
unsigned int mIndex;
std::atomic<unsigned int> mCurIndex;
unsigned int mNumReserved;
unsigned int mMapStart;
static const unsigned int BUFFER_SIZE = 2000000;
static const unsigned int BUFFER_SIZE_TO_USE = BUFFER_SIZE-500;
public:
enum
{
QUAD_INDEX = 0,
FULLSCREEN_INDEX = 4,
PRESENT_INDEX = 8,
STENCILTOP_INDEX = 12,
STENCILBOTTOM_INDEX = 16,
NUM_RESERVED = 20
};
FFlatVertexBuffer(int width, int height, int pipelineNbr = 1);
~FFlatVertexBuffer();
void OutputResized(int width, int height);
std::pair<IVertexBuffer *, IIndexBuffer *> GetBufferObjects() const
{
return std::make_pair(mVertexBuffer, mIndexBuffer);
}
void Copy(int start, int count);
FFlatVertex *GetBuffer(int index) const
{
FFlatVertex *ff = (FFlatVertex*)mVertexBuffer->Memory();
return &ff[index];
}
FFlatVertex *GetBuffer() const
{
return GetBuffer(mCurIndex);
}
std::pair<FFlatVertex *, unsigned int> AllocVertices(unsigned int count);
void Reset()
{
mCurIndex = mIndex;
}
void NextPipelineBuffer()
{
mPipelinePos++;
mPipelinePos %= mPipelineNbr;
mVertexBuffer = mVertexBufferPipeline[mPipelinePos];
}
void Map()
{
mMapStart = mCurIndex;
mVertexBuffer->Map();
}
void Unmap()
{
mVertexBuffer->Unmap();
mVertexBuffer->Upload(mMapStart * sizeof(FFlatVertex), (mCurIndex - mMapStart) * sizeof(FFlatVertex));
}
void DropSync()
{
mVertexBuffer->GPUDropSync();
}
void WaitSync()
{
mVertexBuffer->GPUWaitSync();
}
int GetPipelinePos()
{
return mPipelinePos;
}
};
#endif