raze/source/common/rendering/hwrenderer/data/buffers.h
2019-12-28 18:20:47 +01:00

83 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;
};