- create a renderer backend based on softpoly's drawers

This commit is contained in:
Magnus Norddahl 2019-05-22 06:29:52 +02:00
commit 0eda298db2
21 changed files with 1317 additions and 9 deletions

View file

@ -0,0 +1,131 @@
#include "poly_buffers.h"
#include "poly_framebuffer.h"
#include "poly_renderstate.h"
#include "doomerrors.h"
PolyBuffer *PolyBuffer::First = nullptr;
PolyBuffer::PolyBuffer()
{
Next = First;
First = this;
if (Next) Next->Prev = this;
}
PolyBuffer::~PolyBuffer()
{
if (Next) Next->Prev = Prev;
if (Prev) Prev->Next = Next;
else First = Next;
}
void PolyBuffer::ResetAll()
{
for (PolyBuffer *cur = PolyBuffer::First; cur; cur = cur->Next)
cur->Reset();
}
void PolyBuffer::Reset()
{
}
void PolyBuffer::SetData(size_t size, const void *data, bool staticdata)
{
mData.resize(size);
map = mData.data();
if (data)
memcpy(map, data, size);
buffersize = size;
}
void PolyBuffer::SetSubData(size_t offset, size_t size, const void *data)
{
memcpy(static_cast<uint8_t*>(map) + offset, data, size);
}
void PolyBuffer::Resize(size_t newsize)
{
mData.resize(newsize);
buffersize = newsize;
map = mData.data();
}
void PolyBuffer::Map()
{
}
void PolyBuffer::Unmap()
{
}
void *PolyBuffer::Lock(unsigned int size)
{
return map;
}
void PolyBuffer::Unlock()
{
}
/////////////////////////////////////////////////////////////////////////////
void PolyVertexBuffer::SetFormat(int numBindingPoints, int numAttributes, size_t stride, const FVertexBufferAttribute *attrs)
{
for (int j = 0; j < numAttributes; j++)
{
mOffsets[attrs[j].location] = attrs[j].offset;
}
mStride = stride;
}
void PolyVertexBuffer::CopyVertices(TriVertex *dst, int count, int index)
{
size_t stride = mStride;
size_t offsetVertex = mOffsets[VATTR_VERTEX];
size_t offsetTexcoord = mOffsets[VATTR_TEXCOORD];
uint8_t *vertex = static_cast<uint8_t*>(map) + stride * index;
for (int i = 0; i < count; i++)
{
dst[i].x = *reinterpret_cast<float*>(vertex + offsetVertex);
dst[i].y = *reinterpret_cast<float*>(vertex + offsetVertex + 4);
dst[i].z = *reinterpret_cast<float*>(vertex + offsetVertex + 8);
dst[i].w = 1.0f;
dst[i].v = *reinterpret_cast<float*>(vertex + offsetTexcoord);
dst[i].u = *reinterpret_cast<float*>(vertex + offsetTexcoord + 4);
vertex += stride;
}
}
void PolyVertexBuffer::CopyIndexed(TriVertex *dst, uint32_t *elements, int count, int index)
{
size_t stride = mStride;
size_t offsetVertex = mOffsets[VATTR_VERTEX];
size_t offsetTexcoord = mOffsets[VATTR_TEXCOORD];
uint8_t *vertices = static_cast<uint8_t*>(map);
elements += index;
for (int i = 0; i < count; i++)
{
uint8_t *vertex = vertices + stride * elements[i];
dst[i].x = *reinterpret_cast<float*>(vertex + offsetVertex);
dst[i].y = *reinterpret_cast<float*>(vertex + offsetVertex + 4);
dst[i].z = *reinterpret_cast<float*>(vertex + offsetVertex + 8);
dst[i].w = 1.0f;
dst[i].v = *reinterpret_cast<float*>(vertex + offsetTexcoord);
dst[i].u = *reinterpret_cast<float*>(vertex + offsetTexcoord + 4);
}
}
/////////////////////////////////////////////////////////////////////////////
void PolyDataBuffer::BindRange(size_t start, size_t length)
{
GetPolyFrameBuffer()->GetRenderState()->Bind(this, (uint32_t)start, (uint32_t)length);
}
void PolyDataBuffer::BindBase()
{
GetPolyFrameBuffer()->GetRenderState()->Bind(this, 0, (uint32_t)buffersize);
}