vkdoom_m/src/gl/data/gl_vertexbuffer.h
Christoph Oelckers b612e182b4 Merge branch 'indexbuffer'
# Conflicts:
#	src/gl/data/gl_vertexbuffer.h
#	src/gl/scene/gl_flats.cpp
#	src/hwrenderer/data/flatvertices.h
2018-05-22 22:10:21 +02:00

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5.2 KiB
C++

//
//---------------------------------------------------------------------------
//
// Copyright(C) 2005-2016 Christoph Oelckers
// All rights reserved.
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see http://www.gnu.org/licenses/
//
//--------------------------------------------------------------------------
//
#ifndef __VERTEXBUFFER_H
#define __VERTEXBUFFER_H
#include <atomic>
#include <thread>
#include <mutex>
#include "tarray.h"
#include "hwrenderer/utility/hw_clock.h"
#include "gl_load/gl_interface.h"
#include "r_data/models/models.h"
#include "hwrenderer/data/flatvertices.h"
#include "hwrenderer/scene/hw_skydome.h"
struct vertex_t;
struct secplane_t;
struct subsector_t;
struct sector_t;
class FMaterial;
enum
{
VATTR_VERTEX_BIT,
VATTR_TEXCOORD_BIT,
VATTR_COLOR_BIT,
VATTR_VERTEX2_BIT,
VATTR_NORMAL_BIT
};
class FVertexBuffer
{
protected:
unsigned int vbo_id;
public:
FVertexBuffer(bool wantbuffer = true);
virtual ~FVertexBuffer();
virtual void BindVBO() = 0;
void EnableBufferArrays(int enable, int disable);
};
struct FSimpleVertex
{
float x, z, y; // world position
float u, v; // texture coordinates
PalEntry color;
void Set(float xx, float zz, float yy, float uu = 0, float vv = 0, PalEntry col = 0xffffffff)
{
x = xx;
z = zz;
y = yy;
u = uu;
v = vv;
color = col;
}
};
#define VTO ((FFlatVertex*)NULL)
#define VSiO ((FSimpleVertex*)NULL)
class FSimpleVertexBuffer : public FVertexBuffer
{
TArray<FSimpleVertex> mBuffer;
public:
FSimpleVertexBuffer()
{
}
void BindVBO();
void set(FSimpleVertex *verts, int count);
void EnableColorArray(bool on);
};
class FFlatVertexBuffer : public FVertexBuffer, public FFlatVertexGenerator
{
unsigned int ibo_id;
FFlatVertex *map;
unsigned int mIndex;
std::atomic<unsigned int> mCurIndex;
std::mutex mBufferMutex;
unsigned int mNumReserved;
static const unsigned int BUFFER_SIZE = 2000000;
static const unsigned int BUFFER_SIZE_TO_USE = 1999500;
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);
~FFlatVertexBuffer();
void OutputResized(int width, int height);
void BindVBO();
void CreateVBO();
FFlatVertex *GetBuffer()
{
return &map[mCurIndex];
}
template<class T>
FFlatVertex *Alloc(int num, T *poffset)
{
again:
FFlatVertex *p = GetBuffer();
auto index = mCurIndex.fetch_add(num);
*poffset = static_cast<T>(index);
if (index + num >= BUFFER_SIZE_TO_USE)
{
std::lock_guard<std::mutex> lock(mBufferMutex);
if (mCurIndex >= BUFFER_SIZE_TO_USE) // retest condition, in case another thread got here first
mCurIndex = mIndex;
if (index >= BUFFER_SIZE_TO_USE) goto again;
}
return p;
}
unsigned int GetCount(FFlatVertex *newptr, unsigned int *poffset)
{
unsigned int newofs = (unsigned int)(newptr - map);
unsigned int diff = newofs - mCurIndex;
*poffset = mCurIndex;
mCurIndex = newofs;
if (mCurIndex >= BUFFER_SIZE_TO_USE) mCurIndex = mIndex;
return diff;
}
#ifdef __GL_PCH_H // we need the system includes for this but we cannot include them ourselves without creating #define clashes. The affected files wouldn't try to draw anyway.
void RenderArray(unsigned int primtype, unsigned int offset, unsigned int count)
{
drawcalls.Clock();
glDrawArrays(primtype, offset, count);
drawcalls.Unclock();
}
void RenderCurrent(FFlatVertex *newptr, unsigned int primtype, unsigned int *poffset = NULL, unsigned int *pcount = NULL)
{
unsigned int offset;
unsigned int count = GetCount(newptr, &offset);
RenderArray(primtype, offset, count);
if (poffset) *poffset = offset;
if (pcount) *pcount = count;
}
#endif
uint32_t *GetIndexPointer() const
{
return ibo_id == 0 ? &ibo_data[0] : nullptr;
}
void Reset()
{
mCurIndex = mIndex;
}
void Map();
void Unmap();
};
class FSkyVertexBuffer : public FVertexBuffer, public FSkyDomeCreator
{
void RenderRow(int prim, int row);
public:
FSkyVertexBuffer();
void RenderDome(FMaterial *tex, int mode);
void BindVBO();
};
class FModelVertexBuffer : public FVertexBuffer, public IModelVertexBuffer
{
int mIndexFrame[2];
FModelVertex *vbo_ptr;
uint32_t ibo_id;
public:
FModelVertexBuffer(bool needindex, bool singleframe);
~FModelVertexBuffer();
FModelVertex *LockVertexBuffer(unsigned int size) override;
void UnlockVertexBuffer() override;
unsigned int *LockIndexBuffer(unsigned int size) override;
void UnlockIndexBuffer() override;
void SetupFrame(FModelRenderer *renderer, unsigned int frame1, unsigned int frame2, unsigned int size) override;
void BindVBO() override;
};
#define VSO ((FSkyVertex*)NULL)
#endif