You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
289 lines
8.8 KiB
289 lines
8.8 KiB
//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======//
|
|
//
|
|
// Purpose:
|
|
//
|
|
// $NoKeywords: $
|
|
//
|
|
//===========================================================================//
|
|
|
|
|
|
#ifndef MESHDX10_H
|
|
#define MESHDX10_H
|
|
|
|
#ifdef _WIN32
|
|
#pragma once
|
|
#endif
|
|
|
|
#include "meshbase.h"
|
|
#include "shaderapi/ishaderdevice.h"
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Forward declaration
|
|
//-----------------------------------------------------------------------------
|
|
struct ID3D10Buffer;
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Dx10 implementation of a vertex buffer
|
|
//-----------------------------------------------------------------------------
|
|
class CVertexBufferDx10 : public CVertexBufferBase
|
|
{
|
|
typedef CVertexBufferBase BaseClass;
|
|
|
|
// Methods of IVertexBuffer
|
|
public:
|
|
virtual int VertexCount() const;
|
|
virtual VertexFormat_t GetVertexFormat() const;
|
|
virtual bool Lock( int nMaxVertexCount, bool bAppend, VertexDesc_t &desc );
|
|
virtual void Unlock( int nWrittenVertexCount, VertexDesc_t &desc );
|
|
virtual bool IsDynamic() const;
|
|
virtual void BeginCastBuffer( VertexFormat_t format );
|
|
virtual void EndCastBuffer( );
|
|
virtual int GetRoomRemaining() const;
|
|
|
|
// Other public methods
|
|
public:
|
|
// constructor, destructor
|
|
CVertexBufferDx10( ShaderBufferType_t type, VertexFormat_t fmt, int nVertexCount, const char *pBudgetGroupName );
|
|
virtual ~CVertexBufferDx10();
|
|
|
|
ID3D10Buffer* GetDx10Buffer() const;
|
|
int VertexSize() const;
|
|
|
|
// Only used by dynamic buffers, indicates the next lock should perform a discard.
|
|
void Flush();
|
|
|
|
protected:
|
|
// Creates, destroys the index buffer
|
|
bool Allocate( );
|
|
void Free();
|
|
|
|
ID3D10Buffer *m_pVertexBuffer;
|
|
VertexFormat_t m_VertexFormat;
|
|
int m_nVertexCount;
|
|
int m_nBufferSize;
|
|
int m_nFirstUnwrittenOffset;
|
|
bool m_bIsLocked : 1;
|
|
bool m_bIsDynamic : 1;
|
|
bool m_bFlush : 1; // Used only for dynamic buffers, indicates to discard the next time
|
|
|
|
#ifdef _DEBUG
|
|
static int s_nBufferCount;
|
|
#endif
|
|
};
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// inline methods for CVertexBufferDx10
|
|
//-----------------------------------------------------------------------------
|
|
inline ID3D10Buffer* CVertexBufferDx10::GetDx10Buffer() const
|
|
{
|
|
return m_pVertexBuffer;
|
|
}
|
|
|
|
inline int CVertexBufferDx10::VertexSize() const
|
|
{
|
|
return VertexFormatSize( m_VertexFormat );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Dx10 implementation of an index buffer
|
|
//-----------------------------------------------------------------------------
|
|
class CIndexBufferDx10 : public CIndexBufferBase
|
|
{
|
|
typedef CIndexBufferBase BaseClass;
|
|
|
|
// Methods of IIndexBuffer
|
|
public:
|
|
virtual int IndexCount() const;
|
|
virtual MaterialIndexFormat_t IndexFormat() const;
|
|
virtual int GetRoomRemaining() const;
|
|
virtual bool Lock( int nMaxIndexCount, bool bAppend, IndexDesc_t &desc );
|
|
virtual void Unlock( int nWrittenIndexCount, IndexDesc_t &desc );
|
|
virtual void ModifyBegin( bool bReadOnly, int nFirstIndex, int nIndexCount, IndexDesc_t& desc );
|
|
virtual void ModifyEnd( IndexDesc_t& desc );
|
|
virtual bool IsDynamic() const;
|
|
virtual void BeginCastBuffer( MaterialIndexFormat_t format );
|
|
virtual void EndCastBuffer( );
|
|
|
|
// Other public methods
|
|
public:
|
|
// constructor, destructor
|
|
CIndexBufferDx10( ShaderBufferType_t type, MaterialIndexFormat_t fmt, int nIndexCount, const char *pBudgetGroupName );
|
|
virtual ~CIndexBufferDx10();
|
|
|
|
ID3D10Buffer* GetDx10Buffer() const;
|
|
MaterialIndexFormat_t GetIndexFormat() const;
|
|
|
|
// Only used by dynamic buffers, indicates the next lock should perform a discard.
|
|
void Flush();
|
|
|
|
protected:
|
|
// Creates, destroys the index buffer
|
|
bool Allocate( );
|
|
void Free();
|
|
|
|
// Returns the size of the index in bytes
|
|
int IndexSize() const;
|
|
|
|
ID3D10Buffer *m_pIndexBuffer;
|
|
MaterialIndexFormat_t m_IndexFormat;
|
|
int m_nIndexCount;
|
|
int m_nBufferSize;
|
|
int m_nFirstUnwrittenOffset; // Used only for dynamic buffers, indicates where it's safe to write (nooverwrite)
|
|
bool m_bIsLocked : 1;
|
|
bool m_bIsDynamic : 1;
|
|
bool m_bFlush : 1; // Used only for dynamic buffers, indicates to discard the next time
|
|
|
|
#ifdef _DEBUG
|
|
static int s_nBufferCount;
|
|
#endif
|
|
};
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Returns the size of the index in bytes
|
|
//-----------------------------------------------------------------------------
|
|
inline int CIndexBufferDx10::IndexSize() const
|
|
{
|
|
switch( m_IndexFormat )
|
|
{
|
|
default:
|
|
case MATERIAL_INDEX_FORMAT_UNKNOWN:
|
|
return 0;
|
|
case MATERIAL_INDEX_FORMAT_16BIT:
|
|
return 2;
|
|
case MATERIAL_INDEX_FORMAT_32BIT:
|
|
return 4;
|
|
}
|
|
}
|
|
|
|
inline ID3D10Buffer* CIndexBufferDx10::GetDx10Buffer() const
|
|
{
|
|
return m_pIndexBuffer;
|
|
}
|
|
|
|
inline MaterialIndexFormat_t CIndexBufferDx10::GetIndexFormat() const
|
|
{
|
|
return m_IndexFormat;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Dx10 implementation of a mesh
|
|
//-----------------------------------------------------------------------------
|
|
class CMeshDx10 : public CMeshBase
|
|
{
|
|
public:
|
|
CMeshDx10();
|
|
virtual ~CMeshDx10();
|
|
|
|
// FIXME: Make this work! Unsupported methods of IIndexBuffer
|
|
virtual bool Lock( int nMaxIndexCount, bool bAppend, IndexDesc_t& desc ) { Assert(0); return false; }
|
|
virtual void Unlock( int nWrittenIndexCount, IndexDesc_t& desc ) { Assert(0); }
|
|
virtual int GetRoomRemaining() const { Assert(0); return 0; }
|
|
virtual void ModifyBegin( bool bReadOnly, int nFirstIndex, int nIndexCount, IndexDesc_t& desc ) { Assert(0); }
|
|
virtual void ModifyEnd( IndexDesc_t& desc ) { Assert(0); }
|
|
virtual void Spew( int nIndexCount, const IndexDesc_t & desc ) { Assert(0); }
|
|
virtual void ValidateData( int nIndexCount, const IndexDesc_t &desc ) { Assert(0); }
|
|
virtual bool Lock( int nVertexCount, bool bAppend, VertexDesc_t &desc ) { Assert(0); return false; }
|
|
virtual void Unlock( int nVertexCount, VertexDesc_t &desc ) { Assert(0); }
|
|
virtual void Spew( int nVertexCount, const VertexDesc_t &desc ) { Assert(0); }
|
|
virtual void ValidateData( int nVertexCount, const VertexDesc_t & desc ) { Assert(0); }
|
|
virtual bool IsDynamic() const { Assert(0); return false; }
|
|
virtual void BeginCastBuffer( MaterialIndexFormat_t format ) { Assert(0); }
|
|
virtual void BeginCastBuffer( VertexFormat_t format ) { Assert(0); }
|
|
virtual void EndCastBuffer( ) { Assert(0); }
|
|
|
|
void LockMesh( int numVerts, int numIndices, MeshDesc_t& desc );
|
|
void UnlockMesh( int numVerts, int numIndices, MeshDesc_t& desc );
|
|
|
|
void ModifyBeginEx( bool bReadOnly, int firstVertex, int numVerts, int firstIndex, int numIndices, MeshDesc_t& desc );
|
|
void ModifyBegin( int firstVertex, int numVerts, int firstIndex, int numIndices, MeshDesc_t& desc );
|
|
void ModifyEnd( MeshDesc_t& desc );
|
|
|
|
// returns the # of vertices (static meshes only)
|
|
int VertexCount() const;
|
|
|
|
virtual void BeginPass( ) {}
|
|
virtual void RenderPass( const unsigned char *pInstanceCommandBuffer ) {}
|
|
virtual bool HasColorMesh() const { return false; }
|
|
virtual bool IsUsingMorphData() const { return false; }
|
|
virtual bool HasFlexMesh() const { return false; }
|
|
virtual VertexStreamSpec_t *GetVertexStreamSpec() const { return NULL; }
|
|
virtual void DrawInstances( MaterialPrimitiveType_t type, int nCount, const MeshInstanceData_t *pInstanceData ) {}
|
|
|
|
// Sets the primitive type
|
|
void SetPrimitiveType( MaterialPrimitiveType_t type );
|
|
|
|
// Using vertex ID stream?
|
|
bool IsUsingVertexID() const { return false; }
|
|
|
|
// Using tessellation for subd surfaces?
|
|
TessellationMode_t GetTessellationType() const { return TESSELLATION_MODE_DISABLED; }
|
|
|
|
// Draws the entire mesh
|
|
void Draw(int firstIndex, int numIndices);
|
|
void DrawModulated( const Vector4D &vecDiffuseModulation, int firstIndex, int numIndices) {}
|
|
|
|
void Draw(CPrimList *pPrims, int nPrims);
|
|
|
|
// Copy verts and/or indices to a mesh builder. This only works for temp meshes!
|
|
virtual void CopyToMeshBuilder(
|
|
int iStartVert, // Which vertices to copy.
|
|
int nVerts,
|
|
int iStartIndex, // Which indices to copy.
|
|
int nIndices,
|
|
int indexOffset, // This is added to each index.
|
|
CMeshBuilder &builder );
|
|
|
|
// Spews the mesh data
|
|
void Spew( int numVerts, int numIndices, const MeshDesc_t & desc );
|
|
|
|
void ValidateData( int numVerts, int numIndices, const MeshDesc_t & desc );
|
|
|
|
// gets the associated material
|
|
IMaterial* GetMaterial();
|
|
|
|
void SetColorMesh( IMesh *pColorMesh, int nVertexOffset )
|
|
{
|
|
}
|
|
|
|
|
|
virtual int IndexCount() const
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
virtual MaterialIndexFormat_t IndexFormat() const
|
|
{
|
|
Assert( 0 );
|
|
return MATERIAL_INDEX_FORMAT_UNKNOWN;
|
|
}
|
|
|
|
virtual void SetFlexMesh( IMesh *pMesh, int nVertexOffset ) {}
|
|
|
|
virtual void DisableFlexMesh() {}
|
|
|
|
virtual void MarkAsDrawn() {}
|
|
|
|
virtual VertexFormat_t GetVertexFormat() const { return VERTEX_POSITION; }
|
|
|
|
virtual IMesh *GetMesh()
|
|
{
|
|
return this;
|
|
}
|
|
|
|
private:
|
|
enum
|
|
{
|
|
VERTEX_BUFFER_SIZE = 1024 * 1024
|
|
};
|
|
|
|
unsigned char* m_pVertexMemory;
|
|
};
|
|
|
|
#endif // MESHDX10_H
|
|
|