Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright 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() {}
virtual bool HasColorMesh() const { return false; }
virtual bool IsUsingMorphData() const { return false; }
virtual bool HasFlexMesh() const { return false; }
// Sets the primitive type
void SetPrimitiveType( MaterialPrimitiveType_t type );
// Draws the entire mesh
void Draw(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 unsigned ComputeMemoryUsed() { return 0; }
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