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CnC_Renegade/Code/ww3d2/dx8indexbuffer.h

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C++

/*
** Command & Conquer Renegade(tm)
** Copyright 2025 Electronic Arts Inc.
**
** This program is free software: you can redistribute it and/or modify
** it under the terms of the GNU 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 General Public License for more details.
**
** You should have received a copy of the GNU General Public License
** along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
/***********************************************************************************************
*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
***********************************************************************************************
* *
* Project Name : ww3d *
* *
* $Archive:: /Commando/Code/ww3d2/dx8indexbuffer.h $*
* *
* Original Author:: Greg Hjelstrom *
* *
* $Author:: Jani_p $*
* *
* $Modtime:: 7/10/01 12:27p $*
* *
* $Revision:: 12 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#if defined(_MSC_VER)
#pragma once
#endif
#ifndef DX8INDEXBUFFER_H
#define DX8INDEXBUFFER_H
#include "always.h"
#include "wwdebug.h"
#include "refcount.h"
#include "sphere.h"
class DX8Wrapper;
class SortingRendererClass;
struct IDirect3DIndexBuffer8;
class DX8IndexBufferClass;
class SortingIndexBufferClass;
// ----------------------------------------------------------------------------
class IndexBufferClass : public RefCountClass
{
protected:
virtual ~IndexBufferClass();
public:
IndexBufferClass(unsigned type, unsigned short index_count);
void Copy(unsigned int* indices,unsigned start_index,unsigned index_count);
void Copy(unsigned short* indices,unsigned start_index,unsigned index_count);
inline unsigned short Get_Index_Count() const { return index_count; }
inline unsigned Type() const { return type; }
void Add_Engine_Ref() const;
void Release_Engine_Ref() const;
inline unsigned Engine_Refs() const { return engine_refs; }
class WriteLockClass
{
IndexBufferClass* index_buffer;
unsigned short* indices;
public:
WriteLockClass(IndexBufferClass* index_buffer);
~WriteLockClass();
unsigned short* Get_Index_Array() { return indices; }
};
class AppendLockClass
{
IndexBufferClass* index_buffer;
unsigned short* indices;
public:
AppendLockClass(IndexBufferClass* index_buffer,unsigned start_index, unsigned index_range);
~AppendLockClass();
unsigned short* Get_Index_Array() { return indices; }
};
static unsigned Get_Total_Buffer_Count();
static unsigned Get_Total_Allocated_Indices();
static unsigned Get_Total_Allocated_Memory();
protected:
mutable int engine_refs;
unsigned short index_count; // number of indices
unsigned type;
};
// HY 2/14/01
// Created
class DynamicIBAccessClass
{
friend DX8Wrapper;
friend SortingRendererClass;
unsigned Type;
unsigned short IndexCount;
unsigned short IndexBufferOffset;
IndexBufferClass* IndexBuffer;
void Allocate_Sorting_Dynamic_Buffer();
void Allocate_DX8_Dynamic_Buffer();
public:
DynamicIBAccessClass(unsigned short type, unsigned short index_count);
~DynamicIBAccessClass();
unsigned Get_Type() const { return Type; }
unsigned short Get_Index_Count() const { return IndexCount; }
// Call at the end of the execution, or at whatever time you wish to release
// the recycled dynamic index buffer.
static void _Deinit();
static void _Reset(bool frame_changed);
// To lock the index buffer, create instance of this write class locally.
// The buffer is automatically unlocked when you exit the scope.
class WriteLockClass
{
DynamicIBAccessClass* DynamicIBAccess;
unsigned short* Indices;
public:
WriteLockClass(DynamicIBAccessClass* ib_access);
~WriteLockClass();
unsigned short* Get_Index_Array() { return Indices; }
};
friend WriteLockClass;
};
/**
** DX8IndexBufferClass
** This class wraps a DX8 index buffer.
*/
class DX8IndexBufferClass : public IndexBufferClass
{
friend IndexBufferClass::WriteLockClass;
friend IndexBufferClass::AppendLockClass;
public:
enum UsageType {
USAGE_DEFAULT=0,
USAGE_DYNAMIC=1,
USAGE_SOFTWAREPROCESSING=2,
USAGE_NPATCHES=4
};
DX8IndexBufferClass(unsigned short index_count,UsageType usage=USAGE_DEFAULT);
~DX8IndexBufferClass();
void Copy(unsigned int* indices,unsigned start_index,unsigned index_count);
void Copy(unsigned short* indices,unsigned start_index,unsigned index_count);
inline IDirect3DIndexBuffer8* Get_DX8_Index_Buffer() { return index_buffer; }
private:
IDirect3DIndexBuffer8* index_buffer; // actual dx8 index buffer
};
class SortingIndexBufferClass : public IndexBufferClass
{
friend DX8Wrapper;
friend SortingRendererClass;
friend IndexBufferClass::WriteLockClass;
friend IndexBufferClass::AppendLockClass;
friend DynamicIBAccessClass::WriteLockClass;
public:
SortingIndexBufferClass(unsigned short index_count);
~SortingIndexBufferClass();
protected:
unsigned short* index_buffer;
};
#endif //DX8INDEXBUFFER_H