This repository has been archived on 2025-02-27. You can view files and clone it, but cannot push or open issues or pull requests.
CnC_Renegade/Code/ww3d2/dx8vertexbuffer.h

257 lines
9.5 KiB
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/dx8vertexbuffer.h $*
* *
* Original Author:: Jani Penttinen *
* *
* $Author:: Jani_p $*
* *
* $Modtime:: 7/09/01 8:15p $*
* *
* $Revision:: 25 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#if defined(_MSC_VER)
#pragma once
#endif
#ifndef DX8VERTEXBUFFER_H
#define DX8VERTEXBUFFER_H
#include "always.h"
#include "wwdebug.h"
#include "refcount.h"
#include "dx8fvf.h"
const unsigned dynamic_fvf_type=D3DFVF_XYZ|D3DFVF_NORMAL|D3DFVF_TEX2|D3DFVF_DIFFUSE;
class DX8Wrapper;
class SortingRendererClass;
class Vector2;
class Vector3;
class Vector4;
class StringClass;
class DX8VertexBufferClass;
class FVFInfoClass;
struct IDirect3DVertexBuffer8;
class VertexBufferClass;
struct VertexFormatXYZNDUV2;
class VertexBufferLockClass
{
protected:
VertexBufferClass* VertexBuffer;
void* Vertices;
// This class can't be used directly, so constructor as to be protected
VertexBufferLockClass(VertexBufferClass* vertex_buffer_) : VertexBuffer(vertex_buffer_) {}
public:
void* Get_Vertex_Array() { return Vertices; }
};
/**
** DX8VertexBufferClass
** This class wraps a DX8 vertex buffer. Use the lock objects to modify or append to the vertex buffer.
*/
class VertexBufferClass : public RefCountClass
{
protected:
VertexBufferClass(unsigned type, unsigned FVF, unsigned short VertexCount);
virtual ~VertexBufferClass();
public:
inline const FVFInfoClass& FVF_Info() const { return *fvf_info; }
inline unsigned short Get_Vertex_Count() const { return VertexCount; }
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 : public VertexBufferLockClass
{
public:
WriteLockClass(VertexBufferClass* vertex_buffer);
~WriteLockClass();
};
class AppendLockClass : public VertexBufferLockClass
{
public:
AppendLockClass(VertexBufferClass* vertex_buffer,unsigned start_index, unsigned index_range);
~AppendLockClass();
};
static unsigned Get_Total_Buffer_Count();
static unsigned Get_Total_Allocated_Vertices();
static unsigned Get_Total_Allocated_Memory();
protected:
unsigned type;
unsigned short VertexCount;
mutable int engine_refs;
FVFInfoClass* fvf_info;
};
/**
** Dynamic vertex buffer access is a wrapper to a single cycled dynamic vertex
** buffer.
** DynamicVBAccess gains an access to the dynamic vertex buffer and only
** only of these are allowed at any one time.
**
** The dynamic fvf buffers are always of the same type.
**
** NOTE: Dynamic vertex buffers accessors should only be used locally!
**
*/
class DynamicVBAccessClass
{
friend DX8Wrapper;
friend SortingRendererClass;
const FVFInfoClass& FVFInfo;
unsigned Type;
unsigned short VertexCount;
unsigned short VertexBufferOffset;
VertexBufferClass* VertexBuffer;
// static VertexFormatXYZNDUV2* _Get_Sorting_Vertex_Array();
void Allocate_Sorting_Dynamic_Buffer();
void Allocate_DX8_Dynamic_Buffer();
public:
// Type parameter can be either BUFFER_TYPE_DYNAMIC_DX8 or BUFFER_TYPE_DYNAMIC_SORTING.
// Note: Even though the constructor takes fvf as a parameter, currently the
// only acceptable parameter is "dynamic_fvf_type". Any other type will
// result to an assert.
DynamicVBAccessClass(unsigned type,unsigned fvf,unsigned short vertex_count);
~DynamicVBAccessClass();
// Access fvf
const FVFInfoClass& FVF_Info() const { return FVFInfo; }
unsigned Get_Type() const { return Type; }
unsigned short Get_Vertex_Count() const { return VertexCount; }
// Call at the end of the execution, or at whatever time you wish to release
// the recycled dynamic vertex buffer.
static void _Deinit();
static void _Reset(bool frame_changed);
// To lock the vertex buffer, create instance of this write class locally.
// The buffer is automatically unlocked when you exit the scope.
class WriteLockClass// : public VertexBufferLockClass
{
DynamicVBAccessClass* DynamicVBAccess;
VertexFormatXYZNDUV2 * Vertices;
public:
WriteLockClass(DynamicVBAccessClass* vb_access);
~WriteLockClass();
// Use this function to get a pointer to the first vertex you can write into.
// If we ever change the format used by DynamicVBAccessClass, then the
// return type of this function will change and we'll easily find all code
// using it.
VertexFormatXYZNDUV2 * Get_Formatted_Vertex_Array();
};
friend WriteLockClass;
};
// ----------------------------------------------------------------------------
inline VertexFormatXYZNDUV2 * DynamicVBAccessClass::WriteLockClass::Get_Formatted_Vertex_Array()
{
// assert that the format of the dynamic vertex buffer is still what we think it is.
WWASSERT(DynamicVBAccess->VertexBuffer->FVF_Info().Get_FVF() == (D3DFVF_XYZ|D3DFVF_NORMAL|D3DFVF_TEX2|D3DFVF_DIFFUSE));
return Vertices;
}
// ----------------------------------------------------------------------------
/**
** DX8VertexBufferClass
** This class wraps a DX8 vertex buffer. Use the lock objects to modify or append to the vertex buffer.
*/
class DX8VertexBufferClass : public VertexBufferClass
{
protected:
~DX8VertexBufferClass();
public:
enum UsageType {
USAGE_DEFAULT=0,
USAGE_DYNAMIC=1,
USAGE_SOFTWAREPROCESSING=2,
USAGE_NPATCHES=4
};
DX8VertexBufferClass(unsigned FVF, unsigned short VertexCount, UsageType usage=USAGE_DEFAULT);
DX8VertexBufferClass(const Vector3* vertices, const Vector3* normals, const Vector2* tex_coords, unsigned short VertexCount,UsageType usage=USAGE_DEFAULT);
DX8VertexBufferClass(const Vector3* vertices, const Vector3* normals, const Vector4* diffuse, const Vector2* tex_coords, unsigned short VertexCount,UsageType usage=USAGE_DEFAULT);
DX8VertexBufferClass(const Vector3* vertices, const Vector4* diffuse, const Vector2* tex_coords, unsigned short VertexCount,UsageType usage=USAGE_DEFAULT);
DX8VertexBufferClass(const Vector3* vertices, const Vector2* tex_coords, unsigned short VertexCount,UsageType usage=USAGE_DEFAULT);
IDirect3DVertexBuffer8* Get_DX8_Vertex_Buffer() { return VertexBuffer; }
void Copy(const Vector3* loc, unsigned first_vertex, unsigned count);
void Copy(const Vector3* loc, const Vector2* uv, unsigned first_vertex, unsigned count);
void Copy(const Vector3* loc, const Vector3* norm, unsigned first_vertex, unsigned count);
void Copy(const Vector3* loc, const Vector3* norm, const Vector2* uv, unsigned first_vertex, unsigned count);
void Copy(const Vector3* loc, const Vector3* norm, const Vector2* uv, const Vector4* diffuse, unsigned first_vertex, unsigned count);
void Copy(const Vector3* loc, const Vector2* uv, const Vector4* diffuse, unsigned first_vertex, unsigned count);
protected:
IDirect3DVertexBuffer8* VertexBuffer;
void Create_Vertex_Buffer(UsageType usage);
};
/**
** SortingVertexBufferClass
** This class acts as a vertex buffer for the vertices that need to be passed to alpha renderer.
*/
class SortingVertexBufferClass : public VertexBufferClass
{
friend DX8Wrapper;
friend SortingRendererClass;
friend VertexBufferClass::WriteLockClass;
friend VertexBufferClass::AppendLockClass;
friend DynamicVBAccessClass::WriteLockClass;
VertexFormatXYZNDUV2* VertexBuffer;
protected:
~SortingVertexBufferClass();
public:
SortingVertexBufferClass(unsigned short VertexCount);
};
#endif //DX8VERTEXBUFFER_H