obs-StreamFX/source/gs-vertexbuffer.h

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/*
* Modern effects for a modern Streamer
* Copyright (C) 2017 Michael Fabian Dirks
*
* 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 2 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, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
*/
#pragma once
#include "gs-vertex.h"
#include <inttypes.h>
#include <vector>
extern "C" {
#pragma warning( push )
#pragma warning( disable: 4201 )
#include <libobs/graphics/graphics.h>
#pragma warning( pop )
}
namespace GS {
class VertexBuffer : public std::vector<Vertex> {
public:
/*!
* \brief Create a Vertex Buffer with specific size
*
* \param maximumVertices Maximum amount of vertices to store.
*/
VertexBuffer(uint32_t maximumVertices);
/*!
* \brief Create a Vertex Buffer with default size
* This will create a new vertex buffer with the default maximum size.
*
*/
VertexBuffer();
/*!
* \brief Create a copy of a Vertex Buffer
* Full Description below
*
* \param other The Vertex Buffer to copy
*/
VertexBuffer(VertexBuffer& other);
/*!
* \brief Create a Vertex Buffer from a Vertex array
* Full Description below
*
* \param other The Vertex array to use
*/
VertexBuffer(std::vector<Vertex>& other);
VertexBuffer(gs_vertbuffer_t* vb);
virtual ~VertexBuffer();
void set_uv_layers(uint32_t layers);
uint32_t uv_layers();
gs_vertbuffer_t* get();
gs_vertbuffer_t* get(bool refreshGPU);
protected:
uint32_t m_maximumVertices;
uint32_t m_uvwLayers;
gs_vb_data* m_vertexbufferdata;
gs_vertbuffer_t* m_vertexbuffer;
// Data Storage
struct {
std::vector<vec3> positions;
std::vector<vec3> normals;
std::vector<vec3> tangents;
std::vector<uint32_t> colors;
std::vector<std::vector<vec4>> uvws;
std::vector<gs_tvertarray> uvwdata;
} m_data;
};
}