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https://github.com/Xaymar/obs-StreamFX
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gs-vertexbuffer: Functions to directly access internal buffers
Skips the previously necessary step to call At(0) and use the pointers stored in GS::Vertex to directly write to the buffers.
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2 changed files with 62 additions and 0 deletions
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@ -265,6 +265,28 @@ uint32_t GS::VertexBuffer::GetUVLayers() {
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return m_layers;
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}
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vec3* GS::VertexBuffer::GetPositions() {
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return m_positions;
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}
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vec3* GS::VertexBuffer::GetNormals() {
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return m_normals;
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}
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vec3* GS::VertexBuffer::GetTangents() {
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return m_tangents;
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}
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uint32_t* GS::VertexBuffer::GetColors() {
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return m_colors;
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}
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vec4* GS::VertexBuffer::GetUVLayer(size_t idx) {
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if ((idx < 0) || (idx >= m_layers)) {
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throw std::out_of_range("idx out of range");
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}
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return m_uvs[idx];
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}
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gs_vertbuffer_t* GS::VertexBuffer::Update(bool refreshGPU) {
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if (!refreshGPU)
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@ -114,6 +114,46 @@ namespace GS {
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uint32_t GetUVLayers();
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/*!
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* \brief Directly access the positions buffer
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* Returns the internal memory that is assigned to hold all vertex positions.
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*
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* \return A <vec3*> that points at the first vertex's position.
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*/
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vec3* GetPositions();
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/*!
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* \brief Directly access the normals buffer
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* Returns the internal memory that is assigned to hold all vertex normals.
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*
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* \return A <vec3*> that points at the first vertex's normal.
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*/
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vec3* GetNormals();
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/*!
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* \brief Directly access the tangents buffer
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* Returns the internal memory that is assigned to hold all vertex tangents.
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*
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* \return A <vec3*> that points at the first vertex's tangent.
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*/
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vec3* GetTangents();
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/*!
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* \brief Directly access the colors buffer
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* Returns the internal memory that is assigned to hold all vertex colors.
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*
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* \return A <uint32_t*> that points at the first vertex's color.
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*/
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uint32_t* GetColors();
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/*!
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* \brief Directly access the uv buffer
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* Returns the internal memory that is assigned to hold all vertex uvs.
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*
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* \return A <vec4*> that points at the first vertex's uv.
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*/
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vec4* GetUVLayer(size_t idx);
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#pragma region Update / Grab GS object
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gs_vertbuffer_t* Update();
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