gs-vertex: Allocate memory if none is assigned

Allows code to directly use GS::Vertex for their own purposes without having to rely on GS::VertexBuffer, which comes with the added overhead of allocating GPU memory.
This commit is contained in:
Michael Fabian 'Xaymar' Dirks 2018-01-19 02:58:57 +01:00
parent 823bac9b13
commit b4d63e919e
2 changed files with 36 additions and 0 deletions

View File

@ -18,3 +18,31 @@
*/
#include "gs-vertex.h"
#include "util-memory.h"
GS::Vertex::Vertex() {
this->hasStore = true;
this->store = util::malloc_aligned(16, sizeof(vec3) * 3 + sizeof(uint32_t) + sizeof(vec4)*MAXIMUM_UVW_LAYERS);
this->position = reinterpret_cast<vec3*>(store);
this->normal = reinterpret_cast<vec3*>(reinterpret_cast<char*>(store) + (16 * 1));
this->tangent = reinterpret_cast<vec3*>(reinterpret_cast<char*>(store) + (16 * 2));
for (size_t n = 0; n < MAXIMUM_UVW_LAYERS; n++) {
this->uv[n] = reinterpret_cast<vec4*>(reinterpret_cast<char*>(store) + (16 * (2 + n)));
}
this->color = reinterpret_cast<uint32_t*>(reinterpret_cast<char*>(store) + (16 * (3 + MAXIMUM_UVW_LAYERS)));
}
GS::Vertex::~Vertex() {
if (hasStore)
util::free_aligned(store);
}
GS::Vertex::Vertex(vec3* p, vec3* n, vec3* t, uint32_t* col, vec4* uvs[MAXIMUM_UVW_LAYERS])
: position(p), normal(n), tangent(t), color(col) {
if (uvs != nullptr) {
for (size_t idx = 0; idx < MAXIMUM_UVW_LAYERS; idx++) {
this->uv[idx] = uvs[idx];
}
}
this->hasStore = false;
}

View File

@ -35,5 +35,13 @@ namespace GS {
vec3* tangent;
uint32_t* color;
vec4* uv[MAXIMUM_UVW_LAYERS];
Vertex();
Vertex(vec3* p, vec3* n, vec3* t, uint32_t* col, vec4* uv[MAXIMUM_UVW_LAYERS]);
~Vertex();
private:
bool hasStore;
void* store;
};
}