obs-StreamFX/source/obs/gs/gs-vertexbuffer.hpp
Michael Fabian 'Xaymar' Dirks 4cf2a399f4 Update Copyright headers
These now include all history, which has fixed some headers that used to be wrong.
2023-09-30 09:25:30 +02:00

162 lines
3.7 KiB
C++

// AUTOGENERATED COPYRIGHT HEADER START
// Copyright (C) 2017-2023 Michael Fabian 'Xaymar' Dirks <info@xaymar.com>
// Copyright (C) 2022 lainon <GermanAizek@yandex.ru>
// AUTOGENERATED COPYRIGHT HEADER END
#pragma once
#include "common.hpp"
#include "gs-limits.hpp"
#include "gs-vertex.hpp"
namespace streamfx::obs::gs {
class vertex_buffer {
uint32_t _capacity;
uint32_t _size;
uint8_t _layers;
// OBS GS Data
std::shared_ptr<gs_vertbuffer_t> _buffer;
std::shared_ptr<gs_vb_data> _data;
// Memory Storage
vec3* _positions;
vec3* _normals;
vec3* _tangents;
uint32_t* _colors;
gs_tvertarray* _uv_layers;
vec4* _uvs[MAXIMUM_UVW_LAYERS];
// OBS compatability
gs_vb_data* _obs_data;
void initialize(uint32_t capacity, uint8_t layers);
void finalize();
public:
virtual ~vertex_buffer();
/*!
* \brief Create a Vertex Buffer with the default number of Vertices.
*/
vertex_buffer() : vertex_buffer(MAXIMUM_VERTICES, MAXIMUM_UVW_LAYERS) {}
/*!
* \brief Create a Vertex Buffer with a specific number of Vertices.
*
* \param vertices Number of vertices to store.
*/
vertex_buffer(uint32_t vertices) : vertex_buffer(vertices, MAXIMUM_UVW_LAYERS) {}
/*!
* \brief Create a Vertex Buffer with a specific number of Vertices and uv layers.
*
* \param vertices Number of vertices to store.
* \param layers Number of uv layers to store.
*/
vertex_buffer(uint32_t vertices, uint8_t layers);
/*!
* \brief Create a copy of a Vertex Buffer
* Full Description below
*
* \param other The Vertex Buffer to copy
*/
vertex_buffer(gs_vertbuffer_t* other);
// Copy Constructor & Assignments
/*!
* \brief Copy Constructor
*
*
* \param other
*/
vertex_buffer(vertex_buffer const& other);
/*!
* \brief Copy Assignment
* Unsafe operation and as such marked as deleted.
*
* \param other
*/
void operator=(vertex_buffer const& other);
// Move Constructor & Assignments
/*!
* \brief Move Constructor
*
*
* \param other
*/
vertex_buffer(vertex_buffer const&& other) noexcept;
/*!
* \brief Move Assignment
*
*
* \param other
*/
void operator=(vertex_buffer const&& other) noexcept;
void resize(uint32_t new_size);
uint32_t size();
uint32_t capacity();
bool empty();
const streamfx::obs::gs::vertex at(uint32_t idx);
const streamfx::obs::gs::vertex operator[](uint32_t const pos);
void set_uv_layers(uint8_t layers);
uint8_t get_uv_layers();
/*!
* \brief Directly access the positions buffer
* Returns the internal memory that is assigned to hold all vertex positions.
*
* \return A <vec3*> that points at the first vertex's position.
*/
vec3* get_positions();
/*!
* \brief Directly access the normals buffer
* Returns the internal memory that is assigned to hold all vertex normals.
*
* \return A <vec3*> that points at the first vertex's normal.
*/
vec3* get_normals();
/*!
* \brief Directly access the tangents buffer
* Returns the internal memory that is assigned to hold all vertex tangents.
*
* \return A <vec3*> that points at the first vertex's tangent.
*/
vec3* get_tangents();
/*!
* \brief Directly access the colors buffer
* Returns the internal memory that is assigned to hold all vertex colors.
*
* \return A <uint32_t*> that points at the first vertex's color.
*/
uint32_t* get_colors();
/*!
* \brief Directly access the uv buffer
* Returns the internal memory that is assigned to hold all vertex uvs.
*
* \return A <vec4*> that points at the first vertex's uv.
*/
vec4* get_uv_layer(uint8_t idx);
gs_vertbuffer_t* update();
gs_vertbuffer_t* update(bool refreshGPU);
};
} // namespace streamfx::obs::gs