mirror of
https://github.com/Xaymar/obs-StreamFX
synced 2024-11-11 14:25:05 +00:00
182 lines
4.2 KiB
C++
182 lines
4.2 KiB
C++
/*
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* Modern effects for a modern Streamer
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* Copyright (C) 2017 Michael Fabian Dirks
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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#pragma once
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#include <cinttypes>
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#include "gs-limits.hpp"
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#include "gs-vertex.hpp"
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#include "util-math.hpp"
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#include "util-memory.hpp"
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// OBS
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#ifdef _MSC_VER
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#pragma warning(push)
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#pragma warning(disable : 4201)
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#endif
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#include <graphics/graphics.h>
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#ifdef _MSC_VER
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#pragma warning(pop)
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#endif
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namespace gs {
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class vertex_buffer {
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uint32_t _size;
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uint32_t _capacity;
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uint32_t _layers;
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// Memory Storage
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vec3* _positions;
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vec3* _normals;
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vec3* _tangents;
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uint32_t* _colors;
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vec4* _uvs[MAXIMUM_UVW_LAYERS];
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// OBS GS Data
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gs_vb_data* _data;
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gs_vertbuffer_t* _buffer;
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gs_tvertarray* _layer_data;
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void initialize(size_t capacity, size_t layers);
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public:
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virtual ~vertex_buffer();
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/*!
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* \brief Create a Vertex Buffer with the default number of Vertices.
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*/
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vertex_buffer();
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/*!
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* \brief Create a Vertex Buffer with a specific number of Vertices.
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*
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* \param vertices Number of vertices to store.
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*/
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vertex_buffer(uint32_t vertices);
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/*!
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* \brief Create a Vertex Buffer with a specific number of Vertices and uv layers.
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*
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* \param vertices Number of vertices to store.
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* \param layers Number of uv layers to store.
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*/
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vertex_buffer(uint32_t vertices, uint8_t layers);
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/*!
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* \brief Create a copy of a Vertex Buffer
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* Full Description below
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*
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* \param other The Vertex Buffer to copy
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*/
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vertex_buffer(gs_vertbuffer_t* other);
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// Copy Constructor & Assignments
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/*!
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* \brief Copy Constructor
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*
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*
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* \param other
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*/
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vertex_buffer(vertex_buffer const& other);
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/*!
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* \brief Copy Assignment
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* Unsafe operation and as such marked as deleted.
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*
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* \param other
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*/
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void operator=(vertex_buffer const& other) = delete;
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// Move Constructor & Assignments
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/*!
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* \brief Move Constructor
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*
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*
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* \param other
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*/
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vertex_buffer(vertex_buffer const&& other) noexcept;
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/*!
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* \brief Move Assignment
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*
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*
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* \param other
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*/
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void operator=(vertex_buffer const&& other) noexcept;
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void resize(uint32_t new_size);
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uint32_t size();
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bool empty();
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const gs::vertex at(uint32_t idx);
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const gs::vertex operator[](uint32_t const pos);
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void set_uv_layers(uint32_t layers);
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uint32_t get_uv_layers();
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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* get_positions();
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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* get_normals();
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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* get_tangents();
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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* get_colors();
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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* get_uv_layer(size_t idx);
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gs_vertbuffer_t* update();
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gs_vertbuffer_t* update(bool refreshGPU);
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};
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} // namespace gs
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