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109 lines
3.4 KiB
109 lines
3.4 KiB
#ifndef MESHGL_H |
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#define MESHGL_H |
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#include "utlvector.h" |
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#include "materialsystem/imaterialsystem.h" |
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#include "shaderapi/ishaderutil.h" |
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#include "shaderapi/ishaderapi.h" |
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#include "materialsystem/imesh.h" |
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#include "materialsystem/idebugtextureinfo.h" |
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#include "materialsystem/deformations.h" |
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//----------------------------------------------------------------------------- |
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// The empty mesh |
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//----------------------------------------------------------------------------- |
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class CGLMesh : public IMesh |
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{ |
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public: |
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CGLMesh( bool bIsDynamic ); |
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virtual ~CGLMesh(); |
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// FIXME: Make this work! Unsupported methods of IIndexBuffer + IVertexBuffer |
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virtual bool Lock( int nMaxIndexCount, bool bAppend, IndexDesc_t& desc ); |
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virtual void Unlock( int nWrittenIndexCount, IndexDesc_t& desc ); |
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virtual void ModifyBegin( bool bReadOnly, int nFirstIndex, int nIndexCount, IndexDesc_t& desc ); |
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virtual void ModifyEnd( IndexDesc_t& desc ); |
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virtual void Spew( int nIndexCount, const IndexDesc_t & desc ); |
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virtual void ValidateData( int nIndexCount, const IndexDesc_t &desc ); |
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virtual bool Lock( int nVertexCount, bool bAppend, VertexDesc_t &desc ); |
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virtual void Unlock( int nVertexCount, VertexDesc_t &desc ); |
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virtual void Spew( int nVertexCount, const VertexDesc_t &desc ); |
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virtual void ValidateData( int nVertexCount, const VertexDesc_t & desc ); |
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virtual bool IsDynamic() const { return m_bIsDynamic; } |
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virtual void BeginCastBuffer( VertexFormat_t format ) {} |
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virtual void BeginCastBuffer( MaterialIndexFormat_t format ) {} |
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virtual void EndCastBuffer( ) {} |
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virtual int GetRoomRemaining() const { return 0; } |
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virtual MaterialIndexFormat_t IndexFormat() const { return MATERIAL_INDEX_FORMAT_UNKNOWN; } |
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void LockMesh( int numVerts, int numIndices, MeshDesc_t& desc ); |
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void UnlockMesh( int numVerts, int numIndices, MeshDesc_t& desc ); |
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void ModifyBeginEx( bool bReadOnly, int firstVertex, int numVerts, int firstIndex, int numIndices, MeshDesc_t& desc ); |
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void ModifyBegin( int firstVertex, int numVerts, int firstIndex, int numIndices, MeshDesc_t& desc ); |
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void ModifyEnd( MeshDesc_t& desc ); |
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// returns the # of vertices (static meshes only) |
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int VertexCount() const; |
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// Sets the primitive type |
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void SetPrimitiveType( MaterialPrimitiveType_t type ); |
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// Draws the entire mesh |
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void Draw(int firstIndex, int numIndices); |
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void Draw(CPrimList *pPrims, int nPrims); |
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// Copy verts and/or indices to a mesh builder. This only works for temp meshes! |
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virtual void CopyToMeshBuilder( |
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int iStartVert, // Which vertices to copy. |
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int nVerts, |
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int iStartIndex, // Which indices to copy. |
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int nIndices, |
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int indexOffset, // This is added to each index. |
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CMeshBuilder &builder ); |
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// Spews the mesh data |
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void Spew( int numVerts, int numIndices, const MeshDesc_t & desc ); |
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void ValidateData( int numVerts, int numIndices, const MeshDesc_t & desc ); |
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// gets the associated material |
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IMaterial* GetMaterial(); |
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void SetColorMesh( IMesh *pColorMesh, int nVertexOffset ) |
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{ |
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} |
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virtual int IndexCount() const |
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{ |
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return 0; |
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} |
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virtual void SetFlexMesh( IMesh *pMesh, int nVertexOffset ) {} |
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virtual void DisableFlexMesh() {} |
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virtual void MarkAsDrawn() {} |
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virtual unsigned ComputeMemoryUsed() { return 0; } |
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virtual VertexFormat_t GetVertexFormat() const { return VERTEX_POSITION; } |
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virtual IMesh *GetMesh() |
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{ |
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return this; |
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} |
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private: |
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enum |
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{ |
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VERTEX_BUFFER_SIZE = 1024 * 1024 |
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}; |
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unsigned char* m_pVertexMemory; |
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bool m_bIsDynamic; |
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}; |
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#endif |