VertexBuffer相关代码修正至可编译(未做使用测试)

This commit is contained in:
2018-11-30 19:26:08 +08:00
parent 03900a66b0
commit 6394ad8b74
27 changed files with 1880 additions and 58602 deletions

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#ifndef HGL_GRAPH_PIXEL_COMPENT_INCLUDE
#define HGL_GRAPH_PIXEL_COMPENT_INCLUDE
#include<GLEWCore/glew.h>
namespace hgl
{
namespace graph
{
/**
* 顶点象素成份枚举
*/
enum PixelCompoment
{
HGL_PC_NONE=0,
//单通道
HGL_PC_ALPHA,
HGL_PC_DEPTH,
HGL_PC_LUMINANCE,
//2通道
HGL_PC_LUMINANCE_ALPHA,
//3通道
HGL_PC_RGB,
//4通道
HGL_PC_RGBA,
HGL_PC_RGB_SPECULAR,
HGL_PC_RGB_DEPTH,
HGL_PC_NORMAL_HEIGHT,
//4通道 2+2模式
HGL_PC_RGB_NORMAL,
HGL_PC_NORMAL_TANGENT,
HGL_PC_END
};//enum PixelCompoment
}//namespace graph
}//namespace hgl
#endif//HGL_GRAPH_PIXEL_COMPENT_INCLUDE

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inc/hgl/graph/VertexArray.h Normal file
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#ifndef HGL_GRAPH_VERTEX_ARRAY_INCLUDE
#define HGL_GRAPH_VERTEX_ARRAY_INCLUDE
#include<hgl/type/List.h>
#include<hgl/graph/VertexBuffer.h>
#include<hgl/graph/PixelCompoment.h>
#include<hgl/math/Math.h>
namespace hgl
{
namespace graph
{
/**
* 顶点阵列数据
*/
class VertexArray
{
protected:
uint primitive; ///<绘制的图元类型
ObjectList<VertexBufferBase> vertex_buffer_list; ///<顶点数据缓冲区
AABB aabb; ///<AABB绑定盒
OBB obb; ///<OBB绑定盒
int vertex_compoment; ///<顶点属性格式
PixelCompoment color_compoment; ///<颜色属性格式
VertexBufferBase *element_buffer;
VertexBufferBase *vertex_buffer;
VertexBufferBase *color_buffer;
private:
bool _SetVertexBuffer (VertexBufferBase *); ///<真实设置顶点缓冲区数据
bool _SetElementBuffer (); ///<真实设置索引缓冲区数据
public:
VertexArray(uint prim,uint max_vertex_attrib);
~VertexArray()=default;
uint GetPrimitive ()const{return primitive;} ///<取得要绘制的图元类型
public: //通用顶点缓冲区设置
int AddVertexAttribBuffer (VertexBufferBase *); ///<设置顶点缓冲区数据
VertexBufferBase * GetVertexAttribBuffer (int index){return vertex_buffer_list[index];} ///<取得顶点缓冲区数据
bool ClearVertexAttribBuffer (int index){return vertex_buffer_list.Delete(index);} ///<清除顶点缓冲区数据
void ClearVertexAttribBuffers (){vertex_buffer_list.Clear();} ///<清除所有顶点缓冲区数据
public: //索引缓冲区设置
bool SetElementBuffer(VertexBufferBase *vb)
{
if(!vb)return(false);
element_buffer=vb;
return(true);
}
public: //顶点格式相关
bool SetVertexBuffer(VertexBufferBase *vb)
{
if(!vb)return(false);
vertex_compoment=vb->GetComponent();
return(AddVertexAttribBuffer(vb)>=0);
}
int GetVertexCompoment()const{return vertex_compoment;} ///<取得顶点数据成分数量
public: //颜色格式相关
PixelCompoment GetColorCompoment()const{return color_compoment;} ///<取得顶点颜色格式
bool SetColor(VertexBufferBase *vb,PixelCompoment cf)
{
if(!vb)return(false);
if(cf<=HGL_PC_NONE||cf>=HGL_PC_END)return(false);
color_compoment=cf;
return(AddVertexAttribBuffer(vb)>=0);
}
public: //绑定盒相关
void SetBoundingBox (const Vector3f &min_v,Vector3f &max_v)
{
aabb.minPoint=POINT_VEC(min_v);
aabb.maxPoint=POINT_VEC(max_v);
obb.SetFrom(aabb);
}
const AABB & GetAABB ()const{return aabb;} ///<取得AABB绑定盒
const OBB & GetOBB ()const{return obb;} ///<取得OBB绑定盒
const Vector3f GetCenter ()const ///<取得中心点
{
return POINT_TO_FLOAT3(obb.CenterPoint());
}
void GetBoundingBox (Vector3f &min_v,Vector3f &max_v) ///<取得最小顶点和最大顶点
{
min_v=POINT_TO_FLOAT3(aabb.minPoint);
max_v=POINT_TO_FLOAT3(aabb.maxPoint);
}
public:
int GetDrawCount (); ///<取得可绘制的数据总数量
};//class VertexArray
}//namespace graph
}//namespace hgl
#endif//HGL_GRAPH_VERTEX_ARRAY_INCLUDE

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#ifndef HGL_VERTEX_BUFFER_OBJECT_INCLUDE
#define HGL_VERTEX_BUFFER_OBJECT_INCLUDE
#include<hgl/type/Color3f.h>
#include<hgl/type/Color4f.h>
#include<hgl/type/RectScope.h>
// #include<hgl/type/BaseString.h>
#include<hgl/graph/VertexBufferBase.h>
//#include<hgl/LogInfo.h>
#include<GLEWCore/glew.h>
namespace hgl
{
namespace graph
{
class VertexBufferControl;
/**
* 顶点属性数据实际模板
*/
template<typename T,int C> class VertexBuffer:public VertexBufferBase
{
protected:
T *mem_type; ///<符合当前类型的地址
T *access; ///<当前访问地址
T *start; ///<访问起始地址
public:
VertexBuffer(int _size,const T *_data=nullptr,uint level=GL_STATIC_DRAW):VertexBufferBase(level,C*_size*sizeof(T))
{
dc_num=C;
count=_size;
mem_type=(T *)GetData();
access=0;
start=0;
if(_data)
memcpy(mem_type,_data,bytes);
}
virtual ~VertexBuffer()=default;
int GetDataBytes()const
{
return sizeof(T);
}
void SetCount(int _count)
{
count=_count;
SetDataSize(_count*C*sizeof(T));
mem_type=(T *)GetData();
access=0;
start=0;
}
/**
* 取得数据区地址
* @param offset 从第几个数据开始访问
* @return 访问地址
*/
T *Get(int offset=0)
{
if(!mem_type||offset>=count)
{
// LOG_HINT(OS_TEXT("VertexBuffer::Get() out,offset:")+OSString(offset));
return(nullptr);
}
return mem_type+offset*C;
}
/**
* 开始访问数据区
* @param offset 从第几个数据开始访问
* @return 访问地址
*/
void *Begin(int offset=0)
{
if(access)
{
// LOG_HINT(OS_TEXT("VertexBuffer::Begin() access!=0,offset:")+OSString(offset));
return(nullptr);
}
access=Get(offset);
if(access)
start=access;
return access;
}
/**
* 结束访问
*/
void End()
{
ChangeVertexBuffer( ((char *)start )-((char *)mem_type),
((char *)access)-((char *)start),
start);
access=nullptr;
start=nullptr;
}
/**
* 写入指定数量的数据
* @param vp 数据指针
* @param number 数据数量
*/
bool WriteData(const T *vp,const int number)
{
if(!this->access||this->access+C*number>this->mem_end)
{
// LOG_HINT(OS_TEXT("VertexBuffer::Write(const T *,number) out,number:")+OSString(number));
return(false);
}
memcpy(access,vp,C*number*sizeof(T));
access+=C*number;
return(true);
}
};//class VertexBuffer
/**
* 一元数据缓冲区
*/
template<typename T> class VertexBuffer1:public VertexBuffer<T,1>
{
public:
using VertexBuffer<T,1>::VertexBuffer;
virtual ~VertexBuffer1()=default;
uint GetDataType()const;
bool Write(const T v1)
{
if(!this->access||this->access+1>this->mem_end)
{
// LOG_HINT(OS_TEXT("VertexBuffer1::Write(const T) out"));
return(false);
}
*this->access++=v1;
return(true);
}
/**
* 将一个值重复多次写入缓冲区
* @param v 值
* @param count 写入数量
*/
bool Write(const T v,const int count)
{
if(!this->access||this->access+count>this->mem_end)
{
// LOG_HINT(OS_TEXT("VertexBuffer1::Write(const T,")+OSString(count)+OS_TEXT(") out"));
return(false);
}
hgl_set(this->access,v,count);
this->access+=count;
return(true);
}
};//class VertexBuffer1
/**
* 二元数据缓冲区
*/
template<typename T> class VertexBuffer2:public VertexBuffer<T,2>
{
public:
using VertexBuffer<T,2>::VertexBuffer;
virtual ~VertexBuffer2()=default;
uint GetDataType()const;
bool Write(const T v1,const T v2)
{
if(!this->access||this->access+2>this->mem_end)
{
// LOG_HINT(OS_TEXT("VertexBuffer2::Write(const T ,const T) out"));
return(false);
}
*this->access++=v1;
*this->access++=v2;
return(true);
}
bool Write(const T *v)
{
if(!this->access||this->access+2>this->mem_end)
{
// LOG_HINT(OS_TEXT("VertexBuffer2::Write(T *) out"));
return(false);
}
*this->access++=*v++;
*this->access++=*v;
return(true);
}
bool Write(const Vector2f &v)
{
if(!this->access||this->access+2>this->mem_end)
{
// LOG_HINT(OS_TEXT("VertexBuffer2::Write(vec2 &) out"));
return(false);
}
*this->access++=v.x;
*this->access++=v.y;
return(true);
}
/**
* 将一个值重复多次写入缓冲区
* @param v 值
* @param count 写入数量
*/
bool Write(const Vector2f &v,const int count)
{
if(!this->access||this->access+(count<<1)>this->mem_end)
{
// LOG_HINT(OS_TEXT("VertexBuffer1::Write(const Vector2f &,")+OSString(count)+OS_TEXT(") out"));
return(false);
}
for(int i=0;i<count;i++)
{
*this->access++=v.x;
*this->access++=v.y;
}
return(true);
}
bool WriteLine(const T start_x,const T start_y,const T end_x,const T end_y)
{
if(!this->access||this->access+4>this->mem_end)
{
// LOG_HINT(OS_TEXT("VertexBuffer2::WriteLine(T,T,T,T) out"));
return(false);
}
*this->access++=start_x;
*this->access++=start_y;
*this->access++=end_x;
*this->access++=end_y;
return(true);
}
bool WriteLine(const Vector2f &start,const Vector2f &end)
{
if(!this->access||this->access+4>this->mem_end)
{
// LOG_HINT(OS_TEXT("VertexBuffer2::WriteLine(vec2,vec2) out"));
return(false);
}
*this->access++=start.x;
*this->access++=start.y;
*this->access++=end.x;
*this->access++=end.y;
return(true);
}
/**
* 写入2D三角形
*/
bool WriteTriangle(const Vector2f &v1,const Vector2f &v2,const Vector2f &v3)
{
if(!this->access||this->access+6>this->mem_end)
{
// LOG_HINT(OS_TEXT("VertexBuffer2::WriteTriangle(vec2,vec2,vec2) out"));
return(false);
}
*this->access++=v1.x;
*this->access++=v1.y;
*this->access++=v2.x;
*this->access++=v2.y;
*this->access++=v3.x;
*this->access++=v3.y;
return(true);
}
/**
* 写入2D三角形
*/
bool WriteTriangle(const Vector2f *v)
{
if(!this->access||this->access+6>this->mem_end)
{
// LOG_HINT(OS_TEXT("VertexBuffer2::WriteTriangle(vec2 *) out"));
return(false);
}
*this->access++=v->x;
*this->access++=v->y;
++v;
*this->access++=v->x;
*this->access++=v->y;
++v;
*this->access++=v->x;
*this->access++=v->y;
return(true);
}
/**
* 写入2D四边形坐标数据
*/
bool WriteQuad(const Vector2f &lt,const Vector2f &rt,const Vector2f &rb,const Vector2f &lb)
{
if(WriteTriangle(lt,lb,rb))
if(WriteTriangle(lt,rb,rt))
return(true);
// LOG_HINT(OS_TEXT("VertexBuffer2::WriteQuad(vec2 &,vec2 &,vec2 &,vec2 &) error"));
return(false);
}
/**
* 写入2D矩形两个三角形坐标数据
*/
bool WriteRect(const T left,const T top,const T width,const T height)
{
const Vector2f lt(left ,top);
const Vector2f rt(left+width,top);
const Vector2f rb(left+width,top+height);
const Vector2f lb(left ,top+height);
return WriteQuad(lt,rt,rb,lb);
}
};//class VertexBuffer2
/**
* 三元数据缓冲区
*/
template<typename T> class VertexBuffer3:public VertexBuffer<T,3>
{
public:
using VertexBuffer<T,3>::VertexBuffer;
virtual ~VertexBuffer3()=default;
uint GetDataType()const;
/**
* 计算绑定盒
* @param min_vertex 最小值坐标
* @param max_vertex 最大值坐标
*/
template<typename V>
void GetBoundingBox(V &min_vertex,V &max_vertex)
{
T *p=this->mem_type;
//先以corner为最小值,length为最大值求取最小最大值
min_vertex.x=*p++;
min_vertex.y=*p++;
min_vertex.z=*p++;
max_vertex=min_vertex;
for(int i=1;i<this->count;i++)
{
if(*p<min_vertex.x)min_vertex.x=*p;
if(*p>max_vertex.x)max_vertex.x=*p;
++p;
if(*p<min_vertex.y)min_vertex.y=*p;
if(*p>max_vertex.y)max_vertex.y=*p;
++p;
if(*p<min_vertex.z)min_vertex.z=*p;
if(*p>max_vertex.z)max_vertex.z=*p;
++p;
}
}
bool Write(const T v1,const T v2,const T v3)
{
if(!this->access||this->access+3>this->mem_end)
{
// LOG_HINT(OS_TEXT("VertexBuffer3::Write(T,T,T) out"));
return(false);
}
*this->access++=v1;
*this->access++=v2;
*this->access++=v3;
return(true);
}
bool Write(const T *v)
{
if(!this->access||this->access+3>this->mem_end)
{
// LOG_HINT(OS_TEXT("VertexBuffer3::Write(T *) out"));
return(false);
}
*this->access++=*v++;
*this->access++=*v++;
*this->access++=*v;
return(true);
}
bool Write(const Vector3f &v)
{
if(!this->access||this->access+3>this->mem_end)
{
// LOG_HINT(OS_TEXT("VertexBuffer3::Write(vec3 &) out"));
return(false);
}
*this->access++=v.x;
*this->access++=v.y;
*this->access++=v.z;
return(true);
}
bool Write(const Vector4f &v)
{
if(!this->access||this->access+3>this->mem_end)
{
// LOG_HINT(OS_TEXT("VertexBuffer3::Write(vec4 &) out"));
return(false);
}
*this->access++=v.x;
*this->access++=v.y;
*this->access++=v.z;
return(true);
}
/**
* 将一个值重复多次写入缓冲区
* @param v 值
* @param count 写入数量
*/
bool Write(const Vector3f &v,const int count)
{
if(!this->access||this->access+(count*3)>this->mem_end)
{
// LOG_HINT(OS_TEXT("VertexBuffer3::Write(const Vector3f,")+OSString(count)+OS_TEXT(") out"));
return(false);
}
for(int i=0;i<count;i++)
{
*this->access++=v.x;
*this->access++=v.y;
*this->access++=v.z;
}
return(true);
}
bool Write(const Color3f &v)
{
if(!this->access||this->access+3>this->mem_end)
{
// LOG_HINT(OS_TEXT("VertexBuffer3::Write(color3f &) out"));
return(false);
}
*this->access++=v.r;
*this->access++=v.g;
*this->access++=v.b;
return(true);
}
bool WriteLine(const T start_x,const T start_y,const T start_z,const T end_x,const T end_y,const T end_z)
{
if(!this->access||this->access+6>this->mem_end)
{
// LOG_HINT(OS_TEXT("VertexBuffer3::WriteLine(T,T,T,T,T,T) out"));
return(false);
}
*this->access++=start_x;
*this->access++=start_y;
*this->access++=start_z;
*this->access++=end_x;
*this->access++=end_y;
*this->access++=end_z;
return(true);
}
bool WriteLine(const Vector3f &start,const Vector3f &end)
{
if(!this->access||this->access+6>this->mem_end)
{
// LOG_HINT(OS_TEXT("VertexBuffer3::WriteLine(vec3,vec3) out"));
return(false);
}
*this->access++=start.x;
*this->access++=start.y;
*this->access++=start.z;
*this->access++=end.x;
*this->access++=end.y;
*this->access++=end.z;
return(true);
}
/**
* 写入3D三角形
*/
bool WriteTriangle(const Vector3f &v1,const Vector3f &v2,const Vector3f &v3)
{
if(!this->access||this->access+9>this->mem_end)
{
// LOG_HINT(OS_TEXT("VertexBuffer3::WriteTriangle(vec3,vec3,vec3) out"));
return(false);
}
*this->access++=v1.x;
*this->access++=v1.y;
*this->access++=v1.z;
*this->access++=v2.x;
*this->access++=v2.y;
*this->access++=v2.z;
*this->access++=v3.x;
*this->access++=v3.y;
*this->access++=v3.z;
return(true);
}
/**
* 写入3D三角形
*/
bool WriteTriangle(const Vector3f *v)
{
if(!this->access||this->access+9>this->mem_end)
{
// LOG_HINT(OS_TEXT("VertexBuffer3::WriteTriangle(vec3 *) out"));
return(false);
}
*this->access++=v->x;
*this->access++=v->y;
*this->access++=v->z;
++v;
*this->access++=v->x;
*this->access++=v->y;
*this->access++=v->z;
++v;
*this->access++=v->x;
*this->access++=v->y;
*this->access++=v->z;
return(true);
}
/**
* 写入3D四边形坐标数据
*/
bool WriteQuad(const Vector3f &lt,const Vector3f &rt,const Vector3f &rb,const Vector3f &lb)
{
if(WriteTriangle(lt,lb,rb))
if(WriteTriangle(lt,rb,rt))
return(true);
// LOG_HINT(OS_TEXT("VertexBuffer3::WriteQuad(vec3 &,vec3 &,vec3 &,vec3 &) error"));
return(false);
}
};//class VertexBuffer3
/**
* 四元数据缓冲区
*/
template<typename T> class VertexBuffer4:public VertexBuffer<T,4>
{
public:
using VertexBuffer<T,4>::VertexBuffer;
virtual ~VertexBuffer4()=default;
uint GetDataType()const;
/**
* 计算绑定盒
* @param min_vertex 最小值坐标
* @param max_vertex 最大值坐标
*/
template<typename V>
void GetBoundingBox(V &min_vertex,V &max_vertex)
{
T *p=this->mem_type;
//先以corner为最小值,length为最大值求取最小最大值
min_vertex.x=*p++;
min_vertex.y=*p++;
min_vertex.z=*p++;
max_vertex=min_vertex;
for(int i=1;i<this->count;i++)
{
if(*p<min_vertex.x)min_vertex.x=*p;
if(*p>max_vertex.x)max_vertex.x=*p;
++p;
if(*p<min_vertex.y)min_vertex.y=*p;
if(*p>max_vertex.y)max_vertex.y=*p;
++p;
if(*p<min_vertex.z)min_vertex.z=*p;
if(*p>max_vertex.z)max_vertex.z=*p;
++p;
}
}
bool Write(const T v1,const T v2,const T v3,const T v4)
{
if(!this->access||this->access+4>this->mem_end)
{
// LOG_HINT(OS_TEXT("VertexBuffer4::Write(T,T,T,T) out"));
return(false);
}
*this->access++=v1;
*this->access++=v2;
*this->access++=v3;
*this->access++=v4;
return(true);
}
bool Write(const T *v)
{
if(!this->access||this->access+4>this->mem_end)
{
// LOG_HINT(OS_TEXT("VertexBuffer4::Write(T *) out"));
return(false);
}
*this->access++=*v++;
*this->access++=*v++;
*this->access++=*v++;
*this->access++=*v;
return(true);
}
bool Write(const Vector4f &v)
{
if(!this->access||this->access+4>this->mem_end)
{
// LOG_HINT(OS_TEXT("VertexBuffer4::Write(color4 &) out"));
return(false);
}
*this->access++=v.x;
*this->access++=v.y;
*this->access++=v.z;
*this->access++=v.w;
return(true);
}
bool Write(const Color4f &v)
{
if(!this->access||this->access+4>this->mem_end)
{
// LOG_HINT(OS_TEXT("VertexBuffer4::Write(color4 &) out"));
return(false);
}
*this->access++=v.r;
*this->access++=v.g;
*this->access++=v.b;
*this->access++=v.a;
return(true);
}
/**
* 将一个值重复多次写入缓冲区
* @param v 值
* @param count 写入数量
*/
bool Write(const Vector4f &v,const int count)
{
if(!this->access||this->access+(count<<2)>this->mem_end)
{
// LOG_HINT(OS_TEXT("VertexBuffer4::Write(const Vector4f,")+OSString(count)+OS_TEXT(") out"));
return(false);
}
for(int i=0;i<count;i++)
{
*this->access++=v.x;
*this->access++=v.y;
*this->access++=v.z;
*this->access++=v.w;
}
return(true);
}
bool WriteLine(const T start_x,const T start_y,const T start_z,const T end_x,const T end_y,const T end_z)
{
if(!this->access||this->access+8>this->mem_end)
{
// LOG_HINT(OS_TEXT("VertexBuffer4::WriteLine(T,T,T,T,T,T) out"));
return(false);
}
*this->access++=start_x;
*this->access++=start_y;
*this->access++=start_z;
*this->access++=1.0f;
*this->access++=end_x;
*this->access++=end_y;
*this->access++=end_z;
*this->access++=1.0f;
return(true);
}
bool WriteLine(const Vector3f &start,const Vector3f &end)
{
if(!this->access||this->access+8>this->mem_end)
{
// LOG_HINT(OS_TEXT("VertexBuffer4::WriteLine(vec3,vec3) out"));
return(false);
}
*this->access++=start.x;
*this->access++=start.y;
*this->access++=start.z;
*this->access++=1.0f;
*this->access++=end.x;
*this->access++=end.y;
*this->access++=end.z;
*this->access++=1.0f;
return(true);
}
/**
* 写入3D三角形
*/
bool WriteTriangle(const Vector3f &v1,const Vector3f &v2,const Vector3f &v3)
{
if(!this->access||this->access+12>this->mem_end)
{
// LOG_HINT(OS_TEXT("VertexBuffer4::WriteTriangle(vec3,vec3,vec3) out"));
return(false);
}
*this->access++=v1.x;
*this->access++=v1.y;
*this->access++=v1.z;
*this->access++=1.0f;
*this->access++=v2.x;
*this->access++=v2.y;
*this->access++=v2.z;
*this->access++=1.0f;
*this->access++=v3.x;
*this->access++=v3.y;
*this->access++=v3.z;
*this->access++=1.0f;
return(true);
}
/**
* 写入3D三角形
*/
bool WriteTriangle(const Vector3f *v)
{
if(!this->access||this->access+12>this->mem_end)
{
// LOG_HINT(OS_TEXT("VertexBuffer4::WriteTriangle(vec3 *) out"));
return(false);
}
*this->access++=v->x;
*this->access++=v->y;
*this->access++=v->z;
*this->access++=1.0f;
++v;
*this->access++=v->x;
*this->access++=v->y;
*this->access++=v->z;
*this->access++=1.0f;
++v;
*this->access++=v->x;
*this->access++=v->y;
*this->access++=v->z;
*this->access++=1.0f;
return(true);
}
/**
* 写入2D矩形,注:这个函数会依次写入Left,Top,Width,Height四个值
*/
template<typename V>
bool WriteRectangle2D(const RectScope2<V> &rect)
{
if(!this->access||this->access+4>this->mem_end)
{
// LOG_HINT(OS_TEXT("VertexBuffer4::WriteRectangle2D(RectScope2 ) out"));
return(false);
}
*this->access++=rect.Left;
*this->access++=rect.Top;
*this->access++=rect.Width;
*this->access++=rect.Height;
return(true);
}
/**
* 写入2D矩形,注:这个函数会依次写入Left,Top,Width,Height四个值
*/
template<typename V>
bool WriteRectangle2D(const RectScope2<V> *rect,const int count)
{
if(!this->access||this->access+(4*count)>this->mem_end)
{
// LOG_HINT(OS_TEXT("VertexBuffer4::WriteRectangle2D(RectScope2 *,count) out"));
return(false);
}
for(int i=0;i<count;i++)
{
*this->access++=rect->Left;
*this->access++=rect->Top;
*this->access++=rect->Width;
*this->access++=rect->Height;
++rect;
}
return(true);
}
};//class VertexBuffer4
//缓冲区具体数据类型定义
typedef VertexBuffer1<int8 > VB1i8 ,VB1b; template<> inline uint VertexBuffer1<int8 >::GetDataType()const{return GL_BYTE; }
typedef VertexBuffer1<int16 > VB1i16 ,VB1s; template<> inline uint VertexBuffer1<int16 >::GetDataType()const{return GL_SHORT; }
typedef VertexBuffer1<int32 > VB1i32 ,VB1i; template<> inline uint VertexBuffer1<int32 >::GetDataType()const{return GL_INT; }
typedef VertexBuffer1<uint8 > VB1u8 ,VB1ub; template<> inline uint VertexBuffer1<uint8 >::GetDataType()const{return GL_UNSIGNED_BYTE; }
typedef VertexBuffer1<uint16> VB1u16 ,VB1us; template<> inline uint VertexBuffer1<uint16 >::GetDataType()const{return GL_UNSIGNED_SHORT;}
typedef VertexBuffer1<uint32> VB1u32 ,VB1ui; template<> inline uint VertexBuffer1<uint32 >::GetDataType()const{return GL_UNSIGNED_INT; }
typedef VertexBuffer1<float > VB1f; template<> inline uint VertexBuffer1<float >::GetDataType()const{return GL_FLOAT; }
typedef VertexBuffer1<double> VB1d; template<> inline uint VertexBuffer1<double >::GetDataType()const{return GL_DOUBLE; }
typedef VertexBuffer2<int8 > VB2i8 ,VB2b; template<> inline uint VertexBuffer2<int8 >::GetDataType()const{return GL_BYTE; }
typedef VertexBuffer2<int16 > VB2i16 ,VB2s; template<> inline uint VertexBuffer2<int16 >::GetDataType()const{return GL_SHORT; }
typedef VertexBuffer2<int32 > VB2i32 ,VB2i; template<> inline uint VertexBuffer2<int32 >::GetDataType()const{return GL_INT; }
typedef VertexBuffer2<uint8 > VB2u8 ,VB2ub; template<> inline uint VertexBuffer2<uint8 >::GetDataType()const{return GL_UNSIGNED_BYTE; }
typedef VertexBuffer2<uint16> VB2u16 ,VB2us; template<> inline uint VertexBuffer2<uint16 >::GetDataType()const{return GL_UNSIGNED_SHORT;}
typedef VertexBuffer2<uint32> VB2u32 ,VB2ui; template<> inline uint VertexBuffer2<uint32 >::GetDataType()const{return GL_UNSIGNED_INT; }
typedef VertexBuffer2<float > VB2f; template<> inline uint VertexBuffer2<float >::GetDataType()const{return GL_FLOAT; }
typedef VertexBuffer2<double> VB2d; template<> inline uint VertexBuffer2<double >::GetDataType()const{return GL_DOUBLE; }
typedef VertexBuffer3<int8 > VB3i8 ,VB3b; template<> inline uint VertexBuffer3<int8 >::GetDataType()const{return GL_BYTE; }
typedef VertexBuffer3<int16 > VB3i16 ,VB3s; template<> inline uint VertexBuffer3<int16 >::GetDataType()const{return GL_SHORT; }
typedef VertexBuffer3<int32 > VB3i32 ,VB3i; template<> inline uint VertexBuffer3<int32 >::GetDataType()const{return GL_INT; }
typedef VertexBuffer3<uint8 > VB3u8 ,VB3ub; template<> inline uint VertexBuffer3<uint8 >::GetDataType()const{return GL_UNSIGNED_BYTE; }
typedef VertexBuffer3<uint16> VB3u16 ,VB3us; template<> inline uint VertexBuffer3<uint16 >::GetDataType()const{return GL_UNSIGNED_SHORT;}
typedef VertexBuffer3<uint32> VB3u32 ,VB3ui; template<> inline uint VertexBuffer3<uint32 >::GetDataType()const{return GL_UNSIGNED_INT; }
typedef VertexBuffer3<float > VB3f; template<> inline uint VertexBuffer3<float >::GetDataType()const{return GL_FLOAT; }
typedef VertexBuffer3<double> VB3d; template<> inline uint VertexBuffer3<double >::GetDataType()const{return GL_DOUBLE; }
typedef VertexBuffer4<int8 > VB4i8 ,VB4b; template<> inline uint VertexBuffer4<int8 >::GetDataType()const{return GL_BYTE; }
typedef VertexBuffer4<int16 > VB4i16 ,VB4s; template<> inline uint VertexBuffer4<int16 >::GetDataType()const{return GL_SHORT; }
typedef VertexBuffer4<int32 > VB4i32 ,VB4i; template<> inline uint VertexBuffer4<int32 >::GetDataType()const{return GL_INT; }
typedef VertexBuffer4<uint8 > VB4u8 ,VB4ub; template<> inline uint VertexBuffer4<uint8 >::GetDataType()const{return GL_UNSIGNED_BYTE; }
typedef VertexBuffer4<uint16> VB4u16 ,VB4us; template<> inline uint VertexBuffer4<uint16 >::GetDataType()const{return GL_UNSIGNED_SHORT;}
typedef VertexBuffer4<uint32> VB4u32 ,VB4ui; template<> inline uint VertexBuffer4<uint32 >::GetDataType()const{return GL_UNSIGNED_INT; }
typedef VertexBuffer4<float > VB4f; template<> inline uint VertexBuffer4<float >::GetDataType()const{return GL_FLOAT; }
typedef VertexBuffer4<double> VB4d; template<> inline uint VertexBuffer4<double >::GetDataType()const{return GL_DOUBLE; }
}//namespace graph
}//namespace hgl
#endif//HGL_VERTEX_BUFFER_OBJECT_INCLUDE

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#ifndef HGL_VERTEX_BUFFER_BASE_INCLUDE
#define HGL_VERTEX_BUFFER_BASE_INCLUDE
#include<hgl/type/DataType.h>
namespace hgl
{
namespace graph
{
class VertexBufferControl;
class VertexBufferBase
{
void *mem_data; ///<内存中的数据
protected:
int dc_num; ///<每个数据成员数(比如二维坐标为2、三维坐标为3)
int count; ///<数据个数
int bytes; ///<字节数
void *mem_end; ///<内存数据区访问结束地址
protected:
uint data_level; ///<数据级别
VertexBufferControl *vbc; ///<顶点缓冲区控制器
protected:
void SetDataSize(int size);
public:
VertexBufferBase(uint level,uint size);
virtual ~VertexBufferBase();
virtual uint GetDataType()const=0; ///<取得数据类型
virtual int GetDataBytes()const=0; ///<取得每数据字节数
int GetComponent()const { return dc_num; } ///<取数缓冲区元数据数量
int GetCount()const { return count; } ///<取得数据数量
int GetStride()const { return dc_num*GetDataBytes();} ///<取得每一组数据字节数
void * GetData()const { return mem_data;} ///<取得数据指针
int GetBytes()const { return bytes; } ///<取得数据字节数
public: //以下函数在各渲染器内部实现
bool CreateVertexBuffer(uint type);
void ChangeVertexBuffer(int,int,void *);
//void BindVertexBuffer();
int GetBufferIndex()const; ///<取得缓冲区索引
void CloseVertexBuffer();
};//class VertexBufferBase
}//namespace graph
}//namespace hgl
#endif//HGL_VERTEX_BUFFER_BASE_INCLUDE