Big buffer refactor
Replaced RenderBuffer class, replaced AbstractBuffer by Buffer
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@@ -18,6 +18,7 @@
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#include <Nazara/Utility/Config.hpp>
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#include <Nazara/Utility/Enums.hpp>
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#include <Nazara/Utility/Skeleton.hpp>
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#include <Nazara/Utility/SoftwareBuffer.hpp>
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#include <Nazara/Utility/SubMesh.hpp>
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#include <Nazara/Utility/VertexDeclaration.hpp>
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#include <Nazara/Utility/VertexStruct.hpp>
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@@ -28,20 +29,35 @@ namespace Nz
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{
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struct NAZARA_UTILITY_API MeshParams : ResourceParameters
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{
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MeshParams();
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// How buffer will be allocated (by default in RAM)
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BufferFactory bufferFactory = &SoftwareBufferFactory;
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BufferUsageFlags indexBufferFlags = 0; ///< Buffer usage flags used to build the index buffers
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BufferUsageFlags vertexBufferFlags = 0; ///< Buffer usage flags used to build the vertex buffers
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Matrix4f matrix = Matrix4f::Identity(); ///< A matrix which will transform every vertex position
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DataStorage storage = DataStorage::Hardware; ///< The place where the buffers will be allocated
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Vector2f texCoordOffset = {0.f, 0.f}; ///< Offset to apply on the texture coordinates (not scaled)
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Vector2f texCoordScale = {1.f, 1.f}; ///< Scale to apply on the texture coordinates
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bool animated = true; ///< If true, will load an animated version of the model if possible
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bool center = false; ///< If true, will center the mesh vertices around the origin
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// Buffer usage flags used to build the index buffers
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BufferUsageFlags indexBufferFlags = BufferUsage::DirectMapping | BufferUsage::Read | BufferUsage::Write;
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// Buffer usage flags used to build the vertex buffers
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BufferUsageFlags vertexBufferFlags = BufferUsage::DirectMapping | BufferUsage::Read | BufferUsage::Write;
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// A matrix which will transform every vertex position
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Matrix4f matrix = Matrix4f::Identity();
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// Offset to apply on the texture coordinates (not scaled)
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Vector2f texCoordOffset = {0.f, 0.f};
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// Scale to apply on the texture coordinates
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Vector2f texCoordScale = {1.f, 1.f};
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// If true, will load an animated version of the model if possible
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bool animated = true;
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// If true, will center the mesh vertices around the origin
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bool center = false;
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// Optimize the index buffers after loading, improve cache locality (and thus rendering speed) but increase loading time.
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#ifndef NAZARA_DEBUG
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bool optimizeIndexBuffers = true; ///< Optimize the index buffers after loading, improve cache locality (and thus rendering speed) but increase loading time.
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bool optimizeIndexBuffers = true;
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#else
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bool optimizeIndexBuffers = false; ///< Since this optimization take a lot of time, especially in debug mode, don't enable it by default in debug.
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bool optimizeIndexBuffers = false;
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#endif
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/* The declaration must have a Vector3f position component enabled
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