#pragma once #include "BsCorePrerequisites.h" #include "BsGpuResourceData.h" #include "BsVertexBuffer.h" #include "BsIndexBuffer.h" #include "BsVertexDeclaration.h" #include "BsDrawOps.h" #include "BsSubMesh.h" #include "BsBounds.h" namespace BansheeEngine { /** * @brief Iterator that allows you to easily populate or read vertex elements * in MeshData. */ template class VertexElemIter { public: VertexElemIter() :mData(nullptr), mEnd(nullptr), mByteStride(0), mNumElements(0) { } VertexElemIter(UINT8* data, UINT32 byteStride, UINT32 numElements) :mData(data), mByteStride(byteStride), mNumElements(numElements) { mEnd = mData + byteStride * numElements; } /** * @brief Adds a new value to the iterators current position and * advances the iterator. */ void addValue(const T& value) { setValue(value); moveNext(); } /** * @brief Sets a new value at the iterators current position. */ void setValue(const T& value) { memcpy(mData, &value, sizeof(T)); } /** * @brief Returns the value at the iterators current position. */ T& getValue() { return *((T*)mData); } /** * @brief Moves the iterator to the next position. Returns true * if there are more elements. */ bool moveNext() { #ifdef BS_DEBUG_MODE if(mData >= mEnd) { BS_EXCEPT(InternalErrorException, "Vertex element iterator out of buffer bounds."); } #endif mData += mByteStride; return mData < mEnd; } /** * @brief Returns the number of elements this iterator can iterate over. */ UINT32 getNumElements() const { return mNumElements; } private: UINT8* mData; UINT8* mEnd; UINT32 mByteStride; UINT32 mNumElements; }; /** * @brief Contains per-vertex bone weights and indexes used * for skinning, for up to four bones. */ struct BoneWeight { int index0; int index1; int index2; int index3; float weight0; float weight1; float weight2; float weight3; }; /** * @brief Contains mesh vertex and index data used for initializing, updating and reading mesh data from Mesh. */ class BS_CORE_EXPORT MeshData : public GpuResourceData { public: /** * @brief Constructs a new object that can hold number of vertices described by the provided vertex data description. As well * as a number of indices of the provided type. */ MeshData(UINT32 numVertices, UINT32 numIndexes, const VertexDataDescPtr& vertexData, IndexType indexType = IT_32BIT); ~MeshData(); /** * @brief Copies data from "data" parameter into the internal buffer for the specified semantic. * * @param semantic Semantic that allows the engine to connect the data to a shader input slot. * @param data Vertex data, containing at least "size" bytes. * @param size The size of the data. Must be the size of the vertex element type * number of vertices. * @param semanticIdx (optional) If there are multiple semantics with the same name, use different index to differentiate between them. * @param streamIdx (optional) Zero-based index of the stream. Each stream will internally be represented as a single vertex buffer. */ void setVertexData(VertexElementSemantic semantic, UINT8* data, UINT32 size, UINT32 semanticIdx = 0, UINT32 streamIdx = 0); /** * @brief Copies data from the internal buffer to the pre-allocated buffer for the specified semantic. * * @param semantic Semantic that allows the engine to connect the data to a shader input slot. * @param data Buffer that will receive vertex data, of at least "size" bytes. * @param size The size of the data. Must be the size of the vertex element type * number of vertices. * @param semanticIdx (optional) If there are multiple semantics with the same name, use different index to differentiate between them. * @param streamIdx (optional) Zero-based index of the stream. Each stream will internally be represented as a single vertex buffer. */ void getVertexData(VertexElementSemantic semantic, UINT8* data, UINT32 size, UINT32 semanticIdx = 0, UINT32 streamIdx = 0); /** * @brief Returns an iterator you can use for easily retrieving or setting Vector2 vertex elements. This is the preferred * method of assigning or reading vertex data. * * @note If vertex data of this type/semantic/index/stream doesn't exist and exception will be thrown. */ VertexElemIter getVec2DataIter(VertexElementSemantic semantic, UINT32 semanticIdx = 0, UINT32 streamIdx = 0); /** * @brief Returns an iterator you can use for easily retrieving or setting Vector3 vertex elements. This is the preferred * method of assigning or reading vertex data. * * @note If vertex data of this type/semantic/index/stream doesn't exist and exception will be thrown. */ VertexElemIter getVec3DataIter(VertexElementSemantic semantic, UINT32 semanticIdx = 0, UINT32 streamIdx = 0); /** * @brief Returns an iterator you can use for easily retrieving or setting Vector4 vertex elements. This is the preferred * method of assigning or reading vertex data. * * @note If vertex data of this type/semantic/index/stream doesn't exist and exception will be thrown. */ VertexElemIter getVec4DataIter(VertexElementSemantic semantic, UINT32 semanticIdx = 0, UINT32 streamIdx = 0); /** * @brief Returns an iterator you can use for easily retrieving or setting DWORD vertex elements. This is the preferred * method of assigning or reading vertex data. * * @note If vertex data of this type/semantic/index/stream doesn't exist and exception will be thrown. */ VertexElemIter getDWORDDataIter(VertexElementSemantic semantic, UINT32 semanticIdx = 0, UINT32 streamIdx = 0); /** * @brief Returns the total number of vertices this object can hold. */ UINT32 getNumVertices() const { return mNumVertices; } /** * @brief Returns the total number of indices this object can hold. */ UINT32 getNumIndices() const; /** * @brief Returns a 16-bit pointer to the start of the internal index buffer. */ UINT16* getIndices16() const; /** * @brief Returns a 32-bit pointer to the start of the internal index buffer. */ UINT32* getIndices32() const; /** * @brief Returns the size of an index element in bytes. */ UINT32 getIndexElementSize() const; /** * @brief Returns the type of an index element. */ IndexType getIndexType() const { return mIndexType; } /** * @brief Returns the pointer to the first element of the specified type. If you want to * iterate over all elements you need to call getVertexStride() to get the number * of bytes you need to advance between each element. * * @param semantic Semantic that allows the engine to connect the data to a shader input slot. * @param semanticIdx (optional) If there are multiple semantics with the same name, use different index to differentiate between them. * @param streamIdx (optional) Zero-based index of the stream. Each stream will internally be represented as a single vertex buffer. * * @return null if it fails, else the element data. */ UINT8* getElementData(VertexElementSemantic semantic, UINT32 semanticIdx = 0, UINT32 streamIdx = 0) const; /** * @brief Returns an offset into the internal buffer where this element with the provided semantic starts. * Offset is provided in number of bytes. * * @param semantic Semantic that allows the engine to connect the data to a shader input slot. * @param semanticIdx (optional) If there are multiple semantics with the same name, use different index to differentiate between them. * @param streamIdx (optional) Zero-based index of the stream. Each stream will internally be represented as a single vertex buffer. */ UINT32 getElementOffset(VertexElementSemantic semantic, UINT32 semanticIdx = 0, UINT32 streamIdx = 0) const; /** * @brief Returns an object that describes data contained in a single vertex. */ const VertexDataDescPtr& getVertexDesc() const { return mVertexData; } /** * @brief Return the size (in bytes) of the entire buffer. */ UINT32 getSize() const { return getInternalBufferSize(); } /** * @brief Calculates the bounds of all vertices stored in the internal buffer. */ Bounds calculateBounds() const; /** * @brief Combines a number of submeshes and their mesh data into one large mesh data buffer. * * @param elements Data containing vertices and indices referenced by the submeshes. Number of elements * must be the same as number of submeshes. * @param subMeshes Submeshes representing vertex and index range to take from mesh data and combine. Number of * submeshes must match the number of provided MeshData elements. * @param [out] subMeshes Outputs all combined sub-meshes with their new index and vertex offsets referencing * the newly created MeshData. * * @returns Combined mesh data containing all vertices and indexes references by the provided sub-meshes. */ static MeshDataPtr combine(const Vector& elements, const Vector>& allSubMeshes, Vector& subMeshes); protected: /** * @brief Returns the size of the internal buffer in bytes. */ UINT32 getInternalBufferSize() const override; private: /** * @brief Returns a pointer to the start of the index buffer. */ UINT8* getIndexData() const { return getData(); } /** * @brief Returns a pointer to the start of the specified vertex stream. */ UINT8* getStreamData(UINT32 streamIdx) const; /** * @brief Returns an offset in bytes to the start of the index buffer from the start of the * internal buffer. */ UINT32 getIndexBufferOffset() const; /** * @brief Returns an offset in bytes to the start of the stream from the start of the * internal buffer. */ UINT32 getStreamOffset(UINT32 streamIdx = 0) const; /** * @brief Returns the size of the index buffer in bytes. */ UINT32 getIndexBufferSize() const; /** * @brief Returns the size of the specified stream in bytes. */ UINT32 getStreamSize(UINT32 streamIdx) const; /** * @brief Returns the size of all the streams in bytes. */ UINT32 getStreamSize() const; /** * @brief Returns the data needed for iterating over the requested vertex element. * * @param semantic Semantic of the element we are looking for. * @param semanticIdx If there are multiple semantics with the same name, use different index to differentiate between them. * @param streamIdx Zero-based index of the stream the element resides in. * @param [out] data Pointer to the start of this elements data. * @param [out] stride Number of bytes between vertex elements of this type. */ void getDataForIterator(VertexElementSemantic semantic, UINT32 semanticIdx, UINT32 streamIdx, UINT8*& data, UINT32& stride) const; private: friend class Mesh; friend class MeshCore; friend class MeshHeap; friend class MeshHeapCore; UINT32 mDescBuilding; UINT32 mNumVertices; UINT32 mNumIndices; IndexType mIndexType; VertexDataDescPtr mVertexData; /************************************************************************/ /* SERIALIZATION */ /************************************************************************/ private: MeshData(); // Serialization only public: friend class MeshDataRTTI; static RTTITypeBase* getRTTIStatic(); virtual RTTITypeBase* getRTTI() const override; }; }