#pragma once #include "BsCorePrerequisites.h" #include "BsVertexDeclaration.h" namespace BansheeEngine { /** * @brief Contains information about layout of vertices in a buffer. * This is very similar to VertexDeclaration but unlike VertexDeclaration it has no * render API object to back it up and is very lightweight. */ class BS_CORE_EXPORT VertexDataDesc : public IReflectable { public: VertexDataDesc() {} /** * @brief Informs the internal buffer that it needs to make room for the specified vertex element. If a vertex * with same stream and semantics already exists it will just be updated. * * @param type Type of the vertex element. Determines size. * @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. */ void addVertElem(VertexElementType type, VertexElementSemantic semantic, UINT32 semanticIdx = 0, UINT32 streamIdx = 0); /** * @brief Query if we have vertex data for the specified semantic. */ bool hasElement(VertexElementSemantic semantic, UINT32 semanticIdx = 0, UINT32 streamIdx = 0) const; /** * @brief Returns the size in bytes of the vertex element with the specified semantic. */ UINT32 getElementSize(VertexElementSemantic semantic, UINT32 semanticIdx = 0, UINT32 streamIdx = 0) const; /** * @brief Returns offset of the vertex from start of the stream in bytes. */ UINT32 getElementOffsetFromStream(VertexElementSemantic semantic, UINT32 semanticIdx = 0, UINT32 streamIdx = 0) const; /** * @brief Gets vertex stride in bytes (offset from one vertex to another) in the specified stream. */ UINT32 getVertexStride(UINT32 streamIdx) const; /** * @brief Gets vertex stride in bytes (offset from one vertex to another) in all the streams. */ UINT32 getVertexStride() const; /** * @brief Gets offset in bytes from the start of the internal buffer to the start of the specified stream. */ UINT32 getStreamOffset(UINT32 streamIdx) const; /** * @brief Returns the number of vertex elements. */ UINT32 getNumElements() const { return (UINT32)mVertexElements.size(); } /** * @brief Returns the vertex element at the specified index. */ const VertexElement& getElement(UINT32 idx) const { return mVertexElements[idx]; } /** * @brief Creates a list of vertex elements from internal data. */ List createElements() const; /** * @brief Creates a new empty vertex data descriptor. */ static VertexDataDescPtr create(); private: friend class Mesh; friend class MeshCore; friend class MeshHeap; friend class MeshHeapCore; /** * @brief Returns the largest stream index of all the stored vertex elements. */ UINT32 getMaxStreamIdx() const; /** * @brief Checks if any of the vertex elements use the specified stream index. */ bool hasStream(UINT32 streamIdx) const; /** * @brief Removes a vertex element of the specified type and semantics if it exists. */ void clearIfItExists(VertexElementType type, VertexElementSemantic semantic, UINT32 semanticIdx, UINT32 streamIdx); private: Vector mVertexElements; /************************************************************************/ /* SERIALIZATION */ /************************************************************************/ public: friend class VertexDataDescRTTI; static RTTITypeBase* getRTTIStatic(); virtual RTTITypeBase* getRTTI() const override; }; }