//********************************** Banshee Engine (www.banshee3d.com) **************************************************// //**************** Copyright (c) 2016 Marko Pintera (marko.pintera@gmail.com). All rights reserved. **********************// #pragma once #include "BsCorePrerequisites.h" #include "RenderAPI/BsVertexDeclaration.h" namespace bs { /** @addtogroup Resources * @{ */ /** * 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() {} /** * 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[in] type Type of the vertex element. Determines size. * @param[in] semantic Semantic that allows the engine to connect the data to a shader input slot. * @param[in] semanticIdx (optional) If there are multiple semantics with the same name, use different * index to differentiate between them. * @param[in] streamIdx (optional) Zero-based index of the stream. Each stream will internally be * represented as a single vertex buffer. * @param[in] instanceStepRate Determines at what rate does vertex element data advance. Zero means each vertex * will advance the data pointer and receive new data (standard behaviour). Values * larger than one are relevant for instanced rendering and determine how often do * instances advance the vertex element (for example a value of 1 means each * instance will retrieve a new value for this vertex element, a value of 2 means * each second instance will, etc.). */ void addVertElem(VertexElementType type, VertexElementSemantic semantic, UINT32 semanticIdx = 0, UINT32 streamIdx = 0, UINT32 instanceStepRate = 0); /** Query if we have vertex data for the specified semantic. */ bool hasElement(VertexElementSemantic semantic, UINT32 semanticIdx = 0, UINT32 streamIdx = 0) const; /** Returns the size in bytes of the vertex element with the specified semantic. */ UINT32 getElementSize(VertexElementSemantic semantic, UINT32 semanticIdx = 0, UINT32 streamIdx = 0) const; /** Returns offset of the vertex from start of the stream in bytes. */ UINT32 getElementOffsetFromStream(VertexElementSemantic semantic, UINT32 semanticIdx = 0, UINT32 streamIdx = 0) const; /** Gets vertex stride in bytes (offset from one vertex to another) in the specified stream. */ UINT32 getVertexStride(UINT32 streamIdx) const; /** Gets vertex stride in bytes (offset from one vertex to another) in all the streams. */ UINT32 getVertexStride() const; /** Gets offset in bytes from the start of the internal buffer to the start of the specified stream. */ UINT32 getStreamOffset(UINT32 streamIdx) const; /** Returns the number of vertex elements. */ UINT32 getNumElements() const { return (UINT32)mVertexElements.size(); } /** Returns the vertex element at the specified index. */ const VertexElement& getElement(UINT32 idx) const { return mVertexElements[idx]; } /** Returns the vertex element with the specified semantic. */ const VertexElement* getElement(VertexElementSemantic semantic, UINT32 semanticIdx = 0, UINT32 streamIdx = 0) const; /** Creates a list of vertex elements from internal data. */ List createElements() const; /** Creates a new empty vertex data descriptor. */ static SPtr create(); private: friend class Mesh; friend class ct::Mesh; friend class MeshHeap; friend class ct::MeshHeap; /** Returns the largest stream index of all the stored vertex elements. */ UINT32 getMaxStreamIdx() const; /** Checks if any of the vertex elements use the specified stream index. */ bool hasStream(UINT32 streamIdx) const; /** 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; }; /** @} */ }