BsRendererMeshData.cpp 12 KB

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  1. //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
  2. //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
  3. #include "BsRendererMeshData.h"
  4. #include "BsVertexDataDesc.h"
  5. #include "BsVector2.h"
  6. #include "BsVector3.h"
  7. #include "BsVector4.h"
  8. #include "BsColor.h"
  9. #include "BsPixelUtil.h"
  10. #include "BsRendererManager.h"
  11. #include "BsCoreRenderer.h"
  12. namespace BansheeEngine
  13. {
  14. RendererMeshData::RendererMeshData(UINT32 numVertices, UINT32 numIndices, VertexLayout layout, IndexType indexType)
  15. {
  16. SPtr<VertexDataDesc> vertexDesc = vertexLayoutVertexDesc(layout);
  17. mMeshData = bs_shared_ptr_new<MeshData>(numVertices, numIndices, vertexDesc, indexType);
  18. }
  19. RendererMeshData::RendererMeshData(const SPtr<MeshData>& meshData)
  20. :mMeshData(meshData)
  21. {
  22. }
  23. void RendererMeshData::getPositions(Vector3* buffer, UINT32 size)
  24. {
  25. if (!mMeshData->getVertexDesc()->hasElement(VES_POSITION))
  26. return;
  27. UINT32 numElements = mMeshData->getNumVertices();
  28. assert(numElements * sizeof(Vector3) == size);
  29. mMeshData->getVertexData(VES_POSITION, (UINT8*)buffer, size);
  30. }
  31. void RendererMeshData::setPositions(Vector3* buffer, UINT32 size)
  32. {
  33. if (!mMeshData->getVertexDesc()->hasElement(VES_POSITION))
  34. return;
  35. UINT32 numElements = mMeshData->getNumVertices();
  36. assert(numElements * sizeof(Vector3) == size);
  37. mMeshData->setVertexData(VES_POSITION, (UINT8*)buffer, size);
  38. }
  39. void RendererMeshData::getNormals(Vector3* buffer, UINT32 size)
  40. {
  41. if (!mMeshData->getVertexDesc()->hasElement(VES_NORMAL))
  42. return;
  43. UINT32 numElements = mMeshData->getNumVertices();
  44. assert(numElements * sizeof(Vector3) == size);
  45. UINT8* normalSrc = mMeshData->getElementData(VES_NORMAL);
  46. UINT32 stride = mMeshData->getVertexDesc()->getVertexStride(0);
  47. unpackNormals(normalSrc, buffer, numElements, stride);
  48. }
  49. void RendererMeshData::setNormals(Vector3* buffer, UINT32 size)
  50. {
  51. if (!mMeshData->getVertexDesc()->hasElement(VES_NORMAL))
  52. return;
  53. UINT32 numElements = mMeshData->getNumVertices();
  54. assert(numElements * sizeof(Vector3) == size);
  55. UINT8* normalDst = mMeshData->getElementData(VES_NORMAL);
  56. UINT32 stride = mMeshData->getVertexDesc()->getVertexStride(0);
  57. packNormals(buffer, normalDst, numElements, stride);
  58. }
  59. void RendererMeshData::getTangents(Vector4* buffer, UINT32 size)
  60. {
  61. if (!mMeshData->getVertexDesc()->hasElement(VES_TANGENT))
  62. return;
  63. UINT32 numElements = mMeshData->getNumVertices();
  64. assert(numElements * sizeof(Vector4) == size);
  65. UINT8* tangentSrc = mMeshData->getElementData(VES_TANGENT);
  66. UINT32 stride = mMeshData->getVertexDesc()->getVertexStride(0);
  67. unpackNormals(tangentSrc, buffer, numElements, stride);
  68. }
  69. void RendererMeshData::setTangents(Vector4* buffer, UINT32 size)
  70. {
  71. if (!mMeshData->getVertexDesc()->hasElement(VES_TANGENT))
  72. return;
  73. UINT32 numElements = mMeshData->getNumVertices();
  74. assert(numElements * sizeof(Vector4) == size);
  75. UINT8* tangentDst = mMeshData->getElementData(VES_TANGENT);
  76. UINT32 stride = mMeshData->getVertexDesc()->getVertexStride(0);
  77. packNormals(buffer, tangentDst, numElements, stride);
  78. }
  79. void RendererMeshData::getColors(Color* buffer, UINT32 size)
  80. {
  81. if (!mMeshData->getVertexDesc()->hasElement(VES_COLOR))
  82. return;
  83. UINT32 numElements = mMeshData->getNumVertices();
  84. assert(numElements * sizeof(Vector4) == size);
  85. UINT8* colorSrc = mMeshData->getElementData(VES_COLOR);
  86. UINT32 stride = mMeshData->getVertexDesc()->getVertexStride(0);
  87. Color* colorDst = buffer;
  88. for (UINT32 i = 0; i < numElements; i++)
  89. {
  90. PixelUtil::unpackColor(colorDst, PF_R8G8B8A8, (void*)colorSrc);
  91. colorSrc += stride;
  92. colorDst++;
  93. }
  94. }
  95. void RendererMeshData::setColors(Color* buffer, UINT32 size)
  96. {
  97. if (!mMeshData->getVertexDesc()->hasElement(VES_COLOR))
  98. return;
  99. UINT32 numElements = mMeshData->getNumVertices();
  100. assert(numElements * sizeof(Vector4) == size);
  101. UINT8* colorDst = mMeshData->getElementData(VES_COLOR);
  102. UINT32 stride = mMeshData->getVertexDesc()->getVertexStride(0);
  103. Color* colorSrc = buffer;
  104. for (UINT32 i = 0; i < numElements; i++)
  105. {
  106. PixelUtil::packColor(*colorSrc, PF_R8G8B8A8, (void*)colorDst);
  107. colorSrc++;
  108. colorDst += stride;
  109. }
  110. }
  111. void RendererMeshData::setColors(UINT32* buffer, UINT32 size)
  112. {
  113. if (!mMeshData->getVertexDesc()->hasElement(VES_COLOR))
  114. return;
  115. UINT32 numElements = mMeshData->getNumVertices();
  116. assert(numElements * sizeof(UINT32) == size);
  117. UINT8* colorDst = mMeshData->getElementData(VES_COLOR);
  118. memcpy(colorDst, buffer, size);
  119. }
  120. void RendererMeshData::getUV0(Vector2* buffer, UINT32 size)
  121. {
  122. if (!mMeshData->getVertexDesc()->hasElement(VES_TEXCOORD, 0))
  123. return;
  124. UINT32 numElements = mMeshData->getNumVertices();
  125. assert(numElements * sizeof(Vector2) == size);
  126. mMeshData->getVertexData(VES_TEXCOORD, (UINT8*)buffer, size, 0);
  127. }
  128. void RendererMeshData::setUV0(Vector2* buffer, UINT32 size)
  129. {
  130. if (!mMeshData->getVertexDesc()->hasElement(VES_TEXCOORD, 0))
  131. return;
  132. UINT32 numElements = mMeshData->getNumVertices();
  133. assert(numElements * sizeof(Vector2) == size);
  134. mMeshData->setVertexData(VES_TEXCOORD, (UINT8*)buffer, size, 0);
  135. }
  136. void RendererMeshData::getUV1(Vector2* buffer, UINT32 size)
  137. {
  138. if (!mMeshData->getVertexDesc()->hasElement(VES_TEXCOORD, 1))
  139. return;
  140. UINT32 numElements = mMeshData->getNumVertices();
  141. assert(numElements * sizeof(Vector2) == size);
  142. mMeshData->getVertexData(VES_TEXCOORD, (UINT8*)buffer, size, 1);
  143. }
  144. void RendererMeshData::setUV1(Vector2* buffer, UINT32 size)
  145. {
  146. if (!mMeshData->getVertexDesc()->hasElement(VES_TEXCOORD, 1))
  147. return;
  148. UINT32 numElements = mMeshData->getNumVertices();
  149. assert(numElements * sizeof(Vector2) == size);
  150. mMeshData->setVertexData(VES_TEXCOORD, (UINT8*)buffer, size, 1);
  151. }
  152. void RendererMeshData::getBoneWeights(BoneWeight* buffer, UINT32 size)
  153. {
  154. SPtr<VertexDataDesc> vertexDesc = mMeshData->getVertexDesc();
  155. if (!vertexDesc->hasElement(VES_BLEND_WEIGHTS) ||
  156. !vertexDesc->hasElement(VES_BLEND_INDICES))
  157. return;
  158. UINT32 numElements = mMeshData->getNumVertices();
  159. assert(numElements * sizeof(BoneWeight) == size);
  160. UINT8* weightPtr = mMeshData->getElementData(VES_BLEND_WEIGHTS);
  161. UINT8* indexPtr = mMeshData->getElementData(VES_BLEND_INDICES);
  162. UINT32 stride = vertexDesc->getVertexStride(0);
  163. BoneWeight* weightDst = buffer;
  164. for (UINT32 i = 0; i < numElements; i++)
  165. {
  166. UINT8* indices = indexPtr;
  167. float* weights = (float*)weightPtr;
  168. weightDst->index0 = indices[0];
  169. weightDst->index1 = indices[1];
  170. weightDst->index2 = indices[2];
  171. weightDst->index3 = indices[3];
  172. weightDst->weight0 = weights[0];
  173. weightDst->weight1 = weights[1];
  174. weightDst->weight2 = weights[2];
  175. weightDst->weight3 = weights[3];
  176. weightDst++;
  177. indexPtr += stride;
  178. weightPtr += stride;
  179. }
  180. }
  181. void RendererMeshData::setBoneWeights(BoneWeight* buffer, UINT32 size)
  182. {
  183. SPtr<VertexDataDesc> vertexDesc = mMeshData->getVertexDesc();
  184. if (!vertexDesc->hasElement(VES_BLEND_WEIGHTS) ||
  185. !vertexDesc->hasElement(VES_BLEND_INDICES))
  186. return;
  187. UINT32 numElements = mMeshData->getNumVertices();
  188. assert(numElements * sizeof(BoneWeight) == size);
  189. UINT8* weightPtr = mMeshData->getElementData(VES_BLEND_WEIGHTS);
  190. UINT8* indexPtr = mMeshData->getElementData(VES_BLEND_INDICES);
  191. UINT32 stride = vertexDesc->getVertexStride(0);
  192. BoneWeight* weightSrc = buffer;
  193. for (UINT32 i = 0; i < numElements; i++)
  194. {
  195. UINT8* indices = indexPtr;
  196. float* weights = (float*)weightPtr;
  197. indices[0] = weightSrc->index0;
  198. indices[1] = weightSrc->index1;
  199. indices[2] = weightSrc->index2;
  200. indices[3] = weightSrc->index3;
  201. weights[0] = weightSrc->weight0;
  202. weights[1] = weightSrc->weight1;
  203. weights[2] = weightSrc->weight2;
  204. weights[3] = weightSrc->weight3;
  205. weightSrc++;
  206. indexPtr += stride;
  207. weightPtr += stride;
  208. }
  209. }
  210. void RendererMeshData::getIndices(UINT32* buffer, UINT32 size)
  211. {
  212. UINT32 indexSize = mMeshData->getIndexElementSize();
  213. UINT32 numIndices = mMeshData->getNumIndices();
  214. assert(numIndices * indexSize == size);
  215. if (mMeshData->getIndexType() == IT_16BIT)
  216. {
  217. UINT16* src = mMeshData->getIndices16();
  218. UINT32* dest = buffer;
  219. for (UINT32 i = 0; i < numIndices; i++)
  220. {
  221. *dest = *src;
  222. src++;
  223. dest++;
  224. }
  225. }
  226. else
  227. {
  228. memcpy(buffer, mMeshData->getIndices32(), size);
  229. }
  230. }
  231. void RendererMeshData::setIndices(UINT32* buffer, UINT32 size)
  232. {
  233. UINT32 indexSize = mMeshData->getIndexElementSize();
  234. UINT32 numIndices = mMeshData->getNumIndices();
  235. assert(numIndices * indexSize == size);
  236. if (mMeshData->getIndexType() == IT_16BIT)
  237. {
  238. UINT16* dest = mMeshData->getIndices16();
  239. UINT32* src = buffer;
  240. for (UINT32 i = 0; i < numIndices; i++)
  241. {
  242. *dest = *src;
  243. src++;
  244. dest++;
  245. }
  246. }
  247. else
  248. {
  249. memcpy(mMeshData->getIndices32(), buffer, size);
  250. }
  251. }
  252. SPtr<RendererMeshData> RendererMeshData::create(UINT32 numVertices, UINT32 numIndices, VertexLayout layout, IndexType indexType)
  253. {
  254. return RendererManager::instance().getActive()->_createMeshData(numVertices, numIndices, layout, indexType);
  255. }
  256. SPtr<RendererMeshData> RendererMeshData::create(const SPtr<MeshData>& meshData)
  257. {
  258. return RendererManager::instance().getActive()->_createMeshData(meshData);
  259. }
  260. SPtr<VertexDataDesc> RendererMeshData::vertexLayoutVertexDesc(VertexLayout type)
  261. {
  262. SPtr<VertexDataDesc> vertexDesc = VertexDataDesc::create();
  263. INT32 intType = (INT32)type;
  264. if (intType == 0)
  265. type = VertexLayout::Position;
  266. if ((intType & (INT32)VertexLayout::Position) != 0)
  267. vertexDesc->addVertElem(VET_FLOAT3, VES_POSITION);
  268. if ((intType & (INT32)VertexLayout::Normal) != 0)
  269. vertexDesc->addVertElem(VET_UBYTE4_NORM, VES_NORMAL);
  270. if ((intType & (INT32)VertexLayout::Tangent) != 0)
  271. vertexDesc->addVertElem(VET_UBYTE4_NORM, VES_TANGENT);
  272. if ((intType & (INT32)VertexLayout::UV0) != 0)
  273. vertexDesc->addVertElem(VET_FLOAT2, VES_TEXCOORD, 0);
  274. if ((intType & (INT32)VertexLayout::UV1) != 0)
  275. vertexDesc->addVertElem(VET_FLOAT2, VES_TEXCOORD, 1);
  276. if ((intType & (INT32)VertexLayout::Color) != 0)
  277. vertexDesc->addVertElem(VET_FLOAT4, VES_COLOR);
  278. if ((intType & (INT32)VertexLayout::BoneWeights) != 0)
  279. {
  280. vertexDesc->addVertElem(VET_UBYTE4, VES_BLEND_INDICES);
  281. vertexDesc->addVertElem(VET_FLOAT4, VES_BLEND_WEIGHTS);
  282. }
  283. return vertexDesc;
  284. }
  285. union PackedNormal
  286. {
  287. struct
  288. {
  289. UINT8 x;
  290. UINT8 y;
  291. UINT8 z;
  292. UINT8 w;
  293. };
  294. UINT32 packed;
  295. };
  296. void RendererMeshData::packNormals(Vector3* source, UINT8* destination, UINT32 count, UINT32 stride)
  297. {
  298. UINT8* ptr = destination;
  299. for(UINT32 i = 0; i < count; i++)
  300. {
  301. PackedNormal& packed = *(PackedNormal*)ptr;
  302. packed.x = Math::clamp((int)(source[i].x * 127.5f + 127.5f), 0, 255);
  303. packed.y = Math::clamp((int)(source[i].y * 127.5f + 127.5f), 0, 255);
  304. packed.z = Math::clamp((int)(source[i].z * 127.5f + 127.5f), 0, 255);
  305. packed.w = 128;
  306. ptr += stride;
  307. }
  308. }
  309. void RendererMeshData::packNormals(Vector4* source, UINT8* destination, UINT32 count, UINT32 stride)
  310. {
  311. UINT8* ptr = destination;
  312. for (UINT32 i = 0; i < count; i++)
  313. {
  314. PackedNormal& packed = *(PackedNormal*)ptr;
  315. packed.x = Math::clamp((int)(source[i].x * 127.5f + 127.5f), 0, 255);
  316. packed.y = Math::clamp((int)(source[i].y * 127.5f + 127.5f), 0, 255);
  317. packed.z = Math::clamp((int)(source[i].z * 127.5f + 127.5f), 0, 255);
  318. packed.w = Math::clamp((int)(source[i].w * 127.5f + 127.5f), 0, 255);
  319. ptr += stride;
  320. }
  321. }
  322. void RendererMeshData::unpackNormals(UINT8* source, Vector3* destination, UINT32 count, UINT32 stride)
  323. {
  324. UINT8* ptr = source;
  325. for (UINT32 i = 0; i < count; i++)
  326. {
  327. PackedNormal& packed = *(PackedNormal*)ptr;
  328. destination[i].x = (packed.x * 2.0f - 1.0f);
  329. destination[i].y = (packed.y * 2.0f - 1.0f);
  330. destination[i].z = (packed.z * 2.0f - 1.0f);
  331. ptr += stride;
  332. }
  333. }
  334. void RendererMeshData::unpackNormals(UINT8* source, Vector4* destination, UINT32 count, UINT32 stride)
  335. {
  336. UINT8* ptr = source;
  337. for (UINT32 i = 0; i < count; i++)
  338. {
  339. PackedNormal& packed = *(PackedNormal*)ptr;
  340. destination[i].x = (packed.x * 2.0f - 1.0f);
  341. destination[i].y = (packed.y * 2.0f - 1.0f);
  342. destination[i].z = (packed.z * 2.0f - 1.0f);
  343. destination[i].w = (packed.w * 2.0f - 1.0f);
  344. ptr += stride;
  345. }
  346. }
  347. }