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- //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
- //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
- #pragma once
- #include "BsCorePrerequisites.h"
- #include "BsVertexDeclaration.h"
- namespace BansheeEngine
- {
- /** @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.
- */
- void addVertElem(VertexElementType type, VertexElementSemantic semantic, UINT32 semanticIdx = 0, UINT32 streamIdx = 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]; }
- /** Creates a list of vertex elements from internal data. */
- List<VertexElement> createElements() const;
- /** Creates a new empty vertex data descriptor. */
- static VertexDataDescPtr create();
- private:
- friend class Mesh;
- friend class MeshCore;
- friend class MeshHeap;
- friend class MeshHeapCore;
- /** 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<VertexElement> mVertexElements;
- /************************************************************************/
- /* SERIALIZATION */
- /************************************************************************/
- public:
- friend class VertexDataDescRTTI;
- static RTTITypeBase* getRTTIStatic();
- virtual RTTITypeBase* getRTTI() const override;
- };
- /** @} */
- }
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