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- #pragma once
- #include "BsCorePrerequisites.h"
- #include "BsResource.h"
- #include "BsBounds.h"
- #include "BsDrawOps.h"
- #include "BsSubMesh.h"
- namespace BansheeEngine
- {
- /**
- * @brief Planned usage for the mesh. These options usually affect performance and
- * you should specify static if you don't plan on modifying the mesh often,
- * otherwise specify dynamic.
- */
- enum MeshUsage
- {
- MU_STATIC, /**< Specify for a mesh that is not often updated from the CPU. */
- MU_DYNAMIC, /**< Specify for a mesh that is often updated from the CPU. */
- MU_CPUCACHED = 0x1000 /**< All mesh data will also be cached in CPU memory, making it readable with GPU reads. */
- };
- /**
- * @brief Contains various properties describing a mesh.
- */
- class BS_CORE_EXPORT MeshProperties
- {
- public:
- MeshProperties();
- MeshProperties(UINT32 numVertices, UINT32 numIndices, DrawOperationType drawOp);
- MeshProperties(UINT32 numVertices, UINT32 numIndices, const Vector<SubMesh>& subMeshes);
- /**
- * @brief Retrieves a sub-mesh containing data used for rendering a
- * certain portion of this mesh. If no sub-meshes are specified manually
- * a special sub-mesh containing all indices is returned.
- */
- const SubMesh& getSubMesh(UINT32 subMeshIdx = 0) const;
- /**
- * @brief Retrieves a total number of sub-meshes in this mesh.
- */
- UINT32 getNumSubMeshes() const;
- /**
- * @brief Returns maximum number of vertices the mesh may store.
- */
- UINT32 getNumVertices() const { return mNumVertices; }
- /**
- * @brief Returns maximum number of indices the mesh may store.
- */
- UINT32 getNumIndices() const { return mNumIndices; }
- /**
- * @brief Returns bounds of the geometry contained in the vertex buffers for all sub-meshes.
- */
- const Bounds& getBounds() const { return mBounds; }
- protected:
- friend class MeshBase;
- friend class MeshCoreBase;
- friend class Mesh;
- friend class MeshCore;
- friend class TransientMesh;
- friend class TransientMeshCore;
- friend class MeshBaseRTTI;
- Vector<SubMesh> mSubMeshes;
- UINT32 mNumVertices;
- UINT32 mNumIndices;
- Bounds mBounds;
- };
- /**
- * @brief Core version of a class used as a basis for all implemenations of meshes.
- *
- * @see MeshBase
- *
- * @note Core thread.
- */
- class BS_CORE_EXPORT MeshCoreBase : public CoreObjectCore
- {
- public:
- MeshCoreBase(UINT32 numVertices, UINT32 numIndices, const Vector<SubMesh>& subMeshes);
- virtual ~MeshCoreBase() { }
- /**
- * @brief Get vertex data used for rendering.
- */
- virtual SPtr<VertexData> getVertexData() const = 0;
- /**
- * @brief Get index data used for rendering.
- */
- virtual SPtr<IndexBufferCore> getIndexBuffer() const = 0;
- /**
- * @brief Returns an offset into the vertex buffers that is returned
- * by getVertexData that signifies where this meshes vertices
- * begin.
- *
- * @note Used when multiple meshes share the same buffers.
- */
- virtual UINT32 getVertexOffset() const { return 0; }
- /**
- * @brief Returns an offset into the index buffer that is returned
- * by getIndexData that signifies where this meshes indices
- * begin.
- *
- * @note Used when multiple meshes share the same buffers.
- */
- virtual UINT32 getIndexOffset() const { return 0; }
- /**
- * @brief Returns a structure that describes how are the vertices stored in the mesh's vertex buffer.
- */
- virtual SPtr<VertexDataDesc> getVertexDesc() const = 0;
- /**
- * @brief Called whenever this mesh starts being used on the GPU.
- *
- * @note Needs to be called after all commands referencing this
- * mesh have been sent to the GPU.
- *
- * Internal method.
- */
- virtual void _notifyUsedOnGPU() { }
- /**
- * @brief Returns properties that contain information about the mesh.
- */
- const MeshProperties& getProperties() const { return mProperties; }
- protected:
- /**
- * @copydoc CoreObjectCore::syncToCore
- */
- virtual void syncToCore(const CoreSyncData& data) override;
- MeshProperties mProperties;
- };
- /**
- * @brief Base class all mesh implementations derive from. Meshes hold geometry information,
- * normally in the form of one or several index or vertex buffers. Different mesh implementations
- * might choose to manage those buffers differently.
- *
- * @note Sim thread.
- */
- class BS_CORE_EXPORT MeshBase : public Resource
- {
- public:
- /**
- * @brief Constructs a new mesh with no sub-meshes.
- *
- * @param numVertices Number of vertices in the mesh.
- * @param numIndices Number of indices in the mesh.
- * @param drawOp Determines how should the provided indices be interpreted by the pipeline. Default option is triangles,
- * where three indices represent a single triangle.
- */
- MeshBase(UINT32 numVertices, UINT32 numIndices, DrawOperationType drawOp = DOT_TRIANGLE_LIST);
- /**
- * @brief Constructs a new mesh with one or multiple sub-meshes. (When using just one sub-mesh it is equivalent
- * to using the other overload).
- *
- * @param numVertices Number of vertices in the mesh.
- * @param numIndices Number of indices in the mesh.
- * @param subMeshes Defines how are indices separated into sub-meshes, and how are those sub-meshes rendered.
- */
- MeshBase(UINT32 numVertices, UINT32 numIndices, const Vector<SubMesh>& subMeshes);
- virtual ~MeshBase();
- /**
- * @brief Returns properties that contain information about the mesh.
- */
- const MeshProperties& getProperties() const { return mProperties; }
- /**
- * @brief Retrieves a core implementation of a mesh usable only from the
- * core thread.
- */
- SPtr<MeshCoreBase> getCore() const;
- protected:
- /**
- * @copydoc CoreObject::syncToCore
- */
- virtual CoreSyncData syncToCore(FrameAlloc* allocator) override;
- MeshProperties mProperties;
- /************************************************************************/
- /* SERIALIZATION */
- /************************************************************************/
- private:
- MeshBase() { } // Serialization only
- public:
- friend class MeshBaseRTTI;
- static RTTITypeBase* getRTTIStatic();
- virtual RTTITypeBase* getRTTI() const override;
- };
- }
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