BsRendererMeshData.cpp 16 KB

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  1. //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
  2. //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
  3. #include "Renderer/BsRendererMeshData.h"
  4. #include "RenderAPI/BsVertexDataDesc.h"
  5. #include "Math/BsVector2.h"
  6. #include "Math/BsVector3.h"
  7. #include "Math/BsVector4.h"
  8. #include "Image/BsColor.h"
  9. #include "Image/BsPixelUtil.h"
  10. #include "Renderer/BsRendererManager.h"
  11. #include "Renderer/BsRenderer.h"
  12. #include "Mesh/BsMeshUtility.h"
  13. namespace bs
  14. {
  15. RendererMeshData::RendererMeshData(UINT32 numVertices, UINT32 numIndices, VertexLayout layout, IndexType indexType)
  16. {
  17. SPtr<VertexDataDesc> vertexDesc = vertexLayoutVertexDesc(layout);
  18. mMeshData = bs_shared_ptr_new<MeshData>(numVertices, numIndices, vertexDesc, indexType);
  19. }
  20. RendererMeshData::RendererMeshData(const SPtr<MeshData>& meshData)
  21. :mMeshData(meshData)
  22. {
  23. }
  24. void RendererMeshData::getPositions(Vector3* buffer, UINT32 size)
  25. {
  26. if (!mMeshData->getVertexDesc()->hasElement(VES_POSITION))
  27. return;
  28. UINT32 numElements = mMeshData->getNumVertices();
  29. assert(numElements * sizeof(Vector3) == size);
  30. mMeshData->getVertexData(VES_POSITION, (UINT8*)buffer, size);
  31. }
  32. void RendererMeshData::setPositions(Vector3* buffer, UINT32 size)
  33. {
  34. if (!mMeshData->getVertexDesc()->hasElement(VES_POSITION))
  35. return;
  36. UINT32 numElements = mMeshData->getNumVertices();
  37. assert(numElements * sizeof(Vector3) == size);
  38. mMeshData->setVertexData(VES_POSITION, (UINT8*)buffer, size);
  39. }
  40. void RendererMeshData::getNormals(Vector3* buffer, UINT32 size)
  41. {
  42. if (!mMeshData->getVertexDesc()->hasElement(VES_NORMAL))
  43. return;
  44. UINT32 numElements = mMeshData->getNumVertices();
  45. assert(numElements * sizeof(Vector3) == size);
  46. UINT8* normalSrc = mMeshData->getElementData(VES_NORMAL);
  47. UINT32 stride = mMeshData->getVertexDesc()->getVertexStride(0);
  48. MeshUtility::unpackNormals(normalSrc, buffer, numElements, stride);
  49. }
  50. void RendererMeshData::setNormals(Vector3* buffer, UINT32 size)
  51. {
  52. if (!mMeshData->getVertexDesc()->hasElement(VES_NORMAL))
  53. return;
  54. UINT32 numElements = mMeshData->getNumVertices();
  55. assert(numElements * sizeof(Vector3) == size);
  56. UINT8* normalDst = mMeshData->getElementData(VES_NORMAL);
  57. UINT32 stride = mMeshData->getVertexDesc()->getVertexStride(0);
  58. MeshUtility::packNormals(buffer, normalDst, numElements, sizeof(Vector3), stride);
  59. }
  60. void RendererMeshData::getTangents(Vector4* buffer, UINT32 size)
  61. {
  62. if (!mMeshData->getVertexDesc()->hasElement(VES_TANGENT))
  63. return;
  64. UINT32 numElements = mMeshData->getNumVertices();
  65. assert(numElements * sizeof(Vector4) == size);
  66. UINT8* tangentSrc = mMeshData->getElementData(VES_TANGENT);
  67. UINT32 stride = mMeshData->getVertexDesc()->getVertexStride(0);
  68. MeshUtility::unpackNormals(tangentSrc, buffer, numElements, stride);
  69. }
  70. void RendererMeshData::setTangents(Vector4* buffer, UINT32 size)
  71. {
  72. if (!mMeshData->getVertexDesc()->hasElement(VES_TANGENT))
  73. return;
  74. UINT32 numElements = mMeshData->getNumVertices();
  75. assert(numElements * sizeof(Vector4) == size);
  76. UINT8* tangentDst = mMeshData->getElementData(VES_TANGENT);
  77. UINT32 stride = mMeshData->getVertexDesc()->getVertexStride(0);
  78. MeshUtility::packNormals(buffer, tangentDst, numElements, sizeof(Vector4), stride);
  79. }
  80. void RendererMeshData::getColors(Color* buffer, UINT32 size)
  81. {
  82. if (!mMeshData->getVertexDesc()->hasElement(VES_COLOR))
  83. return;
  84. UINT32 numElements = mMeshData->getNumVertices();
  85. assert(numElements * sizeof(Vector4) == size);
  86. UINT8* colorSrc = mMeshData->getElementData(VES_COLOR);
  87. UINT32 stride = mMeshData->getVertexDesc()->getVertexStride(0);
  88. Color* colorDst = buffer;
  89. for (UINT32 i = 0; i < numElements; i++)
  90. {
  91. PixelUtil::unpackColor(colorDst, PF_RGBA8, (void*)colorSrc);
  92. colorSrc += stride;
  93. colorDst++;
  94. }
  95. }
  96. void RendererMeshData::setColors(Color* buffer, UINT32 size)
  97. {
  98. if (!mMeshData->getVertexDesc()->hasElement(VES_COLOR))
  99. return;
  100. UINT32 numElements = mMeshData->getNumVertices();
  101. assert(numElements * sizeof(Vector4) == size);
  102. UINT8* colorDst = mMeshData->getElementData(VES_COLOR);
  103. UINT32 stride = mMeshData->getVertexDesc()->getVertexStride(0);
  104. Color* colorSrc = buffer;
  105. for (UINT32 i = 0; i < numElements; i++)
  106. {
  107. PixelUtil::packColor(*colorSrc, PF_RGBA8, (void*)colorDst);
  108. colorSrc++;
  109. colorDst += stride;
  110. }
  111. }
  112. void RendererMeshData::setColors(UINT32* buffer, UINT32 size)
  113. {
  114. if (!mMeshData->getVertexDesc()->hasElement(VES_COLOR))
  115. return;
  116. UINT32 numElements = mMeshData->getNumVertices();
  117. assert(numElements * sizeof(UINT32) == size);
  118. mMeshData->setVertexData(VES_COLOR, (UINT8*)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_COLOR, 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. SPtr<MeshData> RendererMeshData::convert(const SPtr<MeshData>& meshData)
  286. {
  287. // Note: Only converting between packed normals/tangents for now
  288. SPtr<VertexDataDesc> vertexDesc = meshData->getVertexDesc();
  289. UINT32 numVertices = meshData->getNumVertices();
  290. UINT32 numIndices = meshData->getNumIndices();
  291. UINT32 inputStride = vertexDesc->getVertexStride();
  292. INT32 type = 0;
  293. const VertexElement* posElem = vertexDesc->getElement(VES_POSITION);
  294. if (posElem != nullptr && posElem->getType() == VET_FLOAT3)
  295. type = (INT32)VertexLayout::Position;
  296. const VertexElement* normalElem = vertexDesc->getElement(VES_NORMAL);
  297. bool packNormals = false;
  298. if(normalElem != nullptr)
  299. {
  300. if (normalElem->getType() == VET_FLOAT3)
  301. {
  302. packNormals = true;
  303. type |= (INT32)VertexLayout::Normal;
  304. }
  305. else if(normalElem->getType() == VET_UBYTE4_NORM)
  306. type |= (INT32)VertexLayout::Normal;
  307. }
  308. const VertexElement* tanElem = vertexDesc->getElement(VES_TANGENT);
  309. bool packTangents = false;
  310. if (tanElem != nullptr)
  311. {
  312. if (tanElem->getType() == VET_FLOAT4)
  313. {
  314. packTangents = true;
  315. type |= (INT32)VertexLayout::Tangent;
  316. }
  317. else if (normalElem->getType() == VET_UBYTE4_NORM)
  318. type |= (INT32)VertexLayout::Tangent;
  319. }
  320. const VertexElement* uv0Elem = vertexDesc->getElement(VES_TEXCOORD, 0);
  321. if (uv0Elem != nullptr && uv0Elem->getType() == VET_FLOAT2)
  322. type |= (INT32)VertexLayout::UV0;
  323. const VertexElement* uv1Elem = vertexDesc->getElement(VES_TEXCOORD, 1);
  324. if (uv1Elem != nullptr && uv1Elem->getType() == VET_FLOAT2)
  325. type |= (INT32)VertexLayout::UV1;
  326. const VertexElement* colorElem = vertexDesc->getElement(VES_COLOR);
  327. if (colorElem != nullptr && colorElem->getType() == VET_COLOR)
  328. type |= (INT32)VertexLayout::Color;
  329. const VertexElement* blendIndicesElem = vertexDesc->getElement(VES_BLEND_INDICES);
  330. const VertexElement* blendWeightsElem = vertexDesc->getElement(VES_BLEND_WEIGHTS);
  331. if (blendIndicesElem != nullptr && blendIndicesElem->getType() == VET_UBYTE4 &&
  332. blendWeightsElem != nullptr && blendWeightsElem->getType() == VET_FLOAT4)
  333. type |= (INT32)VertexLayout::BoneWeights;
  334. SPtr<RendererMeshData> rendererMeshData = create(numVertices, numIndices, (VertexLayout)type,
  335. meshData->getIndexType());
  336. SPtr<MeshData> output = rendererMeshData->mMeshData;
  337. SPtr<VertexDataDesc> outputVertexDesc = output->getVertexDesc();
  338. UINT32 outputStride = outputVertexDesc->getVertexStride();
  339. if((type & (INT32)VertexLayout::Position) != 0)
  340. {
  341. UINT8* inData = meshData->getElementData(VES_POSITION);
  342. UINT8* outData = output->getElementData(VES_POSITION);
  343. for(UINT32 i = 0; i < numVertices; i++)
  344. memcpy(outData + i * outputStride, inData + i * inputStride, sizeof(Vector3));
  345. }
  346. if ((type & (INT32)VertexLayout::Normal) != 0)
  347. {
  348. UINT8* inData = meshData->getElementData(VES_NORMAL);
  349. UINT8* outData = output->getElementData(VES_NORMAL);
  350. if (packNormals)
  351. MeshUtility::packNormals((Vector3*)inData, outData, numVertices, inputStride, outputStride);
  352. else
  353. {
  354. for (UINT32 i = 0; i < numVertices; i++)
  355. memcpy(outData + i * outputStride, inData + i * inputStride, sizeof(UINT32));
  356. }
  357. }
  358. if ((type & (INT32)VertexLayout::Tangent) != 0)
  359. {
  360. UINT8* inData = meshData->getElementData(VES_TANGENT);
  361. UINT8* outData = output->getElementData(VES_TANGENT);
  362. if (packTangents)
  363. MeshUtility::packNormals((Vector4*)inData, outData, numVertices, inputStride, outputStride);
  364. else
  365. {
  366. for (UINT32 i = 0; i < numVertices; i++)
  367. memcpy(outData + i * outputStride, inData + i * inputStride, sizeof(UINT32));
  368. }
  369. }
  370. if ((type & (INT32)VertexLayout::UV0) != 0)
  371. {
  372. UINT8* inData = meshData->getElementData(VES_TEXCOORD, 0);
  373. UINT8* outData = output->getElementData(VES_TEXCOORD, 0);
  374. for (UINT32 i = 0; i < numVertices; i++)
  375. memcpy(outData + i * outputStride, inData + i * inputStride, sizeof(Vector2));
  376. }
  377. if ((type & (INT32)VertexLayout::UV1) != 0)
  378. {
  379. UINT8* inData = meshData->getElementData(VES_TEXCOORD, 1);
  380. UINT8* outData = output->getElementData(VES_TEXCOORD, 1);
  381. for (UINT32 i = 0; i < numVertices; i++)
  382. memcpy(outData + i * outputStride, inData + i * inputStride, sizeof(Vector2));
  383. }
  384. if ((type & (INT32)VertexLayout::Color) != 0)
  385. {
  386. UINT8* inData = meshData->getElementData(VES_COLOR, 0);
  387. UINT8* outData = output->getElementData(VES_COLOR, 0);
  388. for (UINT32 i = 0; i < numVertices; i++)
  389. memcpy(outData + i * outputStride, inData + i * inputStride, sizeof(UINT32));
  390. }
  391. if ((type & (INT32)VertexLayout::BoneWeights) != 0)
  392. {
  393. {
  394. UINT8* inData = meshData->getElementData(VES_BLEND_INDICES, 0);
  395. UINT8* outData = output->getElementData(VES_BLEND_INDICES, 0);
  396. for (UINT32 i = 0; i < numVertices; i++)
  397. memcpy(outData + i * outputStride, inData + i * inputStride, sizeof(UINT32));
  398. }
  399. {
  400. UINT8* inData = meshData->getElementData(VES_BLEND_WEIGHTS, 0);
  401. UINT8* outData = output->getElementData(VES_BLEND_WEIGHTS, 0);
  402. for (UINT32 i = 0; i < numVertices; i++)
  403. memcpy(outData + i * outputStride, inData + i * inputStride, sizeof(Vector4));
  404. }
  405. }
  406. if(meshData->getIndexType() == IT_32BIT)
  407. {
  408. UINT32* dst = output->getIndices32();
  409. memcpy(dst, meshData->getIndices32(), numIndices * sizeof(UINT32));
  410. }
  411. else
  412. {
  413. UINT16* dst = output->getIndices16();
  414. memcpy(dst, meshData->getIndices16(), numIndices * sizeof(UINT16));
  415. }
  416. return output;
  417. }
  418. }