BsVertexDeclaration.h 8.9 KB

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  1. //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
  2. //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
  3. #pragma once
  4. #include "BsCorePrerequisites.h"
  5. #include "BsColor.h"
  6. #include "BsCoreObject.h"
  7. namespace BansheeEngine
  8. {
  9. /** @addtogroup RenderAPI
  10. * @{
  11. */
  12. /** Semantics that are used for identifying the meaning of vertex buffer elements. */
  13. enum VertexElementSemantic
  14. {
  15. VES_POSITION = 1, /**< Position */
  16. VES_BLEND_WEIGHTS = 2, /**< Blend weights */
  17. VES_BLEND_INDICES = 3, /**< Blend indices */
  18. VES_NORMAL = 4, /**< Normal */
  19. VES_COLOR = 5, /**< Color */
  20. VES_TEXCOORD = 6, /**< UV coordinate */
  21. VES_BITANGENT = 7, /**< Bitangent */
  22. VES_TANGENT = 8, /**< Tangent */
  23. VES_POSITIONT = 9, /**< Transformed position */
  24. VES_PSIZE = 10 /**< Point size */
  25. };
  26. /** Types used to identify base types of vertex element contents. */
  27. enum VertexElementType
  28. {
  29. VET_FLOAT1 = 0, /**< 1D floating point value */
  30. VET_FLOAT2 = 1, /**< 2D floating point value */
  31. VET_FLOAT3 = 2, /**< 3D floating point value */
  32. VET_FLOAT4 = 3, /**< 4D floating point value */
  33. VET_COLOR = 4, /**< 4D floating point value */
  34. VET_SHORT1 = 5, /**< 1D 16-bit signed integer value */
  35. VET_SHORT2 = 6, /**< 2D 16-bit signed integer value */
  36. VET_SHORT3 = 7, /**< 3D 16-bit signed integer value */
  37. VET_SHORT4 = 8, /**< 4D 16-bit signed integer value */
  38. VET_UBYTE4 = 9, /**< 4D 8-bit unsigned integer value */
  39. VET_COLOR_ARGB = 10, /**< Color encoded in 32-bits (8-bits per channel) in ARGB order) */
  40. VET_COLOR_ABGR = 11, /**< Color encoded in 32-bits (8-bits per channel) in ABGR order) */
  41. VET_UINT4 = 12, /**< 4D 32-bit unsigned integer value */
  42. VET_SINT4 = 13 /**< 4D 32-bit signed integer value */
  43. };
  44. /** Describes a single vertex element in a vertex declaration. */
  45. class BS_CORE_EXPORT VertexElement
  46. {
  47. public:
  48. VertexElement() {}
  49. VertexElement(UINT16 source, UINT32 offset, VertexElementType theType,
  50. VertexElementSemantic semantic, UINT16 index = 0, UINT32 instanceStepRate = 0);
  51. bool operator== (const VertexElement& rhs) const;
  52. bool operator!= (const VertexElement& rhs) const;
  53. /** Returns index of the vertex buffer from which this element is stored. */
  54. UINT16 getStreamIdx() const { return mSource; }
  55. /**
  56. * Returns an offset into the buffer where this vertex is stored. This value might be in bytes but doesn't have to
  57. * be, it's likely to be render API specific.
  58. */
  59. UINT32 getOffset() const { return mOffset; }
  60. /** Gets the base data type of this element. */
  61. VertexElementType getType() const { return mType; }
  62. /** Gets a semantic that describes what this element contains. */
  63. VertexElementSemantic getSemantic() const { return mSemantic; }
  64. /**
  65. * Gets an index of this element. Only relevant when you have multiple elements with the same semantic,
  66. * for example uv0, uv1.
  67. */
  68. UINT16 getSemanticIdx() const { return mIndex; }
  69. /** Returns the size of this element in bytes. */
  70. UINT32 getSize() const;
  71. /**
  72. * Returns at what rate do the vertex elements advance during instanced rendering. Provide zero for default
  73. * behaviour where each vertex receives the next value from the vertex buffer. Provide a value larger than zero
  74. * to ensure vertex data is advanced with every instance, instead of every vertex (e.g. a value of 1 means each
  75. * instance will retrieve a new value from the vertex buffer, a value of 2 means each second instance will, etc.).
  76. */
  77. UINT32 getInstanceStepRate() const { return mInstanceStepRate; }
  78. /** Returns the size of a base element type. */
  79. static UINT32 getTypeSize(VertexElementType etype);
  80. /** Returns the number of values in the provided base element type. For example float4 has four values. */
  81. static UINT16 getTypeCount(VertexElementType etype);
  82. /** Gets packed color vertex element type used by the active render system. */
  83. static VertexElementType getBestColorVertexElementType();
  84. protected:
  85. UINT16 mSource;
  86. UINT32 mOffset;
  87. VertexElementType mType;
  88. VertexElementSemantic mSemantic;
  89. UINT16 mIndex;
  90. UINT32 mInstanceStepRate;
  91. };
  92. /** @cond SPECIALIZATIONS */
  93. BS_ALLOW_MEMCPY_SERIALIZATION(VertexElement);
  94. /** @endcond */
  95. /** Contains information about a vertex declaration. */
  96. class BS_CORE_EXPORT VertexDeclarationProperties
  97. {
  98. public:
  99. VertexDeclarationProperties(const List<VertexElement>& elements);
  100. bool operator== (const VertexDeclarationProperties& rhs) const;
  101. bool operator!= (const VertexDeclarationProperties& rhs) const;
  102. /** Get the number of elements in the declaration. */
  103. UINT32 getElementCount() const { return (UINT32)mElementList.size(); }
  104. /** Returns a list of vertex elements in the declaration. */
  105. const List<VertexElement>& getElements() const { return mElementList; }
  106. /** Returns a single vertex element at the specified index. */
  107. const VertexElement* getElement(UINT16 index) const;
  108. /**
  109. * Attempts to find an element by the given semantic and semantic index. If no element can be found null is returned.
  110. */
  111. virtual const VertexElement* findElementBySemantic(VertexElementSemantic sem, UINT16 index = 0) const;
  112. /** Returns a list of all elements that use the provided source index. */
  113. virtual List<VertexElement> findElementsBySource(UINT16 source) const;
  114. /** Returns the total size of all vertex elements using the provided source index. */
  115. virtual UINT32 getVertexSize(UINT16 source) const;
  116. protected:
  117. friend class VertexDeclaration;
  118. friend class VertexDeclarationRTTI;
  119. List<VertexElement> mElementList;
  120. };
  121. /**
  122. * Describes a set of vertex elements, used for describing contents of a vertex buffer or inputs to a vertex GPU program.
  123. *
  124. * @note Sim thread.
  125. */
  126. class BS_CORE_EXPORT VertexDeclaration : public IReflectable, public CoreObject
  127. {
  128. public:
  129. virtual ~VertexDeclaration() { }
  130. /** Returns properties describing the vertex declaration. */
  131. const VertexDeclarationProperties& getProperties() const { return mProperties; }
  132. /** Retrieves a core implementation of a vertex declaration usable only from the core thread. */
  133. SPtr<VertexDeclarationCore> getCore() const;
  134. /** @copydoc HardwareBufferManager::createVertexDeclaration */
  135. static SPtr<VertexDeclaration> create(const SPtr<VertexDataDesc>& desc);
  136. protected:
  137. friend class HardwareBufferManager;
  138. VertexDeclaration(const List<VertexElement>& elements);
  139. /** @copydoc CoreObject::createCore */
  140. SPtr<CoreObjectCore> createCore() const override;
  141. protected:
  142. VertexDeclarationProperties mProperties;
  143. /************************************************************************/
  144. /* SERIALIZATION */
  145. /************************************************************************/
  146. public:
  147. friend class VertexDeclarationRTTI;
  148. static RTTITypeBase* getRTTIStatic();
  149. virtual RTTITypeBase* getRTTI() const override;
  150. };
  151. /** Converts a vertex semantic enum to a readable name. */
  152. BS_CORE_EXPORT String toString(const VertexElementSemantic& val);
  153. /** Converts a vertex semantic enum to a readable name. */
  154. BS_CORE_EXPORT WString toWString(const VertexElementSemantic& val);
  155. /** @} */
  156. /** @addtogroup RenderAPI-Internal
  157. * @{
  158. */
  159. /**
  160. * Core thread portion of a VertexDeclaration.
  161. *
  162. * @note Core thread.
  163. */
  164. class BS_CORE_EXPORT VertexDeclarationCore : public CoreObjectCore
  165. {
  166. public:
  167. virtual ~VertexDeclarationCore() { }
  168. /** @copydoc CoreObjectCore::initialize */
  169. void initialize() override;
  170. /** Returns properties describing the vertex declaration. */
  171. const VertexDeclarationProperties& getProperties() const { return mProperties; }
  172. /** Returns an ID unique to this declaration. */
  173. UINT32 getId() const { return mId; }
  174. /**
  175. * Checks can a vertex buffer declared with this declaration be bound to a shader defined with the provided
  176. * declaration.
  177. */
  178. bool isCompatible(const SPtr<VertexDeclarationCore>& shaderDecl);
  179. /**
  180. * Returns a list of vertex elements that the provided shader's vertex declaration expects but aren't present in
  181. * this vertex declaration.
  182. */
  183. Vector<VertexElement> getMissingElements(const SPtr<VertexDeclarationCore>& shaderDecl);
  184. /** @copydoc HardwareBufferCoreManager::createVertexDeclaration */
  185. static SPtr<VertexDeclarationCore> create(const SPtr<VertexDataDesc>& desc);
  186. protected:
  187. friend class HardwareBufferCoreManager;
  188. VertexDeclarationCore(const List<VertexElement>& elements);
  189. VertexDeclarationProperties mProperties;
  190. UINT32 mId;
  191. static UINT32 NextFreeId;
  192. };
  193. /** @} */
  194. }