BsRendererMeshData.cpp 10 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. #include "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, 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, 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_R8G8B8A8, (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_R8G8B8A8, (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. UINT8* colorDst = mMeshData->getElementData(VES_COLOR);
  119. memcpy(colorDst, buffer, size);
  120. }
  121. void RendererMeshData::getUV0(Vector2* buffer, UINT32 size)
  122. {
  123. if (!mMeshData->getVertexDesc()->hasElement(VES_TEXCOORD, 0))
  124. return;
  125. UINT32 numElements = mMeshData->getNumVertices();
  126. assert(numElements * sizeof(Vector2) == size);
  127. mMeshData->getVertexData(VES_TEXCOORD, (UINT8*)buffer, size, 0);
  128. }
  129. void RendererMeshData::setUV0(Vector2* buffer, UINT32 size)
  130. {
  131. if (!mMeshData->getVertexDesc()->hasElement(VES_TEXCOORD, 0))
  132. return;
  133. UINT32 numElements = mMeshData->getNumVertices();
  134. assert(numElements * sizeof(Vector2) == size);
  135. mMeshData->setVertexData(VES_TEXCOORD, (UINT8*)buffer, size, 0);
  136. }
  137. void RendererMeshData::getUV1(Vector2* buffer, UINT32 size)
  138. {
  139. if (!mMeshData->getVertexDesc()->hasElement(VES_TEXCOORD, 1))
  140. return;
  141. UINT32 numElements = mMeshData->getNumVertices();
  142. assert(numElements * sizeof(Vector2) == size);
  143. mMeshData->getVertexData(VES_TEXCOORD, (UINT8*)buffer, size, 1);
  144. }
  145. void RendererMeshData::setUV1(Vector2* buffer, UINT32 size)
  146. {
  147. if (!mMeshData->getVertexDesc()->hasElement(VES_TEXCOORD, 1))
  148. return;
  149. UINT32 numElements = mMeshData->getNumVertices();
  150. assert(numElements * sizeof(Vector2) == size);
  151. mMeshData->setVertexData(VES_TEXCOORD, (UINT8*)buffer, size, 1);
  152. }
  153. void RendererMeshData::getBoneWeights(BoneWeight* buffer, UINT32 size)
  154. {
  155. SPtr<VertexDataDesc> vertexDesc = mMeshData->getVertexDesc();
  156. if (!vertexDesc->hasElement(VES_BLEND_WEIGHTS) ||
  157. !vertexDesc->hasElement(VES_BLEND_INDICES))
  158. return;
  159. UINT32 numElements = mMeshData->getNumVertices();
  160. assert(numElements * sizeof(BoneWeight) == size);
  161. UINT8* weightPtr = mMeshData->getElementData(VES_BLEND_WEIGHTS);
  162. UINT8* indexPtr = mMeshData->getElementData(VES_BLEND_INDICES);
  163. UINT32 stride = vertexDesc->getVertexStride(0);
  164. BoneWeight* weightDst = buffer;
  165. for (UINT32 i = 0; i < numElements; i++)
  166. {
  167. UINT8* indices = indexPtr;
  168. float* weights = (float*)weightPtr;
  169. weightDst->index0 = indices[0];
  170. weightDst->index1 = indices[1];
  171. weightDst->index2 = indices[2];
  172. weightDst->index3 = indices[3];
  173. weightDst->weight0 = weights[0];
  174. weightDst->weight1 = weights[1];
  175. weightDst->weight2 = weights[2];
  176. weightDst->weight3 = weights[3];
  177. weightDst++;
  178. indexPtr += stride;
  179. weightPtr += stride;
  180. }
  181. }
  182. void RendererMeshData::setBoneWeights(BoneWeight* buffer, UINT32 size)
  183. {
  184. SPtr<VertexDataDesc> vertexDesc = mMeshData->getVertexDesc();
  185. if (!vertexDesc->hasElement(VES_BLEND_WEIGHTS) ||
  186. !vertexDesc->hasElement(VES_BLEND_INDICES))
  187. return;
  188. UINT32 numElements = mMeshData->getNumVertices();
  189. assert(numElements * sizeof(BoneWeight) == size);
  190. UINT8* weightPtr = mMeshData->getElementData(VES_BLEND_WEIGHTS);
  191. UINT8* indexPtr = mMeshData->getElementData(VES_BLEND_INDICES);
  192. UINT32 stride = vertexDesc->getVertexStride(0);
  193. BoneWeight* weightSrc = buffer;
  194. for (UINT32 i = 0; i < numElements; i++)
  195. {
  196. UINT8* indices = indexPtr;
  197. float* weights = (float*)weightPtr;
  198. indices[0] = weightSrc->index0;
  199. indices[1] = weightSrc->index1;
  200. indices[2] = weightSrc->index2;
  201. indices[3] = weightSrc->index3;
  202. weights[0] = weightSrc->weight0;
  203. weights[1] = weightSrc->weight1;
  204. weights[2] = weightSrc->weight2;
  205. weights[3] = weightSrc->weight3;
  206. weightSrc++;
  207. indexPtr += stride;
  208. weightPtr += stride;
  209. }
  210. }
  211. void RendererMeshData::getIndices(UINT32* buffer, UINT32 size)
  212. {
  213. UINT32 indexSize = mMeshData->getIndexElementSize();
  214. UINT32 numIndices = mMeshData->getNumIndices();
  215. assert(numIndices * indexSize == size);
  216. if (mMeshData->getIndexType() == IT_16BIT)
  217. {
  218. UINT16* src = mMeshData->getIndices16();
  219. UINT32* dest = buffer;
  220. for (UINT32 i = 0; i < numIndices; i++)
  221. {
  222. *dest = *src;
  223. src++;
  224. dest++;
  225. }
  226. }
  227. else
  228. {
  229. memcpy(buffer, mMeshData->getIndices32(), size);
  230. }
  231. }
  232. void RendererMeshData::setIndices(UINT32* buffer, UINT32 size)
  233. {
  234. UINT32 indexSize = mMeshData->getIndexElementSize();
  235. UINT32 numIndices = mMeshData->getNumIndices();
  236. assert(numIndices * indexSize == size);
  237. if (mMeshData->getIndexType() == IT_16BIT)
  238. {
  239. UINT16* dest = mMeshData->getIndices16();
  240. UINT32* src = buffer;
  241. for (UINT32 i = 0; i < numIndices; i++)
  242. {
  243. *dest = *src;
  244. src++;
  245. dest++;
  246. }
  247. }
  248. else
  249. {
  250. memcpy(mMeshData->getIndices32(), buffer, size);
  251. }
  252. }
  253. SPtr<RendererMeshData> RendererMeshData::create(UINT32 numVertices, UINT32 numIndices, VertexLayout layout, IndexType indexType)
  254. {
  255. return RendererManager::instance().getActive()->_createMeshData(numVertices, numIndices, layout, indexType);
  256. }
  257. SPtr<RendererMeshData> RendererMeshData::create(const SPtr<MeshData>& meshData)
  258. {
  259. return RendererManager::instance().getActive()->_createMeshData(meshData);
  260. }
  261. SPtr<VertexDataDesc> RendererMeshData::vertexLayoutVertexDesc(VertexLayout type)
  262. {
  263. SPtr<VertexDataDesc> vertexDesc = VertexDataDesc::create();
  264. INT32 intType = (INT32)type;
  265. if (intType == 0)
  266. type = VertexLayout::Position;
  267. if ((intType & (INT32)VertexLayout::Position) != 0)
  268. vertexDesc->addVertElem(VET_FLOAT3, VES_POSITION);
  269. if ((intType & (INT32)VertexLayout::Normal) != 0)
  270. vertexDesc->addVertElem(VET_UBYTE4_NORM, VES_NORMAL);
  271. if ((intType & (INT32)VertexLayout::Tangent) != 0)
  272. vertexDesc->addVertElem(VET_UBYTE4_NORM, VES_TANGENT);
  273. if ((intType & (INT32)VertexLayout::UV0) != 0)
  274. vertexDesc->addVertElem(VET_FLOAT2, VES_TEXCOORD, 0);
  275. if ((intType & (INT32)VertexLayout::UV1) != 0)
  276. vertexDesc->addVertElem(VET_FLOAT2, VES_TEXCOORD, 1);
  277. if ((intType & (INT32)VertexLayout::Color) != 0)
  278. vertexDesc->addVertElem(VET_FLOAT4, VES_COLOR);
  279. if ((intType & (INT32)VertexLayout::BoneWeights) != 0)
  280. {
  281. vertexDesc->addVertElem(VET_UBYTE4, VES_BLEND_INDICES);
  282. vertexDesc->addVertElem(VET_FLOAT4, VES_BLEND_WEIGHTS);
  283. }
  284. return vertexDesc;
  285. }
  286. }