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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 "BsMeshBase.h"
- #include "BsMeshData.h"
- #include "BsVertexData.h"
- #include "BsSubMesh.h"
- #include "BsBounds.h"
- namespace BansheeEngine
- {
- /** @addtogroup Resources
- * @{
- */
- /** Descriptor object used for creation of a new Mesh object. */
- struct BS_CORE_EXPORT MESH_DESC
- {
- MESH_DESC() { }
- /** Number of vertices in the mesh. */
- UINT32 numVertices = 0;
- /** Number of indices in the mesh. */
- UINT32 numIndices = 0;
- /**
- * Vertex description structure that describes how are vertices organized in the vertex buffer. When binding a mesh
- * to the pipeline you must ensure vertex description at least partially matches the input description of the
- * currently bound vertex GPU program.
- */
- SPtr<VertexDataDesc> vertexDesc;
- /**
- * Defines how are indices separated into sub-meshes, and how are those sub-meshes rendered. Sub-meshes may be
- * rendered independently.
- */
- Vector<SubMesh> subMeshes;
- /** Optimizes performance depending on planned usage of the mesh. */
- INT32 usage = MU_STATIC;
- /**
- * Size of indices, use smaller size for better performance, however be careful not to go over the number of
- * vertices limited by the size.
- */
- IndexType indexType = IT_32BIT;
- /** Optional skeleton that can be used for skeletal animation of the mesh. */
- SPtr<Skeleton> skeleton;
- /** Optional set of morph shapes that can be used for per-vertex animation of the mesh. */
- SPtr<MorphShapes> morphShapes;
- static MESH_DESC DEFAULT;
- };
- /**
- * Primary class for holding geometry. Stores data in the form of a vertex buffers and optionally index buffer, which
- * may be bound to the pipeline for drawing. May contain multiple sub-meshes.
- *
- * @note Sim thread.
- */
- class BS_CORE_EXPORT Mesh : public MeshBase
- {
- public:
- virtual ~Mesh();
- /** @copydoc MeshBase::initialize */
- void initialize() override;
- /**
- * Updates the mesh with new data. The actual write will be queued for later execution on the core thread. Provided
- * data buffer will be locked until the operation completes.
- *
- * @param[in] accessor Accessor to queue the operation on.
- * @param[in] subresourceIdx Index of the subresource to write to. Ignored for now.
- * @param[in] data Data of valid size and format to write to the subresource.
- * @param[in] discardEntireBuffer When true the existing contents of the resource you are updating will be
- * discarded. This can make the operation faster. Resources with certain buffer
- * types might require this flag to be in a specific state otherwise the operation
- * will fail.
- * @return Async operation object you can use to track operation completion.
- *
- * @see MeshCore::writeSubresource
- */
- AsyncOp writeSubresource(CoreAccessor& accessor, UINT32 subresourceIdx, const SPtr<MeshData>& data,
- bool discardEntireBuffer);
- /**
- * Reads internal mesh data to the provided previously allocated buffer. The read is queued for execution on the
- * core thread and not executed immediately. Provided data buffer will be locked until the operation completes.
- *
- * @param[in] accessor Accessor to queue the operation on.
- * @param[in] subresourceIdx Index of the subresource to read from. Ignored for now.
- * @param[out] data Previously allocated buffer of valid size and format to read the data into. Can be
- * allocated using allocateSubresourceBuffer().
- * @return Async operation object you can use to track operation completion.
- *
- * @see MeshCore::readSubresource
- */
- AsyncOp readSubresource(CoreAccessor& accessor, UINT32 subresourceIdx, const SPtr<MeshData>& data);
- /**
- * Allocates a buffer you may use for storage when reading a subresource. You need to allocate such a buffer if you
- * are calling readSubresource().
- *
- * @param[in] subresourceIdx Only 0 is supported. You can only update entire mesh at once.
- *
- * @note Thread safe.
- */
- SPtr<MeshData> allocateSubresourceBuffer(UINT32 subresourceIdx) const;
- /**
- * Reads data from the cached system memory mesh buffer into the provided buffer.
- *
- * @param[in] dest Previously allocated buffer to read data into.
- *
- * @note
- * The data read is the cached mesh data. Any data written to the mesh from the GPU or core thread will not be
- * reflected in this data. Use readSubresource() if you require those changes.
- * @note
- * The mesh must have been created with MU_CPUCACHED usage otherwise this method will not return any data.
- */
- void readData(MeshData& dest);
- /** Gets the skeleton required for animation of this mesh, if any is available. */
- SPtr<Skeleton> getSkeleton() const { return mSkeleton; }
- /** Returns an object containing all shapes used for morph animation, if any are available. */
- SPtr<MorphShapes> getMorphShapes() const { return mMorphShapes; }
- /** Retrieves a core implementation of a mesh usable only from the core thread. */
- SPtr<MeshCore> getCore() const;
- /** Returns a dummy mesh, containing just one triangle. Don't modify the returned mesh. */
- static HMesh dummy();
- protected:
- friend class MeshManager;
- Mesh(const MESH_DESC& desc);
- Mesh(const SPtr<MeshData>& initialMeshData, const MESH_DESC& desc);
- /** Updates bounds by calculating them from the vertices in the provided mesh data object. */
- void updateBounds(const MeshData& meshData);
- /** @copydoc CoreObject::createCore */
- SPtr<CoreObjectCore> createCore() const override;
- /**
- * Creates buffers used for caching of CPU mesh data.
- *
- * @note Make sure to initialize all mesh properties before calling this.
- */
- void createCPUBuffer();
- /** Updates the cached CPU buffers with new data. */
- void updateCPUBuffer(UINT32 subresourceIdx, const MeshData& data);
- mutable SPtr<MeshData> mCPUData;
- SPtr<VertexDataDesc> mVertexDesc;
- int mUsage;
- IndexType mIndexType;
- SPtr<Skeleton> mSkeleton; // Immutable
- SPtr<MorphShapes> mMorphShapes; // Immutable
- /************************************************************************/
- /* SERIALIZATION */
- /************************************************************************/
- private:
- Mesh(); // Serialization only
- public:
- friend class MeshRTTI;
- static RTTITypeBase* getRTTIStatic();
- RTTITypeBase* getRTTI() const override;
- /************************************************************************/
- /* STATICS */
- /************************************************************************/
-
- public:
- /**
- * Creates a new empty mesh. Created mesh will have no sub-meshes.
- *
- * @param[in] numVertices Number of vertices in the mesh.
- * @param[in] numIndices Number of indices in the mesh.
- * @param[in] vertexDesc Vertex description structure that describes how are vertices organized in the
- * vertex buffer. When binding a mesh to the pipeline you must ensure vertex
- * description at least partially matches the input description of the currently bound
- * vertex GPU program.
- * @param[in] usage Optimizes performance depending on planned usage of the mesh.
- * @param[in] drawOp Determines how should the provided indices be interpreted by the pipeline. Default
- * option is a triangle list, where three indices represent a single triangle.
- * @param[in] indexType Size of indices, use smaller size for better performance, however be careful not to
- * go over the number of vertices limited by the size.
- */
- static HMesh create(UINT32 numVertices, UINT32 numIndices, const SPtr<VertexDataDesc>& vertexDesc,
- int usage = MU_STATIC, DrawOperationType drawOp = DOT_TRIANGLE_LIST, IndexType indexType = IT_32BIT);
- /**
- * Creates a new empty mesh.
- *
- * @param[in] desc Descriptor containing the properties of the mesh to create.
- */
- static HMesh create(const MESH_DESC& desc);
- /**
- * Creates a new mesh from an existing mesh data. Created mesh will match the vertex and index buffers described
- * by the mesh data exactly. Mesh will have no sub-meshes.
- *
- * @param[in] initialData Vertex and index data to initialize the mesh with.
- * @param[in] desc Descriptor containing the properties of the mesh to create. Vertex and index count,
- * vertex descriptor and index type properties are ignored and are read from provided
- * mesh data instead.
- */
- static HMesh create(const SPtr<MeshData>& initialData, const MESH_DESC& desc);
- /**
- * Creates a new mesh from an existing mesh data. Created mesh will match the vertex and index buffers described
- * by the mesh data exactly. Mesh will have no sub-meshes.
- *
- * @param[in] initialData Vertex and index data to initialize the mesh with.
- * @param[in] usage Optimizes performance depending on planned usage of the mesh.
- * @param[in] drawOp Determines how should the provided indices be interpreted by the pipeline. Default
- * option is a triangle strip, where three indices represent a single triangle.
- */
- static HMesh create(const SPtr<MeshData>& initialData, int usage = MU_STATIC,
- DrawOperationType drawOp = DOT_TRIANGLE_LIST);
- /** @name Internal
- * @{
- */
- /**
- * @copydoc create(const MESH_DESC&)
- *
- * @note Internal method. Use create() for normal use.
- */
- static SPtr<Mesh> _createPtr(const MESH_DESC& desc);
- /**
- * @copydoc create(const SPtr<MeshData>&, const MESH_DESC&)
- *
- * @note Internal method. Use create() for normal use.
- */
- static SPtr<Mesh> _createPtr(const SPtr<MeshData>& initialData, const MESH_DESC& desc);
- /**
- * @copydoc create(const SPtr<MeshData>&, int, DrawOperationType)
- *
- * @note Internal method. Use create() for normal use.
- */
- static SPtr<Mesh> _createPtr(const SPtr<MeshData>& initialData, int usage = MU_STATIC,
- DrawOperationType drawOp = DOT_TRIANGLE_LIST);
- /**
- * Creates a new empty and uninitialized mesh. You will need to manually initialize the mesh before using it.
- *
- * @note This should only be used for special cases like serialization and is not meant for normal use.
- */
- static SPtr<Mesh> createEmpty();
- /** @} */
- };
- /** @} */
- /** @addtogroup Resources-Internal
- * @{
- */
- /**
- * Core thread portion of a Mesh.
- *
- * @note Core thread.
- */
- class BS_CORE_EXPORT MeshCore : public MeshCoreBase
- {
- public:
- MeshCore(const SPtr<MeshData>& initialMeshData, const MESH_DESC& desc, GpuDeviceFlags deviceMask);
- ~MeshCore();
- /** @copydoc CoreObjectCore::initialize */
- void initialize() override;
- /** @copydoc MeshCoreBase::getVertexData */
- SPtr<VertexData> getVertexData() const override;
- /** @copydoc MeshCoreBase::getIndexBuffer */
- SPtr<IndexBufferCore> getIndexBuffer() const override;
- /** @copydoc MeshCoreBase::getVertexDesc */
- SPtr<VertexDataDesc> getVertexDesc() const override;
- /** Returns a skeleton that can be used for animating the mesh. */
- SPtr<Skeleton> getSkeleton() const { return mSkeleton; }
- /** Returns an object containing all shapes used for morph animation, if any are available. */
- SPtr<MorphShapes> getMorphShapes() const { return mMorphShapes; }
- /**
- * Updates a part of the current mesh with the provided data.
- *
- * @param[in] subresourceIdx Index of the subresource to update, if the mesh has more than one.
- * @param[in] data Data to update the mesh with.
- * @param[in] discardEntireBuffer When true the existing contents of the resource you are updating will be
- * discarded. This can make the operation faster. Resources with certain buffer
- * types might require this flag to be in a specific state otherwise the operation
- * will fail.
- * @param[in] updateBounds If true the internal bounds of the mesh will be recalculated based on the
- * provided data.
- */
- virtual void writeSubresource(UINT32 subresourceIdx, const MeshData& data, bool discardEntireBuffer, bool updateBounds = true);
- /**
- * Reads a part of the current resource into the provided @p data parameter. Data buffer needs to be pre-allocated.
- *
- * @param[in] subresourceIdx Index of the subresource to update, if the mesh has more than one.
- * @param[out] data Buffer that will receive the data. Should be allocated with
- * allocateSubresourceBuffer() to ensure it is of valid type and size.
- */
- virtual void readSubresource(UINT32 subresourceIdx, MeshData& data);
- /**
- * Creates a new empty mesh. Created mesh will have no sub-meshes.
- *
- * @param[in] numVertices Number of vertices in the mesh.
- * @param[in] numIndices Number of indices in the mesh.
- * @param[in] vertexDesc Vertex description structure that describes how are vertices organized in the
- * vertex buffer. When binding a mesh to the pipeline you must ensure vertex
- * description at least partially matches the input description of the currently
- * bound vertex GPU program.
- * @param[in] usage Optimizes performance depending on planned usage of the mesh.
- * @param[in] drawOp Determines how should the provided indices be interpreted by the pipeline. Default
- * option is a triangle list, where three indices represent a single triangle.
- * @param[in] indexType Size of indices, use smaller size for better performance, however be careful not to
- * go over the number of vertices limited by the size.
- * @param[in] deviceMask Mask that determines on which GPU devices should the object be created on.
- */
- static SPtr<MeshCore> create(UINT32 numVertices, UINT32 numIndices, const SPtr<VertexDataDesc>& vertexDesc,
- int usage = MU_STATIC, DrawOperationType drawOp = DOT_TRIANGLE_LIST, IndexType indexType = IT_32BIT,
- GpuDeviceFlags deviceMask = GDF_DEFAULT);
- /**
- * Creates a new empty mesh.
- *
- * @param[in] desc Descriptor containing the properties of the mesh to create.
- * @param[in] deviceMask Mask that determines on which GPU devices should the object be created on.
- */
- static SPtr<MeshCore> create(const MESH_DESC& desc, GpuDeviceFlags deviceMask = GDF_DEFAULT);
- /**
- * Creates a new mesh from an existing mesh data. Created mesh will match the vertex and index buffers described
- * by the mesh data exactly.
- *
- * @param[in] initialData Vertex and index data to initialize the mesh with.
- * @param[in] desc Descriptor containing the properties of the mesh to create. Vertex and index count,
- * vertex descriptor and index type properties are ignored and are read from provided
- * mesh data instead.
- * @param[in] deviceMask Mask that determines on which GPU devices should the object be created on.
- */
- static SPtr<MeshCore> create(const SPtr<MeshData>& initialData, const MESH_DESC& desc,
- GpuDeviceFlags deviceMask = GDF_DEFAULT);
- /**
- * Creates a new mesh from an existing mesh data. Created mesh will match the vertex and index buffers described
- * by the mesh data exactly. Mesh will have no sub-meshes.
- *
- * @param[in] initialData Vertex and index data to initialize the mesh with.
- * @param[in] usage Optimizes performance depending on planned usage of the mesh.
- * @param[in] drawOp Determines how should the provided indices be interpreted by the pipeline. Default
- * option is a triangle strip, where three indices represent a single triangle.
- * @param[in] deviceMask Mask that determines on which GPU devices should the object be created on.
- */
- static SPtr<MeshCore> create(const SPtr<MeshData>& initialData, int usage = MU_STATIC,
- DrawOperationType drawOp = DOT_TRIANGLE_LIST, GpuDeviceFlags deviceMask = GDF_DEFAULT);
- protected:
- friend class Mesh;
- /** Updates bounds by calculating them from the vertices in the provided mesh data object. */
- void updateBounds(const MeshData& meshData);
- SPtr<VertexData> mVertexData;
- SPtr<IndexBufferCore> mIndexBuffer;
- SPtr<VertexDataDesc> mVertexDesc;
- int mUsage;
- IndexType mIndexType;
- GpuDeviceFlags mDeviceMask;
- SPtr<MeshData> mTempInitialMeshData;
- SPtr<Skeleton> mSkeleton; // Immutable
- SPtr<MorphShapes> mMorphShapes; // Immutable
- };
- /** @} */
- }
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