BsVertexDeclaration.h 9.6 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, /**< Color encoded in 32-bits (8-bits per channel). */
  34. VET_SHORT1 = 5, /**< 1D 16-bit signed integer value */
  35. VET_SHORT2 = 6, /**< 2D 16-bit signed integer value */
  36. VET_SHORT4 = 8, /**< 4D 16-bit signed integer value */
  37. VET_UBYTE4 = 9, /**< 4D 8-bit unsigned integer value */
  38. VET_COLOR_ARGB = 10, /**< Color encoded in 32-bits (8-bits per channel) in ARGB order) */
  39. VET_COLOR_ABGR = 11, /**< Color encoded in 32-bits (8-bits per channel) in ABGR order) */
  40. VET_UINT4 = 12, /**< 4D 32-bit unsigned integer value */
  41. VET_INT4 = 13, /**< 4D 32-bit signed integer value */
  42. VET_USHORT1 = 14, /**< 1D 16-bit unsigned integer value */
  43. VET_USHORT2 = 15, /**< 2D 16-bit unsigned integer value */
  44. VET_USHORT4 = 17, /**< 4D 16-bit unsigned integer value */
  45. VET_INT1 = 18, /**< 1D 32-bit signed integer value */
  46. VET_INT2 = 19, /**< 2D 32-bit signed integer value */
  47. VET_INT3 = 20, /**< 3D 32-bit signed integer value */
  48. VET_UINT1 = 21, /**< 1D 32-bit signed integer value */
  49. VET_UINT2 = 22, /**< 2D 32-bit signed integer value */
  50. VET_UINT3 = 23, /**< 3D 32-bit signed integer value */
  51. VET_UBYTE4_NORM = 24, /**< 4D 8-bit unsigned integer interpreted as a normalized value in [0, 1] range. */
  52. VET_COUNT // Keep at end
  53. };
  54. /** Describes a single vertex element in a vertex declaration. */
  55. class BS_CORE_EXPORT VertexElement
  56. {
  57. public:
  58. VertexElement() {}
  59. VertexElement(UINT16 source, UINT32 offset, VertexElementType theType,
  60. VertexElementSemantic semantic, UINT16 index = 0, UINT32 instanceStepRate = 0);
  61. bool operator== (const VertexElement& rhs) const;
  62. bool operator!= (const VertexElement& rhs) const;
  63. /** Returns index of the vertex buffer from which this element is stored. */
  64. UINT16 getStreamIdx() const { return mSource; }
  65. /**
  66. * Returns an offset into the buffer where this vertex is stored. This value might be in bytes but doesn't have to
  67. * be, it's likely to be render API specific.
  68. */
  69. UINT32 getOffset() const { return mOffset; }
  70. /** Gets the base data type of this element. */
  71. VertexElementType getType() const { return mType; }
  72. /** Gets a semantic that describes what this element contains. */
  73. VertexElementSemantic getSemantic() const { return mSemantic; }
  74. /**
  75. * Gets an index of this element. Only relevant when you have multiple elements with the same semantic,
  76. * for example uv0, uv1.
  77. */
  78. UINT16 getSemanticIdx() const { return mIndex; }
  79. /** Returns the size of this element in bytes. */
  80. UINT32 getSize() const;
  81. /**
  82. * Returns at what rate do the vertex elements advance during instanced rendering. Provide zero for default
  83. * behaviour where each vertex receives the next value from the vertex buffer. Provide a value larger than zero
  84. * to ensure vertex data is advanced with every instance, instead of every vertex (for example a value of 1 means
  85. * each instance will retrieve a new value from the vertex buffer, a value of 2 means each second instance will,
  86. * etc.).
  87. */
  88. UINT32 getInstanceStepRate() const { return mInstanceStepRate; }
  89. /** Returns the size of a base element type. */
  90. static UINT32 getTypeSize(VertexElementType etype);
  91. /** Returns the number of values in the provided base element type. For example float4 has four values. */
  92. static UINT16 getTypeCount(VertexElementType etype);
  93. /** Gets packed color vertex element type used by the active render system. */
  94. static VertexElementType getBestColorVertexElementType();
  95. protected:
  96. UINT16 mSource;
  97. UINT32 mOffset;
  98. VertexElementType mType;
  99. VertexElementSemantic mSemantic;
  100. UINT16 mIndex;
  101. UINT32 mInstanceStepRate;
  102. };
  103. /** @cond SPECIALIZATIONS */
  104. BS_ALLOW_MEMCPY_SERIALIZATION(VertexElement);
  105. /** @endcond */
  106. /** Contains information about a vertex declaration. */
  107. class BS_CORE_EXPORT VertexDeclarationProperties
  108. {
  109. public:
  110. VertexDeclarationProperties(const List<VertexElement>& elements);
  111. bool operator== (const VertexDeclarationProperties& rhs) const;
  112. bool operator!= (const VertexDeclarationProperties& rhs) const;
  113. /** Get the number of elements in the declaration. */
  114. UINT32 getElementCount() const { return (UINT32)mElementList.size(); }
  115. /** Returns a list of vertex elements in the declaration. */
  116. const List<VertexElement>& getElements() const { return mElementList; }
  117. /** Returns a single vertex element at the specified index. */
  118. const VertexElement* getElement(UINT16 index) const;
  119. /**
  120. * Attempts to find an element by the given semantic and semantic index. If no element can be found null is returned.
  121. */
  122. virtual const VertexElement* findElementBySemantic(VertexElementSemantic sem, UINT16 index = 0) const;
  123. /** Returns a list of all elements that use the provided source index. */
  124. virtual List<VertexElement> findElementsBySource(UINT16 source) const;
  125. /** Returns the total size of all vertex elements using the provided source index. */
  126. virtual UINT32 getVertexSize(UINT16 source) const;
  127. protected:
  128. friend class VertexDeclaration;
  129. friend class VertexDeclarationRTTI;
  130. List<VertexElement> mElementList;
  131. };
  132. /**
  133. * Describes a set of vertex elements, used for describing contents of a vertex buffer or inputs to a vertex GPU program.
  134. *
  135. * @note Sim thread.
  136. */
  137. class BS_CORE_EXPORT VertexDeclaration : public IReflectable, public CoreObject
  138. {
  139. public:
  140. virtual ~VertexDeclaration() { }
  141. /** Returns properties describing the vertex declaration. */
  142. const VertexDeclarationProperties& getProperties() const { return mProperties; }
  143. /** Retrieves a core implementation of a vertex declaration usable only from the core thread. */
  144. SPtr<VertexDeclarationCore> getCore() const;
  145. /** @copydoc HardwareBufferManager::createVertexDeclaration */
  146. static SPtr<VertexDeclaration> create(const SPtr<VertexDataDesc>& desc);
  147. protected:
  148. friend class HardwareBufferManager;
  149. VertexDeclaration(const List<VertexElement>& elements);
  150. /** @copydoc CoreObject::createCore */
  151. SPtr<CoreObjectCore> createCore() const override;
  152. protected:
  153. VertexDeclarationProperties mProperties;
  154. /************************************************************************/
  155. /* SERIALIZATION */
  156. /************************************************************************/
  157. public:
  158. friend class VertexDeclarationRTTI;
  159. static RTTITypeBase* getRTTIStatic();
  160. RTTITypeBase* getRTTI() const override;
  161. };
  162. /** Converts a vertex semantic enum to a readable name. */
  163. BS_CORE_EXPORT String toString(const VertexElementSemantic& val);
  164. /** Converts a vertex semantic enum to a readable name. */
  165. BS_CORE_EXPORT WString toWString(const VertexElementSemantic& val);
  166. /** @} */
  167. /** @addtogroup RenderAPI-Internal
  168. * @{
  169. */
  170. /**
  171. * Core thread portion of a VertexDeclaration.
  172. *
  173. * @note Core thread.
  174. */
  175. class BS_CORE_EXPORT VertexDeclarationCore : public CoreObjectCore
  176. {
  177. public:
  178. virtual ~VertexDeclarationCore() { }
  179. /** @copydoc CoreObjectCore::initialize */
  180. void initialize() override;
  181. /** Returns properties describing the vertex declaration. */
  182. const VertexDeclarationProperties& getProperties() const { return mProperties; }
  183. /** Returns an ID unique to this declaration. */
  184. UINT32 getId() const { return mId; }
  185. /**
  186. * Checks can a vertex buffer declared with this declaration be bound to a shader defined with the provided
  187. * declaration.
  188. */
  189. bool isCompatible(const SPtr<VertexDeclarationCore>& shaderDecl);
  190. /**
  191. * Returns a list of vertex elements that the provided shader's vertex declaration expects but aren't present in
  192. * this vertex declaration.
  193. */
  194. Vector<VertexElement> getMissingElements(const SPtr<VertexDeclarationCore>& shaderDecl);
  195. /** @copydoc HardwareBufferCoreManager::createVertexDeclaration */
  196. static SPtr<VertexDeclarationCore> create(const SPtr<VertexDataDesc>& desc, GpuDeviceFlags deviceMask = GDF_DEFAULT);
  197. protected:
  198. friend class HardwareBufferCoreManager;
  199. VertexDeclarationCore(const List<VertexElement>& elements, GpuDeviceFlags deviceMask);
  200. VertexDeclarationProperties mProperties;
  201. UINT32 mId;
  202. static UINT32 NextFreeId;
  203. };
  204. /** @} */
  205. }