BsVertexDeclaration.h 9.5 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. };
  53. /** Describes a single vertex element in a vertex declaration. */
  54. class BS_CORE_EXPORT VertexElement
  55. {
  56. public:
  57. VertexElement() {}
  58. VertexElement(UINT16 source, UINT32 offset, VertexElementType theType,
  59. VertexElementSemantic semantic, UINT16 index = 0, UINT32 instanceStepRate = 0);
  60. bool operator== (const VertexElement& rhs) const;
  61. bool operator!= (const VertexElement& rhs) const;
  62. /** Returns index of the vertex buffer from which this element is stored. */
  63. UINT16 getStreamIdx() const { return mSource; }
  64. /**
  65. * Returns an offset into the buffer where this vertex is stored. This value might be in bytes but doesn't have to
  66. * be, it's likely to be render API specific.
  67. */
  68. UINT32 getOffset() const { return mOffset; }
  69. /** Gets the base data type of this element. */
  70. VertexElementType getType() const { return mType; }
  71. /** Gets a semantic that describes what this element contains. */
  72. VertexElementSemantic getSemantic() const { return mSemantic; }
  73. /**
  74. * Gets an index of this element. Only relevant when you have multiple elements with the same semantic,
  75. * for example uv0, uv1.
  76. */
  77. UINT16 getSemanticIdx() const { return mIndex; }
  78. /** Returns the size of this element in bytes. */
  79. UINT32 getSize() const;
  80. /**
  81. * Returns at what rate do the vertex elements advance during instanced rendering. Provide zero for default
  82. * behaviour where each vertex receives the next value from the vertex buffer. Provide a value larger than zero
  83. * to ensure vertex data is advanced with every instance, instead of every vertex (for example a value of 1 means
  84. * each instance will retrieve a new value from the vertex buffer, a value of 2 means each second instance will,
  85. * etc.).
  86. */
  87. UINT32 getInstanceStepRate() const { return mInstanceStepRate; }
  88. /** Returns the size of a base element type. */
  89. static UINT32 getTypeSize(VertexElementType etype);
  90. /** Returns the number of values in the provided base element type. For example float4 has four values. */
  91. static UINT16 getTypeCount(VertexElementType etype);
  92. /** Gets packed color vertex element type used by the active render system. */
  93. static VertexElementType getBestColorVertexElementType();
  94. protected:
  95. UINT16 mSource;
  96. UINT32 mOffset;
  97. VertexElementType mType;
  98. VertexElementSemantic mSemantic;
  99. UINT16 mIndex;
  100. UINT32 mInstanceStepRate;
  101. };
  102. /** @cond SPECIALIZATIONS */
  103. BS_ALLOW_MEMCPY_SERIALIZATION(VertexElement);
  104. /** @endcond */
  105. /** Contains information about a vertex declaration. */
  106. class BS_CORE_EXPORT VertexDeclarationProperties
  107. {
  108. public:
  109. VertexDeclarationProperties(const List<VertexElement>& elements);
  110. bool operator== (const VertexDeclarationProperties& rhs) const;
  111. bool operator!= (const VertexDeclarationProperties& rhs) const;
  112. /** Get the number of elements in the declaration. */
  113. UINT32 getElementCount() const { return (UINT32)mElementList.size(); }
  114. /** Returns a list of vertex elements in the declaration. */
  115. const List<VertexElement>& getElements() const { return mElementList; }
  116. /** Returns a single vertex element at the specified index. */
  117. const VertexElement* getElement(UINT16 index) const;
  118. /**
  119. * Attempts to find an element by the given semantic and semantic index. If no element can be found null is returned.
  120. */
  121. virtual const VertexElement* findElementBySemantic(VertexElementSemantic sem, UINT16 index = 0) const;
  122. /** Returns a list of all elements that use the provided source index. */
  123. virtual List<VertexElement> findElementsBySource(UINT16 source) const;
  124. /** Returns the total size of all vertex elements using the provided source index. */
  125. virtual UINT32 getVertexSize(UINT16 source) const;
  126. protected:
  127. friend class VertexDeclaration;
  128. friend class VertexDeclarationRTTI;
  129. List<VertexElement> mElementList;
  130. };
  131. /**
  132. * Describes a set of vertex elements, used for describing contents of a vertex buffer or inputs to a vertex GPU program.
  133. *
  134. * @note Sim thread.
  135. */
  136. class BS_CORE_EXPORT VertexDeclaration : public IReflectable, public CoreObject
  137. {
  138. public:
  139. virtual ~VertexDeclaration() { }
  140. /** Returns properties describing the vertex declaration. */
  141. const VertexDeclarationProperties& getProperties() const { return mProperties; }
  142. /** Retrieves a core implementation of a vertex declaration usable only from the core thread. */
  143. SPtr<VertexDeclarationCore> getCore() const;
  144. /** @copydoc HardwareBufferManager::createVertexDeclaration */
  145. static SPtr<VertexDeclaration> create(const SPtr<VertexDataDesc>& desc);
  146. protected:
  147. friend class HardwareBufferManager;
  148. VertexDeclaration(const List<VertexElement>& elements);
  149. /** @copydoc CoreObject::createCore */
  150. SPtr<CoreObjectCore> createCore() const override;
  151. protected:
  152. VertexDeclarationProperties mProperties;
  153. /************************************************************************/
  154. /* SERIALIZATION */
  155. /************************************************************************/
  156. public:
  157. friend class VertexDeclarationRTTI;
  158. static RTTITypeBase* getRTTIStatic();
  159. virtual RTTITypeBase* getRTTI() const override;
  160. };
  161. /** Converts a vertex semantic enum to a readable name. */
  162. BS_CORE_EXPORT String toString(const VertexElementSemantic& val);
  163. /** Converts a vertex semantic enum to a readable name. */
  164. BS_CORE_EXPORT WString toWString(const VertexElementSemantic& val);
  165. /** @} */
  166. /** @addtogroup RenderAPI-Internal
  167. * @{
  168. */
  169. /**
  170. * Core thread portion of a VertexDeclaration.
  171. *
  172. * @note Core thread.
  173. */
  174. class BS_CORE_EXPORT VertexDeclarationCore : public CoreObjectCore
  175. {
  176. public:
  177. virtual ~VertexDeclarationCore() { }
  178. /** @copydoc CoreObjectCore::initialize */
  179. void initialize() override;
  180. /** Returns properties describing the vertex declaration. */
  181. const VertexDeclarationProperties& getProperties() const { return mProperties; }
  182. /** Returns an ID unique to this declaration. */
  183. UINT32 getId() const { return mId; }
  184. /**
  185. * Checks can a vertex buffer declared with this declaration be bound to a shader defined with the provided
  186. * declaration.
  187. */
  188. bool isCompatible(const SPtr<VertexDeclarationCore>& shaderDecl);
  189. /**
  190. * Returns a list of vertex elements that the provided shader's vertex declaration expects but aren't present in
  191. * this vertex declaration.
  192. */
  193. Vector<VertexElement> getMissingElements(const SPtr<VertexDeclarationCore>& shaderDecl);
  194. /** @copydoc HardwareBufferCoreManager::createVertexDeclaration */
  195. static SPtr<VertexDeclarationCore> create(const SPtr<VertexDataDesc>& desc);
  196. protected:
  197. friend class HardwareBufferCoreManager;
  198. VertexDeclarationCore(const List<VertexElement>& elements);
  199. VertexDeclarationProperties mProperties;
  200. UINT32 mId;
  201. static UINT32 NextFreeId;
  202. };
  203. /** @} */
  204. }