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 (for example a value of 1 means
  75. * each instance will retrieve a new value from the vertex buffer, a value of 2 means each second instance will,
  76. * etc.).
  77. */
  78. UINT32 getInstanceStepRate() const { return mInstanceStepRate; }
  79. /** Returns the size of a base element type. */
  80. static UINT32 getTypeSize(VertexElementType etype);
  81. /** Returns the number of values in the provided base element type. For example float4 has four values. */
  82. static UINT16 getTypeCount(VertexElementType etype);
  83. /** Gets packed color vertex element type used by the active render system. */
  84. static VertexElementType getBestColorVertexElementType();
  85. protected:
  86. UINT16 mSource;
  87. UINT32 mOffset;
  88. VertexElementType mType;
  89. VertexElementSemantic mSemantic;
  90. UINT16 mIndex;
  91. UINT32 mInstanceStepRate;
  92. };
  93. /** @cond SPECIALIZATIONS */
  94. BS_ALLOW_MEMCPY_SERIALIZATION(VertexElement);
  95. /** @endcond */
  96. /** Contains information about a vertex declaration. */
  97. class BS_CORE_EXPORT VertexDeclarationProperties
  98. {
  99. public:
  100. VertexDeclarationProperties(const List<VertexElement>& elements);
  101. bool operator== (const VertexDeclarationProperties& rhs) const;
  102. bool operator!= (const VertexDeclarationProperties& rhs) const;
  103. /** Get the number of elements in the declaration. */
  104. UINT32 getElementCount() const { return (UINT32)mElementList.size(); }
  105. /** Returns a list of vertex elements in the declaration. */
  106. const List<VertexElement>& getElements() const { return mElementList; }
  107. /** Returns a single vertex element at the specified index. */
  108. const VertexElement* getElement(UINT16 index) const;
  109. /**
  110. * Attempts to find an element by the given semantic and semantic index. If no element can be found null is returned.
  111. */
  112. virtual const VertexElement* findElementBySemantic(VertexElementSemantic sem, UINT16 index = 0) const;
  113. /** Returns a list of all elements that use the provided source index. */
  114. virtual List<VertexElement> findElementsBySource(UINT16 source) const;
  115. /** Returns the total size of all vertex elements using the provided source index. */
  116. virtual UINT32 getVertexSize(UINT16 source) const;
  117. protected:
  118. friend class VertexDeclaration;
  119. friend class VertexDeclarationRTTI;
  120. List<VertexElement> mElementList;
  121. };
  122. /**
  123. * Describes a set of vertex elements, used for describing contents of a vertex buffer or inputs to a vertex GPU program.
  124. *
  125. * @note Sim thread.
  126. */
  127. class BS_CORE_EXPORT VertexDeclaration : public IReflectable, public CoreObject
  128. {
  129. public:
  130. virtual ~VertexDeclaration() { }
  131. /** Returns properties describing the vertex declaration. */
  132. const VertexDeclarationProperties& getProperties() const { return mProperties; }
  133. /** Retrieves a core implementation of a vertex declaration usable only from the core thread. */
  134. SPtr<VertexDeclarationCore> getCore() const;
  135. /** @copydoc HardwareBufferManager::createVertexDeclaration */
  136. static SPtr<VertexDeclaration> create(const SPtr<VertexDataDesc>& desc);
  137. protected:
  138. friend class HardwareBufferManager;
  139. VertexDeclaration(const List<VertexElement>& elements);
  140. /** @copydoc CoreObject::createCore */
  141. SPtr<CoreObjectCore> createCore() const override;
  142. protected:
  143. VertexDeclarationProperties mProperties;
  144. /************************************************************************/
  145. /* SERIALIZATION */
  146. /************************************************************************/
  147. public:
  148. friend class VertexDeclarationRTTI;
  149. static RTTITypeBase* getRTTIStatic();
  150. virtual RTTITypeBase* getRTTI() const override;
  151. };
  152. /** Converts a vertex semantic enum to a readable name. */
  153. BS_CORE_EXPORT String toString(const VertexElementSemantic& val);
  154. /** Converts a vertex semantic enum to a readable name. */
  155. BS_CORE_EXPORT WString toWString(const VertexElementSemantic& val);
  156. /** @} */
  157. /** @addtogroup RenderAPI-Internal
  158. * @{
  159. */
  160. /**
  161. * Core thread portion of a VertexDeclaration.
  162. *
  163. * @note Core thread.
  164. */
  165. class BS_CORE_EXPORT VertexDeclarationCore : public CoreObjectCore
  166. {
  167. public:
  168. virtual ~VertexDeclarationCore() { }
  169. /** @copydoc CoreObjectCore::initialize */
  170. void initialize() override;
  171. /** Returns properties describing the vertex declaration. */
  172. const VertexDeclarationProperties& getProperties() const { return mProperties; }
  173. /** Returns an ID unique to this declaration. */
  174. UINT32 getId() const { return mId; }
  175. /**
  176. * Checks can a vertex buffer declared with this declaration be bound to a shader defined with the provided
  177. * declaration.
  178. */
  179. bool isCompatible(const SPtr<VertexDeclarationCore>& shaderDecl);
  180. /**
  181. * Returns a list of vertex elements that the provided shader's vertex declaration expects but aren't present in
  182. * this vertex declaration.
  183. */
  184. Vector<VertexElement> getMissingElements(const SPtr<VertexDeclarationCore>& shaderDecl);
  185. /** @copydoc HardwareBufferCoreManager::createVertexDeclaration */
  186. static SPtr<VertexDeclarationCore> create(const SPtr<VertexDataDesc>& desc);
  187. protected:
  188. friend class HardwareBufferCoreManager;
  189. VertexDeclarationCore(const List<VertexElement>& elements);
  190. VertexDeclarationProperties mProperties;
  191. UINT32 mId;
  192. static UINT32 NextFreeId;
  193. };
  194. /** @} */
  195. }