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. namespace BansheeEngine
  13. {
  14. RendererMeshData::RendererMeshData(UINT32 numVertices, UINT32 numIndices, VertexLayout layout, IndexType indexType)
  15. {
  16. VertexDataDescPtr vertexDesc = vertexLayoutVertexDesc(layout);
  17. mMeshData = bs_shared_ptr_new<MeshData>(numVertices, numIndices, vertexDesc, indexType);
  18. }
  19. RendererMeshData::RendererMeshData(const MeshDataPtr& meshData)
  20. :mMeshData(meshData)
  21. {
  22. }
  23. void RendererMeshData::getPositions(Vector3* buffer, UINT32 size)
  24. {
  25. if (!mMeshData->getVertexDesc()->hasElement(VES_POSITION))
  26. return;
  27. UINT32 numElements = mMeshData->getNumVertices();
  28. assert(numElements * sizeof(Vector3) == size);
  29. mMeshData->getVertexData(VES_POSITION, (UINT8*)buffer, size);
  30. }
  31. void RendererMeshData::setPositions(Vector3* buffer, UINT32 size)
  32. {
  33. if (!mMeshData->getVertexDesc()->hasElement(VES_POSITION))
  34. return;
  35. UINT32 numElements = mMeshData->getNumVertices();
  36. assert(numElements * sizeof(Vector3) == size);
  37. mMeshData->setVertexData(VES_POSITION, (UINT8*)buffer, size);
  38. }
  39. void RendererMeshData::getNormals(Vector3* buffer, UINT32 size)
  40. {
  41. if (!mMeshData->getVertexDesc()->hasElement(VES_NORMAL))
  42. return;
  43. UINT32 numElements = mMeshData->getNumVertices();
  44. assert(numElements * sizeof(Vector3) == size);
  45. mMeshData->getVertexData(VES_NORMAL, (UINT8*)buffer, size);
  46. }
  47. void RendererMeshData::setNormals(Vector3* buffer, UINT32 size)
  48. {
  49. if (!mMeshData->getVertexDesc()->hasElement(VES_NORMAL))
  50. return;
  51. UINT32 numElements = mMeshData->getNumVertices();
  52. assert(numElements * sizeof(Vector3) == size);
  53. mMeshData->setVertexData(VES_NORMAL, (UINT8*)buffer, size);
  54. }
  55. void RendererMeshData::getTangents(Vector4* buffer, UINT32 size)
  56. {
  57. if (!mMeshData->getVertexDesc()->hasElement(VES_TANGENT))
  58. return;
  59. UINT32 numElements = mMeshData->getNumVertices();
  60. assert(numElements * sizeof(Vector4) == size);
  61. mMeshData->getVertexData(VES_TANGENT, (UINT8*)buffer, size);
  62. }
  63. void RendererMeshData::setTangents(Vector4* buffer, UINT32 size)
  64. {
  65. if (!mMeshData->getVertexDesc()->hasElement(VES_TANGENT))
  66. return;
  67. UINT32 numElements = mMeshData->getNumVertices();
  68. assert(numElements * sizeof(Vector4) == size);
  69. mMeshData->setVertexData(VES_TANGENT, (UINT8*)buffer, size);
  70. }
  71. void RendererMeshData::getColors(Color* buffer, UINT32 size)
  72. {
  73. if (!mMeshData->getVertexDesc()->hasElement(VES_COLOR))
  74. return;
  75. UINT32 numElements = mMeshData->getNumVertices();
  76. assert(numElements * sizeof(Vector4) == size);
  77. UINT8* colorSrc = mMeshData->getElementData(VES_COLOR);
  78. UINT32 stride = mMeshData->getVertexDesc()->getVertexStride(0);
  79. Color* colorDst = buffer;
  80. for (UINT32 i = 0; i < numElements; i++)
  81. {
  82. PixelUtil::unpackColor(colorDst, PF_R8G8B8A8, (void*)colorSrc);
  83. colorSrc += stride;
  84. colorDst++;
  85. }
  86. }
  87. void RendererMeshData::setColors(Color* buffer, UINT32 size)
  88. {
  89. if (!mMeshData->getVertexDesc()->hasElement(VES_COLOR))
  90. return;
  91. UINT32 numElements = mMeshData->getNumVertices();
  92. assert(numElements * sizeof(Vector4) == size);
  93. UINT8* colorDst = mMeshData->getElementData(VES_COLOR);
  94. UINT32 stride = mMeshData->getVertexDesc()->getVertexStride(0);
  95. Color* colorSrc = buffer;
  96. for (UINT32 i = 0; i < numElements; i++)
  97. {
  98. PixelUtil::packColor(*colorSrc, PF_R8G8B8A8, (void*)colorDst);
  99. colorSrc++;
  100. colorDst += stride;
  101. }
  102. }
  103. void RendererMeshData::setColors(UINT32* buffer, UINT32 size)
  104. {
  105. if (!mMeshData->getVertexDesc()->hasElement(VES_COLOR))
  106. return;
  107. UINT32 numElements = mMeshData->getNumVertices();
  108. assert(numElements * sizeof(UINT32) == size);
  109. UINT8* colorDst = mMeshData->getElementData(VES_COLOR);
  110. memcpy(colorDst, buffer, size);
  111. }
  112. void RendererMeshData::getUV0(Vector2* buffer, UINT32 size)
  113. {
  114. if (!mMeshData->getVertexDesc()->hasElement(VES_TEXCOORD, 0))
  115. return;
  116. UINT32 numElements = mMeshData->getNumVertices();
  117. assert(numElements * sizeof(Vector2) == size);
  118. mMeshData->getVertexData(VES_TEXCOORD, (UINT8*)buffer, size, 0);
  119. }
  120. void RendererMeshData::setUV0(Vector2* buffer, UINT32 size)
  121. {
  122. if (!mMeshData->getVertexDesc()->hasElement(VES_TEXCOORD, 0))
  123. return;
  124. UINT32 numElements = mMeshData->getNumVertices();
  125. assert(numElements * sizeof(Vector2) == size);
  126. mMeshData->setVertexData(VES_TEXCOORD, (UINT8*)buffer, size, 0);
  127. }
  128. void RendererMeshData::getUV1(Vector2* buffer, UINT32 size)
  129. {
  130. if (!mMeshData->getVertexDesc()->hasElement(VES_TEXCOORD, 1))
  131. return;
  132. UINT32 numElements = mMeshData->getNumVertices();
  133. assert(numElements * sizeof(Vector2) == size);
  134. mMeshData->getVertexData(VES_TEXCOORD, (UINT8*)buffer, size, 1);
  135. }
  136. void RendererMeshData::setUV1(Vector2* buffer, UINT32 size)
  137. {
  138. if (!mMeshData->getVertexDesc()->hasElement(VES_TEXCOORD, 1))
  139. return;
  140. UINT32 numElements = mMeshData->getNumVertices();
  141. assert(numElements * sizeof(Vector2) == size);
  142. mMeshData->setVertexData(VES_TEXCOORD, (UINT8*)buffer, size, 1);
  143. }
  144. void RendererMeshData::getBoneWeights(BoneWeight* buffer, UINT32 size)
  145. {
  146. VertexDataDescPtr vertexDesc = mMeshData->getVertexDesc();
  147. if (!vertexDesc->hasElement(VES_BLEND_WEIGHTS) ||
  148. !vertexDesc->hasElement(VES_BLEND_INDICES))
  149. return;
  150. UINT32 numElements = mMeshData->getNumVertices();
  151. assert(numElements * sizeof(BoneWeight) == size);
  152. UINT8* weightPtr = mMeshData->getElementData(VES_BLEND_WEIGHTS);
  153. UINT8* indexPtr = mMeshData->getElementData(VES_BLEND_INDICES);
  154. UINT32 stride = vertexDesc->getVertexStride(0);
  155. BoneWeight* weightDst = buffer;
  156. for (UINT32 i = 0; i < numElements; i++)
  157. {
  158. int* indices = (int*)indexPtr;
  159. float* weights = (float*)weightPtr;
  160. weightDst->index0 = indices[0];
  161. weightDst->index1 = indices[1];
  162. weightDst->index2 = indices[2];
  163. weightDst->index3 = indices[3];
  164. weightDst->weight0 = weights[0];
  165. weightDst->weight1 = weights[1];
  166. weightDst->weight2 = weights[2];
  167. weightDst->weight3 = weights[3];
  168. weightDst++;
  169. indexPtr += stride;
  170. weightPtr += stride;
  171. }
  172. }
  173. void RendererMeshData::setBoneWeights(BoneWeight* buffer, UINT32 size)
  174. {
  175. VertexDataDescPtr vertexDesc = mMeshData->getVertexDesc();
  176. if (!vertexDesc->hasElement(VES_BLEND_WEIGHTS) ||
  177. !vertexDesc->hasElement(VES_BLEND_INDICES))
  178. return;
  179. UINT32 numElements = mMeshData->getNumVertices();
  180. assert(numElements * sizeof(BoneWeight) == size);
  181. UINT8* weightPtr = mMeshData->getElementData(VES_BLEND_WEIGHTS);
  182. UINT8* indexPtr = mMeshData->getElementData(VES_BLEND_INDICES);
  183. UINT32 stride = vertexDesc->getVertexStride(0);
  184. BoneWeight* weightSrc = buffer;
  185. for (UINT32 i = 0; i < numElements; i++)
  186. {
  187. int* indices = (int*)indexPtr;
  188. float* weights = (float*)weightPtr;
  189. indices[0] = weightSrc->index0;
  190. indices[1] = weightSrc->index1;
  191. indices[2] = weightSrc->index2;
  192. indices[3] = weightSrc->index3;
  193. weights[0] = weightSrc->weight0;
  194. weights[1] = weightSrc->weight1;
  195. weights[2] = weightSrc->weight2;
  196. weights[3] = weightSrc->weight3;
  197. weightSrc++;
  198. indexPtr += stride;
  199. weightPtr += stride;
  200. }
  201. }
  202. void RendererMeshData::getIndices(UINT32* buffer, UINT32 size)
  203. {
  204. UINT32 indexSize = mMeshData->getIndexElementSize();
  205. UINT32 numIndices = mMeshData->getNumIndices();
  206. assert(numIndices * indexSize == size);
  207. if (mMeshData->getIndexType() == IT_16BIT)
  208. {
  209. UINT16* src = mMeshData->getIndices16();
  210. UINT32* dest = buffer;
  211. for (UINT32 i = 0; i < numIndices; i++)
  212. {
  213. *dest = *src;
  214. src++;
  215. dest++;
  216. }
  217. }
  218. else
  219. {
  220. memcpy(buffer, mMeshData->getIndices32(), size);
  221. }
  222. }
  223. void RendererMeshData::setIndices(UINT32* buffer, UINT32 size)
  224. {
  225. UINT32 indexSize = mMeshData->getIndexElementSize();
  226. UINT32 numIndices = mMeshData->getNumIndices();
  227. assert(numIndices * indexSize == size);
  228. if (mMeshData->getIndexType() == IT_16BIT)
  229. {
  230. UINT16* dest = mMeshData->getIndices16();
  231. UINT32* src = buffer;
  232. for (UINT32 i = 0; i < numIndices; i++)
  233. {
  234. *dest = *src;
  235. src++;
  236. dest++;
  237. }
  238. }
  239. else
  240. {
  241. memcpy(mMeshData->getIndices32(), buffer, size);
  242. }
  243. }
  244. RendererMeshDataPtr RendererMeshData::create(UINT32 numVertices, UINT32 numIndices, VertexLayout layout, IndexType indexType)
  245. {
  246. return RendererManager::instance().getActive()->_createMeshData(numVertices, numIndices, layout, indexType);
  247. }
  248. RendererMeshDataPtr RendererMeshData::create(const MeshDataPtr& meshData)
  249. {
  250. return RendererManager::instance().getActive()->_createMeshData(meshData);
  251. }
  252. VertexDataDescPtr RendererMeshData::vertexLayoutVertexDesc(VertexLayout type)
  253. {
  254. VertexDataDescPtr vertexDesc = VertexDataDesc::create();
  255. INT32 intType = (INT32)type;
  256. if (intType == 0)
  257. type = VertexLayout::Position;
  258. if ((intType & (INT32)VertexLayout::Position) != 0)
  259. vertexDesc->addVertElem(VET_FLOAT3, VES_POSITION);
  260. if ((intType & (INT32)VertexLayout::Normal) != 0)
  261. vertexDesc->addVertElem(VET_FLOAT3, VES_NORMAL);
  262. if ((intType & (INT32)VertexLayout::Tangent) != 0)
  263. vertexDesc->addVertElem(VET_FLOAT4, VES_TANGENT);
  264. if ((intType & (INT32)VertexLayout::UV0) != 0)
  265. vertexDesc->addVertElem(VET_FLOAT2, VES_TEXCOORD, 0);
  266. if ((intType & (INT32)VertexLayout::UV1) != 0)
  267. vertexDesc->addVertElem(VET_FLOAT2, VES_TEXCOORD, 1);
  268. if ((intType & (INT32)VertexLayout::Color) != 0)
  269. vertexDesc->addVertElem(VET_FLOAT4, VES_COLOR);
  270. if ((intType & (INT32)VertexLayout::BoneWeights) != 0)
  271. {
  272. vertexDesc->addVertElem(VET_UBYTE4, VES_BLEND_INDICES);
  273. vertexDesc->addVertElem(VET_FLOAT4, VES_BLEND_WEIGHTS);
  274. }
  275. return vertexDesc;
  276. }
  277. }