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- #pragma once
- #include "BsCorePrerequisites.h"
- #include "BsMeshBase.h"
- #include "BsMeshData.h"
- #include "BsVertexData.h"
- #include "BsDrawOps.h"
- #include "BsSubMesh.h"
- #include "BsBounds.h"
- namespace BansheeEngine
- {
- /**
- * @brief Core thread portion of a Mesh.
- *
- * @see Mesh.
- *
- * @note Core thread.
- */
- class BS_CORE_EXPORT MeshCore : public MeshCoreBase
- {
- public:
- MeshCore(UINT32 numVertices, UINT32 numIndices, const VertexDataDescPtr& vertexDesc,
- const Vector<SubMesh>& subMeshes, int usage, IndexType indexType,
- MeshDataPtr initialMeshData);
- ~MeshCore();
- /**
- * @brief CoreObjectCore::initialize
- */
- virtual void initialize() override;
- /**
- * @copydoc MeshCoreBase::getVertexData
- */
- virtual SPtr<VertexData> getVertexData() const override;
- /**
- * @copydoc MeshCoreBase::getIndexBuffer
- */
- virtual SPtr<IndexBufferCore> getIndexBuffer() const override;
- /**
- * @brief Updates a part of the current mesh with the provided data.
- *
- * @param subresourceIdx Index of the subresource to update, if the mesh has more than one.
- * @param data Data to update the mesh with.
- * @param 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 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);
- /**
- * @brief Reads a part of the current resource into the provided "data" parameter.
- * Data buffer needs to be pre-allocated.
- *
- * @param subresourceIdx Index of the subresource to update, if the mesh has more than one.
- * @param 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);
- protected:
- friend class Mesh;
- /**
- * @brief Updates bounds by calculating them from the vertices in the provided mesh data object.
- */
- void updateBounds(const MeshData& meshData);
- std::shared_ptr<VertexData> mVertexData;
- SPtr<IndexBufferCore> mIndexBuffer;
- VertexDataDescPtr mVertexDesc;
- int mUsage;
- IndexType mIndexType;
- MeshDataPtr mTempInitialMeshData;
- };
- /**
- * @brief 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
- */
- virtual void initialize() override;
- /**
- * @brief 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 accessor Accessor to queue the operation on.
- *
- * @return Async operation object you can use to track operation completion.
- *
- * @see MeshCore::writeSubresource
- */
- AsyncOp writeSubresource(CoreAccessor& accessor, UINT32 subresourceIdx, const MeshDataPtr& data, bool discardEntireBuffer);
- /**
- * @brief 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 accessor Accessor to queue the operation on.
- *
- * @return Async operation object you can use to track operation completion.
- *
- * @see MeshCore::readSubresource
- */
- AsyncOp readSubresource(CoreAccessor& accessor, UINT32 subresourceIdx, const MeshDataPtr& data);
- /**
- * @brief 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 subresourceIdx Only 0 is supported. You can only update entire mesh at once.
- *
- * @note Thread safe.
- */
- MeshDataPtr allocateSubresourceBuffer(UINT32 subresourceIdx) const;
- /**
- * @brief Reads data from the cached system memory mesh buffer into the provided buffer.
- *
- * @param 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.
- *
- * The mesh must have been created with MU_CPUCACHED usage otherwise this method
- * will not return any data.
- */
- void readData(MeshData& dest);
- /**
- * @brief Retrieves a core implementation of a mesh usable only from the
- * core thread.
- */
- SPtr<MeshCore> getCore() const;
- /**
- * @brief Returns a dummy mesh, containing just one triangle. Don't modify the returned mesh.
- */
- static HMesh dummy();
- protected:
- friend class MeshManager;
- Mesh(UINT32 numVertices, UINT32 numIndices, const VertexDataDescPtr& vertexDesc,
- int usage = MU_STATIC, DrawOperationType drawOp = DOT_TRIANGLE_LIST,
- IndexType indexType = IT_32BIT);
- Mesh(UINT32 numVertices, UINT32 numIndices, const VertexDataDescPtr& vertexDesc,
- const Vector<SubMesh>& subMeshes, int usage = MU_STATIC,
- IndexType indexType = IT_32BIT);
- Mesh(const MeshDataPtr& initialMeshData, int usage = MU_STATIC,
- DrawOperationType drawOp = DOT_TRIANGLE_LIST);
- Mesh(const MeshDataPtr& initialMeshData, const Vector<SubMesh>& subMeshes, int usage = MU_STATIC);
- /**
- * @brief 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;
- /**
- * @brief Creates buffers used for caching of CPU mesh data.
- *
- * @note Make sure to initialize all mesh properties before calling this.
- */
- void createCPUBuffer();
- /**
- * @brief Updates the cached CPU buffers with new data.
- */
- void updateCPUBuffer(UINT32 subresourceIdx, const MeshData& data);
- mutable MeshDataPtr mCPUData;
- VertexDataDescPtr mVertexDesc;
- int mUsage;
- IndexType mIndexType;
- /************************************************************************/
- /* SERIALIZATION */
- /************************************************************************/
- private:
- Mesh(); // Serialization only
- public:
- friend class MeshRTTI;
- static RTTITypeBase* getRTTIStatic();
- virtual RTTITypeBase* getRTTI() const override;
- /************************************************************************/
- /* STATICS */
- /************************************************************************/
-
- public:
- /**
- * @brief Creates a new empty mesh. Created mesh will have no sub-meshes.
- *
- * @param numVertices Number of vertices in the mesh.
- * @param numIndices Number of indices in the mesh.
- * @param 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 usage Optimizes performance depending on planned usage of the mesh.
- * @param drawOp Determines how should the provided indices be interpreted by the pipeline. Default option is triangles,
- * where three indices represent a single triangle.
- * @param 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 VertexDataDescPtr& vertexDesc, int usage = MU_STATIC,
- DrawOperationType drawOp = DOT_TRIANGLE_LIST, IndexType indexType = IT_32BIT);
- /**
- * @brief Creates a new empty mesh. Created mesh will have specified sub-meshes you may render independently.
- *
- * @param numVertices Number of vertices in the mesh.
- * @param numIndices Number of indices in the mesh.
- * @param 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 subMeshes Defines how are indices separated into sub-meshes, and how are those sub-meshes rendered.
- * Sub-meshes may be rendered independently.
- * @param usage Optimizes performance depending on planned usage of the mesh.
- * @param 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 VertexDataDescPtr& vertexDesc, const Vector<SubMesh>& subMeshes,
- int usage = MU_STATIC, IndexType indexType = IT_32BIT);
- /**
- * @brief Creates a new mesh from an existing mesh data. Created mesh will match the vertex and index buffers described
- * by the mesh data exactly. Created mesh will have no sub-meshes.
- *
- * @param initialMeshData Vertex and index data used for initializing the mesh.
- * @param usage Optimizes performance depending on planned usage of the mesh.
- * @param drawOp Determines how should the provided indices be interpreted by the pipeline. Default option is triangles,
- * where three indices represent a single triangle.
- */
- static HMesh create(const MeshDataPtr& initialMeshData, int usage = MU_STATIC,
- DrawOperationType drawOp = DOT_TRIANGLE_LIST);
- /**
- * @brief Creates a new mesh from an existing mesh data. Created mesh will match the vertex and index buffers described
- * by the mesh data exactly. Created mesh will have specified sub-meshes you may render independently.
- *
- * @param initialMeshData Vertex and index data used for initializing the mesh.
- * @param subMeshes Defines how are indices separated into sub-meshes, and how are those sub-meshes rendered.
- * Sub-meshes may be rendered independently.
- * @param usage Optimizes performance depending on planned usage of the mesh.
- */
- static HMesh create(const MeshDataPtr& initialMeshData, const Vector<SubMesh>& subMeshes, int usage = MU_STATIC);
- /**
- * @copydoc create(UINT32, UINT32, const VertexDataDescPtr&, int, DrawOperationType, IndexType)
- *
- * @note Internal method. Use "create" for normal use.
- */
- static MeshPtr _createPtr(UINT32 numVertices, UINT32 numIndices,
- const VertexDataDescPtr& vertexDesc, int usage = MU_STATIC,
- DrawOperationType drawOp = DOT_TRIANGLE_LIST, IndexType indexType = IT_32BIT);
- /**
- * @copydoc create(UINT32, UINT32, const VertexDataDescPtr&, const Vector<SubMesh>&, int, IndexType)
- *
- * @note Internal method. Use "create" for normal use.
- */
- static MeshPtr _createPtr(UINT32 numVertices, UINT32 numIndices,
- const VertexDataDescPtr& vertexDesc, const Vector<SubMesh>& subMeshes,
- int usage = MU_STATIC, IndexType indexType = IT_32BIT);
- /**
- * @copydoc create(const MeshDataPtr&, int, DrawOperationType)
- *
- * @note Internal method. Use "create" for normal use.
- */
- static MeshPtr _createPtr(const MeshDataPtr& initialMeshData, int usage = MU_STATIC,
- DrawOperationType drawOp = DOT_TRIANGLE_LIST);
- /**
- * @copydoc create(const MeshDataPtr&, const Vector<SubMesh>&, int)
- *
- * @note Internal method. Use "create" for normal use.
- */
- static MeshPtr _createPtr(const MeshDataPtr& initialMeshData, const Vector<SubMesh>& subMeshes,
- int usage = MU_STATIC);
- };
- }
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