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			183 lines
		
	
	
		
			6.5 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			183 lines
		
	
	
		
			6.5 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| // Copyright (C) 2002-2012 Nikolaus Gebhardt
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| // This file is part of the "Irrlicht Engine".
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| // For conditions of distribution and use, see copyright notice in irrlicht.h
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| 
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| #pragma once
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| 
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| #include "IReferenceCounted.h"
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| #include "SMaterial.h"
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| #include "aabbox3d.h"
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| #include "S3DVertex.h"
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| #include "SVertexIndex.h"
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| #include "EHardwareBufferFlags.h"
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| #include "EPrimitiveTypes.h"
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| 
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| namespace irr
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| {
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| namespace scene
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| {
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| //! Struct for holding a mesh with a single material.
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| /** A part of an IMesh which has the same material on each face of that
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| group. Logical groups of an IMesh need not be put into separate mesh
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| buffers, but can be. Separately animated parts of the mesh must be put
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| into separate mesh buffers.
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| Some mesh buffer implementations have limitations on the number of
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| vertices the buffer can hold. In that case, logical grouping can help.
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| Moreover, the number of vertices should be optimized for the GPU upload,
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| which often depends on the type of gfx card. Typical figures are
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| 1000-10000 vertices per buffer.
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| SMeshBuffer is a simple implementation of a MeshBuffer, which supports
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| up to 65535 vertices.
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| 
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| Since meshbuffers are used for drawing, and hence will be exposed
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| to the driver, chances are high that they are grab()'ed from somewhere.
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| It's therefore required to dynamically allocate meshbuffers which are
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| passed to a video driver and only drop the buffer once it's not used in
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| the current code block anymore.
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| */
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| class IMeshBuffer : public virtual IReferenceCounted
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| {
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| public:
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| 	//! Get the material of this meshbuffer
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| 	/** \return Material of this buffer. */
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| 	virtual video::SMaterial &getMaterial() = 0;
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| 
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| 	//! Get the material of this meshbuffer
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| 	/** \return Material of this buffer. */
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| 	virtual const video::SMaterial &getMaterial() const = 0;
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| 
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| 	//! Get type of vertex data which is stored in this meshbuffer.
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| 	/** \return Vertex type of this buffer. */
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| 	virtual video::E_VERTEX_TYPE getVertexType() const = 0;
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| 
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| 	//! Get access to vertex data. The data is an array of vertices.
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| 	/** Which vertex type is used can be determined by getVertexType().
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| 	\return Pointer to array of vertices. */
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| 	virtual const void *getVertices() const = 0;
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| 
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| 	//! Get access to vertex data. The data is an array of vertices.
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| 	/** Which vertex type is used can be determined by getVertexType().
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| 	\return Pointer to array of vertices. */
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| 	virtual void *getVertices() = 0;
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| 
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| 	//! Get amount of vertices in meshbuffer.
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| 	/** \return Number of vertices in this buffer. */
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| 	virtual u32 getVertexCount() const = 0;
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| 
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| 	//! Get type of index data which is stored in this meshbuffer.
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| 	/** \return Index type of this buffer. */
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| 	virtual video::E_INDEX_TYPE getIndexType() const = 0;
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| 
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| 	//! Get access to indices.
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| 	/** \return Pointer to indices array. */
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| 	virtual const u16 *getIndices() const = 0;
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| 
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| 	//! Get access to indices.
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| 	/** \return Pointer to indices array. */
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| 	virtual u16 *getIndices() = 0;
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| 
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| 	//! Get amount of indices in this meshbuffer.
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| 	/** \return Number of indices in this buffer. */
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| 	virtual u32 getIndexCount() const = 0;
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| 
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| 	//! Get the axis aligned bounding box of this meshbuffer.
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| 	/** \return Axis aligned bounding box of this buffer. */
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| 	virtual const core::aabbox3df &getBoundingBox() const = 0;
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| 
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| 	//! Set axis aligned bounding box
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| 	/** \param box User defined axis aligned bounding box to use
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| 	for this buffer. */
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| 	virtual void setBoundingBox(const core::aabbox3df &box) = 0;
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| 
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| 	//! Recalculates the bounding box. Should be called if the mesh changed.
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| 	virtual void recalculateBoundingBox() = 0;
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| 
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| 	//! returns position of vertex i
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| 	virtual const core::vector3df &getPosition(u32 i) const = 0;
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| 
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| 	//! returns position of vertex i
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| 	virtual core::vector3df &getPosition(u32 i) = 0;
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| 
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| 	//! returns normal of vertex i
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| 	virtual const core::vector3df &getNormal(u32 i) const = 0;
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| 
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| 	//! returns normal of vertex i
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| 	virtual core::vector3df &getNormal(u32 i) = 0;
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| 
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| 	//! returns texture coord of vertex i
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| 	virtual const core::vector2df &getTCoords(u32 i) const = 0;
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| 
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| 	//! returns texture coord of vertex i
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| 	virtual core::vector2df &getTCoords(u32 i) = 0;
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| 
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| 	//! Append the vertices and indices to the current buffer
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| 	/** Only works for compatible vertex types.
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| 	\param vertices Pointer to a vertex array.
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| 	\param numVertices Number of vertices in the array.
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| 	\param indices Pointer to index array.
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| 	\param numIndices Number of indices in array. */
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| 	virtual void append(const void *const vertices, u32 numVertices, const u16 *const indices, u32 numIndices) = 0;
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| 
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| 	//! get the current hardware mapping hint
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| 	virtual E_HARDWARE_MAPPING getHardwareMappingHint_Vertex() const = 0;
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| 
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| 	//! get the current hardware mapping hint
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| 	virtual E_HARDWARE_MAPPING getHardwareMappingHint_Index() const = 0;
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| 
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| 	//! set the hardware mapping hint, for driver
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| 	virtual void setHardwareMappingHint(E_HARDWARE_MAPPING newMappingHint, E_BUFFER_TYPE buffer = EBT_VERTEX_AND_INDEX) = 0;
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| 
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| 	//! flags the meshbuffer as changed, reloads hardware buffers
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| 	virtual void setDirty(E_BUFFER_TYPE buffer = EBT_VERTEX_AND_INDEX) = 0;
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| 
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| 	//! Get the currently used ID for identification of changes.
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| 	/** This shouldn't be used for anything outside the VideoDriver. */
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| 	virtual u32 getChangedID_Vertex() const = 0;
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| 
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| 	//! Get the currently used ID for identification of changes.
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| 	/** This shouldn't be used for anything outside the VideoDriver. */
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| 	virtual u32 getChangedID_Index() const = 0;
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| 
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| 	//! Used by the VideoDriver to remember the buffer link.
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| 	virtual void setHWBuffer(void *ptr) const = 0;
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| 	virtual void *getHWBuffer() const = 0;
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| 
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| 	//! Describe what kind of primitive geometry is used by the meshbuffer
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| 	/** Note: Default is EPT_TRIANGLES. Using other types is fine for rendering.
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| 	But meshbuffer manipulation functions might expect type EPT_TRIANGLES
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| 	to work correctly. Also mesh writers will generally fail (badly!) with other
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| 	types than EPT_TRIANGLES. */
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| 	virtual void setPrimitiveType(E_PRIMITIVE_TYPE type) = 0;
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| 
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| 	//! Get the kind of primitive geometry which is used by the meshbuffer
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| 	virtual E_PRIMITIVE_TYPE getPrimitiveType() const = 0;
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| 
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| 	//! Calculate how many geometric primitives are used by this meshbuffer
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| 	virtual u32 getPrimitiveCount() const
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| 	{
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| 		const u32 indexCount = getIndexCount();
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| 		switch (getPrimitiveType()) {
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| 		case scene::EPT_POINTS:
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| 			return indexCount;
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| 		case scene::EPT_LINE_STRIP:
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| 			return indexCount - 1;
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| 		case scene::EPT_LINE_LOOP:
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| 			return indexCount;
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| 		case scene::EPT_LINES:
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| 			return indexCount / 2;
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| 		case scene::EPT_TRIANGLE_STRIP:
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| 			return (indexCount - 2);
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| 		case scene::EPT_TRIANGLE_FAN:
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| 			return (indexCount - 2);
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| 		case scene::EPT_TRIANGLES:
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| 			return indexCount / 3;
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| 		case scene::EPT_POINT_SPRITES:
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| 			return indexCount;
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| 		}
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| 		return 0;
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| 	}
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| };
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| 
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| } // end namespace scene
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| } // end namespace irr
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