2023-10-03 20:37:00 +02:00
|
|
|
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
|
|
|
// This file is part of the "Irrlicht Engine".
|
|
|
|
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
|
|
|
|
|
|
|
#ifndef __I_MESH_BUFFER_H_INCLUDED__
|
|
|
|
#define __I_MESH_BUFFER_H_INCLUDED__
|
|
|
|
|
|
|
|
#include "IReferenceCounted.h"
|
|
|
|
#include "SMaterial.h"
|
|
|
|
#include "aabbox3d.h"
|
|
|
|
#include "S3DVertex.h"
|
|
|
|
#include "SVertexIndex.h"
|
|
|
|
#include "EHardwareBufferFlags.h"
|
|
|
|
#include "EPrimitiveTypes.h"
|
|
|
|
|
|
|
|
namespace irr
|
|
|
|
{
|
|
|
|
namespace scene
|
|
|
|
{
|
|
|
|
//! Struct for holding a mesh with a single material.
|
|
|
|
/** A part of an IMesh which has the same material on each face of that
|
|
|
|
group. Logical groups of an IMesh need not be put into separate mesh
|
|
|
|
buffers, but can be. Separately animated parts of the mesh must be put
|
|
|
|
into separate mesh buffers.
|
|
|
|
Some mesh buffer implementations have limitations on the number of
|
|
|
|
vertices the buffer can hold. In that case, logical grouping can help.
|
|
|
|
Moreover, the number of vertices should be optimized for the GPU upload,
|
|
|
|
which often depends on the type of gfx card. Typical figures are
|
|
|
|
1000-10000 vertices per buffer.
|
|
|
|
SMeshBuffer is a simple implementation of a MeshBuffer, which supports
|
|
|
|
up to 65535 vertices.
|
|
|
|
|
|
|
|
Since meshbuffers are used for drawing, and hence will be exposed
|
|
|
|
to the driver, chances are high that they are grab()'ed from somewhere.
|
|
|
|
It's therefore required to dynamically allocate meshbuffers which are
|
|
|
|
passed to a video driver and only drop the buffer once it's not used in
|
|
|
|
the current code block anymore.
|
|
|
|
*/
|
|
|
|
class IMeshBuffer : public virtual IReferenceCounted
|
|
|
|
{
|
|
|
|
public:
|
|
|
|
|
|
|
|
//! Get the material of this meshbuffer
|
|
|
|
/** \return Material of this buffer. */
|
|
|
|
virtual video::SMaterial& getMaterial() = 0;
|
|
|
|
|
|
|
|
//! Get the material of this meshbuffer
|
|
|
|
/** \return Material of this buffer. */
|
|
|
|
virtual const video::SMaterial& getMaterial() const = 0;
|
|
|
|
|
|
|
|
//! Get type of vertex data which is stored in this meshbuffer.
|
|
|
|
/** \return Vertex type of this buffer. */
|
|
|
|
virtual video::E_VERTEX_TYPE getVertexType() const = 0;
|
|
|
|
|
|
|
|
//! Get access to vertex data. The data is an array of vertices.
|
|
|
|
/** Which vertex type is used can be determined by getVertexType().
|
|
|
|
\return Pointer to array of vertices. */
|
|
|
|
virtual const void* getVertices() const = 0;
|
|
|
|
|
|
|
|
//! Get access to vertex data. The data is an array of vertices.
|
|
|
|
/** Which vertex type is used can be determined by getVertexType().
|
|
|
|
\return Pointer to array of vertices. */
|
|
|
|
virtual void* getVertices() = 0;
|
|
|
|
|
|
|
|
//! Get amount of vertices in meshbuffer.
|
|
|
|
/** \return Number of vertices in this buffer. */
|
|
|
|
virtual u32 getVertexCount() const = 0;
|
|
|
|
|
|
|
|
//! Get type of index data which is stored in this meshbuffer.
|
|
|
|
/** \return Index type of this buffer. */
|
|
|
|
virtual video::E_INDEX_TYPE getIndexType() const =0;
|
|
|
|
|
|
|
|
//! Get access to indices.
|
|
|
|
/** \return Pointer to indices array. */
|
|
|
|
virtual const u16* getIndices() const = 0;
|
|
|
|
|
|
|
|
//! Get access to indices.
|
|
|
|
/** \return Pointer to indices array. */
|
|
|
|
virtual u16* getIndices() = 0;
|
|
|
|
|
|
|
|
//! Get amount of indices in this meshbuffer.
|
|
|
|
/** \return Number of indices in this buffer. */
|
|
|
|
virtual u32 getIndexCount() const = 0;
|
|
|
|
|
|
|
|
//! Get the axis aligned bounding box of this meshbuffer.
|
|
|
|
/** \return Axis aligned bounding box of this buffer. */
|
|
|
|
virtual const core::aabbox3df& getBoundingBox() const = 0;
|
|
|
|
|
|
|
|
//! Set axis aligned bounding box
|
|
|
|
/** \param box User defined axis aligned bounding box to use
|
|
|
|
for this buffer. */
|
|
|
|
virtual void setBoundingBox(const core::aabbox3df& box) = 0;
|
|
|
|
|
|
|
|
//! Recalculates the bounding box. Should be called if the mesh changed.
|
|
|
|
virtual void recalculateBoundingBox() = 0;
|
|
|
|
|
|
|
|
//! returns position of vertex i
|
|
|
|
virtual const core::vector3df& getPosition(u32 i) const = 0;
|
|
|
|
|
|
|
|
//! returns position of vertex i
|
|
|
|
virtual core::vector3df& getPosition(u32 i) = 0;
|
|
|
|
|
|
|
|
//! returns normal of vertex i
|
|
|
|
virtual const core::vector3df& getNormal(u32 i) const = 0;
|
|
|
|
|
|
|
|
//! returns normal of vertex i
|
|
|
|
virtual core::vector3df& getNormal(u32 i) = 0;
|
|
|
|
|
|
|
|
//! returns texture coord of vertex i
|
|
|
|
virtual const core::vector2df& getTCoords(u32 i) const = 0;
|
|
|
|
|
|
|
|
//! returns texture coord of vertex i
|
|
|
|
virtual core::vector2df& getTCoords(u32 i) = 0;
|
|
|
|
|
|
|
|
//! Append the vertices and indices to the current buffer
|
|
|
|
/** Only works for compatible vertex types.
|
|
|
|
\param vertices Pointer to a vertex array.
|
|
|
|
\param numVertices Number of vertices in the array.
|
|
|
|
\param indices Pointer to index array.
|
|
|
|
\param numIndices Number of indices in array. */
|
|
|
|
virtual void append(const void* const vertices, u32 numVertices, const u16* const indices, u32 numIndices) = 0;
|
|
|
|
|
|
|
|
//! Append the meshbuffer to the current buffer
|
|
|
|
/** Only works for compatible vertex types
|
|
|
|
\param other Buffer to append to this one. */
|
|
|
|
virtual void append(const IMeshBuffer* const other) = 0;
|
|
|
|
|
|
|
|
//! get the current hardware mapping hint
|
|
|
|
virtual E_HARDWARE_MAPPING getHardwareMappingHint_Vertex() const = 0;
|
|
|
|
|
|
|
|
//! get the current hardware mapping hint
|
|
|
|
virtual E_HARDWARE_MAPPING getHardwareMappingHint_Index() const = 0;
|
|
|
|
|
|
|
|
//! set the hardware mapping hint, for driver
|
|
|
|
virtual void setHardwareMappingHint( E_HARDWARE_MAPPING newMappingHint, E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX ) = 0;
|
|
|
|
|
|
|
|
//! flags the meshbuffer as changed, reloads hardware buffers
|
|
|
|
virtual void setDirty(E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX) = 0;
|
|
|
|
|
|
|
|
//! Get the currently used ID for identification of changes.
|
|
|
|
/** This shouldn't be used for anything outside the VideoDriver. */
|
|
|
|
virtual u32 getChangedID_Vertex() const = 0;
|
|
|
|
|
|
|
|
//! Get the currently used ID for identification of changes.
|
|
|
|
/** This shouldn't be used for anything outside the VideoDriver. */
|
|
|
|
virtual u32 getChangedID_Index() const = 0;
|
|
|
|
|
|
|
|
//! Used by the VideoDriver to remember the buffer link.
|
|
|
|
virtual void setHWBuffer(void *ptr) const = 0;
|
|
|
|
virtual void *getHWBuffer() const = 0;
|
|
|
|
|
|
|
|
//! Describe what kind of primitive geometry is used by the meshbuffer
|
|
|
|
/** Note: Default is EPT_TRIANGLES. Using other types is fine for rendering.
|
|
|
|
But meshbuffer manipulation functions might expect type EPT_TRIANGLES
|
|
|
|
to work correctly. Also mesh writers will generally fail (badly!) with other
|
|
|
|
types than EPT_TRIANGLES. */
|
|
|
|
virtual void setPrimitiveType(E_PRIMITIVE_TYPE type) = 0;
|
|
|
|
|
|
|
|
//! Get the kind of primitive geometry which is used by the meshbuffer
|
|
|
|
virtual E_PRIMITIVE_TYPE getPrimitiveType() const = 0;
|
|
|
|
|
|
|
|
//! Calculate how many geometric primitives are used by this meshbuffer
|
|
|
|
virtual u32 getPrimitiveCount() const
|
|
|
|
{
|
|
|
|
const u32 indexCount = getIndexCount();
|
|
|
|
switch (getPrimitiveType())
|
|
|
|
{
|
|
|
|
case scene::EPT_POINTS: return indexCount;
|
|
|
|
case scene::EPT_LINE_STRIP: return indexCount-1;
|
|
|
|
case scene::EPT_LINE_LOOP: return indexCount;
|
|
|
|
case scene::EPT_LINES: return indexCount/2;
|
|
|
|
case scene::EPT_TRIANGLE_STRIP: return (indexCount-2);
|
|
|
|
case scene::EPT_TRIANGLE_FAN: return (indexCount-2);
|
|
|
|
case scene::EPT_TRIANGLES: return indexCount/3;
|
|
|
|
case scene::EPT_POINT_SPRITES: return indexCount;
|
|
|
|
}
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
};
|
|
|
|
|
|
|
|
} // end namespace scene
|
|
|
|
} // end namespace irr
|
|
|
|
|
|
|
|
#endif
|