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https://github.com/minetest/irrlicht.git
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2fa3b0d1ee
Previously vertex buffer did some invalid casts to references which could cause it to copy whatever was in memory into the vertex-arrays. Generally it worked up to S3DVertex - but switch from another type to S3DVertex2TCoords or S3DVertexTangents caused it to be filled with whatever was in memory behind it. Setter functions in IVertexBuffer have now overloads for all known vertex types. Also adding const version of IVertexBuffer::getData. And some warnings in comments about using the array functions (if even we mess it up...) Also de-deprecate IIndexBuffer::pointer() again. I don't like having 2 functions for same stuff, but in the end it doesn't really hurt keeping it around. git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6360 dfc29bdd-3216-0410-991c-e03cc46cb475
81 lines
2.9 KiB
C++
81 lines
2.9 KiB
C++
// Copyright (C) 2008-2012 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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#ifndef IRR_I_VERTEX_BUFFER_H_INCLUDED
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#define IRR_I_VERTEX_BUFFER_H_INCLUDED
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#include "IReferenceCounted.h"
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#include "irrArray.h"
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#include "EHardwareBufferFlags.h"
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#include "S3DVertex.h"
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namespace irr
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{
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namespace scene
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{
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class IVertexBuffer : public virtual IReferenceCounted
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{
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public:
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//! Pointer to first element of vertex data
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virtual void* getData() =0;
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//! Const pointer to first element
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virtual const void* getData() const =0;
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//! Same as getData.
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virtual void* pointer() { return getData(); }
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virtual video::E_VERTEX_TYPE getType() const =0;
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virtual void setType(video::E_VERTEX_TYPE vertexType) =0;
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//! Number of bytes per element
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virtual u32 stride() const =0;
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//! Number of elements
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virtual u32 size() const =0;
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//! Add vertex to end.
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//* Note that if you pass another type than the currently used vertex type then information can be lost */
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virtual void push_back(const video::S3DVertex &element) =0;
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virtual void push_back(const video::S3DVertex2TCoords &element) =0;
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virtual void push_back(const video::S3DVertexTangents &element) =0;
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//! Set value at index. Buffer must be already large enough that element exists.
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//* Note that if you pass another type than the currently used vertex type then information can be lost */
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virtual void setValue(u32 index, const video::S3DVertex &value) =0;
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virtual void setValue(u32 index, const video::S3DVertex2TCoords &value) =0;
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virtual void setValue(u32 index, const video::S3DVertexTangents &value) =0;
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//! Direct access to elements. Risky to use!
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/** The reference _must_ be cast to the correct type before use. It's only video::S3DVertex if getType is EVT_STANDARD.
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otherwise cast it first to a reference type derived from S3DVertex like S3DVertex2TCoords& or S3DVertexTangents&. */
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virtual video::S3DVertex& operator [](u32 index) = 0;
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virtual video::S3DVertex& operator [](const u32 index) const =0;
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virtual video::S3DVertex& getLast() =0;
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virtual void set_used(u32 usedNow) =0;
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virtual void reallocate(u32 new_size, bool canShrink=true) =0;
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virtual u32 allocated_size() const =0;
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//! get the current hardware mapping hint
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virtual E_HARDWARE_MAPPING getHardwareMappingHint() const =0;
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//! set the hardware mapping hint, for driver
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virtual void setHardwareMappingHint( E_HARDWARE_MAPPING NewMappingHint ) =0;
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//! flags the meshbuffer as changed, reloads hardware buffers
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virtual void setDirty() =0;
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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() const = 0;
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};
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} // end namespace scene
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} // end namespace irr
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#endif
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