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https://github.com/minetest/irrlicht.git
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a44e5e3d17
Fix: When appending to an empty mesh boundingbox has to be initialized with first position Adding updateBoundingBox parameter as there is a bit costs involved in updating that and it might not be necessary at that point Default is still to do it - and with the default parameter it's at least compile compatible to old interface (unless users created their own meshbuffers). Optimizing the copying of vertices in CDynamicMeshBuffer::append by using memset when possible instead of pushing each vertex (which goes through quite a few virtual functions) git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6496 dfc29bdd-3216-0410-991c-e03cc46cb475
220 lines
8.8 KiB
C++
220 lines
8.8 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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#ifndef IRR_I_MESH_BUFFER_H_INCLUDED
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#define IRR_I_MESH_BUFFER_H_INCLUDED
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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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#include "EMeshBufferTypes.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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//! 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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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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//! 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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//! 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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//! 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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//! 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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//! 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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//! 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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//! Get access to indices.
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/** Note: For historical reasons data pointer is of type u16*, but
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for an index type of EIT_32BIT the index data is using an u32 array
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and therefore needs a cast to u32*.
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\return Pointer to indices array. */
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virtual const u16* getIndices() const = 0;
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//! Get access to indices.
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/** Note: For historical reasons data pointer is of type u16*, but
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for an index type of EIT_32BIT the index data is using an u32 array
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and therefore needs a cast to u32*.
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\return Pointer to indices array. */
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virtual u16* getIndices() = 0;
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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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//! 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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//! 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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//! Recalculates the bounding box. Should be called if the mesh changed.
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virtual void recalculateBoundingBox() = 0;
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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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//! returns position of vertex i
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virtual core::vector3df& getPosition(u32 i) = 0;
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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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//! returns normal of vertex i
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virtual core::vector3df& getNormal(u32 i) = 0;
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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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//! returns texture coord of vertex i
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virtual core::vector2df& getTCoords(u32 i) = 0;
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//! returns color of vertex i
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virtual video::SColor& getColor(u32 i) = 0;
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//! returns color of vertex i
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virtual const video::SColor& getColor(u32 i) const = 0;
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//! Append the vertices and indices to the current buffer
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/** Only works for compatible vertex and index types
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and not implemented for some buffers for now.
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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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\param updateBoundingBox When true update boundingbox by the added vertices */
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virtual void append(const void* const vertices, u32 numVertices, const u16* const indices, u32 numIndices, bool updateBoundingBox=true) = 0;
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//! Not supported right now by all meshbuffer
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//! In theory: Append the meshbuffer to the current buffer
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/** Only works for compatible vertex and index types
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\param other Buffer to append to this one.
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s \param updateBoundingBox When true update boundingbox by the added vertices */
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virtual void append(const IMeshBuffer* const other, bool updateBoundingBox=true) = 0;
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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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//! get the current hardware mapping hint
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virtual E_HARDWARE_MAPPING getHardwareMappingHint_Index() const = 0;
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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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//! 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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//! 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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//! 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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//! 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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//! 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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//! 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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{
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case scene::EPT_POINTS: return indexCount;
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case scene::EPT_LINE_STRIP: return indexCount-1;
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case scene::EPT_LINE_LOOP: return indexCount;
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case scene::EPT_LINES: return indexCount/2;
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case scene::EPT_TRIANGLE_STRIP: return (indexCount-2);
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case scene::EPT_TRIANGLE_FAN: return (indexCount-2);
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case scene::EPT_TRIANGLES: return indexCount/3;
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case scene::EPT_QUAD_STRIP: return (indexCount-2)/2;
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case scene::EPT_QUADS: return indexCount/4;
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case scene::EPT_POLYGON: return indexCount; // (not really primitives, that would be 1, works like line_strip)
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case scene::EPT_POINT_SPRITES: return indexCount;
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}
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return 0;
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}
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//! Returns type of the class implementing the IMeshBuffer
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/** \return The class type of this meshbuffer. */
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virtual EMESH_BUFFER_TYPE getType() const
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{
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return EMBT_UNKNOWN;
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}
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//! Bitflags with options for cloning
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enum ECloneFlags
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{
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ECF_VERTICES = 1, //! clone the vertices (or copy pointer for SSharedMeshBuffer)
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ECF_INDICES = 2 //! clone the indices
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};
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//! Create a new object with a copy of the meshbuffer
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//\param cloneFlags A combination of ECloneFlags
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virtual IMeshBuffer* createClone(int cloneFlags=ECF_VERTICES|ECF_INDICES) 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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