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- // 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;
- //! 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_QUAD_STRIP: return (indexCount-2)/2;
- case scene::EPT_QUADS: return indexCount/4;
- case scene::EPT_POLYGON: return indexCount; // (not really primitives, that would be 1, works like line_strip)
- case scene::EPT_POINT_SPRITES: return indexCount;
- }
- return 0;
- }
- };
- } // end namespace scene
- } // end namespace irr
- #endif
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