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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
- #pragma once
- #include "IReferenceCounted.h"
- #include "SMaterial.h"
- #include "aabbox3d.h"
- #include "IVertexBuffer.h"
- #include "IIndexBuffer.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 the vertex buffer
- virtual const scene::IVertexBuffer *getVertexBuffer() const = 0;
- /// Get the vertex buffer
- virtual scene::IVertexBuffer *getVertexBuffer() = 0;
- /// Get the index buffer
- virtual const scene::IIndexBuffer *getIndexBuffer() const = 0;
- /// Get the index buffer
- virtual scene::IIndexBuffer *getIndexBuffer() = 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;
- //! 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;
- /* Leftover functions that are now just helpers for accessing the respective buffer. */
- //! Get type of vertex data which is stored in this meshbuffer.
- /** \return Vertex type of this buffer. */
- inline video::E_VERTEX_TYPE getVertexType() const
- {
- return getVertexBuffer()->getType();
- }
- //! 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. */
- inline const void *getVertices() const
- {
- return getVertexBuffer()->getData();
- }
- //! 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. */
- inline void *getVertices()
- {
- return getVertexBuffer()->getData();
- }
- //! Get amount of vertices in meshbuffer.
- /** \return Number of vertices in this buffer. */
- inline u32 getVertexCount() const
- {
- return getVertexBuffer()->getCount();
- }
- //! Get type of index data which is stored in this meshbuffer.
- /** \return Index type of this buffer. */
- inline video::E_INDEX_TYPE getIndexType() const
- {
- return getIndexBuffer()->getType();
- }
- //! Get access to indices.
- /** \return Pointer to indices array. */
- inline const u16 *getIndices() const
- {
- _IRR_DEBUG_BREAK_IF(getIndexBuffer()->getType() != video::EIT_16BIT);
- return static_cast<const u16*>(getIndexBuffer()->getData());
- }
- //! Get access to indices.
- /** \return Pointer to indices array. */
- inline u16 *getIndices()
- {
- _IRR_DEBUG_BREAK_IF(getIndexBuffer()->getType() != video::EIT_16BIT);
- return static_cast<u16*>(getIndexBuffer()->getData());
- }
- //! Get amount of indices in this meshbuffer.
- /** \return Number of indices in this buffer. */
- inline u32 getIndexCount() const
- {
- return getIndexBuffer()->getCount();
- }
- //! returns position of vertex i
- inline const core::vector3df &getPosition(u32 i) const
- {
- return getVertexBuffer()->getPosition(i);
- }
- //! returns position of vertex i
- inline core::vector3df &getPosition(u32 i)
- {
- return getVertexBuffer()->getPosition(i);
- }
- //! returns normal of vertex i
- inline const core::vector3df &getNormal(u32 i) const
- {
- return getVertexBuffer()->getNormal(i);
- }
- //! returns normal of vertex i
- inline core::vector3df &getNormal(u32 i)
- {
- return getVertexBuffer()->getNormal(i);
- }
- //! returns texture coord of vertex i
- inline const core::vector2df &getTCoords(u32 i) const
- {
- return getVertexBuffer()->getTCoords(i);
- }
- //! returns texture coord of vertex i
- inline core::vector2df &getTCoords(u32 i)
- {
- return getVertexBuffer()->getTCoords(i);
- }
- //! set the hardware mapping hint, for driver
- inline void setHardwareMappingHint(E_HARDWARE_MAPPING newMappingHint, E_BUFFER_TYPE buffer = EBT_VERTEX_AND_INDEX)
- {
- if (buffer == EBT_VERTEX_AND_INDEX || buffer == EBT_VERTEX)
- getVertexBuffer()->setHardwareMappingHint(newMappingHint);
- if (buffer == EBT_VERTEX_AND_INDEX || buffer == EBT_INDEX)
- getIndexBuffer()->setHardwareMappingHint(newMappingHint);
- }
- //! flags the meshbuffer as changed, reloads hardware buffers
- inline void setDirty(E_BUFFER_TYPE buffer = EBT_VERTEX_AND_INDEX)
- {
- if (buffer == EBT_VERTEX_AND_INDEX || buffer == EBT_VERTEX)
- getVertexBuffer()->setDirty();
- if (buffer == EBT_VERTEX_AND_INDEX || buffer == EBT_INDEX)
- getIndexBuffer()->setDirty();
- }
- /* End helpers */
- //! 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
- u32 getPrimitiveCount() const
- {
- return getIndexBuffer()->getPrimitiveCount(getPrimitiveType());
- }
- //! Calculate size of vertices and indices in memory
- size_t getSize() const
- {
- size_t ret = 0;
- switch (getVertexType()) {
- case video::EVT_STANDARD:
- ret += sizeof(video::S3DVertex) * getVertexCount();
- break;
- case video::EVT_2TCOORDS:
- ret += sizeof(video::S3DVertex2TCoords) * getVertexCount();
- break;
- case video::EVT_TANGENTS:
- ret += sizeof(video::S3DVertexTangents) * getVertexCount();
- break;
- }
- switch (getIndexType()) {
- case video::EIT_16BIT:
- ret += sizeof(u16) * getIndexCount();
- break;
- case video::EIT_32BIT:
- ret += sizeof(u32) * getIndexCount();
- break;
- }
- return ret;
- }
- };
- } // end namespace scene
- } // end namespace irr
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