1 | //************************************ bs::framework - Copyright 2018 Marko Pintera **************************************// |
2 | //*********** Licensed under the MIT license. See LICENSE.md for full terms. This notice is not to be removed. ***********// |
3 | #pragma once |
4 | |
5 | #include "BsCorePrerequisites.h" |
6 | #include "Mesh/BsMeshBase.h" |
7 | #include "Mesh/BsMeshData.h" |
8 | #include "RenderAPI/BsVertexData.h" |
9 | #include "RenderAPI/BsSubMesh.h" |
10 | #include "Math/BsBounds.h" |
11 | |
12 | namespace bs |
13 | { |
14 | /** @addtogroup Resources |
15 | * @{ |
16 | */ |
17 | |
18 | /** Descriptor object used for creation of a new Mesh object. */ |
19 | struct BS_CORE_EXPORT MESH_DESC |
20 | { |
21 | MESH_DESC() { } |
22 | |
23 | /** Number of vertices in the mesh. */ |
24 | UINT32 numVertices = 0; |
25 | |
26 | /** Number of indices in the mesh. */ |
27 | UINT32 numIndices = 0; |
28 | |
29 | /** |
30 | * Vertex description structure that describes how are vertices organized in the vertex buffer. When binding a mesh |
31 | * to the pipeline you must ensure vertex description at least partially matches the input description of the |
32 | * currently bound vertex GPU program. |
33 | */ |
34 | SPtr<VertexDataDesc> vertexDesc; |
35 | |
36 | /** |
37 | * Defines how are indices separated into sub-meshes, and how are those sub-meshes rendered. Sub-meshes may be |
38 | * rendered independently. |
39 | */ |
40 | Vector<SubMesh> subMeshes; |
41 | |
42 | /** Optimizes performance depending on planned usage of the mesh. */ |
43 | INT32 usage = MU_STATIC; |
44 | |
45 | /** |
46 | * Size of indices, use smaller size for better performance, however be careful not to go over the number of |
47 | * vertices limited by the size. |
48 | */ |
49 | IndexType indexType = IT_32BIT; |
50 | |
51 | /** Optional skeleton that can be used for skeletal animation of the mesh. */ |
52 | SPtr<Skeleton> skeleton; |
53 | |
54 | /** Optional set of morph shapes that can be used for per-vertex animation of the mesh. */ |
55 | SPtr<MorphShapes> morphShapes; |
56 | |
57 | static MESH_DESC DEFAULT; |
58 | }; |
59 | |
60 | /** |
61 | * Primary class for holding geometry. Stores data in the form of vertex buffers and optionally an index buffer, which |
62 | * may be bound to the pipeline for drawing. May contain multiple sub-meshes. |
63 | */ |
64 | class BS_CORE_EXPORT BS_SCRIPT_EXPORT(m:Rendering) Mesh : public MeshBase |
65 | { |
66 | public: |
67 | virtual ~Mesh() = default; |
68 | |
69 | /** @copydoc MeshBase::initialize */ |
70 | void initialize() override; |
71 | |
72 | /** |
73 | * Updates the mesh with new data. Provided data buffer will be locked until the operation completes. |
74 | * |
75 | * @param[in] data Data of valid size and format to write to the subresource. |
76 | * @param[in] discardEntireBuffer When true the existing contents of the resource you are updating will be |
77 | * discarded. This can make the operation faster. Resources with certain buffer |
78 | * types might require this flag to be in a specific state otherwise the operation |
79 | * will fail. |
80 | * @return Async operation object you can use to track operation completion. |
81 | * |
82 | * @note This is an @ref asyncMethod "asynchronous method". |
83 | */ |
84 | AsyncOp writeData(const SPtr<MeshData>& data, bool discardEntireBuffer); |
85 | |
86 | /** |
87 | * Reads internal mesh data to the provided previously allocated buffer. Provided data buffer will be locked until |
88 | * the operation completes. |
89 | * |
90 | * @param[out] data Pre-allocated buffer of proper vertex/index format and size where data will be read |
91 | * to. You can use allocBuffer() to allocate a buffer of a correct format and size. |
92 | * @return Async operation object you can use to track operation completion. |
93 | * |
94 | * @note This is an @ref asyncMethod "asynchronous method". |
95 | */ |
96 | AsyncOp readData(const SPtr<MeshData>& data); |
97 | |
98 | /** |
99 | * Allocates a buffer that exactly matches the size of this mesh. This is a helper function, primarily meant for |
100 | * creating buffers when reading from, or writing to a mesh. |
101 | * |
102 | * @note Thread safe. |
103 | */ |
104 | SPtr<MeshData> allocBuffer() const; |
105 | |
106 | /** |
107 | * Returns mesh data cached in the system memory. If the mesh wasn't created with CPU cached usage flag this |
108 | * method will not return any data. Caller should not modify the returned data. |
109 | * |
110 | * @note |
111 | * The data read is the cached mesh data. Any data written to the mesh from the GPU or core thread will not be |
112 | * reflected in this data. Use readData() if you require those changes. |
113 | */ |
114 | SPtr<MeshData> getCachedData() const { return mCPUData; } |
115 | |
116 | /** Gets the skeleton required for animation of this mesh, if any is available. */ |
117 | BS_SCRIPT_EXPORT(pr:getter,n:Skeleton) |
118 | SPtr<Skeleton> getSkeleton() const { return mSkeleton; } |
119 | |
120 | /** Returns an object containing all shapes used for morph animation, if any are available. */ |
121 | BS_SCRIPT_EXPORT(pr:getter,n:MorphShapes) |
122 | SPtr<MorphShapes> getMorphShapes() const { return mMorphShapes; } |
123 | |
124 | /** Retrieves a core implementation of a mesh usable only from the core thread. */ |
125 | SPtr<ct::Mesh> getCore() const; |
126 | |
127 | /** Returns a dummy mesh, containing just one triangle. Don't modify the returned mesh. */ |
128 | static HMesh dummy(); |
129 | |
130 | protected: |
131 | friend class MeshManager; |
132 | |
133 | Mesh(const MESH_DESC& desc); |
134 | Mesh(const SPtr<MeshData>& initialMeshData, const MESH_DESC& desc); |
135 | |
136 | /** Updates bounds by calculating them from the vertices in the provided mesh data object. */ |
137 | void updateBounds(const MeshData& meshData); |
138 | |
139 | /** @copydoc CoreObject::createCore */ |
140 | SPtr<ct::CoreObject> createCore() const override; |
141 | |
142 | /** |
143 | * Creates buffers used for caching of CPU mesh data. |
144 | * |
145 | * @note Make sure to initialize all mesh properties before calling this. |
146 | */ |
147 | void createCPUBuffer(); |
148 | |
149 | /** Updates the cached CPU buffers with new data. */ |
150 | void updateCPUBuffer(UINT32 subresourceIdx, const MeshData& data); |
151 | |
152 | mutable SPtr<MeshData> mCPUData; |
153 | |
154 | SPtr<VertexDataDesc> mVertexDesc; |
155 | int mUsage = MU_STATIC; |
156 | IndexType mIndexType = IT_32BIT; |
157 | SPtr<Skeleton> mSkeleton; // Immutable |
158 | SPtr<MorphShapes> mMorphShapes; // Immutable |
159 | |
160 | /************************************************************************/ |
161 | /* SERIALIZATION */ |
162 | /************************************************************************/ |
163 | private: |
164 | Mesh(); // Serialization only |
165 | |
166 | public: |
167 | friend class MeshRTTI; |
168 | static RTTITypeBase* getRTTIStatic(); |
169 | RTTITypeBase* getRTTI() const override; |
170 | |
171 | /************************************************************************/ |
172 | /* STATICS */ |
173 | /************************************************************************/ |
174 | |
175 | public: |
176 | /** |
177 | * Creates a new empty mesh. Created mesh will have no sub-meshes. |
178 | * |
179 | * @param[in] numVertices Number of vertices in the mesh. |
180 | * @param[in] numIndices Number of indices in the mesh. |
181 | * @param[in] vertexDesc Vertex description structure that describes how are vertices organized in the |
182 | * vertex buffer. When binding a mesh to the pipeline you must ensure vertex |
183 | * description at least partially matches the input description of the currently bound |
184 | * vertex GPU program. |
185 | * @param[in] usage Optimizes performance depending on planned usage of the mesh. |
186 | * @param[in] drawOp Determines how should the provided indices be interpreted by the pipeline. Default |
187 | * option is a triangle list, where three indices represent a single triangle. |
188 | * @param[in] indexType Size of indices, use smaller size for better performance, however be careful not to |
189 | * go over the number of vertices limited by the size. |
190 | */ |
191 | static HMesh create(UINT32 numVertices, UINT32 numIndices, const SPtr<VertexDataDesc>& vertexDesc, |
192 | int usage = MU_STATIC, DrawOperationType drawOp = DOT_TRIANGLE_LIST, IndexType indexType = IT_32BIT); |
193 | |
194 | /** |
195 | * Creates a new empty mesh. |
196 | * |
197 | * @param[in] desc Descriptor containing the properties of the mesh to create. |
198 | */ |
199 | static HMesh create(const MESH_DESC& desc); |
200 | |
201 | /** |
202 | * Creates a new mesh from an existing mesh data. Created mesh will match the vertex and index buffers described |
203 | * by the mesh data exactly. Mesh will have no sub-meshes. |
204 | * |
205 | * @param[in] initialData Vertex and index data to initialize the mesh with. |
206 | * @param[in] desc Descriptor containing the properties of the mesh to create. Vertex and index count, |
207 | * vertex descriptor and index type properties are ignored and are read from provided |
208 | * mesh data instead. |
209 | */ |
210 | static HMesh create(const SPtr<MeshData>& initialData, const MESH_DESC& desc); |
211 | |
212 | /** |
213 | * Creates a new mesh from an existing mesh data. Created mesh will match the vertex and index buffers described |
214 | * by the mesh data exactly. Mesh will have no sub-meshes. |
215 | * |
216 | * @param[in] initialData Vertex and index data to initialize the mesh with. |
217 | * @param[in] usage Optimizes performance depending on planned usage of the mesh. |
218 | * @param[in] drawOp Determines how should the provided indices be interpreted by the pipeline. Default |
219 | * option is a triangle strip, where three indices represent a single triangle. |
220 | */ |
221 | static HMesh create(const SPtr<MeshData>& initialData, int usage = MU_STATIC, |
222 | DrawOperationType drawOp = DOT_TRIANGLE_LIST); |
223 | |
224 | /** @name Internal |
225 | * @{ |
226 | */ |
227 | |
228 | /** |
229 | * @copydoc create(const MESH_DESC&) |
230 | * |
231 | * @note Internal method. Use create() for normal use. |
232 | */ |
233 | static SPtr<Mesh> _createPtr(const MESH_DESC& desc); |
234 | |
235 | /** |
236 | * @copydoc create(const SPtr<MeshData>&, const MESH_DESC&) |
237 | * |
238 | * @note Internal method. Use create() for normal use. |
239 | */ |
240 | static SPtr<Mesh> _createPtr(const SPtr<MeshData>& initialData, const MESH_DESC& desc); |
241 | |
242 | /** |
243 | * @copydoc create(const SPtr<MeshData>&, int, DrawOperationType) |
244 | * |
245 | * @note Internal method. Use create() for normal use. |
246 | */ |
247 | static SPtr<Mesh> _createPtr(const SPtr<MeshData>& initialData, int usage = MU_STATIC, |
248 | DrawOperationType drawOp = DOT_TRIANGLE_LIST); |
249 | |
250 | /** |
251 | * Creates a new empty and uninitialized mesh. You will need to manually initialize the mesh before using it. |
252 | * |
253 | * @note This should only be used for special cases like serialization and is not meant for normal use. |
254 | */ |
255 | static SPtr<Mesh> createEmpty(); |
256 | |
257 | /** @} */ |
258 | }; |
259 | |
260 | /** @} */ |
261 | |
262 | namespace ct |
263 | { |
264 | /** @addtogroup Resources-Internal |
265 | * @{ |
266 | */ |
267 | |
268 | /** |
269 | * Core thread portion of a bs::Mesh. |
270 | * |
271 | * @note Core thread. |
272 | */ |
273 | class BS_CORE_EXPORT Mesh : public MeshBase |
274 | { |
275 | public: |
276 | Mesh(const SPtr<MeshData>& initialMeshData, const MESH_DESC& desc, GpuDeviceFlags deviceMask); |
277 | |
278 | ~Mesh(); |
279 | |
280 | /** @copydoc CoreObject::initialize */ |
281 | void initialize() override; |
282 | |
283 | /** @copydoc MeshBase::getVertexData */ |
284 | SPtr<VertexData> getVertexData() const override; |
285 | |
286 | /** @copydoc MeshBase::getIndexBuffer */ |
287 | SPtr<IndexBuffer> getIndexBuffer() const override; |
288 | |
289 | /** @copydoc MeshBase::getVertexDesc */ |
290 | SPtr<VertexDataDesc> getVertexDesc() const override; |
291 | |
292 | /** Returns a skeleton that can be used for animating the mesh. */ |
293 | SPtr<Skeleton> getSkeleton() const { return mSkeleton; } |
294 | |
295 | /** Returns an object containing all shapes used for morph animation, if any are available. */ |
296 | SPtr<MorphShapes> getMorphShapes() const { return mMorphShapes; } |
297 | |
298 | /** |
299 | * Updates the current mesh with the provided data. |
300 | * |
301 | * @param[in] data Data to update the mesh with. |
302 | * @param[in] discardEntireBuffer When true the existing contents of the resource you are updating will be |
303 | * discarded. This can make the operation faster. Resources with certain buffer |
304 | * types might require this flag to be in a specific state otherwise the operation |
305 | * will fail. |
306 | * @param[in] updateBounds If true the internal bounds of the mesh will be recalculated based on the |
307 | * provided data. |
308 | * @param[in] queueIdx Device queue to perform the write operation on. See @ref queuesDoc. |
309 | */ |
310 | virtual void writeData(const MeshData& data, bool discardEntireBuffer, bool updateBounds = true, |
311 | UINT32 queueIdx = 0); |
312 | |
313 | /** |
314 | * Reads the current mesh data into the provided @p data parameter. Data buffer needs to be pre-allocated. |
315 | * |
316 | * @param[out] data Pre-allocated buffer of proper vertex/index format and size where data will be |
317 | * read to. You can use Mesh::allocBuffer() to allocate a buffer of a correct |
318 | * format and size. |
319 | * @param[in] deviceIdx Index of the device whose memory to read. If the buffer doesn't exist on this |
320 | * device, no data will be read. |
321 | * @param[in] queueIdx Device queue to perform the read operation on. See @ref queuesDoc. |
322 | */ |
323 | virtual void readData(MeshData& data, UINT32 deviceIdx = 0, UINT32 queueIdx = 0); |
324 | |
325 | /** |
326 | * Creates a new empty mesh. Created mesh will have no sub-meshes. |
327 | * |
328 | * @param[in] numVertices Number of vertices in the mesh. |
329 | * @param[in] numIndices Number of indices in the mesh. |
330 | * @param[in] vertexDesc Vertex description structure that describes how are vertices organized in the |
331 | * vertex buffer. When binding a mesh to the pipeline you must ensure vertex |
332 | * description at least partially matches the input description of the currently |
333 | * bound vertex GPU program. |
334 | * @param[in] usage Optimizes performance depending on planned usage of the mesh. |
335 | * @param[in] drawOp Determines how should the provided indices be interpreted by the pipeline. Default |
336 | * option is a triangle list, where three indices represent a single triangle. |
337 | * @param[in] indexType Size of indices, use smaller size for better performance, however be careful not to |
338 | * go over the number of vertices limited by the size. |
339 | * @param[in] deviceMask Mask that determines on which GPU devices should the object be created on. |
340 | */ |
341 | static SPtr<Mesh> create(UINT32 numVertices, UINT32 numIndices, const SPtr<VertexDataDesc>& vertexDesc, |
342 | int usage = MU_STATIC, DrawOperationType drawOp = DOT_TRIANGLE_LIST, IndexType indexType = IT_32BIT, |
343 | GpuDeviceFlags deviceMask = GDF_DEFAULT); |
344 | |
345 | /** |
346 | * Creates a new empty mesh. |
347 | * |
348 | * @param[in] desc Descriptor containing the properties of the mesh to create. |
349 | * @param[in] deviceMask Mask that determines on which GPU devices should the object be created on. |
350 | */ |
351 | static SPtr<Mesh> create(const MESH_DESC& desc, GpuDeviceFlags deviceMask = GDF_DEFAULT); |
352 | |
353 | /** |
354 | * Creates a new mesh from an existing mesh data. Created mesh will match the vertex and index buffers described |
355 | * by the mesh data exactly. |
356 | * |
357 | * @param[in] initialData Vertex and index data to initialize the mesh with. |
358 | * @param[in] desc Descriptor containing the properties of the mesh to create. Vertex and index count, |
359 | * vertex descriptor and index type properties are ignored and are read from provided |
360 | * mesh data instead. |
361 | * @param[in] deviceMask Mask that determines on which GPU devices should the object be created on. |
362 | */ |
363 | static SPtr<Mesh> create(const SPtr<MeshData>& initialData, const MESH_DESC& desc, |
364 | GpuDeviceFlags deviceMask = GDF_DEFAULT); |
365 | |
366 | /** |
367 | * Creates a new mesh from an existing mesh data. Created mesh will match the vertex and index buffers described |
368 | * by the mesh data exactly. Mesh will have no sub-meshes. |
369 | * |
370 | * @param[in] initialData Vertex and index data to initialize the mesh with. |
371 | * @param[in] usage Optimizes performance depending on planned usage of the mesh. |
372 | * @param[in] drawOp Determines how should the provided indices be interpreted by the pipeline. Default |
373 | * option is a triangle strip, where three indices represent a single triangle. |
374 | * @param[in] deviceMask Mask that determines on which GPU devices should the object be created on. |
375 | */ |
376 | static SPtr<Mesh> create(const SPtr<MeshData>& initialData, int usage = MU_STATIC, |
377 | DrawOperationType drawOp = DOT_TRIANGLE_LIST, GpuDeviceFlags deviceMask = GDF_DEFAULT); |
378 | |
379 | protected: |
380 | friend class bs::Mesh; |
381 | |
382 | /** Updates bounds by calculating them from the vertices in the provided mesh data object. */ |
383 | void updateBounds(const MeshData& meshData); |
384 | |
385 | SPtr<VertexData> mVertexData; |
386 | SPtr<IndexBuffer> mIndexBuffer; |
387 | |
388 | SPtr<VertexDataDesc> mVertexDesc; |
389 | int mUsage; |
390 | IndexType mIndexType; |
391 | GpuDeviceFlags mDeviceMask; |
392 | SPtr<MeshData> mTempInitialMeshData; |
393 | SPtr<Skeleton> mSkeleton; // Immutable |
394 | SPtr<MorphShapes> mMorphShapes; // Immutable |
395 | }; |
396 | |
397 | /** @} */ |
398 | } |
399 | } |