| 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/BsMeshData.h" |
| 7 | |
| 8 | namespace bs |
| 9 | { |
| 10 | /** cond INTERNAL */ |
| 11 | /** @addtogroup Renderer |
| 12 | * @{ |
| 13 | */ |
| 14 | |
| 15 | /** |
| 16 | * Available vertex layouts that specify what data is provided per-vertex in a mesh. Combinations other than those |
| 17 | * provided are allowed. |
| 18 | */ |
| 19 | enum class BS_SCRIPT_EXPORT(m:Rendering) VertexLayout |
| 20 | { |
| 21 | Position = 0x01, |
| 22 | Color = 0x02, |
| 23 | Normal = 0x04, |
| 24 | Tangent = 0x08, |
| 25 | BoneWeights = 0x10, |
| 26 | UV0 = 0x20, |
| 27 | UV1 = 0x40, |
| 28 | PC = Position | Color, |
| 29 | PU = Position | UV0, |
| 30 | PCU = Position | Color | UV0, |
| 31 | PCN = Position | Color | Normal, |
| 32 | PCNU = Position | Color | Normal | UV0, |
| 33 | PCNT = Position | Color | Normal | Tangent, |
| 34 | PCNTU = Position | Color | Normal | Tangent | UV0, |
| 35 | PN = Position | Normal, |
| 36 | PNU = Position | Normal | UV0, |
| 37 | PNT = Position | Normal | Tangent, |
| 38 | PNTU = Position | Normal | Tangent | UV0, |
| 39 | }; |
| 40 | |
| 41 | /** Contains mesh vertex and index data used for initializing, updating and reading mesh data from Mesh. */ |
| 42 | class BS_CORE_EXPORT BS_SCRIPT_EXPORT(m:Rendering,n:MeshData) RendererMeshData |
| 43 | { |
| 44 | public: |
| 45 | /** |
| 46 | * Reads the vertex positions into the provided output buffer. Data will be copied and potentially uncompressed to |
| 47 | * fit the output format as needed. |
| 48 | * |
| 49 | * @param[in] buffer Pre-allocated buffer to output the position data to. |
| 50 | * @param[in] size Size of the pre-allocated buffer. Must be big enough to fit all contents (numVertices * |
| 51 | * sizeof(Vector3)). |
| 52 | */ |
| 53 | void getPositions(Vector3* buffer, UINT32 size); |
| 54 | |
| 55 | /** |
| 56 | * Writes the vertex positions from the provided output buffer. Data will be copied and potentially compressed to |
| 57 | * fit the internal mesh data format as needed. |
| 58 | * |
| 59 | * @param[in] buffer Pre-allocated buffer to read the position data from. |
| 60 | * @param[in] size Size of the input buffer. Must be (numVertices * sizeof(Vector3)). |
| 61 | */ |
| 62 | void setPositions(Vector3* buffer, UINT32 size); |
| 63 | |
| 64 | /** |
| 65 | * Reads the vertex normals into the provided output buffer. Data will be copied and potentially uncompressed to |
| 66 | * fit the output format as needed. |
| 67 | * |
| 68 | * @param[in] buffer Pre-allocated buffer to output the normal data to. |
| 69 | * @param[in] size Size of the pre-allocated buffer. Must be big enough to fit all contents (numVertices * |
| 70 | * sizeof(Vector3)). |
| 71 | */ |
| 72 | void getNormals(Vector3* buffer, UINT32 size); |
| 73 | |
| 74 | /** |
| 75 | * Writes the vertex normals from the provided output buffer. Data will be copied and potentially compressed to |
| 76 | * fit the internal mesh data format as needed. |
| 77 | * |
| 78 | * @param[in] buffer Pre-allocated buffer to read the normal data from. |
| 79 | * @param[in] size Size of the input buffer. Must be (numVertices * sizeof(Vector3)). |
| 80 | */ |
| 81 | void setNormals(Vector3* buffer, UINT32 size); |
| 82 | |
| 83 | /** |
| 84 | * Reads the vertex tangents into the provided output buffer. Data will be copied and potentially uncompressed to |
| 85 | * fit the output format as needed. |
| 86 | * |
| 87 | * @param[in] buffer Pre-allocated buffer to output the tangent data to. |
| 88 | * @param[in] size Size of the pre-allocated buffer. Must be big enough to fit all contents (numVertices * |
| 89 | * sizeof(Vector4)). |
| 90 | */ |
| 91 | void getTangents(Vector4* buffer, UINT32 size); |
| 92 | |
| 93 | /** |
| 94 | * Writes the vertex tangents from the provided output buffer. Data will be copied and potentially compressed to |
| 95 | * fit the internal mesh data format as needed. |
| 96 | * |
| 97 | * @param[in] buffer Pre-allocated buffer to read the tangent data from. |
| 98 | * @param[in] size Size of the input buffer. Must be (numVertices * sizeof(Vector4)). |
| 99 | */ |
| 100 | void setTangents(Vector4* buffer, UINT32 size); |
| 101 | |
| 102 | /** |
| 103 | * Reads the vertex colors into the provided output buffer. Data will be copied and potentially uncompressed to |
| 104 | * fit the output format as needed. |
| 105 | * |
| 106 | * @param[in] buffer Pre-allocated buffer to output the color data to. |
| 107 | * @param[in] size Size of the pre-allocated buffer. Must be big enough to fit all contents (numVertices * |
| 108 | * sizeof(Color)). |
| 109 | */ |
| 110 | void getColors(Color* buffer, UINT32 size); |
| 111 | |
| 112 | /** |
| 113 | * Writes the vertex colors from the provided output buffer. Data will be copied and potentially compressed to |
| 114 | * fit the internal mesh data format as needed. |
| 115 | * |
| 116 | * @param[in] buffer Pre-allocated buffer to read the color data from. |
| 117 | * @param[in] size Size of the input buffer. Must be (numVertices * sizeof(Color)). |
| 118 | */ |
| 119 | void setColors(Color* buffer, UINT32 size); |
| 120 | |
| 121 | /** |
| 122 | * Writes the vertex colors from the provided output buffer. Data will be copied and potentially compressed to |
| 123 | * fit the internal mesh data format as needed. |
| 124 | * |
| 125 | * @param[in] buffer Pre-allocated buffer to read the color data from. Colors should be in RGBA format. |
| 126 | * @param[in] size Size of the input buffer. Must be (numVertices * sizeof(UINT32)). |
| 127 | */ |
| 128 | void setColors(UINT32* buffer, UINT32 size); |
| 129 | |
| 130 | /** |
| 131 | * Reads the first UV channel coordinates into the provided output buffer. Data will be copied and potentially |
| 132 | * uncompressed to fit the output format as needed. |
| 133 | * |
| 134 | * @param[in] buffer Pre-allocated buffer to output the coordinate data to. |
| 135 | * @param[in] size Size of the pre-allocated buffer. Must be big enough to fit all contents (numVertices * |
| 136 | * sizeof(Vector2)). |
| 137 | */ |
| 138 | void getUV0(Vector2* buffer, UINT32 size); |
| 139 | |
| 140 | /** |
| 141 | * Writes the first UV channel coordinates from the provided output buffer. Data will be copied and potentially |
| 142 | * compressed to fit the internal mesh data format as needed. |
| 143 | * |
| 144 | * @param[in] buffer Pre-allocated buffer to read the coordinate data from. |
| 145 | * @param[in] size Size of the input buffer. Must be (numVertices * sizeof(Vector2)). |
| 146 | */ |
| 147 | void setUV0(Vector2* buffer, UINT32 size); |
| 148 | |
| 149 | /** |
| 150 | * Reads the second UV channel coordinates into the provided output buffer. Data will be copied and potentially |
| 151 | * uncompressed to fit the output format as needed. |
| 152 | * |
| 153 | * @param[in] buffer Pre-allocated buffer to output the coordinate data to. |
| 154 | * @param[in] size Size of the pre-allocated buffer. Must be big enough to fit all contents (numVertices * |
| 155 | * sizeof(Vector2)). |
| 156 | */ |
| 157 | void getUV1(Vector2* buffer, UINT32 size); |
| 158 | |
| 159 | /** |
| 160 | * Writes the second UV channel coordinates from the provided output buffer. Data will be copied and potentially |
| 161 | * compressed to fit the internal mesh data format as needed. |
| 162 | * |
| 163 | * @param[in] buffer Pre-allocated buffer to read the coordinate data from. |
| 164 | * @param[in] size Size of the input buffer. Must be (numVertices * sizeof(Vector2)). |
| 165 | */ |
| 166 | void setUV1(Vector2* buffer, UINT32 size); |
| 167 | |
| 168 | /** |
| 169 | * Reads the bone weights and indices into the provided output buffer. Data will be copied and potentially |
| 170 | * uncompressed to fit the output format as needed. |
| 171 | * |
| 172 | * @param[in] buffer Pre-allocated buffer to output the bone weight data to. |
| 173 | * @param[in] size Size of the pre-allocated buffer. Must be big enough to fit all contents (numVertices * |
| 174 | * sizeof(BoneWeight)). |
| 175 | */ |
| 176 | void getBoneWeights(BoneWeight* buffer, UINT32 size); |
| 177 | |
| 178 | /** |
| 179 | * Writes the bone weights and indices from the provided output buffer. Data will be copied and potentially |
| 180 | * compressed to fit the internal mesh data format as needed. |
| 181 | * |
| 182 | * @param[in] buffer Pre-allocated buffer to read the bone weight data from. |
| 183 | * @param[in] size Size of the input buffer. Must be (numVertices * sizeof(BoneWeight)). |
| 184 | */ |
| 185 | void setBoneWeights(BoneWeight* buffer, UINT32 size); |
| 186 | |
| 187 | /** |
| 188 | * Reads the indices into the provided output buffer. Data will be copied and potentially uncompressed to fit the |
| 189 | * output format as needed. |
| 190 | * |
| 191 | * @param[in] buffer Pre-allocated buffer to output the index data to. |
| 192 | * @param[in] size Size of the pre-allocated buffer. Must be big enough to fit all contents (numVertices * |
| 193 | * sizeof(INT32)). |
| 194 | */ |
| 195 | void getIndices(UINT32* buffer, UINT32 size); |
| 196 | |
| 197 | /** |
| 198 | * Writes the indices from the provided output buffer. Data will be copied and potentially compressed to fit the |
| 199 | * internal mesh data format as needed. |
| 200 | * |
| 201 | * @param[in] buffer Pre-allocated buffer to read the index data from. |
| 202 | * @param[in] size Size of the input buffer. Must be (numVertices * sizeof(INT32)). |
| 203 | */ |
| 204 | void setIndices(UINT32* buffer, UINT32 size); |
| 205 | |
| 206 | /** Returns the underlying MeshData structure. */ |
| 207 | SPtr<MeshData> getData() const { return mMeshData; } |
| 208 | |
| 209 | /** Creates a new empty mesh data structure. */ |
| 210 | static SPtr<RendererMeshData> create(UINT32 numVertices, UINT32 numIndices, VertexLayout layout, IndexType indexType = IT_32BIT); |
| 211 | |
| 212 | /** Creates a new mesh data structure using an existing mesh data buffer. */ |
| 213 | static SPtr<RendererMeshData> create(const SPtr<MeshData>& meshData); |
| 214 | |
| 215 | /** Creates a vertex descriptor from a vertex layout enum. */ |
| 216 | static SPtr<VertexDataDesc> vertexLayoutVertexDesc(VertexLayout type); |
| 217 | |
| 218 | /** Converts a generic mesh data into mesh data format expected by the renderer. */ |
| 219 | static SPtr<MeshData> convert(const SPtr<MeshData>& meshData); |
| 220 | |
| 221 | private: |
| 222 | friend class ct::Renderer; |
| 223 | |
| 224 | RendererMeshData(UINT32 numVertices, UINT32 numIndices, VertexLayout layout, IndexType indexType = IT_32BIT); |
| 225 | RendererMeshData(const SPtr<MeshData>& meshData); |
| 226 | |
| 227 | SPtr<MeshData> mMeshData; |
| 228 | }; |
| 229 | |
| 230 | /** @} */ |
| 231 | /** @endcond */ |
| 232 | } |