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