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153 lines
3.8 KiB
C++
153 lines
3.8 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 <vector>
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#include "IMeshBuffer.h"
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#include "CVertexBuffer.h"
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#include "CIndexBuffer.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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//! Template implementation of the IMeshBuffer interface
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template <class T>
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class CMeshBuffer final : public IMeshBuffer
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{
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public:
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//! Default constructor for empty meshbuffer
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CMeshBuffer() :
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PrimitiveType(EPT_TRIANGLES)
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{
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#ifdef _DEBUG
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setDebugName("CMeshBuffer");
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#endif
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Vertices = new CVertexBuffer<T>();
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Indices = new SIndexBuffer();
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}
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~CMeshBuffer()
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{
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Vertices->drop();
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Indices->drop();
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}
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//! Get material of this meshbuffer
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/** \return Material of this buffer */
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const video::SMaterial &getMaterial() const override
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{
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return Material;
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}
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//! Get material of this meshbuffer
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/** \return Material of this buffer */
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video::SMaterial &getMaterial() override
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{
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return Material;
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}
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const scene::IVertexBuffer *getVertexBuffer() const override
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{
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return Vertices;
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}
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scene::IVertexBuffer *getVertexBuffer() override
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{
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return Vertices;
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}
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const scene::IIndexBuffer *getIndexBuffer() const override
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{
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return Indices;
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}
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scene::IIndexBuffer *getIndexBuffer() override
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{
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return Indices;
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}
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//! Get the axis aligned bounding box
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/** \return Axis aligned bounding box of this buffer. */
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const core::aabbox3d<f32> &getBoundingBox() const override
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{
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return BoundingBox;
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}
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//! Set the axis aligned bounding box
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/** \param box New axis aligned bounding box for this buffer. */
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//! set user axis aligned bounding box
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void setBoundingBox(const core::aabbox3df &box) override
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{
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BoundingBox = box;
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}
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//! Recalculate the bounding box.
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/** should be called if the mesh changed. */
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void recalculateBoundingBox() override
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{
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if (Vertices->getCount()) {
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BoundingBox.reset(Vertices->getPosition(0));
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const irr::u32 vsize = Vertices->getCount();
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for (u32 i = 1; i < vsize; ++i)
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BoundingBox.addInternalPoint(Vertices->getPosition(i));
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} else
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BoundingBox.reset(0, 0, 0);
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}
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//! Append the vertices and indices to the current buffer
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void append(const void *const vertices, u32 numVertices, const u16 *const indices, u32 numIndices) override
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{
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if (vertices == getVertices())
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return;
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const u32 vertexCount = getVertexCount();
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const u32 indexCount = getIndexCount();
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auto *vt = static_cast<const T *>(vertices);
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Vertices->Data.insert(Vertices->Data.end(), vt, vt + numVertices);
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for (u32 i = vertexCount; i < getVertexCount(); i++)
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BoundingBox.addInternalPoint(Vertices->getPosition(i));
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Indices->Data.insert(Indices->Data.end(), indices, indices + numIndices);
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if (vertexCount != 0) {
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for (u32 i = indexCount; i < getIndexCount(); i++)
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Indices->Data[i] += vertexCount;
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}
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}
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//! Describe what kind of primitive geometry is used by the meshbuffer
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void setPrimitiveType(E_PRIMITIVE_TYPE type) override
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{
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PrimitiveType = type;
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}
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//! Get the kind of primitive geometry which is used by the meshbuffer
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E_PRIMITIVE_TYPE getPrimitiveType() const override
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{
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return PrimitiveType;
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}
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//! Material for this meshbuffer.
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video::SMaterial Material;
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//! Vertex buffer
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CVertexBuffer<T> *Vertices;
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//! Index buffer
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SIndexBuffer *Indices;
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//! Bounding box of this meshbuffer.
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core::aabbox3d<f32> BoundingBox;
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//! Primitive type used for rendering (triangles, lines, ...)
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E_PRIMITIVE_TYPE PrimitiveType;
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};
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//! Standard meshbuffer
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typedef CMeshBuffer<video::S3DVertex> SMeshBuffer;
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//! Meshbuffer with two texture coords per vertex, e.g. for lightmaps
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typedef CMeshBuffer<video::S3DVertex2TCoords> SMeshBufferLightMap;
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//! Meshbuffer with vertices having tangents stored, e.g. for normal mapping
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typedef CMeshBuffer<video::S3DVertexTangents> SMeshBufferTangents;
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} // end namespace scene
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} // end namespace irr
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