185 lines
6.3 KiB
C++
185 lines
6.3 KiB
C++
// Copyright (C) 2002-2008 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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#ifndef __I_MESH_BUFFER_H_INCLUDED__
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#define __I_MESH_BUFFER_H_INCLUDED__
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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 "S3DVertex.h"
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#include "SVertexIndex.h"
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#include "EHardwareBufferFlags.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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//! Enumeration for all primitive types there are.
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enum E_PRIMITIVE_TYPE
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{
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//! All vertices are non-connected points.
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EPT_POINTS=0,
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//! All vertices form a single connected line.
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EPT_LINE_STRIP,
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//! Just as LINE_STRIP, but the last and the first vertex is also connected.
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EPT_LINE_LOOP,
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//! Every two vertices are connected creating n/2 lines.
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EPT_LINES,
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//! After the first two vertices each vertex defines a new triangle.
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//! Always the two last and the new one form a new triangle.
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EPT_TRIANGLE_STRIP,
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//! After the first two vertices each vertex defines a new triangle.
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//! All around the common first vertex.
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EPT_TRIANGLE_FAN,
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//! Explicitly set all vertices for each triangle.
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EPT_TRIANGLES,
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//! After the first two vertices each further tw vetices create a quad with the preceding two.
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EPT_QUAD_STRIP,
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//! Every four vertices create a quad.
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EPT_QUADS,
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//! Just as LINE_LOOP, but filled.
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EPT_POLYGON,
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//! The single vertices are expanded to quad billboards on the GPU.
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EPT_POINT_SPRITES
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};
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//! Struct for holding a mesh with a single material
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/** SMeshBuffer is a simple implementation of a MeshBuffer.
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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 hte 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 type of vertex data which is stored in this meshbuffer.
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/** \return Vertex type of this buffer. */
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virtual video::E_VERTEX_TYPE getVertexType() const = 0;
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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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virtual const void* getVertices() const = 0;
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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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virtual void* getVertices() = 0;
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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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virtual u32 getVertexCount() const = 0;
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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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virtual video::E_INDEX_TYPE getIndexType() const =0;
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//! Get access to Indices.
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/** \return Pointer to indices array. */
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virtual const u16* getIndices() const = 0;
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//! Get access to Indices.
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/** \return Pointer to indices array. */
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virtual u16* getIndices() = 0;
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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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virtual u32 getIndexCount() const = 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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//! returns position of vertex i
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virtual const core::vector3df& getPosition(u32 i) const = 0;
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//! returns position of vertex i
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virtual core::vector3df& getPosition(u32 i) = 0;
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//! returns normal of vertex i
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virtual const core::vector3df& getNormal(u32 i) const = 0;
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//! returns normal of vertex i
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virtual core::vector3df& getNormal(u32 i) = 0;
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//! returns texture coord of vertex i
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virtual const core::vector2df& getTCoords(u32 i) const = 0;
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//! returns texture coord of vertex i
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virtual core::vector2df& getTCoords(u32 i) = 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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//! Append the meshbuffer to the current buffer
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/** Only works for compatible vertex types
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\param other Buffer to append to this one. */
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virtual void append(const IMeshBuffer* const other) = 0;
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//! get the current hardware mapping hint
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virtual E_HARDWARE_MAPPING getHardwareMappingHint_Vertex() const = 0;
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//! get the current hardware mapping hint
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virtual E_HARDWARE_MAPPING getHardwareMappingHint_Index() const = 0;
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//! set the hardware mapping hint, for driver
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virtual void setHardwareMappingHint( E_HARDWARE_MAPPING newMappingHint, E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX ) = 0;
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//! flags the meshbuffer as changed, reloads hardware buffers
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virtual void setDirty(E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX) = 0;
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//to be spit into vertex and index buffers:
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//! Get the currently used ID for identification of changes.
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/** This shouldn't be used for anything outside the VideoDriver. */
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virtual u32 getChangedID_Vertex() const = 0;
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//! Get the currently used ID for identification of changes.
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/** This shouldn't be used for anything outside the VideoDriver. */
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virtual u32 getChangedID_Index() const = 0;
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};
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} // end namespace scene
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} // end namespace irr
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#endif
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