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source: downloads/ogre/OgreMain/include/OgreVertexIndexData.h @ 29

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1/*
2-----------------------------------------------------------------------------
3This source file is part of OGRE
4    (Object-oriented Graphics Rendering Engine)
5For the latest info, see http://www.ogre3d.org/
6
7Copyright (c) 2000-2006 Torus Knot Software Ltd
8Also see acknowledgements in Readme.html
9
10This program is free software; you can redistribute it and/or modify it under
11the terms of the GNU Lesser General Public License as published by the Free Software
12Foundation; either version 2 of the License, or (at your option) any later
13version.
14
15This program is distributed in the hope that it will be useful, but WITHOUT
16ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
17FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
18
19You should have received a copy of the GNU Lesser General Public License along with
20this program; if not, write to the Free Software Foundation, Inc., 59 Temple
21Place - Suite 330, Boston, MA 02111-1307, USA, or go to
22http://www.gnu.org/copyleft/lesser.txt.
23
24You may alternatively use this source under the terms of a specific version of
25the OGRE Unrestricted License provided you have obtained such a license from
26Torus Knot Software Ltd.
27-----------------------------------------------------------------------------
28*/
29#ifndef __VertexIndexData_H__
30#define __VertexIndexData_H__
31
32#include "OgrePrerequisites.h"
33#include "OgreHardwareVertexBuffer.h"
34#include "OgreHardwareIndexBuffer.h"
35
36namespace Ogre {
37       
38        /// Define a list of usage flags
39        typedef std::vector<HardwareBuffer::Usage> BufferUsageList;
40
41
42        /** Summary class collecting together vertex source information. */
43        class _OgreExport VertexData
44        {
45    private:
46        /// Protected copy constructor, to prevent misuse
47        VertexData(const VertexData& rhs); /* do nothing, should not use */
48        /// Protected operator=, to prevent misuse
49        VertexData& operator=(const VertexData& rhs); /* do not use */
50    public:
51        VertexData();
52        ~VertexData();
53
54                /** Declaration of the vertex to be used in this operation.
55                @remarks Note that this is created for you on construction.
56                */
57                VertexDeclaration* vertexDeclaration;
58                /** The vertex buffer bindings to be used.
59                @remarks Note that this is created for you on construction.
60                */
61                VertexBufferBinding* vertexBufferBinding;
62                /// The base vertex index to start from
63                size_t vertexStart;
64                /// The number of vertices used in this operation
65                size_t vertexCount;
66
67
68                /// Struct used to hold hardware morph / pose vertex data information
69                struct HardwareAnimationData
70                {
71                        const VertexElement* targetVertexElement;
72                        Real parametric;
73                };
74                typedef std::vector<HardwareAnimationData> HardwareAnimationDataList;
75                /// VertexElements used for hardware morph / pose animation
76                HardwareAnimationDataList hwAnimationDataList;
77                /// Number of hardware animation data items used
78                size_t hwAnimDataItemsUsed;
79               
80                /** Clones this vertex data, potentially including replicating any vertex buffers.
81                @remarks The caller is expected to delete the returned pointer when ready
82                */
83                VertexData* clone(bool copyData = true) const;
84
85        /** Modifies the vertex data to be suitable for use for rendering shadow geometry.
86        @remarks
87            Preparing vertex data to generate a shadow volume involves firstly ensuring that the
88            vertex buffer containing the positions is a standalone vertex buffer,
89            with no other components in it. This method will therefore break apart any existing
90            vertex buffers if position is sharing a vertex buffer.
91            Secondly, it will double the size of this vertex buffer so that there are 2 copies of
92            the position data for the mesh. The first half is used for the original, and the second
93            half is used for the 'extruded' version. The vertex count used to render will remain
94            the same though, so as not to add any overhead to regular rendering of the object.
95            Both copies of the position are required in one buffer because shadow volumes stretch
96            from the original mesh to the extruded version.
97        @par
98            It's important to appreciate that this method can fundamentally change the structure of your
99            vertex buffers, although in reality they will be new buffers. As it happens, if other
100            objects are using the original buffers then they will be unaffected because the reference
101            counting will keep them intact. However, if you have made any assumptions about the
102            structure of the vertex data in the buffers of this object, you may have to rethink them.
103        */
104        void prepareForShadowVolume(void);
105
106        /** Additional shadow volume vertex buffer storage.
107        @remarks
108            This additional buffer is only used where we have prepared this VertexData for
109            use in shadow volume contruction, and where the current render system supports
110            vertex programs. This buffer contains the 'w' vertex position component which will
111            be used by that program to differentiate between extruded and non-extruded vertices.
112            This 'w' component cannot be included in the original position buffer because
113            DirectX does not allow 4-component positions in the fixed-function pipeline, and the original
114            position buffer must still be usable for fixed-function rendering.
115        @par   
116            Note that we don't store any vertex declaration or vertex buffer binding here becuase this
117            can be reused in the shadow algorithm.
118        */
119        HardwareVertexBufferSharedPtr hardwareShadowVolWBuffer;
120
121
122                /** Reorganises the data in the vertex buffers according to the
123                        new vertex declaration passed in. Note that new vertex buffers
124                        are created and written to, so if the buffers being referenced
125                        by this vertex data object are also used by others, then the
126                        original buffers will not be damaged by this operation.
127                        Once this operation has completed, the new declaration
128                        passed in will overwrite the current one.
129                @param newDeclaration The vertex declaration which will be used
130                        for the reorganised buffer state. Note that the new delcaration
131                        must not include any elements which do not already exist in the
132                        current declaration; you can drop elements by
133                        excluding them from the declaration if you wish, however.
134                @param bufferUsages Vector of usage flags which indicate the usage options
135                        for each new vertex buffer created. The indexes of the entries must correspond
136                        to the buffer binding values referenced in the declaration.
137                */
138                void reorganiseBuffers(VertexDeclaration* newDeclaration, const BufferUsageList& bufferUsage);
139
140                /** Reorganises the data in the vertex buffers according to the
141                        new vertex declaration passed in. Note that new vertex buffers
142                        are created and written to, so if the buffers being referenced
143                        by this vertex data object are also used by others, then the
144                        original buffers will not be damaged by this operation.
145                        Once this operation has completed, the new declaration
146                        passed in will overwrite the current one.
147            This version of the method derives the buffer usages from the existing
148            buffers, by using the 'most flexible' usage from the equivalent sources.
149                @param newDeclaration The vertex declaration which will be used
150                        for the reorganised buffer state. Note that the new delcaration
151                        must not include any elements which do not already exist in the
152                        current declaration; you can drop elements by
153                        excluding them from the declaration if you wish, however.
154                */
155                void reorganiseBuffers(VertexDeclaration* newDeclaration);
156
157        /** Remove any gaps in the vertex buffer bindings.
158        @remarks
159            This is useful if you've removed elements and buffers from this vertex
160            data and want to remove any gaps in the vertex buffer bindings. This
161            method is mainly useful when reorganising vertex data manually.
162        @note
163            This will cause binding index of the elements in the vertex declaration
164            to be altered to new binding index.
165        */
166        void closeGapsInBindings(void);
167
168        /** Remove all vertex buffers that never used by the vertex declaration.
169        @remarks
170            This is useful if you've removed elements from the vertex declaration
171            and want to unreference buffers that never used any more. This method
172            is mainly useful when reorganising vertex data manually.
173        @note
174            This also remove any gaps in the vertex buffer bindings.
175        */
176        void removeUnusedBuffers(void);
177
178                /** Convert all packed colour values (VET_COLOUR_*) in buffers used to
179                        another type.
180                @param srcType The source colour type to assume if the ambiguous VET_COLOUR
181                        is encountered.
182                @param destType The destination colour type, must be VET_COLOUR_ABGR or
183                        VET_COLOUR_ARGB.
184                */
185                void convertPackedColour(VertexElementType srcType, VertexElementType destType);
186
187
188                /** Allocate elements to serve a holder of morph / pose target data
189                        for hardware morphing / pose blending.
190                @remarks
191                        This method will allocate the given number of 3D texture coordinate
192                        sets for use as a morph target or target pose offset (3D position).
193                        These elements will be saved in hwAnimationDataList.
194                        It will also assume that the source of these new elements will be new
195                        buffers which are not bound at this time, so will start the sources to
196                        1 higher than the current highest binding source. The caller is
197                        expected to bind these new buffers when appropriate. For morph animation
198                        the original position buffer will be the 'from' keyframe data, whilst
199                        for pose animation it will be the original vertex data.
200                */
201                void allocateHardwareAnimationElements(ushort count);
202
203
204
205        };
206
207        /** Summary class collecting together index data source information. */
208        class _OgreExport IndexData
209        {
210    protected:
211        /// Protected copy constructor, to prevent misuse
212        IndexData(const IndexData& rhs); /* do nothing, should not use */
213        /// Protected operator=, to prevent misuse
214        IndexData& operator=(const IndexData& rhs); /* do not use */
215    public:
216        IndexData();
217        ~IndexData();
218                /// pointer to the HardwareIndexBuffer to use, must be specified if useIndexes = true
219                HardwareIndexBufferSharedPtr indexBuffer;
220
221                /// index in the buffer to start from for this operation
222                size_t indexStart;
223
224                /// The number of indexes to use from the buffer
225                size_t indexCount;
226
227                /** Clones this index data, potentially including replicating the index buffer.
228                @remarks The caller is expected to delete the returned pointer when finished
229                */
230                IndexData* clone(bool copyData = true) const;
231
232                /** Re-order the indexes in this index data structure to be more
233                        vertex cache friendly; that is to re-use the same vertices as close
234                        together as possible.
235                @remarks
236                        Can only be used for index data which consists of triangle lists.
237                        It would in fact be pointless to use it on triangle strips or fans
238                        in any case.
239                */
240                void optimiseVertexCacheTriList(void);
241       
242        };
243
244        /** Vertex cache profiler.
245        @remarks
246                Utility class for evaluating the effectiveness of the use of the vertex
247                cache by a given index buffer.
248        */
249        class _OgreExport VertexCacheProfiler
250    {
251                public:
252                        enum CacheType {
253                                FIFO, LRU
254                        };
255
256                        VertexCacheProfiler(unsigned int cachesize = 16, CacheType cachetype = FIFO )
257                                : size ( cachesize ), type ( cachetype ), tail (0), buffersize (0), hit (0), miss (0)
258                        {
259                                cache = new uint32[size];
260                        };
261
262                        ~VertexCacheProfiler()
263                        {
264                                delete[] cache;
265                        }
266
267                        void profile(const HardwareIndexBufferSharedPtr& indexBuffer);
268                        void reset() { hit = 0; miss = 0; tail = 0; buffersize = 0; };
269                        void flush() { tail = 0; buffersize = 0; };
270
271                        unsigned int getHits() { return hit; };
272                        unsigned int getMisses() { return miss; };
273                        unsigned int getSize() { return size; };
274                private:
275                        unsigned int size;
276                        uint32 *cache;
277                        CacheType type;
278
279                        unsigned int tail, buffersize;
280                        unsigned int hit, miss;
281
282                        bool inCache(unsigned int index);
283        };
284}
285#endif
286
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