/* ----------------------------------------------------------------------------- This source file is part of OGRE (Object-oriented Graphics Rendering Engine) For the latest info, see http://www.ogre3d.org/ Copyright (c) 2000-2005 The OGRE Team Also see acknowledgements in Readme.html This program is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA, or go to http://www.gnu.org/copyleft/lesser.txt. ----------------------------------------------------------------------------- */ #ifndef __VertexIndexData_H__ #define __VertexIndexData_H__ #include "OgrePrerequisites.h" #include "OgreHardwareVertexBuffer.h" #include "OgreHardwareIndexBuffer.h" namespace Ogre { /// Define a list of usage flags typedef std::vector BufferUsageList; /** Summary class collecting together vertex source information. */ class _OgreExport VertexData { private: /// Protected copy constructor, to prevent misuse VertexData(const VertexData& rhs); /* do nothing, should not use */ /// Protected operator=, to prevent misuse VertexData& operator=(const VertexData& rhs); /* do not use */ public: VertexData(); ~VertexData(); /** Declaration of the vertex to be used in this operation. @remarks Note that this is created for you on construction. */ VertexDeclaration* vertexDeclaration; /** The vertex buffer bindings to be used. @remarks Note that this is created for you on construction. */ VertexBufferBinding* vertexBufferBinding; /// The base vertex index to start from size_t vertexStart; /// The number of vertices used in this operation size_t vertexCount; /// Struct used to hold hardware morph / pose vertex data information struct HardwareAnimationData { const VertexElement* targetVertexElement; Real parametric; }; typedef std::vector HardwareAnimationDataList; /// VertexElements used for hardware morph / pose animation HardwareAnimationDataList hwAnimationDataList; /// Number of hardware animation data items used size_t hwAnimDataItemsUsed; /** Clones this vertex data, potentially including replicating any vertex buffers. @remarks The caller is expected to delete the returned pointer when ready */ VertexData* clone(bool copyData = true) const; /** Modifies the vertex data to be suitable for use for rendering shadow geometry. @remarks Preparing vertex data to generate a shadow volume involves firstly ensuring that the vertex buffer containing the positions is a standalone vertex buffer, with no other components in it. This method will therefore break apart any existing vertex buffers if position is sharing a vertex buffer. Secondly, it will double the size of this vertex buffer so that there are 2 copies of the position data for the mesh. The first half is used for the original, and the second half is used for the 'extruded' version. The vertex count used to render will remain the same though, so as not to add any overhead to regular rendering of the object. Both copies of the position are required in one buffer because shadow volumes stretch from the original mesh to the extruded version. @par It's important to appreciate that this method can fundamentally change the structure of your vertex buffers, although in reality they will be new buffers. As it happens, if other objects are using the original buffers then they will be unaffected because the reference counting will keep them intact. However, if you have made any assumptions about the structure of the vertex data in the buffers of this object, you may have to rethink them. */ void prepareForShadowVolume(void); /** Additional shadow volume vertex buffer storage. @remarks This additional buffer is only used where we have prepared this VertexData for use in shadow volume contruction, and where the current render system supports vertex programs. This buffer contains the 'w' vertex position component which will be used by that program to differentiate between extruded and non-extruded vertices. This 'w' component cannot be included in the original position buffer because DirectX does not allow 4-component positions in the fixed-function pipeline, and the original position buffer must still be usable for fixed-function rendering. @par Note that we don't store any vertex declaration or vertex buffer binding here becuase this can be reused in the shadow algorithm. */ HardwareVertexBufferSharedPtr hardwareShadowVolWBuffer; /** Reorganises the data in the vertex buffers according to the new vertex declaration passed in. Note that new vertex buffers are created and written to, so if the buffers being referenced by this vertex data object are also used by others, then the original buffers will not be damaged by this operation. Once this operation has completed, the new declaration passed in will overwrite the current one. @param newDeclaration The vertex declaration which will be used for the reorganised buffer state. Note that the new delcaration must not include any elements which do not already exist in the current declaration; you can drop elements by excluding them from the declaration if you wish, however. @param bufferUsages Vector of usage flags which indicate the usage options for each new vertex buffer created. The indexes of the entries must correspond to the buffer binding values referenced in the declaration. */ void reorganiseBuffers(VertexDeclaration* newDeclaration, const BufferUsageList& bufferUsage); /** Reorganises the data in the vertex buffers according to the new vertex declaration passed in. Note that new vertex buffers are created and written to, so if the buffers being referenced by this vertex data object are also used by others, then the original buffers will not be damaged by this operation. Once this operation has completed, the new declaration passed in will overwrite the current one. This version of the method derives the buffer usages from the existing buffers, by using the 'most flexible' usage from the equivalent sources. @param newDeclaration The vertex declaration which will be used for the reorganised buffer state. Note that the new delcaration must not include any elements which do not already exist in the current declaration; you can drop elements by excluding them from the declaration if you wish, however. */ void reorganiseBuffers(VertexDeclaration* newDeclaration); /** Convert all packed colour values (VET_COLOUR_*) in buffers used to another type. @param srcType The source colour type to assume if the ambiguous VET_COLOUR is encountered. @param destType The destination colour type, must be VET_COLOUR_ABGR or VET_COLOUR_ARGB. */ void convertPackedColour(VertexElementType srcType, VertexElementType destType); /** Allocate elements to serve a holder of morph / pose target data for hardware morphing / pose blending. @remarks This method will allocate the given number of 3D texture coordinate sets for use as a morph target or target pose offset (3D position). These elements will be saved in hwAnimationDataList. It will also assume that the source of these new elements will be new buffers which are not bound at this time, so will start the sources to 1 higher than the current highest binding source. The caller is expected to bind these new buffers when appropriate. For morph animation the original position buffer will be the 'from' keyframe data, whilst for pose animation it will be the original vertex data. */ void allocateHardwareAnimationElements(ushort count); }; /** Summary class collecting together index data source information. */ class _OgreExport IndexData { protected: /// Protected copy constructor, to prevent misuse IndexData(const IndexData& rhs); /* do nothing, should not use */ /// Protected operator=, to prevent misuse IndexData& operator=(const IndexData& rhs); /* do not use */ public: IndexData(); ~IndexData(); /// pointer to the HardwareIndexBuffer to use, must be specified if useIndexes = true HardwareIndexBufferSharedPtr indexBuffer; /// index in the buffer to start from for this operation size_t indexStart; /// The number of indexes to use from the buffer size_t indexCount; /** Clones this index data, potentially including replicating the index buffer. @remarks The caller is expected to delete the returned pointer when finished */ IndexData* clone(bool copyData = true) const; /** Re-order the indexes in this index data structure to be more vertex cache friendly; that is to re-use the same vertices as close together as possible. @remarks Can only be used for index data which consists of triangle lists. It would in fact be pointless to use it on triangle strips or fans in any case. */ void optimiseVertexCacheTriList(void); }; /** Vertex cache profiler. @remarks Utility class for evaluating the effectiveness of the use of the vertex cache by a given index buffer. */ class _OgreExport VertexCacheProfiler { public: enum CacheType { FIFO, LRU }; VertexCacheProfiler(unsigned int cachesize = 16, CacheType cachetype = FIFO ) : size ( cachesize ), type ( cachetype ), tail (0), buffersize (0), hit (0), miss (0) { cache = new uint32[size]; }; ~VertexCacheProfiler() { delete[] cache; } void profile(const HardwareIndexBufferSharedPtr indexBuffer); void reset() { hit = 0; miss = 0; tail = 0; buffersize = 0; }; void flush() { tail = 0; buffersize = 0; }; unsigned int getHits() { return hit; }; unsigned int getMisses() { return miss; }; unsigned int getSize() { return size; }; private: unsigned int size; uint32 *cache; CacheType type; unsigned int tail, buffersize; unsigned int hit, miss; bool inCache(unsigned int index); }; } #endif