source: OGRE/trunk/ogrenew/OgreMain/include/OgreVertexIndexData.h @ 657

Revision 657, 8.0 KB checked in by mattausch, 19 years ago (diff)

added ogre dependencies and patched ogre sources

Line 
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) 2000-2005 The OGRE Team
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-----------------------------------------------------------------------------
24*/
25#ifndef __VertexIndexData_H__
26#define __VertexIndexData_H__
27
28#include "OgrePrerequisites.h"
29#include "OgreHardwareVertexBuffer.h"
30#include "OgreHardwareIndexBuffer.h"
31
32namespace Ogre {
33       
34        /// Define a list of usage flags
35        typedef std::vector<HardwareBuffer::Usage> BufferUsageList;
36
37
38        /** Summary class collecting together vertex source information. */
39        class _OgreExport VertexData
40        {
41    private:
42        /// Protected copy constructor, to prevent misuse
43        VertexData(const VertexData& rhs); /* do nothing, should not use */
44        /// Protected operator=, to prevent misuse
45        VertexData& operator=(const VertexData& rhs); /* do not use */
46    public:
47        VertexData();
48        ~VertexData();
49
50                /** Declaration of the vertex to be used in this operation.
51                @remarks Note that this is created for you on construction.
52                */
53                VertexDeclaration* vertexDeclaration;
54                /** The vertex buffer bindings to be used.
55                @remarks Note that this is created for you on construction.
56                */
57                VertexBufferBinding* vertexBufferBinding;
58                /// The base vertex index to start from
59                size_t vertexStart;
60                /// The number of vertices used in this operation
61                size_t vertexCount;
62
63                /** Clones this vertex data, potentially including replicating any vertex buffers.
64                @remarks The caller is expected to delete the returned pointer when ready
65                */
66                VertexData* clone(bool copyData = true) const;
67
68        /** Modifies the vertex data to be suitable for use for rendering shadow geometry.
69        @remarks
70            Preparing vertex data to generate a shadow volume involves firstly ensuring that the
71            vertex buffer containing the positions is a standalone vertex buffer,
72            with no other components in it. This method will therefore break apart any existing
73            vertex buffers if position is sharing a vertex buffer.
74            Secondly, it will double the size of this vertex buffer so that there are 2 copies of
75            the position data for the mesh. The first half is used for the original, and the second
76            half is used for the 'extruded' version. The vertex count used to render will remain
77            the same though, so as not to add any overhead to regular rendering of the object.
78            Both copies of the position are required in one buffer because shadow volumes stretch
79            from the original mesh to the extruded version.
80        @par
81            It's important to appreciate that this method can fundamentally change the structure of your
82            vertex buffers, although in reality they will be new buffers. As it happens, if other
83            objects are using the original buffers then they will be unaffected because the reference
84            counting will keep them intact. However, if you have made any assumptions about the
85            structure of the vertex data in the buffers of this object, you may have to rethink them.
86        */
87        void prepareForShadowVolume(void);
88
89        /** Additional shadow volume vertex buffer storage.
90        @remarks
91            This additional buffer is only used where we have prepared this VertexData for
92            use in shadow volume contruction, and where the current render system supports
93            vertex programs. This buffer contains the 'w' vertex position component which will
94            be used by that program to differentiate between extruded and non-extruded vertices.
95            This 'w' component cannot be included in the original position buffer because
96            DirectX does not allow 4-component positions in the fixed-function pipeline, and the original
97            position buffer must still be usable for fixed-function rendering.
98        @par   
99            Note that we don't store any vertex declaration or vertex buffer binding here becuase this
100            can be reused in the shadow algorithm.
101        */
102        HardwareVertexBufferSharedPtr hardwareShadowVolWBuffer;
103
104
105                /** Reorganises the data in the vertex buffers according to the
106                        new vertex declaration passed in. Note that new vertex buffers
107                        are created and written to, so if the buffers being referenced
108                        by this vertex data object are also used by others, then the
109                        original buffers will not be damaged by this operation.
110                        Once this operation has completed, the new declaration
111                        passed in will overwrite the current one.
112                @param newDeclaration The vertex declaration which will be used
113                        for the reorganised buffer state. Note that the new delcaration
114                        must not include any elements which do not already exist in the
115                        current declaration; you can drop elements by
116                        excluding them from the declaration if you wish, however.
117                @param bufferUsages Vector of usage flags which indicate the usage options
118                        for each new vertex buffer created. The indexes of the entries must correspond
119                        to the buffer binding values referenced in the declaration.
120                */
121                void reorganiseBuffers(VertexDeclaration* newDeclaration, const BufferUsageList& bufferUsage);
122
123                /** Reorganises the data in the vertex buffers according to the
124                        new vertex declaration passed in. Note that new vertex buffers
125                        are created and written to, so if the buffers being referenced
126                        by this vertex data object are also used by others, then the
127                        original buffers will not be damaged by this operation.
128                        Once this operation has completed, the new declaration
129                        passed in will overwrite the current one.
130            This version of the method derives the buffer usages from the existing
131            buffers, by using the 'most flexible' usage from the equivalent sources.
132                @param newDeclaration The vertex declaration which will be used
133                        for the reorganised buffer state. Note that the new delcaration
134                        must not include any elements which do not already exist in the
135                        current declaration; you can drop elements by
136                        excluding them from the declaration if you wish, however.
137                */
138                void reorganiseBuffers(VertexDeclaration* newDeclaration);
139
140
141
142        };
143
144        /** Summary class collecting together index data source information. */
145        class _OgreExport IndexData
146        {
147    protected:
148        /// Protected copy constructor, to prevent misuse
149        IndexData(const IndexData& rhs); /* do nothing, should not use */
150        /// Protected operator=, to prevent misuse
151        IndexData& operator=(const IndexData& rhs); /* do not use */
152    public:
153        IndexData();
154        ~IndexData();
155                /// pointer to the HardwareIndexBuffer to use, must be specified if useIndexes = true
156                HardwareIndexBufferSharedPtr indexBuffer;
157
158                /// index in the buffer to start from for this operation
159                size_t indexStart;
160
161                /// The number of indexes to use from the buffer
162                size_t indexCount;
163
164                /** Clones this index data, potentially including replicating the index buffer.
165                @remarks The caller is expected to delete the returned pointer when finished
166                */
167                IndexData* clone(bool copyData = true) const;
168        };
169
170
171}
172#endif
173
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