⭐ 欢迎来到虫虫下载站! | 📦 资源下载 📁 资源专辑 ℹ️ 关于我们
⭐ 虫虫下载站

📄 imesh.h

📁 hl2 source code. Do not use it illegal.
💻 H
📖 第 1 页 / 共 3 页
字号:
//=========== (C) Copyright 1999 Valve, L.L.C. All rights reserved. ===========
//
// The copyright to the contents herein is the property of Valve, L.L.C.
// The contents may be used and/or copied only with the written permission of
// Valve, L.L.C., or in accordance with the terms and conditions stipulated in
// the agreement/contract under which the contents have been supplied.
//
// $Header: $
// $NoKeywords: $
//
// Interface used to construct vertex and index buffers (high performance!)
//=============================================================================

#ifndef IMESH_H
#define IMESH_H

#ifdef _WIN32
#pragma once
#endif

#include "interface.h"
#include "imaterialsystem.h"
#include <float.h>
#include <string.h>
#include "tier0/dbg.h"


//-----------------------------------------------------------------------------
// forward declarations
//-----------------------------------------------------------------------------
class IMaterial;
class CMeshBuilder;
class IMaterialVar;


//-----------------------------------------------------------------------------
// The Vertex Buffer interface
//-----------------------------------------------------------------------------
enum
{
	VERTEX_MAX_TEXTURE_COORDINATES = 4,
	BONE_MATRIX_INDEX_INVALID = 255
};


//-----------------------------------------------------------------------------
// The Mesh memory descriptor
//-----------------------------------------------------------------------------
struct MeshDesc_t
{
	// These can be set to zero if there are pointers to dummy buffers, when the
	// actual buffer format doesn't contain the data but it needs to be safe to
	// use all the CMeshBuilder functions.
	int	m_VertexSize_Position;
	int m_VertexSize_BoneWeight;
	int m_VertexSize_BoneMatrixIndex;
	int	m_VertexSize_Normal;
	int	m_VertexSize_Color;
	int	m_VertexSize_Specular;
	int m_VertexSize_TexCoord[VERTEX_MAX_TEXTURE_COORDINATES];
	int m_VertexSize_TangentS;
	int m_VertexSize_TangentT;
	int m_VertexSize_TangentSxT;
	int m_VertexSize_UserData;

	int m_ActualVertexSize;	// Size of the vertices.. Some of the m_VertexSize_ elements above
							// are set to this value and some are set to zero depending on which
							// fields exist in a buffer's vertex format.

	// The first vertex index
	int	m_FirstVertex;

	// Number of bone weights per vertex...
	int m_NumBoneWeights;

	// Pointers to our current vertex data
	float* m_pPosition;
	float* m_pBoneWeight;
#ifndef NEW_SKINNING
	unsigned char* m_pBoneMatrixIndex;
#else
	float* m_pBoneMatrixIndex;
#endif

	float* m_pNormal;
	unsigned char* m_pColor;
	unsigned char* m_pSpecular;
	float* m_pTexCoord[VERTEX_MAX_TEXTURE_COORDINATES];

	// Tangent space *associated with one particular set of texcoords*
	float* m_pTangentS;
	float* m_pTangentT;
	float* m_pTangentSxT;

	// user data
	float* m_pUserData;

	// Pointers to the index data
	unsigned short* m_pIndices;
};


//-----------------------------------------------------------------------------
// Used in lists of indexed primitives.
//-----------------------------------------------------------------------------

class CPrimList
{
public:
				CPrimList();
				CPrimList( int firstIndex, int numIndices );

public:
	int			m_FirstIndex;
	int			m_NumIndices;
};


inline CPrimList::CPrimList()
{
}

inline CPrimList::CPrimList( int firstIndex, int numIndices )
{
	m_FirstIndex = firstIndex;
	m_NumIndices = numIndices;
}



//-----------------------------------------------------------------------------
// Interface to the mesh
//-----------------------------------------------------------------------------
class IMesh
{
public:

	// Locks/ unlocks the mesh, providing space for numVerts and numIndices.
	// numIndices of -1 means don't lock the index buffer...
	virtual void LockMesh( int numVerts, int numIndices, MeshDesc_t& desc ) = 0;

	// Unlocks the mesh, indicating	how many verts and indices we actually used
	virtual void UnlockMesh( int numVerts, int numIndices, MeshDesc_t& desc ) = 0;

	// Locks mesh for modifying
	virtual void ModifyBegin( int firstVertex, int numVerts, int firstIndex, int numIndices, MeshDesc_t& desc ) = 0;
	virtual void ModifyEnd() = 0;

	// Helper methods to create various standard index buffer types
	virtual void GenerateSequentialIndexBuffer( unsigned short* pIndexMemory, 
												int numIndices, int firstVertex ) = 0;
	virtual void GenerateQuadIndexBuffer( unsigned short* pIndexMemory, 
											int numIndices, int firstVertex ) = 0;
	virtual void GeneratePolygonIndexBuffer( unsigned short* pIndexMemory, 
												int numIndices, int firstVertex ) = 0;
	virtual void GenerateLineStripIndexBuffer( unsigned short* pIndexMemory, 
												int numIndices, int firstVertex ) = 0;
	virtual void GenerateLineLoopIndexBuffer( unsigned short* pIndexMemory, 
												int numIndices, int firstVertex ) = 0;

	// returns the # of vertices (static meshes only)
	virtual int NumVertices() const = 0;

	// Sets/gets the primitive type
	virtual void SetPrimitiveType( MaterialPrimitiveType_t type ) = 0;
	
	// Draws the mesh
	virtual void Draw( int firstIndex = -1, int numIndices = 0 ) = 0;
	
	virtual void SetColorMesh( IMesh *pColorMesh ) = 0;

	// Draw a list of (lists of) primitives. Batching your lists together that use
	// the same lightmap, material, vertex and index buffers with multipass shaders
	// can drastically reduce state-switching overhead.
	// NOTE: this only works with STATIC meshes.
	virtual void Draw( CPrimList *pLists, int nLists ) = 0;

	// Copy verts and/or indices to a mesh builder. This only works for temp meshes!
	virtual void CopyToMeshBuilder( 
		int iStartVert,		// Which vertices to copy.
		int nVerts, 
		int iStartIndex,	// Which indices to copy.
		int nIndices, 
		int indexOffset,	// This is added to each index.
		CMeshBuilder &builder ) = 0;

	// Spews the mesh data
	virtual void Spew( int numVerts, int numIndices, MeshDesc_t const& desc ) = 0;

	// Call this in debug mode to make sure our data is good.
	virtual void ValidateData( int numVerts, int numIndices, MeshDesc_t const& desc ) = 0;

	// Causes the software vertex shader to be applied to the mesh
	virtual void CallSoftwareVertexShader( CMeshBuilder *pMeshBuilder ) = 0;
};


//-----------------------------------------------------------------------------
// Helper class used to define meshes
//-----------------------------------------------------------------------------
class CMeshBuilder : private MeshDesc_t
{
public:
	CMeshBuilder();

	// Locks the vertex buffer
	// (*cannot* use the Index() call below)
	void Begin( IMesh* pMesh, MaterialPrimitiveType_t type, int numPrimitives );

	// Locks the vertex buffer, can specify arbitrary index lists
	// (must use the Index() call below)
	void Begin( IMesh* pMesh, MaterialPrimitiveType_t type, int numVertices, int numIndices );

	// Use this when you're done writing
	// Set bDraw to true to call m_pMesh->Draw automatically.
	void End( bool spewData = false, bool bDraw = false );

	// Locks the vertex buffer to modify existing data
	// Passing numVertices == -1 says to lock all the vertices for modification.
	// Pass 0 for numIndices to not lock the index buffer.
	void BeginModify( IMesh* pMesh, int firstVertex = 0, int numVertices = -1, int firstIndex = 0, int numIndices = 0 );
	void EndModify( bool spewData = false );

	// A helper method since this seems to be done a whole bunch.
	void DrawQuad( IMesh* pMesh, float const* v1, float const* v2, 
		float const* v3, float const* v4, unsigned char const* pColor, bool wireframe = false );

	// returns the number of indices and vertices
	int NumVertices() const;
	int	NumIndices() const;

	// Resets the mesh builder so it points to the start of everything again
	void Reset();

	// Returns the base vertex memory pointer
	void* BaseVertexData();

	// Selects the nth Vertex and Index 
	void SelectVertex( int idx );
	void SelectIndex( int idx );

	// Given an index, point to the associated vertex
	void SelectVertexFromIndex( int idx );

	// Advances the current vertex and index by one
	void AdvanceVertex();
	void AdvanceVertices( int nVerts );
	void AdvanceIndex();
	void AdvanceIndices( int nIndices );

	int GetCurrentVertex();
	int GetCurrentIndex();

	// Data retrieval...
	float const* Position( ) const;
	float const* Normal( ) const;
	unsigned int Color() const;
	float const* TexCoord( int stage ) const;
	float const* TangentS( ) const;
	float const* TangentT( ) const;
	float const* TangentSxT( ) const;
	float const* BoneWeight() const;
	int NumBoneWeights() const;
#ifndef NEW_SKINNING
	unsigned char* BoneMatrix() const;
#else
	float* BoneMatrix() const;
#endif
	unsigned short const* Index( ) const;

	// position setting
	void Position3f( float x, float y, float z );
	void Position3fv( float const *v );

	// normal setting
	void Normal3f( float nx, float ny, float nz );
	void Normal3fv( float const *n );

	// color setting
	void Color3f( float r, float g, float b );
	void Color3fv( float const *rgb );
	void Color4f( float r, float g, float b, float a );
	void Color4fv( float const *rgba );

	// Faster versions of color
	void Color3ub( unsigned char r, unsigned char g, unsigned char b );
	void Color3ubv( unsigned char const* rgb );
	void Color4ub( unsigned char r, unsigned char g, unsigned char b, unsigned char a );
	void Color4ubv( unsigned char const* rgba );

	// specular color setting
	void Specular3f( float r, float g, float b );
	void Specular3fv( const float *rgb );

	// Faster version of specular
	void Specular3ub( unsigned char r, unsigned char g, unsigned char b );
	void Specular3ubv( unsigned char const *c );

	// texture coordinate setting
	void TexCoord2f( int stage, float s, float t );
	void TexCoord2fv( int stage, float const *st );
	void TexCoord3f( int stage, float s, float t, float u );
	void TexCoord3fv( int stage, float const *stu );

	// tangent space 
	void TangentS3f( float sx, float sy, float sz );
	void TangentS3fv( float const* s );

	void TangentT3f( float tx, float ty, float tz );
	void TangentT3fv( float const* t );

	void TangentSxT3f( float sxtx, float sxty, float sxtz );
	void TangentSxT3fv( float const* sxt );

	// bone weights
	void BoneWeight( int idx, float weight );

	// bone matrix index
	void BoneMatrix( int idx, int matrixIndex );
	
	// Generic per-vertex data
	void UserData( float const* pData );

	// Used to define the indices (only used if you aren't using primitives)
	void Index( unsigned short index );
	
	// Fast Index! No need to call advance index, and no random access allowed
	void FastIndex( unsigned short index );

private:
	// Computes number of verts and indices 
	void ComputeNumVertsAndIndices( MaterialPrimitiveType_t type, 
							int numPrimitives );
	int IndicesFromVertices( MaterialPrimitiveType_t type, int numVerts ); 

	// Internal helper methods
	float const* OffsetFloatPointer( float const* pBufferPointer, int numVerts, int vertexSize ) const;
	float* OffsetFloatPointer( float* pBufferPointer, int numVerts, int vertexSize );
	void IncrementFloatPointer( float* &pBufferPointer, int vertexSize );

	// The mesh we're modifying
	IMesh* m_pMesh;

	// Used to make sure Begin/End calls and BeginModify/EndModify calls match.
	bool m_bModify;

	// Max number of indices and vertices
	int m_MaxVertices;
	int m_MaxIndices;

	// Number of indices and vertices
	int m_NumVertices;
	int m_NumIndices;

	// The current vertex and index
	mutable int m_CurrentVertex;
	mutable int m_CurrentIndex;

	// Generate indices?
	MaterialPrimitiveType_t m_Type;
	bool m_GenerateIndices;

	// Optimization: Pointer to the current pos, norm, texcoord, and color
	mutable float	*m_pCurrPosition;
	mutable float	*m_pCurrNormal;
	mutable float	*m_pCurrTexCoord[VERTEX_MAX_TEXTURE_COORDINATES];
	mutable unsigned char	*m_pCurrColor;
};


//-----------------------------------------------------------------------------
// Constructor
//-----------------------------------------------------------------------------

inline CMeshBuilder::CMeshBuilder()	: m_pMesh(0), m_NumIndices(0), 
	m_NumVertices(0), m_CurrentVertex(0), m_CurrentIndex(0), m_MaxVertices(0),
	m_MaxIndices(0), m_GenerateIndices(false)
{
#ifdef _DEBUG
	m_pCurrPosition = NULL;
	m_pCurrNormal = NULL;
	m_pCurrColor = NULL;
	m_pCurrTexCoord[0] = NULL;
	m_pCurrTexCoord[1] = NULL;
	m_pCurrTexCoord[2] = NULL;
	m_pCurrTexCoord[3] = NULL;
	m_bModify = false;
#endif
}


//-----------------------------------------------------------------------------
// Computes the number of verts and indices based on primitive type and count
//-----------------------------------------------------------------------------

inline void CMeshBuilder::ComputeNumVertsAndIndices( MaterialPrimitiveType_t type, 
							int numPrimitives )
{
	switch(type)
	{
	case MATERIAL_POINTS:
		m_MaxVertices = m_MaxIndices = numPrimitives;
		break;

	case MATERIAL_LINES:
		m_MaxVertices = m_MaxIndices = numPrimitives * 2;
		break;

	case MATERIAL_LINE_STRIP:
		m_MaxVertices = numPrimitives + 1;
		m_MaxIndices = numPrimitives * 2;
		break;

	case MATERIAL_LINE_LOOP:
		m_MaxVertices = numPrimitives;
		m_MaxIndices = numPrimitives * 2;
		break;

	case MATERIAL_TRIANGLES:
		m_MaxVertices = m_MaxIndices = numPrimitives * 3;
		break;

	case MATERIAL_TRIANGLE_STRIP:
		m_MaxVertices = m_MaxIndices = numPrimitives + 2;
		break;

	case MATERIAL_QUADS:
		m_MaxVertices = numPrimitives * 4;
		m_MaxIndices = numPrimitives * 6;
		break;

	case MATERIAL_POLYGON:
		m_MaxVertices = numPrimitives;
		m_MaxIndices = (numPrimitives - 2) * 3;
		break;
				
	default:
		Assert(0);
	}
}

inline int CMeshBuilder::IndicesFromVertices( MaterialPrimitiveType_t type, int numVerts )
{
	if (type == MATERIAL_QUADS)
	{

⌨️ 快捷键说明

复制代码 Ctrl + C
搜索代码 Ctrl + F
全屏模式 F11
切换主题 Ctrl + Shift + D
显示快捷键 ?
增大字号 Ctrl + =
减小字号 Ctrl + -