OGRE 14.3
Object-Oriented Graphics Rendering Engine
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Ogre::VertexData Class Reference

collects together all the vertex-related information used to render geometry. More...

#include <OgreVertexIndexData.h>

+ Inheritance diagram for Ogre::VertexData:

Classes

struct  HardwareAnimationData
 Struct used to hold hardware morph / pose vertex data information. More...
 

Public Types

typedef std::vector< HardwareAnimationDataHardwareAnimationDataList
 

Public Member Functions

 VertexData (HardwareBufferManagerBase *mgr=0)
 Constructor.
 
 VertexData (VertexDeclaration *dcl, VertexBufferBinding *bind)
 Constructor.
 
 ~VertexData ()
 
VertexData_cloneRemovingBlendData () const
 Internal method to clone vertex data definitions but to remove blend buffers.
 
ushort allocateHardwareAnimationElements (ushort count, bool animateNormals)
 Allocate elements to serve a holder of morph / pose target data for hardware morphing / pose blending.
 
VertexDataclone (bool copyData=true, HardwareBufferManagerBase *mgr=0) const
 Clones this vertex data, potentially including replicating any vertex buffers.
 
void closeGapsInBindings (void)
 Remove any gaps in the vertex buffer bindings.
 
void convertPackedColour (VertexElementType srcType, VertexElementType destType)
 Convert all packed colour values (VET_COLOUR_*) in buffers used to another type.
 
void convertVertexElement (VertexElementSemantic semantic, VertexElementType dstType, uint16 index=0)
 Convert the type of a vertex element of the given semantic.
 
void prepareForShadowVolume (void)
 Modifies the vertex data to be suitable for use for rendering shadow geometry as in [10].
 
void removeUnusedBuffers (void)
 Remove all vertex buffers that never used by the vertex declaration.
 
void reorganiseBuffers (VertexDeclaration *newDeclaration, HardwareBufferManagerBase *mgr=0)
 Reorganises the data in the vertex buffers according to the new vertex declaration passed in.
 

Public Attributes

HardwareVertexBufferSharedPtr hardwareShadowVolWBuffer
 Additional shadow volume vertex buffer storage.
 
HardwareAnimationDataList hwAnimationDataList
 VertexElements used for hardware morph / pose animation.
 
uint32 hwAnimDataItemsUsed
 Number of hardware animation data items used.
 
bool mDeleteDclBinding
 Whether this class should delete the declaration and binding.
 
VertexBufferBindingvertexBufferBinding
 Defines which vertex buffers are bound to which sources.
 
uint32 vertexCount
 The number of vertices to process in this particular rendering group.
 
VertexDeclarationvertexDeclaration
 Declaration of the the format of the vertex input.
 
uint32 vertexStart
 The position in the bound buffers to start reading vertex data from. This allows you to use a single buffer for many different renderables.
 

Detailed Description

collects together all the vertex-related information used to render geometry.

The RenderOperation requires a pointer to a VertexData object, and it is also used in Mesh and SubMesh to store the vertex positions, normals, texture coordinates etc. VertexData can either be used alone (in order to render unindexed geometry, where the stream of vertices defines the triangles), or in combination with IndexData where the triangles are defined by indexes which refer to the entries in VertexData. It’s worth noting that you don’t necessarily have to use VertexData to store your applications geometry; all that is required is that you can build a VertexData structure when it comes to rendering. This is pretty easy since all of VertexData’s members are pointers, so you could maintain your vertex buffers and declarations in alternative structures if you like, so long as you can convert them for rendering.

Member Typedef Documentation

◆ HardwareAnimationDataList

Constructor & Destructor Documentation

◆ VertexData() [1/2]

Ogre::VertexData::VertexData ( HardwareBufferManagerBase mgr = 0)

Constructor.

Note
This constructor creates the VertexDeclaration and VertexBufferBinding automatically, and arranges for their deletion afterwards.
Parameters
mgrOptional HardwareBufferManager from which to create resources

◆ VertexData() [2/2]

Ogre::VertexData::VertexData ( VertexDeclaration dcl,
VertexBufferBinding bind 
)

Constructor.

Note
This constructor receives the VertexDeclaration and VertexBufferBinding from the caller, and as such does not arrange for their deletion afterwards, the caller remains responsible for that.
Parameters
dclThe VertexDeclaration to use
bindThe VertexBufferBinding to use

◆ ~VertexData()

Ogre::VertexData::~VertexData ( )

Member Function Documentation

◆ clone()

VertexData * Ogre::VertexData::clone ( bool  copyData = true,
HardwareBufferManagerBase mgr = 0 
) const

Clones this vertex data, potentially including replicating any vertex buffers.

Parameters
copyDataWhether to create new vertex buffers too or just reference the existing ones
mgrIf supplied, the buffer manager through which copies should be made
Remarks
The caller is expected to delete the returned pointer when ready

◆ prepareForShadowVolume()

void Ogre::VertexData::prepareForShadowVolume ( void  )

Modifies the vertex data to be suitable for use for rendering shadow geometry as in [10].

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.

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.

Because shadow volumes are rendered in turn, no additional index buffer space is allocated by this method, a shared index buffer allocated by the shadow rendering algorithm is used for addressing this extended vertex buffer.

◆ convertVertexElement()

void Ogre::VertexData::convertVertexElement ( VertexElementSemantic  semantic,
VertexElementType  dstType,
uint16  index = 0 
)

Convert the type of a vertex element of the given semantic.

currently the following conversions are supported:

◆ reorganiseBuffers()

void Ogre::VertexData::reorganiseBuffers ( VertexDeclaration newDeclaration,
HardwareBufferManagerBase mgr = 0 
)

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.

Parameters
newDeclarationThe 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.
mgrOptional pointer to the manager to use to create new declarations and buffers etc. If not supplied, the HardwareBufferManager singleton will be used

◆ closeGapsInBindings()

void Ogre::VertexData::closeGapsInBindings ( void  )

Remove any gaps in the vertex buffer bindings.

This is useful if you've removed elements and buffers from this vertex data and want to remove any gaps in the vertex buffer bindings. This method is mainly useful when reorganising vertex data manually.

Note
This will cause binding index of the elements in the vertex declaration to be altered to new binding index.

◆ removeUnusedBuffers()

void Ogre::VertexData::removeUnusedBuffers ( void  )

Remove all vertex buffers that never used by the vertex declaration.

This is useful if you've removed elements from the vertex declaration and want to unreference buffers that never used any more. This method is mainly useful when reorganising vertex data manually.

Note
This also remove any gaps in the vertex buffer bindings.

◆ convertPackedColour()

void Ogre::VertexData::convertPackedColour ( VertexElementType  srcType,
VertexElementType  destType 
)

Convert all packed colour values (VET_COLOUR_*) in buffers used to another type.

Parameters
srcTypeThe source colour type to assume if the ambiguous VET_COLOUR is encountered.
destTypeThe destination colour type, must be VET_COLOUR_ABGR or VET_COLOUR_ARGB.

◆ allocateHardwareAnimationElements()

ushort Ogre::VertexData::allocateHardwareAnimationElements ( ushort  count,
bool  animateNormals 
)

Allocate elements to serve a holder of morph / pose target data for hardware morphing / pose blending.

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. If normals are animated, then twice the number of 3D texture coordinates are required

Returns
The number of sets that were supported

◆ _cloneRemovingBlendData()

VertexData * Ogre::VertexData::_cloneRemovingBlendData ( ) const

Internal method to clone vertex data definitions but to remove blend buffers.

Member Data Documentation

◆ vertexDeclaration

VertexDeclaration* Ogre::VertexData::vertexDeclaration

Declaration of the the format of the vertex input.

Note that this is created for you on construction.

◆ vertexBufferBinding

VertexBufferBinding* Ogre::VertexData::vertexBufferBinding

Defines which vertex buffers are bound to which sources.

Note that this is created for you on construction.

◆ mDeleteDclBinding

bool Ogre::VertexData::mDeleteDclBinding

Whether this class should delete the declaration and binding.

◆ vertexStart

uint32 Ogre::VertexData::vertexStart

The position in the bound buffers to start reading vertex data from. This allows you to use a single buffer for many different renderables.

◆ vertexCount

uint32 Ogre::VertexData::vertexCount

The number of vertices to process in this particular rendering group.

◆ hwAnimDataItemsUsed

uint32 Ogre::VertexData::hwAnimDataItemsUsed

Number of hardware animation data items used.

◆ hwAnimationDataList

HardwareAnimationDataList Ogre::VertexData::hwAnimationDataList

VertexElements used for hardware morph / pose animation.

◆ hardwareShadowVolWBuffer

HardwareVertexBufferSharedPtr Ogre::VertexData::hardwareShadowVolWBuffer

Additional shadow volume vertex buffer storage.

This additional buffer is only used where we have prepared this VertexData for use in shadow volume construction, 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.

Note that we don't store any vertex declaration or vertex buffer binding here because this can be reused in the shadow algorithm.


The documentation for this class was generated from the following file: