//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //=====================================================================================// #ifndef MESHREADER_H #define MESHREADER_H #ifdef _WIN32 #pragma once #endif //----------------------------------------------------------------------------- // This is used to read vertex and index data out of already-created meshes. // xbox uses this a lot so it doesn't have to store sysmem backups of the // vertex data. //----------------------------------------------------------------------------- class CBaseMeshReader : protected MeshDesc_t { // Initialization. public: CBaseMeshReader(); ~CBaseMeshReader(); // Use BeginRead/EndRead to initialize the mesh reader. void BeginRead(IMesh *pMesh, int firstVertex = 0, int numVertices = 0, int firstIndex = 0, int numIndices = 0); void EndRead(); // PC can use this if it stores its own copy of meshes around, in case // locking static buffers is too costly. void BeginRead_Direct(const MeshDesc_t &desc, int numVertices, int nIndices); // Resets the mesh builder so it points to the start of everything again void Reset(); protected: IMesh *m_pMesh; int m_MaxVertices; int m_MaxIndices; }; // A bunch of accessors for the data that CBaseMeshReader sets up. class CMeshReader : public CBaseMeshReader { public: // Access to vertex data. public: int NumIndices() const; unsigned short Index(int index) const; const Vector &Position(int iVertex) const; unsigned int Color(int iVertex) const; const float *TexCoord(int iVertex, int stage) const; void TexCoord2f(int iVertex, int stage, float &s, float &t) const; const Vector2D &TexCoordVector2D(int iVertex, int stage) const; int NumBoneWeights() const; float Wrinkle(int iVertex) const; const Vector &Normal(int iVertex) const; void Normal(int iVertex, Vector &vNormal) const; const Vector &TangentS(int iVertex) const; const Vector &TangentT(int iVertex) const; float BoneWeight(int iVertex) const; #ifdef NEW_SKINNING float *BoneMatrix(int iVertex) const; #else unsigned char *BoneMatrix(int iVertex) const; #endif }; //----------------------------------------------------------------------------- // CBaseMeshReader implementation. //----------------------------------------------------------------------------- inline CBaseMeshReader::CBaseMeshReader() { m_pMesh = NULL; } inline CBaseMeshReader::~CBaseMeshReader() { Assert(!m_pMesh); } inline void CBaseMeshReader::BeginRead(IMesh *pMesh, int firstVertex, int numVertices, int firstIndex, int numIndices) { Assert(pMesh && (!m_pMesh)); if (numVertices < 0) { numVertices = pMesh->VertexCount(); } if (numIndices < 0) { numIndices = pMesh->IndexCount(); } m_pMesh = pMesh; m_MaxVertices = numVertices; m_MaxIndices = numIndices; // UNDONE: support reading from compressed VBs if needed VertexCompressionType_t compressionType = CompressionType(pMesh->GetVertexFormat()); Assert(compressionType == VERTEX_COMPRESSION_NONE); if (compressionType != VERTEX_COMPRESSION_NONE) { Warning( "Cannot use CBaseMeshReader with compressed vertices! Will get " "junk data or a crash.\n"); } // Locks mesh for modifying pMesh->ModifyBeginEx(true, firstVertex, numVertices, firstIndex, numIndices, *this); // Point to the start of the buffers.. Reset(); } inline void CBaseMeshReader::EndRead() { Assert(m_pMesh); m_pMesh->ModifyEnd(*this); m_pMesh = NULL; } inline void CBaseMeshReader::BeginRead_Direct(const MeshDesc_t &desc, int nVertices, int nIndices) { MeshDesc_t *pThis = this; *pThis = desc; m_MaxVertices = nVertices; m_MaxIndices = nIndices; // UNDONE: support reading from compressed verts if necessary Assert(desc.m_CompressionType == VERTEX_COMPRESSION_NONE); if (desc.m_CompressionType != VERTEX_COMPRESSION_NONE) { Warning("Cannot use CBaseMeshReader with compressed vertices!\n"); } } inline void CBaseMeshReader::Reset() {} // -------------------------------------------------------------------------------------- // // CMeshReader implementation. // -------------------------------------------------------------------------------------- // // inline int CMeshReader::NumIndices() const { return m_MaxIndices; } inline unsigned short CMeshReader::Index(int index) const { Assert((index >= 0) && (index < m_MaxIndices)); return m_pIndices[index * m_nIndexSize]; } inline const Vector &CMeshReader::Position(int iVertex) const { Assert(iVertex >= 0 && iVertex < m_MaxVertices); return *(Vector *)((char *)m_pPosition + iVertex * m_VertexSize_Position); } inline unsigned int CMeshReader::Color(int iVertex) const { Assert(iVertex >= 0 && iVertex < m_MaxVertices); unsigned char *pColor = m_pColor + iVertex * m_VertexSize_Color; return (pColor[0] << 16) | (pColor[1] << 8) | (pColor[2]) | (pColor[3] << 24); } inline const float *CMeshReader::TexCoord(int iVertex, int iStage) const { Assert(iVertex >= 0 && iVertex < m_MaxVertices); return (float *)((char *)m_pTexCoord[iStage] + iVertex * m_VertexSize_TexCoord[iStage]); } inline void CMeshReader::TexCoord2f(int iVertex, int iStage, float &s, float &t) const { Assert(iVertex >= 0 && iVertex < m_MaxVertices); float *p = (float *)((char *)m_pTexCoord[iStage] + iVertex * m_VertexSize_TexCoord[iStage]); s = p[0]; t = p[1]; } inline const Vector2D &CMeshReader::TexCoordVector2D(int iVertex, int iStage) const { Assert(iVertex >= 0 && iVertex < m_MaxVertices); Vector2D *p = (Vector2D *)((char *)m_pTexCoord[iStage] + iVertex * m_VertexSize_TexCoord[iStage]); return *p; } inline float CMeshReader::Wrinkle(int iVertex) const { Assert(iVertex >= 0 && iVertex < m_MaxVertices); return *(float *)((char *)m_pWrinkle + iVertex * m_VertexSize_Wrinkle); } inline int CMeshReader::NumBoneWeights() const { return m_NumBoneWeights; } inline const Vector &CMeshReader::Normal(int iVertex) const { Assert(iVertex >= 0 && iVertex < m_MaxVertices); return *(const Vector *)(const float *)((char *)m_pNormal + iVertex * m_VertexSize_Normal); } inline void CMeshReader::Normal(int iVertex, Vector &vNormal) const { Assert(iVertex >= 0 && iVertex < m_MaxVertices); const float *p = (const float *)((char *)m_pNormal + iVertex * m_VertexSize_Normal); vNormal.Init(p[0], p[1], p[2]); } inline const Vector &CMeshReader::TangentS(int iVertex) const { Assert(iVertex >= 0 && iVertex < m_MaxVertices); return *(const Vector *)((char *)m_pTangentS + iVertex * m_VertexSize_TangentS); } inline const Vector &CMeshReader::TangentT(int iVertex) const { Assert(iVertex >= 0 && iVertex < m_MaxVertices); return *(const Vector *)((char *)m_pTangentT + iVertex * m_VertexSize_TangentT); } inline float CMeshReader::BoneWeight(int iVertex) const { Assert(iVertex >= 0 && iVertex < m_MaxVertices); float *p = (float *)((char *)m_pBoneWeight + iVertex * m_VertexSize_BoneWeight); return *p; } #endif // MESHREADER_H