//========= 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