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# Ogre::VertexData Class Reference

Summary class collecting together vertex source information. More...

`#include <OgreVertexIndexData.h>`

List of all members.

## Public Types
typedef std::vector < HardwareAnimationData > | HardwareAnimationDataList
## Public Member Functions
| VertexData ()
| ~VertexData ()
VertexData * | clone (bool copyData=true) const
| Clones this vertex data, potentially including replicating any vertex buffers.
void | prepareForShadowVolume (void)
| Modifies the vertex data to be suitable for use for rendering shadow geometry.
void | reorganiseBuffers (VertexDeclaration *newDeclaration, const BufferUsageList &bufferUsage)
| Reorganises the data in the vertex buffers according to the new vertex declaration passed in.
void | reorganiseBuffers (VertexDeclaration *newDeclaration)
| Reorganises the data in the vertex buffers according to the new vertex declaration passed in.
void | closeGapsInBindings (void)
| Remove any gaps in the vertex buffer bindings.
void | removeUnusedBuffers (void)
| Remove all vertex buffers that never used by the vertex declaration.
void | convertPackedColour (VertexElementType srcType, VertexElementType destType)
| Convert all packed colour values (VET_COLOUR_*) in buffers used to another type.
void | allocateHardwareAnimationElements (ushort count)
| Allocate elements to serve a holder of morph / pose target data for hardware morphing / pose blending.
## Public Attributes
VertexDeclaration * | vertexDeclaration
| Declaration of the vertex to be used in this operation.
VertexBufferBinding * | vertexBufferBinding
| The vertex buffer bindings to be used.
size_t | vertexStart
| The base vertex index to start from.
size_t | vertexCount
| The number of vertices used in this operation.
HardwareAnimationDataList | hwAnimationDataList
| VertexElements used for hardware morph / pose animation.
size_t | hwAnimDataItemsUsed
| Number of hardware animation data items used.
HardwareVertexBufferSharedPtr | hardwareShadowVolWBuffer
| Additional shadow volume vertex buffer storage.
## Private Member Functions
| VertexData (const VertexData &rhs)
| Protected copy constructor, to prevent misuse.
VertexData & | operator= (const VertexData &rhs)
| Protected operator=, to prevent misuse.
## Classes
struct | HardwareAnimationData
| Struct used to hold hardware morph / pose vertex data information. More...

## Detailed Description

Summary class collecting together vertex source information.

Definition at line 43 of file OgreVertexIndexData.h.

## Member Typedef Documentation

typedef std::vector<HardwareAnimationData> Ogre::VertexData::HardwareAnimationDataList

Definition at line 74 of file OgreVertexIndexData.h.

## Constructor & Destructor Documentation

Ogre::VertexData::VertexData | ( | const VertexData & | rhs | ) | `[private]`

Protected copy constructor, to prevent misuse.

Ogre::VertexData::VertexData | ( |  | ) |

Ogre::VertexData::~VertexData | ( |  | ) |

## Member Function Documentation

VertexData& Ogre::VertexData::operator= | ( | const VertexData & | rhs | ) | `[private]`

Protected operator=, to prevent misuse.

VertexData* Ogre::VertexData::clone | ( | bool | copyData = `true` | ) | const

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

Remarks:
  The caller is expected to delete the returned pointer when ready

void Ogre::VertexData::prepareForShadowVolume | ( | void |  | ) |

Modifies the vertex data to be suitable for use for rendering shadow geometry.

Remarks:
  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.

void Ogre::VertexData::reorganiseBuffers | ( | VertexDeclaration * | newDeclaration,
|  | const BufferUsageList & | bufferUsage |
| ) |  |  |

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.

Parameters:

  | newDeclaration | The 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.
  | bufferUsages | Vector of usage flags which indicate the usage options for each new vertex buffer created. The indexes of the entries must correspond to the buffer binding values referenced in the declaration.

void Ogre::VertexData::reorganiseBuffers | ( | VertexDeclaration * | newDeclaration | ) |

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:

  | newDeclaration | The 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.

void Ogre::VertexData::closeGapsInBindings | ( | void |  | ) |

Remove any gaps in the vertex buffer bindings.

Remarks:
  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.

void Ogre::VertexData::removeUnusedBuffers | ( | void |  | ) |

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

Remarks:
  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.

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

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

Parameters:

  | srcType | The source colour type to assume if the ambiguous VET_COLOUR is encountered.
  | destType | The destination colour type, must be VET_COLOUR_ABGR or VET_COLOUR_ARGB.

void Ogre::VertexData::allocateHardwareAnimationElements | ( | ushort | count | ) |

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

Remarks:
  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.

## Member Data Documentation

VertexDeclaration* Ogre::VertexData::vertexDeclaration

Declaration of the vertex to be used in this operation.

Remarks:
  Note that this is created for you on construction.

Definition at line 57 of file OgreVertexIndexData.h.

VertexBufferBinding* Ogre::VertexData::vertexBufferBinding

The vertex buffer bindings to be used.

Remarks:
  Note that this is created for you on construction.

Definition at line 61 of file OgreVertexIndexData.h.

size_t Ogre::VertexData::vertexStart

The base vertex index to start from.

Definition at line 63 of file OgreVertexIndexData.h.

size_t Ogre::VertexData::vertexCount

The number of vertices used in this operation.

Definition at line 65 of file OgreVertexIndexData.h.

HardwareAnimationDataList Ogre::VertexData::hwAnimationDataList

VertexElements used for hardware morph / pose animation.

Definition at line 76 of file OgreVertexIndexData.h.

size_t Ogre::VertexData::hwAnimDataItemsUsed

Number of hardware animation data items used.

Definition at line 78 of file OgreVertexIndexData.h.

HardwareVertexBufferSharedPtr Ogre::VertexData::hardwareShadowVolWBuffer

Additional shadow volume vertex buffer storage.

Remarks:
  This additional buffer is only used where we have prepared this VertexData for use in shadow volume contruction, 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 becuase this can be reused in the shadow algorithm.

Definition at line 119 of file OgreVertexIndexData.h.

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

- OgreVertexIndexData.h

Copyright © 2000-2005 by The OGRE Team
This work is licensed under a Creative Commons Attribution-ShareAlike 2.5 License.
Last modified Mon Jun 16 12:55:09 2008