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#ifndef Magnum_Mesh_h
#define Magnum_Mesh_h
/*
Copyright © 2010 Vladimír Vondruš <mosra@centrum.cz>
This file is part of Magnum.
Magnum is free software: you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License version 3
only, as published by the Free Software Foundation.
Magnum is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License version 3 for more details.
*/
/** @file
* @brief Class Magnum::Mesh
*/
#include <map>
#include <vector>
#include <set>
#include "Magnum.h"
namespace Magnum {
class Buffer;
/**
* @brief Base class for managing non-indexed meshes
*
* @todo Support for normalized values (e.g. for color as char[4] passed to
* shader as floating-point vec4)
*/
class Mesh {
public:
/** @brief Primitive type */
enum Primitive {
/**
* Single points
*/
Points = GL_POINTS,
/**
* Each pair of vertices defines a single line, lines aren't
* connected together.
*/
Lines = GL_LINES,
/**
* Polyline
*/
LineStrip = GL_LINE_STRIP,
/**
* Polyline, last vertex is connected to first.
*/
LineLoop = GL_LINE_LOOP,
/**
* Each three vertices define one triangle.
*/
Triangles = GL_TRIANGLES,
/**
* First three vertices define first triangle, each following
* vertex defines another triangle.
*/
TriangleStrip = GL_TRIANGLE_STRIP,
/**
* First vertex is center, each following vertex is connected to
* previous and center vertex.
*/
TriangleFan = GL_TRIANGLE_FAN
};
/**
* @brief Constructor
* @param _primitive Primitive type
* @param _count Vertex count
*/
inline Mesh(Primitive _primitive, GLsizei _count): primitive(_primitive), count(_count), finalized(false) {}
/**
* @brief Destructor
*
* Deletes all associated buffers.
*/
~Mesh();
/**
* @brief Add buffer
* @param interleaved If storing more than one attribute data in the
* buffer, the data of one attribute can be either kept together
* or interleaved with data for another attributes, so data for
* every vertex will be in one continuous place.
*
* Adds new buffer to the mesh. The buffer can be then filled with
* Buffer::setData().
*/
Buffer* addBuffer(bool interleaved);
/**
* @brief Bind attribute
* @param buffer Buffer where bind the attribute to (pointer
* returned by addBuffer())
* @param attribute Attribute
*
* Binds attribute of given type with given buffer. If the attribute is
* already bound, given buffer isn't managed with this mesh (wasn't
* initialized with addBuffer) or the mesh was already drawn, the
* function does nothing.
*/
template<class T> void bindAttribute(Buffer* buffer, GLuint attribute);
/**
* @brief Draw a mesh
*
* Binds attributes to buffers and draws the mesh. Expects an active
* shader with all uniforms set.
*/
void draw();
protected:
/**
* @brief Finalize the mesh
*
* Computes location and stride of each attribute in its buffer. After
* this function is called, no new attribute can be bound.
*/
void finalize();
private:
struct Attribute {
GLuint location;
GLint size;
GLenum type;
GLsizei stride;
const GLvoid* pointer;
};
std::map<Buffer*, std::pair<bool, std::vector<Attribute> > > buffers;
std::set<GLuint> attributes;
GLenum primitive;
GLsizei count;
bool finalized;
void bindAttribute(Buffer* buffer, GLuint attribute, GLint size, GLenum type);
GLsizei sizeOf(GLenum type);
};
template<> inline void Mesh::bindAttribute<GLbyte>(Buffer* buffer, GLuint attribute) {
bindAttribute(buffer, attribute, 1, GL_BYTE);
}
template<> inline void Mesh::bindAttribute<GLubyte>(Buffer* buffer, GLuint attribute) {
bindAttribute(buffer, attribute, 1, GL_UNSIGNED_BYTE);
}
template<> inline void Mesh::bindAttribute<GLshort>(Buffer* buffer, GLuint attribute) {
bindAttribute(buffer, attribute, 1, GL_SHORT);
}
template<> inline void Mesh::bindAttribute<GLushort>(Buffer* buffer, GLuint attribute) {
bindAttribute(buffer, attribute, 1, GL_UNSIGNED_SHORT);
}
template<> inline void Mesh::bindAttribute<GLint>(Buffer* buffer, GLuint attribute) {
bindAttribute(buffer, attribute, 1, GL_INT);
}
template<> inline void Mesh::bindAttribute<GLuint>(Buffer* buffer, GLuint attribute) {
bindAttribute(buffer, attribute, 1, GL_UNSIGNED_INT);
}
template<> inline void Mesh::bindAttribute<GLfloat>(Buffer* buffer, GLuint attribute) {
bindAttribute(buffer, attribute, 1, GL_FLOAT);
}
template<> inline void Mesh::bindAttribute<GLdouble>(Buffer* buffer, GLuint attribute) {
bindAttribute(buffer, attribute, 1, GL_DOUBLE);
}
template<> inline void Mesh::bindAttribute<Vector3>(Buffer* buffer, GLuint attribute) {
bindAttribute(buffer, attribute, 3, GL_FLOAT);
}
template<> inline void Mesh::bindAttribute<Vector4>(Buffer* buffer, GLuint attribute) {
bindAttribute(buffer, attribute, 4, GL_FLOAT);
}
}
#endif