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#ifndef Magnum_Mesh_h
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#define Magnum_Mesh_h
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/*
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This file is part of Magnum.
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Copyright © 2010, 2011, 2012, 2013, 2014, 2015
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Vladimír Vondruš <mosra@centrum.cz>
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Permission is hereby granted, free of charge, to any person obtaining a
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copy of this software and associated documentation files (the "Software"),
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to deal in the Software without restriction, including without limitation
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the rights to use, copy, modify, merge, publish, distribute, sublicense,
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and/or sell copies of the Software, and to permit persons to whom the
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Software is furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included
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in all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
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DEALINGS IN THE SOFTWARE.
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*/
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/** @file
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* @brief Class @ref Magnum::Mesh
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*/
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#include <vector>
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#include <Corrade/Containers/ArrayView.h>
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#include <Corrade/Utility/ConfigurationValue.h>
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#include "Magnum/AbstractObject.h"
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#include "Magnum/Attribute.h"
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#ifdef MAGNUM_BUILD_DEPRECATED
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#include <Corrade/Utility/Macros.h>
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#endif
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namespace Magnum {
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/**
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* @brief Mesh primitive type
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*
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* @see @ref Mesh::primitive(), @ref Mesh::setPrimitive()
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*/
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enum class MeshPrimitive: GLenum {
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/** Single points. */
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Points = GL_POINTS,
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/**
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* First two vertices define first line segment, each following
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* vertex defines another segment.
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*/
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LineStrip = GL_LINE_STRIP,
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/** Line strip, last and first vertex are connected together. */
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LineLoop = GL_LINE_LOOP,
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/**
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* Each pair of vertices defines a single line, lines aren't
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* connected together.
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*/
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Lines = GL_LINES,
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#ifndef MAGNUM_TARGET_GLES
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/**
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* Line strip with adjacency information.
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* @requires_gl32 Extension @extension{ARB,geometry_shader4}
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* @requires_gl Geometry shaders are not available in OpenGL ES or WebGL.
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*/
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LineStripAdjacency = GL_LINE_STRIP_ADJACENCY,
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/**
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* Lines with adjacency information.
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* @requires_gl32 Extension @extension{ARB,geometry_shader4}
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* @requires_gl Geometry shaders are not available in OpenGL ES or WebGL.
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*/
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LinesAdjacency = GL_LINES_ADJACENCY,
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#endif
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/**
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* First three vertices define first triangle, each following
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* vertex defines another triangle.
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*/
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TriangleStrip = GL_TRIANGLE_STRIP,
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/**
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* First vertex is center, each following vertex is connected to
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* previous and center vertex.
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*/
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TriangleFan = GL_TRIANGLE_FAN,
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/** Each three vertices define one triangle. */
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Triangles = GL_TRIANGLES,
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#ifndef MAGNUM_TARGET_GLES
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/**
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* Triangle strip with adjacency information.
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* @requires_gl32 Extension @extension{ARB,geometry_shader4}
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* @requires_gl Geometry shaders are not available in OpenGL ES or WebGL.
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*/
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TriangleStripAdjacency = GL_TRIANGLE_STRIP_ADJACENCY,
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/**
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* Triangles with adjacency information.
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* @requires_gl32 Extension @extension{ARB,geometry_shader4}
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* @requires_gl Geometry shaders are not available in OpenGL ES or WebGL.
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*/
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TrianglesAdjacency = GL_TRIANGLES_ADJACENCY,
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/**
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* Patches.
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* @requires_gl40 Extension @extension{ARB,tessellation_shader}
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* @requires_gl Tessellation shaders are not available in OpenGL ES or
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* WebGL.
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*/
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Patches = GL_PATCHES
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#endif
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};
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namespace Implementation { struct MeshState; }
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/**
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@brief Mesh
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@anchor Mesh-configuration
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## Mesh configuration
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You have to specify at least primitive and vertex/index count using
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@ref setPrimitive() and @ref setCount(). Then fill your vertex buffers with
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data, add them to the mesh and specify @ref Attribute "shader attribute" layout
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inside the buffers using @ref addVertexBuffer(). You can also use
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@ref MeshTools::interleave() to conveniently interleave vertex data.
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If you want indexed mesh, fill your index buffer with data and specify its
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layout using @ref setIndexBuffer(). You can also use @ref MeshTools::compressIndices()
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to conveniently compress the indices based on the range used.
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There is also @ref MeshTools::compile() function which operates directly on
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@ref Trade::MeshData2D / @ref Trade::MeshData3D and returns fully configured
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mesh and vertex/index buffers for use with stock shaders.
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Note that neither vertex buffers nor index buffer is managed (e.g. deleted on
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destruction) by the mesh, so you have to manage them on your own and ensure
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that they are available for whole mesh lifetime. On the other hand it allows
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you to use one buffer for more meshes (each mesh for example configured for
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different usage) or store data for more meshes in one buffer.
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If vertex/index count or instance count is zero, the mesh is empty and no draw
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commands are issued when calling @ref draw().
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### Example mesh configuration
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#### Basic non-indexed mesh
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@code
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// Custom shader, needing only position data
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class MyShader: public AbstractShaderProgram {
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public:
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typedef Attribute<0, Vector3> Position;
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// ...
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};
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// Fill vertex buffer with position data
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static constexpr Vector3 positions[30] = {
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// ...
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};
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Buffer vertexBuffer;
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vertexBuffer.setData(positions, BufferUsage::StaticDraw);
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// Configure the mesh, add vertex buffer
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Mesh mesh;
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mesh.setPrimitive(MeshPrimitive::Triangles)
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.setCount(30)
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.addVertexBuffer(vertexBuffer, 0, MyShader::Position{});
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@endcode
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#### Interleaved vertex data
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@code
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// Non-indexed primitive with positions and normals
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Trade::MeshData3D plane = Primitives::Plane::solid();
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// Fill vertex buffer with interleaved position and normal data
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Buffer vertexBuffer;
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vertexBuffer.setData(MeshTools::interleave(plane.positions(0), plane.normals(0)), BufferUsage::StaticDraw);
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// Configure the mesh, add vertex buffer
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Mesh mesh;
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mesh.setPrimitive(plane.primitive())
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.setCount(plane.positions(0).size())
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.addVertexBuffer(buffer, 0, Shaders::Phong::Position{}, Shaders::Phong::Normal{});
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@endcode
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#### Indexed mesh
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@code
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// Custom shader
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class MyShader: public AbstractShaderProgram {
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public:
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typedef Attribute<0, Vector3> Position;
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// ...
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};
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// Fill vertex buffer with position data
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static constexpr Vector3 positions[300] = {
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// ...
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};
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Buffer vertexBuffer;
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vertexBuffer.setData(positions, BufferUsage::StaticDraw);
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// Fill index buffer with index data
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static constexpr GLubyte indices[75] = {
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// ...
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};
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Buffer indexBuffer;
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indexBuffer.setData(indices, BufferUsage::StaticDraw);
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// Configure the mesh, add both vertex and index buffer
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Mesh mesh;
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mesh.setPrimitive(MeshPrimitive::Triangles)
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.setCount(75)
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.addVertexBuffer(vertexBuffer, 0, MyShader::Position{})
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.setIndexBuffer(indexBuffer, 0, Mesh::IndexType::UnsignedByte, 176, 229);
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@endcode
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Or using @ref MeshTools::interleave() and @ref MeshTools::compressIndices():
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@code
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// Indexed primitive
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Trade::MeshData3D cube = Primitives::Cube::solid();
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// Fill vertex buffer with interleaved position and normal data
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Buffer vertexBuffer;
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vertexBuffer.setData(MeshTools::interleave(cube.positions(0), cube.normals(0)), BufferUsage::StaticDraw);
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// Compress index data
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Containers::Array<char> indexData;
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Mesh::IndexType indexType;
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UnsignedInt indexStart, indexEnd;
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std::tie(indexData, indexType, indexStart, indexEnd) = MeshTools::compressIndices(cube.indices());
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// Fill index buffer
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Buffer indexBuffer;
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indexBuffer.setData(data);
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// Configure the mesh, add both vertex and index buffer
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Mesh mesh;
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mesh.setPrimitive(plane.primitive())
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.setCount(cube.indices().size())
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.addVertexBuffer(vertexBuffer, 0, Shaders::Phong::Position{}, Shaders::Phong::Normal{})
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.setIndexBuffer(indexBuffer, 0, indexType, indexStart, indexEnd);
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@endcode
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Or, if you plan to use the mesh with stock shaders, you can just use
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@ref MeshTools::compile().
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#### Specific formats of vertex data
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@code
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// Custom shader with colors specified as four floating-point values
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class MyShader: public AbstractShaderProgram {
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public:
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typedef Attribute<0, Vector3> Position;
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typedef Attribute<1, Color4> Color;
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// ...
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};
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// Initial mesh configuration
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Mesh mesh;
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mesh.setPrimitive(...)
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.setCount(30);
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// Fill position buffer with positions specified as two-component XY (i.e.,
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// no Z component, which is meant to be always 0)
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Vector2 positions[30] = {
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// ...
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};
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Buffer positionBuffer;
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positionBuffer.setData(positions, BufferUsage::StaticDraw);
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// Specify layout of positions buffer -- only two components, unspecified Z
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// component will be automatically set to 0
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mesh.addVertexBuffer(positionBuffer, 0,
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MyShader::Position{MyShader::Position::Components::Two});
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// Fill color buffer with colors specified as four-byte BGRA (e.g. directly
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// from TGA file)
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GLubyte colors[4*30] = {
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// ...
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};
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Buffer colorBuffer;
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colorBuffer.setData(colors, BufferUsage::StaticDraw);
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// Specify layout of color buffer -- BGRA, each component unsigned byte and we
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// want to normalize them from [0, 255] to [0.0f, 1.0f]
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mesh.addVertexBuffer(colorBuffer, 0, MyShader::Color{
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MyShader::Color::Components::BGRA,
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MyShader::Color::DataType::UnsignedByte,
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MyShader::Color::DataOption::Normalized});
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@endcode
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## Rendering meshes
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Basic workflow is: bind specific framebuffer for drawing (if needed), set up
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respective shader (see
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@ref AbstractShaderProgram-rendering-workflow "AbstractShaderProgram documentation"
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for more infromation) and call @ref Mesh::draw().
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## WebGL restrictions
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@ref MAGNUM_TARGET_WEBGL "WebGL" puts some restrictions on vertex buffer
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layout, see @ref addVertexBuffer() documentation for details.
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@anchor Mesh-performance-optimization
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## Performance optimizations
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If @extension{ARB,vertex_array_object} (part of OpenGL 3.0), OpenGL ES 3.0,
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WebGL 2.0, @es_extension{OES,vertex_array_object} in OpenGL ES 2.0 or
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@webgl_extension{OES,vertex_array_object} in WebGL 1.0 is supported, VAOs are
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used instead of binding the buffers and specifying vertex attribute pointers
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in each @ref draw() call. The engine tracks currently bound VAO and currently
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active shader program to avoid unnecessary calls to @fn_gl{BindVertexArray} and
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@fn_gl{UseProgram}. Mesh limits and implementation-defined values (such as
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@ref maxElementIndex()) are cached, so repeated queries don't result in
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repeated @fn_gl{Get} calls.
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If @extension{EXT,direct_state_access} desktop extension and VAOs are
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available, DSA functions are used for specifying attribute locations to avoid
|
|
|
|
|
unnecessary calls to @fn_gl{BindBuffer} and @fn_gl{BindVertexArray}. See
|
|
|
|
|
documentation of @ref addVertexBuffer() for more information.
|
|
|
|
|
|
|
|
|
|
If index range is specified in @ref setIndexBuffer(), range-based version of
|
|
|
|
|
drawing commands are used on desktop OpenGL and OpenGL ES 3.0. See also
|
|
|
|
|
@ref draw() for more information.
|
|
|
|
|
*/
|
|
|
|
|
class MAGNUM_EXPORT Mesh: public AbstractObject {
|
|
|
|
|
friend MeshView;
|
|
|
|
|
friend Implementation::MeshState;
|
|
|
|
|
|
|
|
|
|
public:
|
|
|
|
|
/**
|
|
|
|
|
* @brief Index type
|
|
|
|
|
*
|
|
|
|
|
* @see @ref setIndexBuffer(), @ref indexSize()
|
|
|
|
|
*/
|
|
|
|
|
enum class IndexType: GLenum {
|
|
|
|
|
UnsignedByte = GL_UNSIGNED_BYTE, /**< Unsigned byte */
|
|
|
|
|
UnsignedShort = GL_UNSIGNED_SHORT, /**< Unsigned short */
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* Unsigned int
|
|
|
|
|
* @requires_gles30 Extension @es_extension{OES,element_index_uint}
|
|
|
|
|
* in OpenGL ES 2.0.
|
|
|
|
|
* @requires_webgl20 Extension @webgl_extension{OES,element_index_uint}
|
|
|
|
|
* in WebGL 1.0.
|
|
|
|
|
*/
|
|
|
|
|
UnsignedInt = GL_UNSIGNED_INT
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
#ifdef MAGNUM_BUILD_DEPRECATED
|
|
|
|
|
/**
|
|
|
|
|
* @copybrief AbstractShaderProgram::maxVertexAttributes()
|
|
|
|
|
* @deprecated Use @ref AbstractShaderProgram::maxVertexAttributes() instead.
|
|
|
|
|
*/
|
|
|
|
|
CORRADE_DEPRECATED("use AbstractShaderProgram::maxVertexAttributes() instead") static Int maxVertexAttributes();
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
#ifndef MAGNUM_TARGET_GLES2
|
|
|
|
|
/**
|
|
|
|
|
* @brief Max supported index value
|
|
|
|
|
*
|
|
|
|
|
* The result is cached, repeated queries don't result in repeated
|
|
|
|
|
* OpenGL calls. If extension @extension{ARB,ES3_compatibility} (part
|
|
|
|
|
* of OpenGL 4.3) is not available, returns max representable 32-bit
|
|
|
|
|
* value (@f$ 2^32 - 1 @f$).
|
|
|
|
|
* @see @ref setIndexBuffer(), @fn_gl{Get} with @def_gl{MAX_ELEMENT_INDEX}
|
|
|
|
|
* @requires_gles30 No upper limit is specified for index values in
|
|
|
|
|
* OpenGL ES 2.0.
|
|
|
|
|
* @requires_webgl20 No upper limit is specified for index values in
|
|
|
|
|
* WebGL 1.0.
|
|
|
|
|
*/
|
|
|
|
|
#ifndef MAGNUM_TARGET_WEBGL
|
|
|
|
|
static Long maxElementIndex();
|
|
|
|
|
#else
|
|
|
|
|
static Int maxElementIndex();
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Max recommended index count
|
|
|
|
|
*
|
|
|
|
|
* The result is cached, repeated queries don't result in repeated
|
|
|
|
|
* OpenGL calls.
|
|
|
|
|
* @see @ref setIndexBuffer(), @fn_gl{Get} with @def_gl{MAX_ELEMENTS_INDICES}
|
|
|
|
|
* @requires_gles30 Ranged element draw is not supported in OpenGL ES
|
|
|
|
|
* 2.0.
|
|
|
|
|
* @requires_webgl20 Ranged element draw is not supported in WebGL 1.0.
|
|
|
|
|
*/
|
|
|
|
|
static Int maxElementsIndices();
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Max recommended vertex count
|
|
|
|
|
*
|
|
|
|
|
* The result is cached, repeated queries don't result in repeated
|
|
|
|
|
* OpenGL calls.
|
|
|
|
|
* @see @ref setIndexBuffer(), @fn_gl{Get} with @def_gl{MAX_ELEMENTS_VERTICES}
|
|
|
|
|
* @requires_gles30 Ranged element draw is not supported in OpenGL ES
|
|
|
|
|
* 2.0.
|
|
|
|
|
* @requires_webgl20 Ranged element draw is not supported in WebGL 1.0.
|
|
|
|
|
*/
|
|
|
|
|
static Int maxElementsVertices();
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Size of given index type
|
|
|
|
|
*
|
|
|
|
|
* @see @ref indexSize() const
|
|
|
|
|
*/
|
|
|
|
|
static std::size_t indexSize(IndexType type);
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Wrap existing OpenGL vertex array object
|
|
|
|
|
* @param id OpenGL vertex array ID
|
|
|
|
|
* @param primitive Primitive type
|
|
|
|
|
* @param flags Object creation flags
|
|
|
|
|
*
|
|
|
|
|
* The @p id is expected to be of an existing OpenGL vertex array
|
|
|
|
|
* object. Unlike vertex array created using constructor, the OpenGL
|
|
|
|
|
* object is by default not deleted on destruction, use @p flags for
|
|
|
|
|
* different behavior.
|
|
|
|
|
* @see @ref release()
|
|
|
|
|
* @requires_gl30 Extension @extension{ARB,vertex_array_object}
|
|
|
|
|
* @requires_gles30 Extension @es_extension{OES,vertex_array_object} in
|
|
|
|
|
* OpenGL ES 2.0.
|
|
|
|
|
* @requires_webgl20 Extension @webgl_extension{OES,vertex_array_object}
|
|
|
|
|
* in WebGL 1.0.
|
|
|
|
|
*/
|
|
|
|
|
static Mesh wrap(GLuint id, MeshPrimitive primitive = MeshPrimitive::Triangles, ObjectFlags flags = {}) {
|
|
|
|
|
return Mesh{id, primitive, flags};
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/** @overload */
|
|
|
|
|
static Mesh wrap(GLuint id, ObjectFlags flags) {
|
|
|
|
|
return wrap(id, MeshPrimitive::Triangles, flags);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Constructor
|
|
|
|
|
* @param primitive Primitive type
|
|
|
|
|
*
|
|
|
|
|
* If @extension{ARB,vertex_array_object} (part of OpenGL 3.0), OpenGL
|
|
|
|
|
* ES 3.0, WebGL 2.0, @es_extension{OES,vertex_array_object} in OpenGL
|
|
|
|
|
* ES 2.0 or @webgl_extension{OES,vertex_array_object} in WebGL 1.0 is
|
|
|
|
|
* available, vertex array object is created. If @extension{ARB,direct_state_access}
|
|
|
|
|
* (part of OpenGL 4.5) is not available, the vertex array object is
|
|
|
|
|
* created on first use.
|
|
|
|
|
* @see @ref setPrimitive(), @ref setCount(), @ref wrap(),
|
|
|
|
|
* @fn_gl{CreateVertexArrays}, eventually @fn_gl{GenVertexArrays}
|
|
|
|
|
*/
|
|
|
|
|
explicit Mesh(MeshPrimitive primitive = MeshPrimitive::Triangles);
|
|
|
|
|
|
|
|
|
|
/** @brief Copying is not allowed */
|
|
|
|
|
Mesh(const Mesh&) = delete;
|
|
|
|
|
|
|
|
|
|
/** @brief Move constructor */
|
|
|
|
|
Mesh(Mesh&& other) noexcept;
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Destructor
|
|
|
|
|
*
|
|
|
|
|
* If @extension{ARB,vertex_array_object} (part of OpenGL 3.0), OpenGL
|
|
|
|
|
* ES 3.0, WebGL 2.0, @es_extension{OES,vertex_array_object} in OpenGL
|
|
|
|
|
* ES 2.0 or @webgl_extension{OES,vertex_array_object} in WebGL 1.0 is
|
|
|
|
|
* available, associated vertex array object is deleted.
|
|
|
|
|
* @see @ref wrap(), @ref release(), @fn_gl{DeleteVertexArrays}
|
|
|
|
|
*/
|
|
|
|
|
~Mesh();
|
|
|
|
|
|
|
|
|
|
/** @brief Copying is not allowed */
|
|
|
|
|
Mesh& operator=(const Mesh&) = delete;
|
|
|
|
|
|
|
|
|
|
/** @brief Move assignment */
|
|
|
|
|
Mesh& operator=(Mesh&& other) noexcept;
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief OpenGL vertex array ID
|
|
|
|
|
*
|
|
|
|
|
* If neither @extension{ARB,vertex_array_object} (part of OpenGL 3.0)
|
|
|
|
|
* nor OpenGL ES 3.0 / WebGL 2.0 nor @es_extension{OES,vertex_array_object}
|
|
|
|
|
* in OpenGL ES 2.0 / @webgl_extension{OES,vertex_array_object} in
|
|
|
|
|
* WebGL 1.0 is available, returns `0`.
|
|
|
|
|
*/
|
|
|
|
|
GLuint id() const { return _id; }
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Release OpenGL object
|
|
|
|
|
*
|
|
|
|
|
* Releases ownership of OpenGL vertex array object and returns its ID
|
|
|
|
|
* so it is not deleted on destruction. The internal state is then
|
|
|
|
|
* equivalent to moved-from state.
|
|
|
|
|
* @see @ref wrap()
|
|
|
|
|
* @requires_gl30 Extension @extension{ARB,vertex_array_object}
|
|
|
|
|
* @requires_gles30 Extension @es_extension{OES,vertex_array_object} in
|
|
|
|
|
* OpenGL ES 2.0.
|
|
|
|
|
* @requires_webgl20 Extension @webgl_extension{OES,vertex_array_object}
|
|
|
|
|
* in WebGL 1.0.
|
|
|
|
|
*/
|
|
|
|
|
GLuint release();
|
|
|
|
|
|
|
|
|
|
#ifndef MAGNUM_TARGET_WEBGL
|
|
|
|
|
/**
|
|
|
|
|
* @brief Mesh label
|
|
|
|
|
*
|
|
|
|
|
* The result is *not* cached, repeated queries will result in repeated
|
|
|
|
|
* OpenGL calls. If OpenGL 4.3 is not supported and neither
|
|
|
|
|
* @extension{KHR,debug} nor @extension2{EXT,debug_label} desktop or ES
|
|
|
|
|
* extension is available, this function returns empty string.
|
|
|
|
|
* @see @fn_gl{GetObjectLabel} with @def_gl{VERTEX_ARRAY} or
|
|
|
|
|
* @fn_gl_extension2{GetObjectLabel,EXT,debug_label} with
|
|
|
|
|
* @def_gl{VERTEX_ARRAY_OBJECT_EXT}
|
|
|
|
|
* @requires_gles Debug output is not available in WebGL.
|
|
|
|
|
*/
|
|
|
|
|
std::string label();
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Set mesh label
|
|
|
|
|
* @return Reference to self (for method chaining)
|
|
|
|
|
*
|
|
|
|
|
* Default is empty string. If OpenGL 4.3 is not supported and neither
|
|
|
|
|
* @extension{KHR,debug} nor @extension2{EXT,debug_label} desktop or ES
|
|
|
|
|
* extension is available, this function does nothing.
|
|
|
|
|
* @see @ref maxLabelLength(), @fn_gl{ObjectLabel} with
|
|
|
|
|
* @def_gl{VERTEX_ARRAY} or @fn_gl_extension2{LabelObject,EXT,debug_label}
|
|
|
|
|
* with @def_gl{VERTEX_ARRAY_OBJECT_EXT}
|
|
|
|
|
* @requires_gles Debug output is not available in WebGL.
|
|
|
|
|
*/
|
|
|
|
|
Mesh& setLabel(const std::string& label) {
|
|
|
|
|
return setLabelInternal({label.data(), label.size()});
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/** @overload */
|
|
|
|
|
template<std::size_t size> Mesh& setLabel(const char(&label)[size]) {
|
|
|
|
|
return setLabelInternal({label, size - 1});
|
|
|
|
|
}
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Whether the mesh is indexed
|
|
|
|
|
*
|
|
|
|
|
* @see @ref setIndexBuffer(), @ref setCount()
|
|
|
|
|
*/
|
|
|
|
|
bool isIndexed() const { return _indexBuffer; }
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Index size
|
|
|
|
|
*
|
|
|
|
|
* @see @ref indexSize(IndexType)
|
|
|
|
|
*/
|
|
|
|
|
std::size_t indexSize() const { return indexSize(_indexType); }
|
|
|
|
|
|
|
|
|
|
/** @brief Primitive type */
|
|
|
|
|
MeshPrimitive primitive() const { return _primitive; }
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Set primitive type
|
|
|
|
|
* @return Reference to self (for method chaining)
|
|
|
|
|
*
|
|
|
|
|
* Default is @ref MeshPrimitive::Triangles.
|
|
|
|
|
*/
|
|
|
|
|
Mesh& setPrimitive(MeshPrimitive primitive) {
|
|
|
|
|
_primitive = primitive;
|
|
|
|
|
return *this;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/** @brief Vertex/index count */
|
|
|
|
|
Int count() const { return _count; }
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Set vertex/index count
|
|
|
|
|
* @return Reference to self (for method chaining)
|
|
|
|
|
*
|
|
|
|
|
* If the mesh is indexed, the value is treated as index count,
|
|
|
|
|
* otherwise the value is vertex count. If set to `0`, no draw commands
|
|
|
|
|
* are issued when calling @ref draw(). Default is `0`.
|
|
|
|
|
* @see @ref isIndexed(), @ref setBaseVertex(), @ref setInstanceCount()
|
|
|
|
|
*/
|
|
|
|
|
Mesh& setCount(Int count) {
|
|
|
|
|
_count = count;
|
|
|
|
|
return *this;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/** @brief Base vertex */
|
|
|
|
|
Int baseVertex() const { return _baseVertex; }
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Set base vertex
|
|
|
|
|
* @return Reference to self (for method chaining)
|
|
|
|
|
*
|
|
|
|
|
* Sets number of vertices of which the vertex buffer will be offset
|
|
|
|
|
* when drawing. Default is `0`.
|
|
|
|
|
* @see @ref setCount(), @ref setBaseInstance()
|
|
|
|
|
* @requires_gl32 Extension @extension{ARB,draw_elements_base_vertex}
|
|
|
|
|
* for indexed meshes
|
|
|
|
|
* @requires_gl Base vertex cannot be specified for indexed meshes in
|
|
|
|
|
* OpenGL ES or WebGL.
|
|
|
|
|
*/
|
|
|
|
|
Mesh& setBaseVertex(Int baseVertex) {
|
|
|
|
|
_baseVertex = baseVertex;
|
|
|
|
|
return *this;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/** @brief Instance count */
|
|
|
|
|
Int instanceCount() const { return _instanceCount; }
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Set instance count
|
|
|
|
|
* @return Reference to self (for method chaining)
|
|
|
|
|
*
|
|
|
|
|
* If set to `1`, non-instanced draw commands are issued when calling
|
|
|
|
|
* @ref draw(). If set to `0`, no draw commands are issued altogether.
|
|
|
|
|
* Default is `1`.
|
|
|
|
|
* @see @ref setBaseInstance(), @ref setCount(),
|
|
|
|
|
* @ref addVertexBufferInstanced()
|
|
|
|
|
* @requires_gl31 Extension @extension{ARB,draw_instanced}
|
|
|
|
|
* @requires_gles30 Extension @es_extension{ANGLE,instanced_arrays},
|
|
|
|
|
* @es_extension2{EXT,draw_instanced,draw_instanced} or
|
|
|
|
|
* @es_extension{NV,draw_instanced} in OpenGL ES 2.0.
|
|
|
|
|
* @requires_webgl20 Extension @webgl_extension{ANGLE,instanced_arrays}
|
|
|
|
|
* in WebGL 1.0.
|
|
|
|
|
*/
|
|
|
|
|
Mesh& setInstanceCount(Int count) {
|
|
|
|
|
_instanceCount = count;
|
|
|
|
|
return *this;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
#ifndef MAGNUM_TARGET_GLES
|
|
|
|
|
/** @brief Base instance */
|
|
|
|
|
UnsignedInt baseInstance() const { return _baseInstance; }
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Set base instance
|
|
|
|
|
* @return Reference to self (for method chaining)
|
|
|
|
|
*
|
|
|
|
|
* Default is `0`.
|
|
|
|
|
* @see @ref setInstanceCount(), @ref setBaseVertex()
|
|
|
|
|
* @requires_gl42 Extension @extension{ARB,base_instance}
|
|
|
|
|
* @requires_gl Base instance cannot be specified in OpenGL ES or
|
|
|
|
|
* WebGL.
|
|
|
|
|
*/
|
|
|
|
|
Mesh& setBaseInstance(UnsignedInt baseInstance) {
|
|
|
|
|
_baseInstance = baseInstance;
|
|
|
|
|
return *this;
|
|
|
|
|
}
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Add buffer with (interleaved) vertex attributes for use with given shader
|
|
|
|
|
* @return Reference to self (for method chaining)
|
|
|
|
|
*
|
|
|
|
|
* Parameter @p offset is offset of the array from the beginning,
|
|
|
|
|
* attribute list is combination of @ref Attribute "attribute definitions"
|
|
|
|
|
* (specified in implementation of given shader) and offsets between
|
|
|
|
|
* interleaved attributes.
|
|
|
|
|
*
|
|
|
|
|
* See @ref Mesh-configuration "class documentation" for simple usage
|
|
|
|
|
* example. For more involved example imagine that you have buffer
|
|
|
|
|
* with 76 bytes of some other data at the beginning (possibly material
|
|
|
|
|
* configuration) and then the interleaved vertex array. Each vertex
|
|
|
|
|
* consists of weight, position, texture coordinate and normal. You
|
|
|
|
|
* want to draw it with @ref Shaders::Phong, but it accepts only
|
|
|
|
|
* position and normal, so you have to skip weight and texture
|
|
|
|
|
* coordinate in each vertex:
|
|
|
|
|
* @code
|
|
|
|
|
* Buffer buffer;
|
|
|
|
|
* Mesh mesh;
|
|
|
|
|
* mesh.addVertexBuffer(buffer, 76, // initial array offset
|
|
|
|
|
* 4, // skip vertex weight (Float)
|
|
|
|
|
* Shaders::Phong::Position(), // vertex position
|
|
|
|
|
* 8, // skip texture coordinates (Vector2)
|
|
|
|
|
* Shaders::Phong::Normal()); // vertex normal
|
|
|
|
|
* @endcode
|
|
|
|
|
*
|
|
|
|
|
* You can also achieve the same effect by calling @ref addVertexBuffer()
|
|
|
|
|
* more times with explicitly specified gaps before and after the
|
|
|
|
|
* attributes. This can be used for e.g. runtime-dependent
|
|
|
|
|
* configuration, as it isn't dependent on the variadic template:
|
|
|
|
|
* @code
|
|
|
|
|
* mesh.addVertexBuffer(buffer, 76, 4, Shaders::Phong::Position(), 20)
|
|
|
|
|
* .addVertexBuffer(buffer, 76, 24, Shaders::Phong::Normal(), 0);
|
|
|
|
|
* @endcode
|
|
|
|
|
*
|
|
|
|
|
* If specifying more than one attribute, the function assumes that
|
|
|
|
|
* the array is interleaved. Adding non-interleaved vertex buffer can
|
|
|
|
|
* be done by specifying one attribute at a time with specific offset.
|
|
|
|
|
* Above example with weight, position, texture coordinate and normal
|
|
|
|
|
* arrays one after another (non-interleaved):
|
|
|
|
|
* @code
|
|
|
|
|
* Int vertexCount = 352;
|
|
|
|
|
* mesh.addVertexBuffer(buffer, 76 + 4*vertexCount, Shaders::Phong::Position())
|
|
|
|
|
* .addVertexBuffer(buffer, 76 + 24*vertexCount, Shaders::Phong::Normal());
|
|
|
|
|
* @endcode
|
|
|
|
|
*
|
|
|
|
|
* If @extension{ARB,vertex_array_object} (part of OpenGL 3.0), OpenGL
|
|
|
|
|
* ES 3.0, WebGL 2.0, @es_extension{OES,vertex_array_object} in OpenGL
|
|
|
|
|
* ES 2.0 or @webgl_extension{OES,vertex_array_object} in WebGL 1.0 is
|
|
|
|
|
* available, the vertex array object is used to hold the parameters.
|
|
|
|
|
*
|
|
|
|
|
* @attention The buffer passed as parameter is not managed by the
|
|
|
|
|
* mesh, you must ensure it will exist for whole lifetime of the
|
|
|
|
|
* mesh and delete it afterwards.
|
|
|
|
|
*
|
|
|
|
|
* @see @ref addVertexBufferInstanced(), @ref setPrimitive(),
|
|
|
|
|
* @ref setCount(), @fn_gl{BindVertexArray},
|
|
|
|
|
* @fn_gl{EnableVertexAttribArray}, @fn_gl{BindBuffer},
|
|
|
|
|
* @fn_gl{VertexAttribPointer} or
|
|
|
|
|
* @fn_gl_extension{EnableVertexArrayAttrib,EXT,direct_state_access},
|
|
|
|
|
* @fn_gl_extension{VertexArrayVertexAttribOffset,EXT,direct_state_access}
|
|
|
|
|
* @requires_gles In WebGL the data must be properly aligned (e.g. all
|
|
|
|
|
* float data must start at addresses divisible by four). Also the
|
|
|
|
|
* maximum stride of attribute data must be at most 255 bytes.
|
|
|
|
|
* This is not required anywhere else, but doing so may have
|
|
|
|
|
* performance benefits.
|
|
|
|
|
*/
|
|
|
|
|
template<class ...T> inline Mesh& addVertexBuffer(Buffer& buffer, GLintptr offset, const T&... attributes) {
|
|
|
|
|
addVertexBufferInternal(buffer, offset, strideOfInterleaved(attributes...), 0, attributes...);
|
|
|
|
|
return *this;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Add instanced vertex buffer
|
|
|
|
|
* @return Reference to self (for method chaining)
|
|
|
|
|
*
|
|
|
|
|
* Similar to the above function, the @p divisor parameter specifies
|
|
|
|
|
* number of instances that will pass until new data are fetched from
|
|
|
|
|
* the buffer. Setting it to `0` is equivalent to calling
|
|
|
|
|
* @ref addVertexBuffer().
|
|
|
|
|
*
|
|
|
|
|
* If @extension{ARB,vertex_array_object} (part of OpenGL 3.0), OpenGL
|
|
|
|
|
* ES 3.0, WebGL 2.0, @es_extension{OES,vertex_array_object} in OpenGL
|
|
|
|
|
* ES 2.0 or @webgl_extension{OES,vertex_array_object} in WebGL 1.0 is
|
|
|
|
|
* available, the vertex array object is used to hold the parameters.
|
|
|
|
|
*
|
|
|
|
|
* @see @ref setPrimitive(), @ref setCount(), @ref setInstanceCount(),
|
|
|
|
|
* @ref setBaseInstance(),
|
|
|
|
|
* @fn_gl{BindVertexArray}, @fn_gl{EnableVertexAttribArray},
|
|
|
|
|
* @fn_gl{BindBuffer}, @fn_gl{VertexAttribPointer},
|
|
|
|
|
* @fn_gl{VertexAttribDivisor} or
|
|
|
|
|
* @fn_gl_extension{EnableVertexArrayAttrib,EXT,direct_state_access},
|
|
|
|
|
* @fn_gl_extension{VertexArrayVertexAttribOffset,EXT,direct_state_access},
|
|
|
|
|
* @fn_gl_extension{VertexArrayVertexAttribDivisor,EXT,direct_state_access}
|
|
|
|
|
* @requires_gl33 Extension @extension{ARB,instanced_arrays}
|
|
|
|
|
* @requires_gles30 Extension @es_extension{ANGLE,instanced_arrays},
|
|
|
|
|
* @es_extension{EXT,instanced_arrays} or
|
|
|
|
|
* @es_extension{NV,instanced_arrays} in OpenGL ES 2.0.
|
|
|
|
|
* @requires_webgl20 Extension @webgl_extension{ANGLE,instanced_arrays}
|
|
|
|
|
* in WebGL 1.0.
|
|
|
|
|
*/
|
|
|
|
|
template<class ...T> inline Mesh& addVertexBufferInstanced(Buffer& buffer, UnsignedInt divisor, GLintptr offset, const T&... attributes) {
|
|
|
|
|
addVertexBufferInternal(buffer, offset, strideOfInterleaved(attributes...), divisor, attributes...);
|
|
|
|
|
return *this;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Set index buffer
|
|
|
|
|
* @param buffer Index buffer
|
|
|
|
|
* @param offset Offset into the buffer
|
|
|
|
|
* @param type Index data type
|
|
|
|
|
* @param start Minimum array index contained in the buffer
|
|
|
|
|
* @param end Maximum array index contained in the buffer
|
|
|
|
|
* @return Reference to self (for method chaining)
|
|
|
|
|
*
|
|
|
|
|
* The smaller range is specified with @p start and @p end the less
|
|
|
|
|
* memory operations are needed (and possibly some optimizations),
|
|
|
|
|
* improving draw performance. Specifying `0` for both parameters
|
|
|
|
|
* behaves the same as @ref setIndexBuffer(Buffer&, GLintptr, IndexType).
|
|
|
|
|
* On OpenGL ES 2.0 this function behaves always as
|
|
|
|
|
* @ref setIndexBuffer(Buffer&, GLintptr, IndexType), as this
|
|
|
|
|
* functionality is not available there.
|
|
|
|
|
*
|
|
|
|
|
* If @extension{ARB,vertex_array_object} (part of OpenGL 3.0), OpenGL
|
|
|
|
|
* ES 3.0, WebGL 2.0, @es_extension{OES,vertex_array_object} in OpenGL
|
|
|
|
|
* ES 2.0 or @webgl_extension{OES,vertex_array_object} in WebGL 1.0 is
|
|
|
|
|
* available, the vertex array object is used to hold the parameters.
|
|
|
|
|
*
|
|
|
|
|
* @see @ref maxElementIndex(), @ref maxElementsIndices(),
|
|
|
|
|
* @ref maxElementsVertices(), @ref setCount(), @ref isIndexed(),
|
|
|
|
|
* @fn_gl{BindVertexArray}, @fn_gl{BindBuffer}
|
|
|
|
|
*/
|
|
|
|
|
Mesh& setIndexBuffer(Buffer& buffer, GLintptr offset, IndexType type, UnsignedInt start, UnsignedInt end);
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Set index buffer
|
|
|
|
|
* @param buffer Index buffer
|
|
|
|
|
* @param offset Offset into the buffer
|
|
|
|
|
* @param type Index data type
|
|
|
|
|
* @return Reference to self (for method chaining)
|
|
|
|
|
*
|
|
|
|
|
* Alternative to @ref setIndexBuffer(Buffer&, GLintptr, IndexType, UnsignedInt, UnsignedInt)
|
|
|
|
|
* with unspecified index limits, see its documentation for more
|
|
|
|
|
* information. Prefer to set index limits for better performance.
|
|
|
|
|
*/
|
|
|
|
|
Mesh& setIndexBuffer(Buffer& buffer, GLintptr offset, IndexType type) {
|
|
|
|
|
return setIndexBuffer(buffer, offset, type, 0, 0);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Draw the mesh
|
|
|
|
|
* @param shader Shader to use for drawing
|
|
|
|
|
*
|
|
|
|
|
* Expects that the shader is compatible with this mesh and is fully
|
|
|
|
|
* set up. If vertex/index count or instance count is `0`, no draw
|
|
|
|
|
* commands are issued. See also
|
|
|
|
|
* @ref AbstractShaderProgram-rendering-workflow "AbstractShaderProgram documentation"
|
|
|
|
|
* for more information. If @extension{ARB,vertex_array_object} (part
|
|
|
|
|
* of OpenGL 3.0), OpenGL ES 3.0, WebGL 2.0, @es_extension{OES,vertex_array_object}
|
|
|
|
|
* in OpenGL ES 2.0 or @webgl_extension{OES,vertex_array_object} in
|
|
|
|
|
* WebGL 1.0 is available, the associated vertex array object is bound
|
|
|
|
|
* instead of setting up the mesh from scratch.
|
|
|
|
|
* @see @ref setCount(), @ref setInstanceCount(),
|
|
|
|
|
* @ref MeshView::draw(AbstractShaderProgram&),
|
|
|
|
|
* @ref MeshView::draw(AbstractShaderProgram&, std::initializer_list<std::reference_wrapper<MeshView>>),
|
|
|
|
|
* @fn_gl{UseProgram}, @fn_gl{EnableVertexAttribArray},
|
|
|
|
|
* @fn_gl{BindBuffer}, @fn_gl{VertexAttribPointer},
|
|
|
|
|
* @fn_gl{DisableVertexAttribArray} or @fn_gl{BindVertexArray},
|
|
|
|
|
* @fn_gl{DrawArrays}/@fn_gl{DrawArraysInstanced}/
|
|
|
|
|
* @fn_gl{DrawArraysInstancedBaseInstance} or @fn_gl{DrawElements}/
|
|
|
|
|
* @fn_gl{DrawRangeElements}/@fn_gl{DrawElementsBaseVertex}/
|
|
|
|
|
* @fn_gl{DrawRangeElementsBaseVertex}/@fn_gl{DrawElementsInstanced}/
|
|
|
|
|
* @fn_gl{DrawElementsInstancedBaseInstance}/
|
|
|
|
|
* @fn_gl{DrawElementsInstancedBaseVertex}/
|
|
|
|
|
* @fn_gl{DrawElementsInstancedBaseVertexBaseInstance}
|
|
|
|
|
*/
|
|
|
|
|
void draw(AbstractShaderProgram& shader);
|
|
|
|
|
|
|
|
|
|
void draw(AbstractShaderProgram&& shader) { draw(shader); } /**< @overload */
|
|
|
|
|
|
|
|
|
|
private:
|
|
|
|
|
struct MAGNUM_LOCAL AttributeLayout {
|
|
|
|
|
enum class Kind {
|
|
|
|
|
Generic,
|
|
|
|
|
GenericNormalized,
|
|
|
|
|
#ifndef MAGNUM_TARGET_GLES2
|
|
|
|
|
Integral,
|
|
|
|
|
#ifndef MAGNUM_TARGET_GLES
|
|
|
|
|
Long
|
|
|
|
|
#endif
|
|
|
|
|
#endif
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Buffer* buffer;
|
|
|
|
|
GLuint location;
|
|
|
|
|
GLint size;
|
|
|
|
|
GLenum type;
|
|
|
|
|
Kind kind;
|
|
|
|
|
GLintptr offset;
|
|
|
|
|
GLsizei stride;
|
|
|
|
|
GLuint divisor;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
explicit Mesh(GLuint id, MeshPrimitive primitive, ObjectFlags flags): _id{id}, _primitive{primitive}, _flags{flags} {}
|
|
|
|
|
|
|
|
|
|
void MAGNUM_LOCAL createIfNotAlready();
|
|
|
|
|
|
|
|
|
|
#ifndef MAGNUM_TARGET_WEBGL
|
|
|
|
|
Mesh& setLabelInternal(Containers::ArrayView<const char> label);
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
/* Computing stride of interleaved vertex attributes */
|
|
|
|
|
template<UnsignedInt location, class T, class ...U> static GLsizei strideOfInterleaved(const Attribute<location, T>& attribute, const U&... attributes) {
|
|
|
|
|
return attribute.vectorSize()*Attribute<location, T>::VectorCount + strideOfInterleaved(attributes...);
|
|
|
|
|
}
|
|
|
|
|
template<class ...T> static GLsizei strideOfInterleaved(GLintptr gap, const T&... attributes) {
|
|
|
|
|
return gap + strideOfInterleaved(attributes...);
|
|
|
|
|
}
|
|
|
|
|
static GLsizei strideOfInterleaved() { return 0; }
|
|
|
|
|
|
|
|
|
|
/* Adding interleaved vertex attributes */
|
|
|
|
|
template<UnsignedInt location, class T, class ...U> void addVertexBufferInternal(Buffer& buffer, GLintptr offset, GLsizei stride, GLuint divisor, const Attribute<location, T>& attribute, const U&... attributes) {
|
|
|
|
|
addVertexAttribute(buffer, attribute, offset, stride, divisor);
|
|
|
|
|
|
|
|
|
|
/* Add size of this attribute to offset for next attribute */
|
|
|
|
|
addVertexBufferInternal(buffer, offset+attribute.vectorSize()*Attribute<location, T>::VectorCount, stride, divisor, attributes...);
|
|
|
|
|
}
|
|
|
|
|
template<class ...T> void addVertexBufferInternal(Buffer& buffer, GLintptr offset, GLsizei stride, GLuint divisor, GLintptr gap, const T&... attributes) {
|
|
|
|
|
/* Add the gap to offset for next attribute */
|
|
|
|
|
addVertexBufferInternal(buffer, offset+gap, stride, divisor, attributes...);
|
|
|
|
|
}
|
|
|
|
|
void addVertexBufferInternal(Buffer&, GLsizei, GLuint, GLintptr) {}
|
|
|
|
|
|
|
|
|
|
template<UnsignedInt location, class T> void addVertexAttribute(typename std::enable_if<std::is_same<typename Implementation::Attribute<T>::ScalarType, Float>::value, Buffer&>::type buffer, const Attribute<location, T>& attribute, GLintptr offset, GLsizei stride, GLuint divisor) {
|
|
|
|
|
for(UnsignedInt i = 0; i != Attribute<location, T>::VectorCount; ++i)
|
|
|
|
|
attributePointerInternal(AttributeLayout{
|
|
|
|
|
&buffer,
|
|
|
|
|
location+i,
|
|
|
|
|
GLint(attribute.components()),
|
|
|
|
|
GLenum(attribute.dataType()),
|
|
|
|
|
attribute.dataOptions() & Attribute<location, T>::DataOption::Normalized ? AttributeLayout::Kind::GenericNormalized : AttributeLayout::Kind::Generic,
|
|
|
|
|
GLintptr(offset+i*attribute.vectorSize()),
|
|
|
|
|
stride,
|
|
|
|
|
divisor
|
|
|
|
|
});
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
#ifndef MAGNUM_TARGET_GLES2
|
|
|
|
|
template<UnsignedInt location, class T> void addVertexAttribute(typename std::enable_if<std::is_integral<typename Implementation::Attribute<T>::ScalarType>::value, Buffer&>::type buffer, const Attribute<location, T>& attribute, GLintptr offset, GLsizei stride, GLuint divisor) {
|
|
|
|
|
attributePointerInternal(AttributeLayout{
|
|
|
|
|
&buffer,
|
|
|
|
|
location,
|
|
|
|
|
GLint(attribute.components()),
|
|
|
|
|
GLenum(attribute.dataType()),
|
|
|
|
|
AttributeLayout::Kind::Integral,
|
|
|
|
|
offset,
|
|
|
|
|
stride,
|
|
|
|
|
divisor
|
|
|
|
|
});
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
#ifndef MAGNUM_TARGET_GLES
|
|
|
|
|
template<UnsignedInt location, class T> void addVertexAttribute(typename std::enable_if<std::is_same<typename Implementation::Attribute<T>::ScalarType, Double>::value, Buffer&>::type buffer, const Attribute<location, T>& attribute, GLintptr offset, GLsizei stride, GLuint divisor) {
|
|
|
|
|
for(UnsignedInt i = 0; i != Attribute<location, T>::VectorCount; ++i)
|
|
|
|
|
attributePointerInternal(AttributeLayout{
|
|
|
|
|
&buffer,
|
|
|
|
|
location+i,
|
|
|
|
|
GLint(attribute.components()),
|
|
|
|
|
GLenum(attribute.dataType()),
|
|
|
|
|
AttributeLayout::Kind::Long,
|
|
|
|
|
GLintptr(offset+i*attribute.vectorSize()),
|
|
|
|
|
stride,
|
|
|
|
|
divisor
|
|
|
|
|
});
|
|
|
|
|
}
|
|
|
|
|
#endif
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
void MAGNUM_LOCAL bindVAO();
|
|
|
|
|
|
|
|
|
|
#ifndef MAGNUM_TARGET_GLES
|
|
|
|
|
void drawInternal(Int count, Int baseVertex, Int instanceCount, UnsignedInt baseInstance, GLintptr indexOffset, Int indexStart, Int indexEnd);
|
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|
#elif !defined(MAGNUM_TARGET_GLES2)
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void drawInternal(Int count, Int baseVertex, Int instanceCount, GLintptr indexOffset, Int indexStart, Int indexEnd);
|
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|
|
#else
|
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|
|
void drawInternal(Int count, Int baseVertex, Int instanceCount, GLintptr indexOffset);
|
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|
|
#endif
|
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|
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void MAGNUM_LOCAL createImplementationDefault();
|
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|
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void MAGNUM_LOCAL createImplementationVAO();
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|
|
#ifndef MAGNUM_TARGET_GLES
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|
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void MAGNUM_LOCAL createImplementationVAODSA();
|
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|
#endif
|
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|
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void MAGNUM_LOCAL destroyImplementationDefault();
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|
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void MAGNUM_LOCAL destroyImplementationVAO();
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|
|
void attributePointerInternal(const AttributeLayout& attribute);
|
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|
|
void MAGNUM_LOCAL attributePointerImplementationDefault(const AttributeLayout& attribute);
|
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|
|
void MAGNUM_LOCAL attributePointerImplementationVAO(const AttributeLayout& attribute);
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|
|
#ifndef MAGNUM_TARGET_GLES
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|
|
void MAGNUM_LOCAL attributePointerImplementationDSAEXT(const AttributeLayout& attribute);
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|
#endif
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|
void MAGNUM_LOCAL vertexAttribPointer(const AttributeLayout& attribute);
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|
|
#ifndef MAGNUM_TARGET_GLES
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|
|
void MAGNUM_LOCAL vertexAttribDivisorImplementationVAO(GLuint index, GLuint divisor);
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|
|
void MAGNUM_LOCAL vertexAttribDivisorImplementationDSAEXT(GLuint index, GLuint divisor);
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|
|
#elif defined(MAGNUM_TARGET_GLES2)
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|
|
void MAGNUM_LOCAL vertexAttribDivisorImplementationANGLE(GLuint index, GLuint divisor);
|
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|
|
#ifndef MAGNUM_TARGET_WEBGL
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|
|
void MAGNUM_LOCAL vertexAttribDivisorImplementationEXT(GLuint index, GLuint divisor);
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|
|
void MAGNUM_LOCAL vertexAttribDivisorImplementationNV(GLuint index, GLuint divisor);
|
|
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|
|
#endif
|
|
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|
|
#endif
|
|
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|
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|
|
void MAGNUM_LOCAL bindIndexBufferImplementationDefault(Buffer&);
|
|
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|
|
void MAGNUM_LOCAL bindIndexBufferImplementationVAO(Buffer& buffer);
|
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|
|
void MAGNUM_LOCAL bindImplementationDefault();
|
|
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|
|
void MAGNUM_LOCAL bindImplementationVAO();
|
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|
|
void MAGNUM_LOCAL unbindImplementationDefault();
|
|
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|
|
void MAGNUM_LOCAL unbindImplementationVAO();
|
|
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|
|
|
|
|
|
|
#ifdef MAGNUM_TARGET_GLES2
|
|
|
|
|
void MAGNUM_LOCAL drawArraysInstancedImplementationANGLE(GLint baseVertex, GLsizei count, GLsizei instanceCount);
|
|
|
|
|
#ifndef MAGNUM_TARGET_WEBGL
|
|
|
|
|
void MAGNUM_LOCAL drawArraysInstancedImplementationEXT(GLint baseVertex, GLsizei count, GLsizei instanceCount);
|
|
|
|
|
void MAGNUM_LOCAL drawArraysInstancedImplementationNV(GLint baseVertex, GLsizei count, GLsizei instanceCount);
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
void MAGNUM_LOCAL drawElementsInstancedImplementationANGLE(GLsizei count, GLintptr indexOffset, GLsizei instanceCount);
|
|
|
|
|
#ifndef MAGNUM_TARGET_WEBGL
|
|
|
|
|
void MAGNUM_LOCAL drawElementsInstancedImplementationEXT(GLsizei count, GLintptr indexOffset, GLsizei instanceCount);
|
|
|
|
|
void MAGNUM_LOCAL drawElementsInstancedImplementationNV(GLsizei count, GLintptr indexOffset, GLsizei instanceCount);
|
|
|
|
|
#endif
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
GLuint _id;
|
|
|
|
|
MeshPrimitive _primitive;
|
|
|
|
|
ObjectFlags _flags;
|
|
|
|
|
Int _count, _baseVertex, _instanceCount;
|
|
|
|
|
#ifndef MAGNUM_TARGET_GLES
|
|
|
|
|
UnsignedInt _baseInstance;
|
|
|
|
|
#endif
|
|
|
|
|
#ifndef MAGNUM_TARGET_GLES2
|
|
|
|
|
UnsignedInt _indexStart, _indexEnd;
|
|
|
|
|
#endif
|
|
|
|
|
GLintptr _indexOffset;
|
|
|
|
|
IndexType _indexType;
|
|
|
|
|
Buffer* _indexBuffer;
|
|
|
|
|
|
|
|
|
|
std::vector<AttributeLayout> _attributes;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
/** @debugoperatorenum{Magnum::MeshPrimitive} */
|
|
|
|
|
Debug MAGNUM_EXPORT operator<<(Debug debug, MeshPrimitive value);
|
|
|
|
|
|
|
|
|
|
/** @debugoperatorclassenum{Magnum::Mesh,Magnum::Mesh::IndexType} */
|
|
|
|
|
Debug MAGNUM_EXPORT operator<<(Debug debug, Mesh::IndexType value);
|
|
|
|
|
|
|
|
|
|
inline GLuint Mesh::release() {
|
|
|
|
|
const GLuint id = _id;
|
|
|
|
|
_id = 0;
|
|
|
|
|
return id;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
namespace Corrade { namespace Utility {
|
|
|
|
|
|
|
|
|
|
/** @configurationvalue{Magnum::MeshPrimitive} */
|
|
|
|
|
template<> struct MAGNUM_EXPORT ConfigurationValue<Magnum::MeshPrimitive> {
|
|
|
|
|
ConfigurationValue() = delete;
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Writes enum value as string
|
|
|
|
|
*
|
|
|
|
|
* If the value is invalid, returns empty string.
|
|
|
|
|
*/
|
|
|
|
|
static std::string toString(Magnum::MeshPrimitive value, ConfigurationValueFlags);
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Reads enum value as string
|
|
|
|
|
*
|
|
|
|
|
* If the value is invalid, returns @ref Magnum::MeshPrimitive::Points "MeshPrimitive::Points".
|
|
|
|
|
*/
|
|
|
|
|
static Magnum::MeshPrimitive fromString(const std::string& stringValue, ConfigurationValueFlags);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
/** @configurationvalue{Magnum::Mesh::IndexType} */
|
|
|
|
|
template<> struct MAGNUM_EXPORT ConfigurationValue<Magnum::Mesh::IndexType> {
|
|
|
|
|
ConfigurationValue() = delete;
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Write enum value as string
|
|
|
|
|
*
|
|
|
|
|
* If the value is invalid, returns empty string.
|
|
|
|
|
*/
|
|
|
|
|
static std::string toString(Magnum::Mesh::IndexType value, ConfigurationValueFlags);
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Read enum value as string
|
|
|
|
|
*
|
|
|
|
|
* If the value is invalid, returns @ref Magnum::Mesh::IndexType::UnsignedInt "Mesh::IndexType::UnsignedInt".
|
|
|
|
|
*/
|
|
|
|
|
static Magnum::Mesh::IndexType fromString(const std::string& stringValue, ConfigurationValueFlags);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
}}
|
|
|
|
|
|
|
|
|
|
#endif
|