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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, 2016, 2017, 2018, 2019,
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2020, 2021 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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#include "Compile.h"
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#include <Corrade/Containers/Optional.h>
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#include <Corrade/Containers/StridedArrayView.h>
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#include "Magnum/GL/Buffer.h"
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#include "Magnum/GL/Mesh.h"
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#include "Magnum/Math/Vector3.h"
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#include "Magnum/MeshTools/GenerateNormals.h"
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#include "Magnum/MeshTools/Duplicate.h"
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#include "Magnum/MeshTools/Interleave.h"
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#include "Magnum/Trade/MeshData.h"
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#ifdef MAGNUM_BUILD_DEPRECATED
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#include <Corrade/Containers/ArrayViewStl.h>
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#include "Magnum/Math/Color.h"
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#include "Magnum/MeshTools/CompressIndices.h"
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#define _MAGNUM_NO_DEPRECATED_MESHDATA /* So it doesn't yell here */
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#include "Magnum/Trade/MeshData2D.h"
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#include "Magnum/Trade/MeshData3D.h"
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#endif
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/* This header is included only privately and doesn't introduce any linker
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dependency, thus it's completely safe */
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#include "Magnum/Shaders/GenericGL.h"
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namespace Magnum { namespace MeshTools {
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namespace {
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GL::Mesh compileInternal(const Trade::MeshData& meshData, GL::Buffer&& indices, GL::Buffer&& vertices, const CompileFlags flags) {
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/* Only this one flag is allowed at this point */
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CORRADE_INTERNAL_ASSERT(!(flags & ~CompileFlag::NoWarnOnCustomAttributes));
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CORRADE_ASSERT((!meshData.isIndexed() || indices.id()) && vertices.id(),
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"MeshTools::compile(): invalid external buffer(s)", GL::Mesh{});
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/* Basics */
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GL::Mesh mesh;
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mesh.setPrimitive(meshData.primitive());
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/* Vertex data */
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GL::Buffer verticesRef = GL::Buffer::wrap(vertices.id(), GL::Buffer::TargetHint::Array);
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/* Ensure each known attribute gets bound only once. There's 16 generic
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attribs at most. */
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Math::BoolVector<16> boundAttributes;
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for(UnsignedInt i = 0; i != meshData.attributeCount(); ++i) {
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Containers::Optional<GL::DynamicAttribute> attribute;
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/* Ignore implementation-specific formats because GL needs three
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separate values to describe them so there's no way to put them in a
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single 32-bit value :( */
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const VertexFormat format = meshData.attributeFormat(i);
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if(isVertexFormatImplementationSpecific(format)) {
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if(!(flags & CompileFlag::NoWarnOnCustomAttributes))
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Warning{} << "MeshTools::compile(): ignoring attribute" << meshData.attributeName(i) << "with an implementation-specific format" << reinterpret_cast<void*>(vertexFormatUnwrap(format));
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continue;
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}
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switch(meshData.attributeName(i)) {
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case Trade::MeshAttribute::Position:
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/* Pick 3D position always, the format will properly reduce it
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to a 2-component version if needed */
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attribute.emplace(Shaders::GenericGL3D::Position{}, format);
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break;
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case Trade::MeshAttribute::TextureCoordinates:
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/** @todo have Generic2D derived from Generic that has all
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attribute definitions common for 2D and 3D */
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attribute.emplace(Shaders::GenericGL2D::TextureCoordinates{}, format);
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break;
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case Trade::MeshAttribute::Color:
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/** @todo have Generic2D derived from Generic that has all
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attribute definitions common for 2D and 3D */
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/* Pick Color4 always, the format will properly reduce it to a
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3-component version if needed */
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attribute.emplace(Shaders::GenericGL2D::Color4{}, format);
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break;
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case Trade::MeshAttribute::Tangent:
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/* Pick Tangent4 always, the format will properly reduce it to
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a 3-component version if needed */
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attribute.emplace(Shaders::GenericGL3D::Tangent4{}, format);
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break;
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case Trade::MeshAttribute::Bitangent:
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attribute.emplace(Shaders::GenericGL3D::Bitangent{}, format);
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break;
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case Trade::MeshAttribute::Normal:
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attribute.emplace(Shaders::GenericGL3D::Normal{}, format);
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break;
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#ifndef MAGNUM_TARGET_GLES2
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case Trade::MeshAttribute::ObjectId:
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attribute.emplace(Shaders::GenericGL3D::ObjectId{}, format);
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break;
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#endif
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/* To avoid the compiler warning that we didn't handle an enum
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value. For these a runtime warning is printed below. */
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/* LCOV_EXCL_START */
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#ifdef MAGNUM_TARGET_GLES2
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case Trade::MeshAttribute::ObjectId:
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#endif
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case Trade::MeshAttribute::Custom:
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break;
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/* LCOV_EXCL_STOP */
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}
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if(!attribute) {
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if(!Trade::isMeshAttributeCustom(meshData.attributeName(i)) || !(flags & CompileFlag::NoWarnOnCustomAttributes))
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Warning{} << "MeshTools::compile(): ignoring unknown/unsupported attribute" << meshData.attributeName(i);
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continue;
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}
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/* Ensure each attribute gets bound only once -- so for example when
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there are two texture coordinate sets, we don't bind them both to
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the same slot, effectively ignoring the first one */
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/** @todo revisit when there are secondary generic texture coordinates */
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if(boundAttributes[attribute->location()])
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continue;
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boundAttributes.set(attribute->location(), true);
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/* Negative strides are not supported by GL, zero strides are
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understood as tightly packed instead of all attributes having the
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same value */
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const Int stride = meshData.attributeStride(i);
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CORRADE_ASSERT(stride > 0,
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"MeshTools::compile():" << meshData.attributeName(i) << "stride of" << stride << "bytes isn't supported by OpenGL", GL::Mesh{});
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/* For the first attribute move the buffer in, for all others use the
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reference */
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if(vertices.id()) mesh.addVertexBuffer(std::move(vertices),
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meshData.attributeOffset(i), stride, *attribute);
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else mesh.addVertexBuffer(verticesRef, meshData.attributeOffset(i),
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stride, *attribute);
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}
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if(meshData.isIndexed()) {
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CORRADE_ASSERT(Short(meshIndexTypeSize(meshData.indexType())) == meshData.indexStride(),
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"MeshTools::compile():" << meshData.indexType() << "with stride of" << meshData.indexStride() << "bytes isn't supported by OpenGL", GL::Mesh{});
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mesh.setIndexBuffer(std::move(indices), meshData.indexOffset(), meshData.indexType())
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.setCount(meshData.indexCount());
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} else mesh.setCount(meshData.vertexCount());
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return mesh;
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}
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GL::Mesh compileInternal(const Trade::MeshData& meshData, const CompileFlags flags) {
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GL::Buffer indices{NoCreate};
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if(meshData.isIndexed()) {
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indices = GL::Buffer{GL::Buffer::TargetHint::ElementArray};
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indices.setData(meshData.indexData());
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}
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GL::Buffer vertices{GL::Buffer::TargetHint::Array};
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vertices.setData(meshData.vertexData());
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return compileInternal(meshData, std::move(indices), std::move(vertices), flags);
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}
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}
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GL::Mesh compile(const Trade::MeshData& meshData, GL::Buffer&& indices, GL::Buffer&& vertices) {
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return compileInternal(meshData, std::move(indices), std::move(vertices), {});
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}
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GL::Mesh compile(const Trade::MeshData& meshData, GL::Buffer& indices, GL::Buffer& vertices) {
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return compileInternal(meshData, GL::Buffer::wrap(indices.id(), GL::Buffer::TargetHint::ElementArray), GL::Buffer::wrap(vertices.id(), GL::Buffer::TargetHint::Array), CompileFlag::NoWarnOnCustomAttributes);
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}
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GL::Mesh compile(const Trade::MeshData& meshData, GL::Buffer& indices, GL::Buffer&& vertices) {
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return compileInternal(meshData, GL::Buffer::wrap(indices.id(), GL::Buffer::TargetHint::ElementArray), std::move(vertices), CompileFlag::NoWarnOnCustomAttributes);
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}
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GL::Mesh compile(const Trade::MeshData& meshData, GL::Buffer&& indices, GL::Buffer& vertices) {
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return compileInternal(meshData, std::move(indices), GL::Buffer::wrap(vertices.id(), GL::Buffer::TargetHint::Array), CompileFlag::NoWarnOnCustomAttributes);
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}
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GL::Mesh compile(const Trade::MeshData& meshData) {
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return compileInternal(meshData, {});
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}
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GL::Mesh compile(const Trade::MeshData& meshData, CompileFlags flags) {
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/* If we want to generate normals, prepare a new mesh data and recurse,
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with the flags unset */
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if(meshData.primitive() == MeshPrimitive::Triangles && (flags & (CompileFlag::GenerateFlatNormals|CompileFlag::GenerateSmoothNormals))) {
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CORRADE_ASSERT(meshData.attributeCount(Trade::MeshAttribute::Position),
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"MeshTools::compile(): the mesh has no positions, can't generate normals", GL::Mesh{});
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/* This could fire if we have 2D positions or for packed formats */
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CORRADE_ASSERT(meshData.attributeFormat(Trade::MeshAttribute::Position) == VertexFormat::Vector3,
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"MeshTools::compile(): can't generate normals for" << meshData.attributeFormat(Trade::MeshAttribute::Position) << "positions", GL::Mesh{});
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/* If the data already have a normal array, reuse its location,
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otherwise mix in an extra one */
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Trade::MeshAttributeData normalAttribute;
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Containers::ArrayView<const Trade::MeshAttributeData> extra;
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if(!meshData.hasAttribute(Trade::MeshAttribute::Normal)) {
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normalAttribute = Trade::MeshAttributeData{
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Trade::MeshAttribute::Normal, VertexFormat::Vector3,
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nullptr};
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extra = {&normalAttribute, 1};
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/* If we reuse a normal location, expect correct type */
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} else CORRADE_ASSERT(meshData.attributeFormat(Trade::MeshAttribute::Normal) == VertexFormat::Vector3,
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"MeshTools::compile(): can't generate normals into" << meshData.attributeFormat(Trade::MeshAttribute::Normal), GL::Mesh{});
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/* If we want flat normals, we need to first duplicate everything using
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the index buffer. Otherwise just interleave the potential extra
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normal attribute in. */
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Trade::MeshData generated{MeshPrimitive::Points, 0};
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if(flags & CompileFlag::GenerateFlatNormals && meshData.isIndexed())
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generated = duplicate(meshData, extra);
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else
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generated = interleave(meshData, extra);
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/* Generate the normals. If we don't have the index buffer, we can only
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generate flat ones. */
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if(flags & CompileFlag::GenerateFlatNormals || !meshData.isIndexed())
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generateFlatNormalsInto(
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generated.attribute<Vector3>(Trade::MeshAttribute::Position),
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generated.mutableAttribute<Vector3>(Trade::MeshAttribute::Normal));
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else
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generateSmoothNormalsInto(generated.indices(),
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generated.attribute<Vector3>(Trade::MeshAttribute::Position),
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generated.mutableAttribute<Vector3>(Trade::MeshAttribute::Normal));
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return compile(generated, flags & ~(CompileFlag::GenerateFlatNormals|CompileFlag::GenerateSmoothNormals));
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}
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flags &= ~(CompileFlag::GenerateFlatNormals|CompileFlag::GenerateSmoothNormals);
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CORRADE_INTERNAL_ASSERT(!(flags & ~CompileFlag::NoWarnOnCustomAttributes));
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return compileInternal(meshData, flags);
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}
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#ifdef MAGNUM_BUILD_DEPRECATED
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CORRADE_IGNORE_DEPRECATED_PUSH
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GL::Mesh compile(const Trade::MeshData2D& meshData) {
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GL::Mesh mesh;
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mesh.setPrimitive(meshData.primitive());
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/* Decide about stride and offsets */
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UnsignedInt stride = sizeof(Shaders::Generic2D::Position::Type);
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UnsignedInt textureCoordsOffset = sizeof(Shaders::Generic2D::Position::Type);
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UnsignedInt colorsOffset = sizeof(Shaders::Generic2D::Position::Type);
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if(meshData.hasTextureCoords2D()) {
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stride += sizeof(Shaders::Generic2D::TextureCoordinates::Type);
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colorsOffset += sizeof(Shaders::Generic2D::TextureCoordinates::Type);
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}
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if(meshData.hasColors())
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stride += sizeof(Shaders::Generic2D::Color4::Type);
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/* Create vertex buffer */
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GL::Buffer vertexBuffer{GL::Buffer::TargetHint::Array};
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GL::Buffer vertexBufferRef = GL::Buffer::wrap(vertexBuffer.id(), GL::Buffer::TargetHint::Array);
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/* Interleave positions and put them in with ownership transfer, use the
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ref for the rest */
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Containers::Array<char> data = MeshTools::interleave(
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meshData.positions(0),
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stride - sizeof(Shaders::Generic2D::Position::Type));
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mesh.addVertexBuffer(std::move(vertexBuffer), 0,
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Shaders::Generic2D::Position(),
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stride - sizeof(Shaders::Generic2D::Position::Type));
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/* Add also texture coordinates, if present */
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if(meshData.hasTextureCoords2D()) {
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MeshTools::interleaveInto(data,
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textureCoordsOffset,
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meshData.textureCoords2D(0),
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stride - textureCoordsOffset - sizeof(Shaders::Generic2D::TextureCoordinates::Type));
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mesh.addVertexBuffer(vertexBufferRef, 0,
|
|
|
|
|
textureCoordsOffset,
|
|
|
|
|
Shaders::Generic2D::TextureCoordinates(),
|
|
|
|
|
stride - textureCoordsOffset - sizeof(Shaders::Generic2D::TextureCoordinates::Type));
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* Add also colors, if present */
|
|
|
|
|
if(meshData.hasColors()) {
|
|
|
|
|
MeshTools::interleaveInto(data,
|
|
|
|
|
colorsOffset,
|
|
|
|
|
meshData.colors(0),
|
|
|
|
|
stride - colorsOffset - sizeof(Shaders::Generic3D::Color4::Type));
|
|
|
|
|
mesh.addVertexBuffer(vertexBufferRef, 0,
|
|
|
|
|
colorsOffset,
|
|
|
|
|
Shaders::Generic3D::Color4(),
|
|
|
|
|
stride - colorsOffset - sizeof(Shaders::Generic3D::Color4::Type));
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* Fill vertex buffer with interleaved data */
|
|
|
|
|
vertexBufferRef.setData(data, GL::BufferUsage::StaticDraw);
|
|
|
|
|
|
|
|
|
|
/* If indexed, fill index buffer and configure indexed mesh */
|
|
|
|
|
if(meshData.isIndexed()) {
|
|
|
|
|
Containers::Array<char> indexData;
|
|
|
|
|
MeshIndexType indexType;
|
|
|
|
|
UnsignedInt indexStart, indexEnd;
|
|
|
|
|
std::tie(indexData, indexType, indexStart, indexEnd) = MeshTools::compressIndices(meshData.indices());
|
|
|
|
|
|
|
|
|
|
GL::Buffer indexBuffer{GL::Buffer::TargetHint::ElementArray};
|
|
|
|
|
indexBuffer.setData(indexData, GL::BufferUsage::StaticDraw);
|
|
|
|
|
mesh.setCount(meshData.indices().size())
|
|
|
|
|
.setIndexBuffer(std::move(indexBuffer), 0, indexType, indexStart, indexEnd);
|
|
|
|
|
|
|
|
|
|
/* Else set vertex count */
|
|
|
|
|
} else mesh.setCount(meshData.positions(0).size());
|
|
|
|
|
|
|
|
|
|
return mesh;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
GL::Mesh compile(const Trade::MeshData3D& meshData, CompileFlags flags) {
|
|
|
|
|
GL::Mesh mesh;
|
|
|
|
|
mesh.setPrimitive(meshData.primitive());
|
|
|
|
|
|
|
|
|
|
const bool generateNormals = flags & (CompileFlag::GenerateFlatNormals|CompileFlag::GenerateSmoothNormals) && meshData.primitive() == MeshPrimitive::Triangles;
|
|
|
|
|
|
|
|
|
|
/* Decide about stride and offsets */
|
|
|
|
|
UnsignedInt stride = sizeof(Shaders::Generic3D::Position::Type);
|
|
|
|
|
const UnsignedInt normalOffset = sizeof(Shaders::Generic3D::Position::Type);
|
|
|
|
|
UnsignedInt textureCoordsOffset = sizeof(Shaders::Generic3D::Position::Type);
|
|
|
|
|
UnsignedInt colorsOffset = sizeof(Shaders::Generic3D::Position::Type);
|
|
|
|
|
if(meshData.hasNormals() || generateNormals) {
|
|
|
|
|
stride += sizeof(Shaders::Generic3D::Normal::Type);
|
|
|
|
|
textureCoordsOffset += sizeof(Shaders::Generic3D::Normal::Type);
|
|
|
|
|
colorsOffset += sizeof(Shaders::Generic3D::Normal::Type);
|
|
|
|
|
}
|
|
|
|
|
if(meshData.hasTextureCoords2D()) {
|
|
|
|
|
stride += sizeof(Shaders::Generic3D::TextureCoordinates::Type);
|
|
|
|
|
colorsOffset += sizeof(Shaders::Generic3D::TextureCoordinates::Type);
|
|
|
|
|
}
|
|
|
|
|
if(meshData.hasColors())
|
|
|
|
|
stride += sizeof(Shaders::Generic3D::Color4::Type);
|
|
|
|
|
|
|
|
|
|
/* Create vertex buffer */
|
|
|
|
|
GL::Buffer vertexBuffer{GL::Buffer::TargetHint::Array};
|
|
|
|
|
GL::Buffer vertexBufferRef = GL::Buffer::wrap(vertexBuffer.id(), GL::Buffer::TargetHint::Array);
|
|
|
|
|
|
|
|
|
|
/* Indirect reference to the mesh data -- either directly the original mesh
|
|
|
|
|
data or processed ones */
|
|
|
|
|
Containers::StridedArrayView1D<const Vector3> positions;
|
|
|
|
|
Containers::StridedArrayView1D<const Vector3> normals;
|
|
|
|
|
Containers::StridedArrayView1D<const Vector2> textureCoords2D;
|
|
|
|
|
Containers::StridedArrayView1D<const Color4> colors;
|
|
|
|
|
bool useIndices; /**< @todo turn into a view once compressIndices() takes views */
|
|
|
|
|
|
|
|
|
|
/* If the mesh has no normals, we want to generate them and the mesh is an
|
|
|
|
|
indexed triangle mesh, duplicate all attributes, otherwise just
|
|
|
|
|
reference the original data */
|
|
|
|
|
Containers::Array<Vector3> positionStorage;
|
|
|
|
|
Containers::Array<Vector3> normalStorage;
|
|
|
|
|
Containers::Array<Vector2> textureCoords2DStorage;
|
|
|
|
|
Containers::Array<Color4> colorStorage;
|
|
|
|
|
if(generateNormals) {
|
|
|
|
|
/* If we want flat normals and the mesh is indexed, duplicate all
|
|
|
|
|
attributes */
|
|
|
|
|
if(flags & CompileFlag::GenerateFlatNormals && meshData.isIndexed()) {
|
|
|
|
|
positionStorage = duplicate(
|
|
|
|
|
Containers::stridedArrayView(meshData.indices()), Containers::stridedArrayView(meshData.positions(0)));
|
|
|
|
|
positions = Containers::arrayView(positionStorage);
|
|
|
|
|
if(meshData.hasTextureCoords2D()) {
|
|
|
|
|
textureCoords2DStorage = duplicate(
|
|
|
|
|
Containers::stridedArrayView(meshData.indices()),
|
|
|
|
|
Containers::stridedArrayView(meshData.textureCoords2D(0)));
|
|
|
|
|
textureCoords2D = Containers::arrayView(textureCoords2DStorage);
|
|
|
|
|
}
|
|
|
|
|
if(meshData.hasColors()) {
|
|
|
|
|
colorStorage = duplicate(
|
|
|
|
|
Containers::stridedArrayView(meshData.indices()),
|
|
|
|
|
Containers::stridedArrayView(meshData.colors(0)));
|
|
|
|
|
colors = Containers::arrayView(colorStorage);
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
positions = meshData.positions(0);
|
|
|
|
|
if(meshData.hasTextureCoords2D())
|
|
|
|
|
textureCoords2D = meshData.textureCoords2D(0);
|
|
|
|
|
if(meshData.hasColors())
|
|
|
|
|
colors = meshData.colors(0);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if(flags & CompileFlag::GenerateFlatNormals || !meshData.isIndexed()) {
|
|
|
|
|
normalStorage = generateFlatNormals(positions);
|
|
|
|
|
useIndices = false;
|
|
|
|
|
} else {
|
|
|
|
|
normalStorage = generateSmoothNormals(meshData.indices(), positions);
|
|
|
|
|
useIndices = true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
normals = Containers::arrayView(normalStorage);
|
|
|
|
|
|
|
|
|
|
} else {
|
|
|
|
|
positions = meshData.positions(0);
|
|
|
|
|
if(meshData.hasNormals()) normals = meshData.normals(0);
|
|
|
|
|
if(meshData.hasTextureCoords2D()) textureCoords2D = meshData.textureCoords2D(0);
|
|
|
|
|
if(meshData.hasColors()) colors = meshData.colors(0);
|
|
|
|
|
useIndices = meshData.isIndexed();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* Interleave positions and put them in with ownership transfer, use the
|
|
|
|
|
ref for the rest */
|
|
|
|
|
Containers::Array<char> data = MeshTools::interleave(
|
|
|
|
|
positions,
|
|
|
|
|
stride - sizeof(Shaders::Generic3D::Position::Type));
|
|
|
|
|
mesh.addVertexBuffer(std::move(vertexBuffer), 0,
|
|
|
|
|
Shaders::Generic3D::Position(),
|
|
|
|
|
stride - sizeof(Shaders::Generic3D::Position::Type));
|
|
|
|
|
|
|
|
|
|
/* Add also normals, if present */
|
|
|
|
|
if(normals) {
|
|
|
|
|
MeshTools::interleaveInto(data,
|
|
|
|
|
normalOffset,
|
|
|
|
|
normals,
|
|
|
|
|
stride - normalOffset - sizeof(Shaders::Generic3D::Normal::Type));
|
|
|
|
|
mesh.addVertexBuffer(vertexBufferRef, 0,
|
|
|
|
|
normalOffset,
|
|
|
|
|
Shaders::Generic3D::Normal(),
|
|
|
|
|
stride - normalOffset - sizeof(Shaders::Generic3D::Normal::Type));
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* Add also texture coordinates, if present */
|
|
|
|
|
if(textureCoords2D) {
|
|
|
|
|
MeshTools::interleaveInto(data,
|
|
|
|
|
textureCoordsOffset,
|
|
|
|
|
textureCoords2D,
|
|
|
|
|
stride - textureCoordsOffset - sizeof(Shaders::Generic3D::TextureCoordinates::Type));
|
|
|
|
|
mesh.addVertexBuffer(vertexBufferRef, 0,
|
|
|
|
|
textureCoordsOffset,
|
|
|
|
|
Shaders::Generic3D::TextureCoordinates(),
|
|
|
|
|
stride - textureCoordsOffset - sizeof(Shaders::Generic3D::TextureCoordinates::Type));
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* Add also colors, if present */
|
|
|
|
|
if(colors) {
|
|
|
|
|
MeshTools::interleaveInto(data,
|
|
|
|
|
colorsOffset,
|
|
|
|
|
colors,
|
|
|
|
|
stride - colorsOffset - sizeof(Shaders::Generic3D::Color4::Type));
|
|
|
|
|
mesh.addVertexBuffer(vertexBufferRef, 0,
|
|
|
|
|
colorsOffset,
|
|
|
|
|
Shaders::Generic3D::Color4(),
|
|
|
|
|
stride - colorsOffset - sizeof(Shaders::Generic3D::Color4::Type));
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* Fill vertex buffer with interleaved data */
|
|
|
|
|
vertexBufferRef.setData(data, GL::BufferUsage::StaticDraw);
|
|
|
|
|
|
|
|
|
|
/* If indexed (and the mesh didn't have the vertex data duplicated for flat
|
|
|
|
|
normals), fill index buffer and configure indexed mesh */
|
|
|
|
|
if(useIndices) {
|
|
|
|
|
Containers::Array<char> indexData;
|
|
|
|
|
MeshIndexType indexType;
|
|
|
|
|
UnsignedInt indexStart, indexEnd;
|
|
|
|
|
std::tie(indexData, indexType, indexStart, indexEnd) = MeshTools::compressIndices(meshData.indices());
|
|
|
|
|
|
|
|
|
|
GL::Buffer indexBuffer{GL::Buffer::TargetHint::ElementArray};
|
|
|
|
|
indexBuffer.setData(indexData, GL::BufferUsage::StaticDraw);
|
|
|
|
|
mesh.setCount(meshData.indices().size())
|
|
|
|
|
.setIndexBuffer(std::move(indexBuffer), 0, indexType, indexStart, indexEnd);
|
|
|
|
|
|
|
|
|
|
/* Else set vertex count */
|
|
|
|
|
} else mesh.setCount(positions.size());
|
|
|
|
|
|
|
|
|
|
return mesh;
|
|
|
|
|
}
|
|
|
|
|
CORRADE_IGNORE_DEPRECATED_POP
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
}}
|