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/*
This file is part of Magnum.
Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018, 2019,
2020, 2021 Vladimír Vondruš <mosra@centrum.cz>
Permission is hereby granted, free of charge, to any person obtaining a
copy of this software and associated documentation files (the "Software"),
to deal in the Software without restriction, including without limitation
the rights to use, copy, modify, merge, publish, distribute, sublicense,
and/or sell copies of the Software, and to permit persons to whom the
Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included
in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
DEALINGS IN THE SOFTWARE.
*/
#include "Compile.h"
#include <Corrade/Containers/Optional.h>
#include <Corrade/Containers/StridedArrayView.h>
#include "Magnum/GL/Buffer.h"
#include "Magnum/GL/Mesh.h"
#include "Magnum/Math/Vector3.h"
#include "Magnum/MeshTools/GenerateNormals.h"
#include "Magnum/MeshTools/Duplicate.h"
#include "Magnum/MeshTools/Interleave.h"
#include "Magnum/Trade/MeshData.h"
#ifdef MAGNUM_BUILD_DEPRECATED
#include <Corrade/Containers/ArrayViewStl.h>
#include "Magnum/Math/Color.h"
#include "Magnum/MeshTools/CompressIndices.h"
#define _MAGNUM_NO_DEPRECATED_MESHDATA /* So it doesn't yell here */
#include "Magnum/Trade/MeshData2D.h"
#include "Magnum/Trade/MeshData3D.h"
#endif
/* This header is included only privately and doesn't introduce any linker
dependency, thus it's completely safe */
#include "Magnum/Shaders/GenericGL.h"
namespace Magnum { namespace MeshTools {
namespace {
GL::Mesh compileInternal(const Trade::MeshData& meshData, GL::Buffer&& indices, GL::Buffer&& vertices, const CompileFlags flags) {
/* Only this one flag is allowed at this point */
CORRADE_INTERNAL_ASSERT(!(flags & ~CompileFlag::NoWarnOnCustomAttributes));
CORRADE_ASSERT((!meshData.isIndexed() || indices.id()) && vertices.id(),
"MeshTools::compile(): invalid external buffer(s)", GL::Mesh{});
/* Basics */
GL::Mesh mesh;
mesh.setPrimitive(meshData.primitive());
/* Vertex data */
GL::Buffer verticesRef = GL::Buffer::wrap(vertices.id(), GL::Buffer::TargetHint::Array);
/* Ensure each known attribute gets bound only once. There's 16 generic
attribs at most. */
Math::BoolVector<16> boundAttributes;
for(UnsignedInt i = 0; i != meshData.attributeCount(); ++i) {
Containers::Optional<GL::DynamicAttribute> attribute;
/* Ignore implementation-specific formats because GL needs three
separate values to describe them so there's no way to put them in a
single 32-bit value :( */
const VertexFormat format = meshData.attributeFormat(i);
if(isVertexFormatImplementationSpecific(format)) {
if(!(flags & CompileFlag::NoWarnOnCustomAttributes))
Warning{} << "MeshTools::compile(): ignoring attribute" << meshData.attributeName(i) << "with an implementation-specific format" << reinterpret_cast<void*>(vertexFormatUnwrap(format));
continue;
}
switch(meshData.attributeName(i)) {
case Trade::MeshAttribute::Position:
/* Pick 3D position always, the format will properly reduce it
to a 2-component version if needed */
attribute.emplace(Shaders::GenericGL3D::Position{}, format);
break;
case Trade::MeshAttribute::TextureCoordinates:
/** @todo have Generic2D derived from Generic that has all
attribute definitions common for 2D and 3D */
attribute.emplace(Shaders::GenericGL2D::TextureCoordinates{}, format);
break;
case Trade::MeshAttribute::Color:
/** @todo have Generic2D derived from Generic that has all
attribute definitions common for 2D and 3D */
/* Pick Color4 always, the format will properly reduce it to a
3-component version if needed */
attribute.emplace(Shaders::GenericGL2D::Color4{}, format);
break;
case Trade::MeshAttribute::Tangent:
/* Pick Tangent4 always, the format will properly reduce it to
a 3-component version if needed */
attribute.emplace(Shaders::GenericGL3D::Tangent4{}, format);
break;
case Trade::MeshAttribute::Bitangent:
attribute.emplace(Shaders::GenericGL3D::Bitangent{}, format);
break;
case Trade::MeshAttribute::Normal:
attribute.emplace(Shaders::GenericGL3D::Normal{}, format);
break;
#ifndef MAGNUM_TARGET_GLES2
case Trade::MeshAttribute::ObjectId:
attribute.emplace(Shaders::GenericGL3D::ObjectId{}, format);
break;
#endif
/* To avoid the compiler warning that we didn't handle an enum
value. For these a runtime warning is printed below. */
/* LCOV_EXCL_START */
#ifdef MAGNUM_TARGET_GLES2
case Trade::MeshAttribute::ObjectId:
#endif
case Trade::MeshAttribute::Custom:
break;
/* LCOV_EXCL_STOP */
}
if(!attribute) {
if(!Trade::isMeshAttributeCustom(meshData.attributeName(i)) || !(flags & CompileFlag::NoWarnOnCustomAttributes))
Warning{} << "MeshTools::compile(): ignoring unknown/unsupported attribute" << meshData.attributeName(i);
continue;
}
/* Ensure each attribute gets bound only once -- so for example when
there are two texture coordinate sets, we don't bind them both to
the same slot, effectively ignoring the first one */
/** @todo revisit when there are secondary generic texture coordinates */
if(boundAttributes[attribute->location()])
continue;
boundAttributes.set(attribute->location(), true);
/* For the first attribute move the buffer in, for all others use the
reference */
if(vertices.id()) mesh.addVertexBuffer(std::move(vertices),
meshData.attributeOffset(i), meshData.attributeStride(i),
*attribute);
else mesh.addVertexBuffer(verticesRef, meshData.attributeOffset(i),
meshData.attributeStride(i), *attribute);
}
if(meshData.isIndexed()) {
mesh.setIndexBuffer(std::move(indices), 0, meshData.indexType())
.setCount(meshData.indexCount());
} else mesh.setCount(meshData.vertexCount());
return mesh;
}
GL::Mesh compileInternal(const Trade::MeshData& meshData, const CompileFlags flags) {
GL::Buffer indices{NoCreate};
if(meshData.isIndexed()) {
indices = GL::Buffer{GL::Buffer::TargetHint::ElementArray};
indices.setData(meshData.indexData());
}
GL::Buffer vertices{GL::Buffer::TargetHint::Array};
vertices.setData(meshData.vertexData());
return compileInternal(meshData, std::move(indices), std::move(vertices), flags);
}
}
GL::Mesh compile(const Trade::MeshData& meshData, GL::Buffer&& indices, GL::Buffer&& vertices) {
return compileInternal(meshData, std::move(indices), std::move(vertices), {});
}
GL::Mesh compile(const Trade::MeshData& meshData, GL::Buffer& indices, GL::Buffer& vertices) {
return compileInternal(meshData, GL::Buffer::wrap(indices.id(), GL::Buffer::TargetHint::ElementArray), GL::Buffer::wrap(vertices.id(), GL::Buffer::TargetHint::Array), CompileFlag::NoWarnOnCustomAttributes);
}
GL::Mesh compile(const Trade::MeshData& meshData, GL::Buffer& indices, GL::Buffer&& vertices) {
return compileInternal(meshData, GL::Buffer::wrap(indices.id(), GL::Buffer::TargetHint::ElementArray), std::move(vertices), CompileFlag::NoWarnOnCustomAttributes);
}
GL::Mesh compile(const Trade::MeshData& meshData, GL::Buffer&& indices, GL::Buffer& vertices) {
return compileInternal(meshData, std::move(indices), GL::Buffer::wrap(vertices.id(), GL::Buffer::TargetHint::Array), CompileFlag::NoWarnOnCustomAttributes);
}
GL::Mesh compile(const Trade::MeshData& meshData) {
return compileInternal(meshData, {});
}
GL::Mesh compile(const Trade::MeshData& meshData, CompileFlags flags) {
/* If we want to generate normals, prepare a new mesh data and recurse,
with the flags unset */
if(meshData.primitive() == MeshPrimitive::Triangles && (flags & (CompileFlag::GenerateFlatNormals|CompileFlag::GenerateSmoothNormals))) {
CORRADE_ASSERT(meshData.attributeCount(Trade::MeshAttribute::Position),
"MeshTools::compile(): the mesh has no positions, can't generate normals", GL::Mesh{});
/* This could fire if we have 2D positions or for packed formats */
CORRADE_ASSERT(meshData.attributeFormat(Trade::MeshAttribute::Position) == VertexFormat::Vector3,
"MeshTools::compile(): can't generate normals for" << meshData.attributeFormat(Trade::MeshAttribute::Position) << "positions", GL::Mesh{});
/* If the data already have a normal array, reuse its location,
otherwise mix in an extra one */
Trade::MeshAttributeData normalAttribute;
Containers::ArrayView<const Trade::MeshAttributeData> extra;
if(!meshData.hasAttribute(Trade::MeshAttribute::Normal)) {
normalAttribute = Trade::MeshAttributeData{
Trade::MeshAttribute::Normal, VertexFormat::Vector3,
nullptr};
extra = {&normalAttribute, 1};
/* If we reuse a normal location, expect correct type */
} else CORRADE_ASSERT(meshData.attributeFormat(Trade::MeshAttribute::Normal) == VertexFormat::Vector3,
"MeshTools::compile(): can't generate normals into" << meshData.attributeFormat(Trade::MeshAttribute::Normal), GL::Mesh{});
/* If we want flat normals, we need to first duplicate everything using
the index buffer. Otherwise just interleave the potential extra
normal attribute in. */
Trade::MeshData generated{MeshPrimitive::Points, 0};
if(flags & CompileFlag::GenerateFlatNormals && meshData.isIndexed())
generated = duplicate(meshData, extra);
else
generated = interleave(meshData, extra);
/* Generate the normals. If we don't have the index buffer, we can only
generate flat ones. */
if(flags & CompileFlag::GenerateFlatNormals || !meshData.isIndexed())
generateFlatNormalsInto(
generated.attribute<Vector3>(Trade::MeshAttribute::Position),
generated.mutableAttribute<Vector3>(Trade::MeshAttribute::Normal));
else
generateSmoothNormalsInto(generated.indices(),
generated.attribute<Vector3>(Trade::MeshAttribute::Position),
generated.mutableAttribute<Vector3>(Trade::MeshAttribute::Normal));
return compile(generated, flags & ~(CompileFlag::GenerateFlatNormals|CompileFlag::GenerateSmoothNormals));
}
flags &= ~(CompileFlag::GenerateFlatNormals|CompileFlag::GenerateSmoothNormals);
CORRADE_INTERNAL_ASSERT(!(flags & ~CompileFlag::NoWarnOnCustomAttributes));
return compileInternal(meshData, flags);
}
#ifdef MAGNUM_BUILD_DEPRECATED
CORRADE_IGNORE_DEPRECATED_PUSH
GL::Mesh compile(const Trade::MeshData2D& meshData) {
GL::Mesh mesh;
mesh.setPrimitive(meshData.primitive());
/* Decide about stride and offsets */
UnsignedInt stride = sizeof(Shaders::Generic2D::Position::Type);
UnsignedInt textureCoordsOffset = sizeof(Shaders::Generic2D::Position::Type);
UnsignedInt colorsOffset = sizeof(Shaders::Generic2D::Position::Type);
if(meshData.hasTextureCoords2D()) {
stride += sizeof(Shaders::Generic2D::TextureCoordinates::Type);
colorsOffset += sizeof(Shaders::Generic2D::TextureCoordinates::Type);
}
if(meshData.hasColors())
stride += sizeof(Shaders::Generic2D::Color4::Type);
/* Create vertex buffer */
GL::Buffer vertexBuffer{GL::Buffer::TargetHint::Array};
GL::Buffer vertexBufferRef = GL::Buffer::wrap(vertexBuffer.id(), GL::Buffer::TargetHint::Array);
/* Interleave positions and put them in with ownership transfer, use the
ref for the rest */
Containers::Array<char> data = MeshTools::interleave(
meshData.positions(0),
stride - sizeof(Shaders::Generic2D::Position::Type));
mesh.addVertexBuffer(std::move(vertexBuffer), 0,
Shaders::Generic2D::Position(),
stride - sizeof(Shaders::Generic2D::Position::Type));
/* Add also texture coordinates, if present */
if(meshData.hasTextureCoords2D()) {
MeshTools::interleaveInto(data,
textureCoordsOffset,
meshData.textureCoords2D(0),
stride - textureCoordsOffset - sizeof(Shaders::Generic2D::TextureCoordinates::Type));
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
}}