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MeshTools: added compile() function.

All-in-one solution for preparing generic meshes with optional normals
and texture coordinates, configured for use with Shaders::Generic.
pull/51/head
Vladimír Vondruš 12 years ago
parent
commit
26e7c9ce34
  1. 2
      src/Magnum/MeshTools/CMakeLists.txt
  2. 160
      src/Magnum/MeshTools/Compile.cpp
  3. 81
      src/Magnum/MeshTools/Compile.h
  4. 2
      src/Magnum/MeshTools/CompressIndices.h

2
src/Magnum/MeshTools/CMakeLists.txt

@ -25,6 +25,7 @@
# Files shared between main library and unit test library
set(MagnumMeshTools_SRCS
Compile.cpp
CompressIndices.cpp
FullScreenTriangle.cpp
Tipsify.cpp)
@ -37,6 +38,7 @@ set(MagnumMeshTools_GracefulAssert_SRCS
set(MagnumMeshTools_HEADERS
CombineIndexedArrays.h
Compile.h
CompressIndices.h
Duplicate.h
FlipNormals.h

160
src/Magnum/MeshTools/Compile.cpp

@ -0,0 +1,160 @@
/*
This file is part of Magnum.
Copyright © 2010, 2011, 2012, 2013, 2014
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 "Magnum/Math/Vector3.h"
#include "Magnum/MeshTools/CompressIndices.h"
#include "Magnum/MeshTools/Interleave.h"
#include "Magnum/Trade/MeshData2D.h"
#include "Magnum/Trade/MeshData3D.h"
/* This header is included only privately and doesn't introduce any linker
dependency, thus it's completely safe */
#include "Magnum/Shaders/Generic.h"
namespace Magnum { namespace MeshTools {
std::tuple<Mesh, std::unique_ptr<Buffer>, std::unique_ptr<Buffer>> compile(const Trade::MeshData2D& meshData, const BufferUsage usage) {
Mesh mesh;
mesh.setPrimitive(meshData.primitive());
/* Decide about stride and offsets */
UnsignedInt stride = sizeof(Shaders::Generic2D::Position::Type);
const UnsignedInt normalOffset = sizeof(Shaders::Generic2D::Position::Type);
if(meshData.hasTextureCoords2D())
stride += sizeof(Shaders::Generic2D::TextureCoordinates::Type);
/* Create vertex buffer */
std::unique_ptr<Buffer> vertexBuffer{new Buffer{Buffer::Target::Array}};
/* Interleave positions */
std::size_t vertexCount;
Containers::Array<char> data;
std::tie(vertexCount, std::ignore, data) = MeshTools::interleave(
meshData.positions(0),
stride - sizeof(Shaders::Generic2D::Position::Type));
mesh.addVertexBuffer(*vertexBuffer, 0,
Shaders::Generic2D::Position(),
stride - sizeof(Shaders::Generic2D::Position::Type));
/* Add also texture coordinates, if present */
if(meshData.hasTextureCoords2D()) {
MeshTools::interleaveInto(data,
normalOffset,
meshData.textureCoords2D(0),
stride - normalOffset - sizeof(Shaders::Generic2D::TextureCoordinates::Type));
mesh.addVertexBuffer(*vertexBuffer, 0,
normalOffset,
Shaders::Generic2D::TextureCoordinates(),
stride - normalOffset - sizeof(Shaders::Generic2D::TextureCoordinates::Type));
}
/* Fill vertex buffer with interleaved data and finalize mesh
configuration */
vertexBuffer->setData(data, BufferUsage::StaticDraw);
mesh.setVertexCount(vertexCount);
/* Fill index buffer */
std::unique_ptr<Buffer> indexBuffer;
if(meshData.isIndexed()) {
indexBuffer.reset(new Buffer{Buffer::Target::ElementArray});
MeshTools::compressIndices(mesh, *indexBuffer, usage, meshData.indices());
}
return std::make_tuple(std::move(mesh), std::move(vertexBuffer), std::move(indexBuffer));
}
std::tuple<Mesh, std::unique_ptr<Buffer>, std::unique_ptr<Buffer>> compile(const Trade::MeshData3D& meshData, const BufferUsage usage) {
Mesh mesh;
mesh.setPrimitive(meshData.primitive());
/* 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);
if(meshData.hasNormals()) {
stride += sizeof(Shaders::Generic3D::Normal::Type);
textureCoordsOffset += sizeof(Shaders::Generic3D::Normal::Type);
}
if(meshData.hasTextureCoords2D())
stride += sizeof(Shaders::Generic3D::TextureCoordinates::Type);
/* Create vertex buffer */
std::unique_ptr<Buffer> vertexBuffer{new Buffer{Buffer::Target::Array}};
/* Interleave positions */
std::size_t vertexCount;
Containers::Array<char> data;
std::tie(vertexCount, std::ignore, data) = MeshTools::interleave(
meshData.positions(0),
stride - sizeof(Shaders::Generic3D::Position::Type));
mesh.addVertexBuffer(*vertexBuffer, 0,
Shaders::Generic3D::Position(),
stride - sizeof(Shaders::Generic3D::Position::Type));
Debug() << stride << sizeof(Shaders::Generic3D::Position::Type) << vertexCount << normalOffset << textureCoordsOffset;
Debug() << data;
/* Add also normals, if present */
if(meshData.hasNormals()) {
MeshTools::interleaveInto(data,
normalOffset,
meshData.normals(0),
stride - normalOffset - sizeof(Shaders::Generic3D::Normal::Type));
mesh.addVertexBuffer(*vertexBuffer, 0,
normalOffset,
Shaders::Generic3D::Normal(),
stride - normalOffset - sizeof(Shaders::Generic3D::Normal::Type));
}
/* Add also texture coordinates, if present */
if(meshData.hasTextureCoords2D()) {
MeshTools::interleaveInto(data,
textureCoordsOffset,
meshData.textureCoords2D(0),
stride - textureCoordsOffset - sizeof(Shaders::Generic3D::TextureCoordinates::Type));
mesh.addVertexBuffer(*vertexBuffer, 0,
textureCoordsOffset,
Shaders::Generic3D::TextureCoordinates(),
stride - textureCoordsOffset - sizeof(Shaders::Generic3D::TextureCoordinates::Type));
}
/* Fill vertex buffer with interleaved data and finalize mesh
configuration */
vertexBuffer->setData(data, BufferUsage::StaticDraw);
mesh.setVertexCount(vertexCount);
/* Fill index buffer */
std::unique_ptr<Buffer> indexBuffer;
if(meshData.isIndexed()) {
indexBuffer.reset(new Buffer{Buffer::Target::ElementArray});
MeshTools::compressIndices(mesh, *indexBuffer, usage, meshData.indices());
}
return std::make_tuple(std::move(mesh), std::move(vertexBuffer), std::move(indexBuffer));
}
}}

81
src/Magnum/MeshTools/Compile.h

@ -0,0 +1,81 @@
#ifndef Magnum_MeshTools_Compile_h
#define Magnum_MeshTools_Compile_h
/*
This file is part of Magnum.
Copyright © 2010, 2011, 2012, 2013, 2014
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.
*/
/** @file
* @brief Function @ref Magnum::MeshTools::compile()
*/
#include <tuple>
#include <memory>
#include "Magnum/Magnum.h"
#include "Magnum/Trade/Trade.h"
#include "Magnum/MeshTools/visibility.h"
namespace Magnum { namespace MeshTools {
/**
@brief Compile 2D mesh data
Configures mesh for @ref Shaders::Generic2D shader with vertex buffer and
possibly also index buffer, if the mesh is indexed. Positions are bound to
@ref Shaders::Generic2D::Position attribute. If the mesh contains texture
coordinates, they are bound to @ref Shaders::Generic2D::TextureCoordinates
attribute. No data compression or index optimization (except for index buffer
packing) is done. The @p usage parameter is used for both vertex and index
buffer.
The second returned buffer may be `nullptr` if the mesh is not indexed.
This is just a convenience function for creating generic meshes, you might want
to use @ref interleave() and @ref compressIndices() functions instead for
greater flexibility.
*/
MAGNUM_MESHTOOLS_EXPORT std::tuple<Mesh, std::unique_ptr<Buffer>, std::unique_ptr<Buffer>> compile(const Trade::MeshData2D& meshData, BufferUsage usage);
/**
@brief Compile 3D mesh data
Configures mesh for @ref Shaders::Generic3D shader with vertex buffer and
possibly also index buffer, if the mesh is indexed. Positions are bound to
@ref Shaders::Generic3D::Position attribute. If the mesh contains normals, they
are bound to @ref Shaders::Generic3D::Normal attribute, texture coordinates are
bound to @ref Shaders::Generic2D::TextureCoordinates attribute. No data
compression or index optimization (except for index buffer packing) is done.
The @p usage parameter is used for both vertex and index buffer.
The second returned buffer may be `nullptr` if the mesh is not indexed.
This is just a convenience function for creating generic meshes, you might want
to use @ref interleave() and @ref compressIndices() functions instead for
greater flexibility.
*/
MAGNUM_MESHTOOLS_EXPORT std::tuple<Mesh, std::unique_ptr<Buffer>, std::unique_ptr<Buffer>> compile(const Trade::MeshData3D& meshData, BufferUsage usage);
}}
#endif

2
src/Magnum/MeshTools/CompressIndices.h

@ -69,7 +69,7 @@ function writes the output to given buffer and calls @ref Mesh::setIndexCount()
and @ref Mesh::setIndexBuffer(), thus you don't need to do anything else for
mesh index configuration.
@see @ref MeshTools::interleave()
@see @ref MeshTools::interleave(), @ref MeshTools::compile()
*/
void MAGNUM_MESHTOOLS_EXPORT compressIndices(Mesh& mesh, Buffer& buffer, BufferUsage usage, const std::vector<UnsignedInt>& indices);

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