#ifndef Magnum_MeshTools_Interleave_h #define Magnum_MeshTools_Interleave_h /* Copyright © 2010, 2011, 2012 Vladimír Vondruš This file is part of Magnum. Magnum is free software: you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License version 3 only, as published by the Free Software Foundation. Magnum is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License version 3 for more details. */ /** @file * @brief Function Magnum::MeshTools::interleave() */ #include #include #include #include #include "Mesh.h" #include "Buffer.h" namespace Magnum { namespace MeshTools { #ifndef DOXYGEN_GENERATING_OUTPUT namespace Implementation { class Interleave { public: inline Interleave(): _attributeCount(0), _stride(0), _data(nullptr) {} template std::tuple operator()(const std::vector&... attributes) { /* Compute buffer size and stride */ _attributeCount = attributeCount(attributes...); if(_attributeCount) { _stride = stride(attributes...); /* Create output buffer */ _data = new char[_attributeCount*_stride]; /* Save the data */ write(_data, attributes...); } return std::make_tuple(_attributeCount, _stride, _data); } template void operator()(Mesh* mesh, Buffer* buffer, Buffer::Usage usage, const std::vector&... attributes) { CORRADE_ASSERT(mesh->isInterleaved(buffer), "MeshTools::interleave(): the buffer is not interleaved, nothing done", ) operator()(attributes...); mesh->setVertexCount(_attributeCount); buffer->setData(_attributeCount*_stride, _data, usage); delete[] _data; } template inline static size_t attributeCount(const std::vector& first, const std::vector&... next) { CORRADE_ASSERT(sizeof...(next) == 0 || attributeCount(next...) == first.size(), "MeshTools::interleave(): attribute arrays don't have the same length, nothing done.", 0) return first.size(); } template inline static size_t stride(const std::vector& first, const std::vector&... next) { return sizeof(T) + stride(next...); } private: template void write(char* startingOffset, const std::vector& first, const std::vector&... next) { /* Copy the data to the buffer */ for(size_t i = 0; i != _attributeCount; ++i) memcpy(startingOffset+i*_stride, reinterpret_cast(&first[i]), sizeof(T)); write(startingOffset+sizeof(T), next...); } /* Terminator functions for recursive calls */ inline static size_t attributeCount() { return 0; } inline static size_t stride() { return 0; } inline void write(char*) {} size_t _attributeCount; size_t _stride; char* _data; }; } #endif /** @brief %Interleave vertex attributes @param attributes Attribute arrays @return Attribute count, stride and interleaved attribute array. Deleting the array is user responsibility. This function takes two or more attribute arrays and returns them interleaved, so data for each attribute are in continuous place in memory. Size of the data buffer can be computed from attribute count and stride, as shown below. Example usage: @code size_t attributeCount; size_t stride; char* data; std::tie(attributeCount, stride, data) = MeshTools::interleave(attributes); size_t dataSize = attributeCount*stride; // ... delete[] data; @endcode See also interleave(Mesh*, Buffer*, Buffer::Usage, const std::vector&...), which writes the interleaved array directly into buffer of given mesh. @attention Each vector should have the same size, if not, resulting array has zero length. */ template inline std::tuple interleave(const std::vector&... attributes) { return Implementation::Interleave()(attributes...); } /** @brief %Interleave vertex attributes and write them to array buffer @param attributes Attribute arrays @param mesh Output mesh @param buffer Output array buffer @param usage Array buffer usage The same as interleave(const std::vector&...), but this function writes the output to given array buffer and updates vertex count in the mesh accordingly. @attention The buffer must be set as interleaved (see Mesh::addBuffer()), otherwise this function does nothing. Binding the attributes to shader is left to user. */ template inline void interleave(Mesh* mesh, Buffer* buffer, Buffer::Usage usage, const std::vector&... attributes) { return Implementation::Interleave()(mesh, buffer, usage, attributes...); } }} #endif