/* This file is part of Magnum. Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018 Vladimír Vondruš 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/GL/Buffer.h" #include "Magnum/GL/Mesh.h" #include "Magnum/Math/Vector3.h" #include "Magnum/Math/Color.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 { 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 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 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; } #ifdef MAGNUM_BUILD_DEPRECATED std::tuple, std::unique_ptr> compile(const Trade::MeshData2D& meshData, GL::BufferUsage) { return std::make_tuple(compile(meshData), std::unique_ptr{new GL::Buffer{NoCreate}}, std::unique_ptr{meshData.isIndexed() ? new GL::Buffer{NoCreate} : nullptr}); } #endif GL::Mesh compile(const Trade::MeshData3D& meshData) { GL::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); UnsignedInt colorsOffset = sizeof(Shaders::Generic3D::Position::Type); if(meshData.hasNormals()) { 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::Normal::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); /* Interleave positions and put them in with ownership transfer, use the ref for the rest */ Containers::Array data = MeshTools::interleave( meshData.positions(0), 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(meshData.hasNormals()) { MeshTools::interleaveInto(data, normalOffset, meshData.normals(0), 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(meshData.hasTextureCoords2D()) { MeshTools::interleaveInto(data, textureCoordsOffset, meshData.textureCoords2D(0), 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(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 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; } #ifdef MAGNUM_BUILD_DEPRECATED std::tuple, std::unique_ptr> compile(const Trade::MeshData3D& meshData, GL::BufferUsage) { return std::make_tuple(compile(meshData), std::unique_ptr{new GL::Buffer{NoCreate}}, std::unique_ptr{meshData.isIndexed() ? new GL::Buffer{NoCreate} : nullptr}); } #endif }}