/* 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. */ #include "Mesh.h" #include #include "Buffer.h" #include "Context.h" #include "Extensions.h" #include "Implementation/MeshState.h" #include "Implementation/State.h" namespace Magnum { Mesh::CreateImplementation Mesh::createImplementation = &Mesh::createImplementationDefault; Mesh::DestroyImplementation Mesh::destroyImplementation = &Mesh::destroyImplementationDefault; Mesh::AttributePointerImplementation Mesh::attributePointerImplementation = &Mesh::attributePointerImplementationDefault; #ifndef MAGNUM_TARGET_GLES2 Mesh::AttributeIPointerImplementation Mesh::attributeIPointerImplementation = &Mesh::attributePointerImplementationDefault; #ifndef MAGNUM_TARGET_GLES Mesh::AttributeLPointerImplementation Mesh::attributeLPointerImplementation = &Mesh::attributePointerImplementationDefault; #endif #endif Mesh::BindImplementation Mesh::bindImplementation = &Mesh::bindImplementationDefault; Mesh::UnbindImplementation Mesh::unbindImplementation = &Mesh::unbindImplementationDefault; Mesh::~Mesh() { /* Remove current vao from the state */ GLuint& current = Context::current()->state()->mesh->currentVAO; if(current == vao) current = 0; (this->*destroyImplementation)(); } Mesh::Mesh(Mesh&& other): vao(other.vao), _primitive(other._primitive), _vertexCount(other._vertexCount), attributes(std::move(other.attributes)) #ifndef MAGNUM_TARGET_GLES2 , integerAttributes(std::move(other.integerAttributes)) #ifndef MAGNUM_TARGET_GLES , longAttributes(std::move(other.longAttributes)) #endif #endif { other.vao = 0; } Mesh& Mesh::operator=(Mesh&& other) { (this->*destroyImplementation)(); vao = other.vao; _primitive = other._primitive; _vertexCount = other._vertexCount; attributes = std::move(other.attributes); #ifndef MAGNUM_TARGET_GLES2 integerAttributes = std::move(other.integerAttributes); #ifndef MAGNUM_TARGET_GLES longAttributes = std::move(other.longAttributes); #endif #endif other.vao = 0; return *this; } Mesh* Mesh::setVertexCount(GLsizei vertexCount) { _vertexCount = vertexCount; return this; } void Mesh::draw() { if(!_vertexCount) return; bind(); glDrawArrays(static_cast(_primitive), 0, _vertexCount); unbind(); } void Mesh::bindVAO(GLuint vao) { /** @todo Get some extension wrangler instead to avoid linker errors to glBindVertexArray() on ES2 */ #ifndef MAGNUM_TARGET_GLES2 GLuint& current = Context::current()->state()->mesh->currentVAO; if(current != vao) glBindVertexArray(current = vao); #else static_cast(vao); #endif } void Mesh::bind() { CORRADE_ASSERT((_vertexCount != 0) || !attributes.empty(), "Mesh: attributes are bound but vertex count is zero", ); (this->*bindImplementation)(); } void Mesh::vertexAttribPointer(const Attribute& attribute) { glEnableVertexAttribArray(attribute.location); attribute.buffer->bind(Buffer::Target::Array); glVertexAttribPointer(attribute.location, attribute.size, attribute.type, attribute.normalized, attribute.stride, reinterpret_cast(attribute.offset)); } #ifndef MAGNUM_TARGET_GLES2 void Mesh::vertexAttribPointer(const IntegerAttribute& attribute) { glEnableVertexAttribArray(attribute.location); attribute.buffer->bind(Buffer::Target::Array); glVertexAttribIPointer(attribute.location, attribute.size, attribute.type, attribute.stride, reinterpret_cast(attribute.offset)); } #ifndef MAGNUM_TARGET_GLES void Mesh::vertexAttribPointer(const LongAttribute& attribute) { glEnableVertexAttribArray(attribute.location); attribute.buffer->bind(Buffer::Target::Array); glVertexAttribLPointer(attribute.location, attribute.size, attribute.type, attribute.stride, reinterpret_cast(attribute.offset)); } #endif #endif void Mesh::initializeContextBasedFunctionality(Context* context) { /** @todo VAOs are in ES 3.0 and as extension in ES 2.0, enable them when some extension wrangler is available */ #ifndef MAGNUM_TARGET_GLES if(context->isExtensionSupported()) { Debug() << "Mesh: using" << Extensions::GL::APPLE::vertex_array_object::string() << "features"; createImplementation = &Mesh::createImplementationVAO; destroyImplementation = &Mesh::destroyImplementationVAO; if(context->isExtensionSupported()) { Debug() << "Mesh: using" << Extensions::GL::EXT::direct_state_access::string() << "features"; attributePointerImplementation = &Mesh::attributePointerImplementationDSA; attributeIPointerImplementation = &Mesh::attributePointerImplementationDSA; attributeLPointerImplementation = &Mesh::attributePointerImplementationDSA; } else { attributePointerImplementation = &Mesh::attributePointerImplementationVAO; attributeIPointerImplementation = &Mesh::attributePointerImplementationVAO; attributeLPointerImplementation = &Mesh::attributePointerImplementationVAO; } bindImplementation = &Mesh::bindImplementationVAO; unbindImplementation = &Mesh::unbindImplementationVAO; } #else static_cast(context); #endif } void Mesh::createImplementationDefault() {} void Mesh::createImplementationVAO() { /** @todo Get some extension wrangler instead to avoid linker errors to glGenVertexArrays() on ES2 */ #ifndef MAGNUM_TARGET_GLES2 glGenVertexArrays(1, &vao); #endif } void Mesh::destroyImplementationDefault() {} void Mesh::destroyImplementationVAO() { /** @todo Get some extension wrangler instead to avoid linker errors to glDeleteVertexArrays() on ES2 */ #ifndef MAGNUM_TARGET_GLES2 glDeleteVertexArrays(1, &vao); #endif } void Mesh::attributePointerImplementationDefault(const Attribute&) {} void Mesh::attributePointerImplementationVAO(const Attribute& attribute) { bindVAO(vao); vertexAttribPointer(attribute); } #ifndef MAGNUM_TARGET_GLES void Mesh::attributePointerImplementationDSA(const Attribute& attribute) { glEnableVertexArrayAttribEXT(vao, attribute.location); glVertexArrayVertexAttribOffsetEXT(vao, attribute.buffer->id(), attribute.location, attribute.size, attribute.type, attribute.normalized, attribute.stride, attribute.offset); } #endif #ifndef MAGNUM_TARGET_GLES2 void Mesh::attributePointerImplementationDefault(const IntegerAttribute&) {} void Mesh::attributePointerImplementationVAO(const IntegerAttribute& attribute) { bindVAO(vao); vertexAttribPointer(attribute); } #ifndef MAGNUM_TARGET_GLES void Mesh::attributePointerImplementationDSA(const IntegerAttribute& attribute) { glEnableVertexArrayAttribEXT(vao, attribute.location); glVertexArrayVertexAttribIOffsetEXT(vao, attribute.buffer->id(), attribute.location, attribute.size, attribute.type, attribute.stride, attribute.offset); } #endif #ifndef MAGNUM_TARGET_GLES void Mesh::attributePointerImplementationDefault(const LongAttribute&) {} void Mesh::attributePointerImplementationVAO(const LongAttribute& attribute) { bindVAO(vao); vertexAttribPointer(attribute); } void Mesh::attributePointerImplementationDSA(const LongAttribute& attribute) { glEnableVertexArrayAttribEXT(vao, attribute.location); glVertexArrayVertexAttribLOffsetEXT(vao, attribute.buffer->id(), attribute.location, attribute.size, attribute.type, attribute.stride, attribute.offset); } #endif #endif void Mesh::bindImplementationDefault() { for(const Attribute& attribute: attributes) vertexAttribPointer(attribute); #ifndef MAGNUM_TARGET_GLES2 for(const IntegerAttribute& attribute: integerAttributes) vertexAttribPointer(attribute); #ifndef MAGNUM_TARGET_GLES for(const LongAttribute& attribute: longAttributes) vertexAttribPointer(attribute); #endif #endif } void Mesh::bindImplementationVAO() { bindVAO(vao); } void Mesh::unbindImplementationDefault() { for(const Attribute& attribute: attributes) glDisableVertexAttribArray(attribute.location); #ifndef MAGNUM_TARGET_GLES2 for(const IntegerAttribute& attribute: integerAttributes) glDisableVertexAttribArray(attribute.location); #ifndef MAGNUM_TARGET_GLES for(const LongAttribute& attribute: longAttributes) glDisableVertexAttribArray(attribute.location); #endif #endif } void Mesh::unbindImplementationVAO() {} #ifndef DOXYGEN_GENERATING_OUTPUT Debug operator<<(Debug debug, Mesh::Primitive value) { switch(value) { #define _c(value) case Mesh::Primitive::value: return debug << "Mesh::Primitive::" #value; _c(Points) _c(Lines) _c(LineStrip) _c(LineLoop) _c(Triangles) _c(TriangleStrip) _c(TriangleFan) #undef _c } return debug << "Mesh::Primitive::(invalid)"; } #endif } namespace Corrade { namespace Utility { std::string ConfigurationValue::toString(Magnum::Mesh::Primitive value, ConfigurationValueFlags) { switch(value) { #define _c(value) case Magnum::Mesh::Primitive::value: return #value; _c(Points) _c(Lines) _c(LineStrip) _c(LineLoop) _c(Triangles) _c(TriangleStrip) _c(TriangleFan) #undef _c } return ""; } Magnum::Mesh::Primitive ConfigurationValue::fromString(const std::string& stringValue, ConfigurationValueFlags) { #define _c(value) if(stringValue == #value) return Magnum::Mesh::Primitive::value; _c(Lines) _c(LineStrip) _c(LineLoop) _c(Triangles) _c(TriangleStrip) _c(TriangleFan) #undef _c return Magnum::Mesh::Primitive::Points; } }}