#ifndef Magnum_MeshView_h #define Magnum_MeshView_h /* This file is part of Magnum. Copyright © 2010, 2011, 2012, 2013, 2014 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. */ /** @file * @brief Class @ref Magnum::MeshView */ #include #include #include "Magnum/Magnum.h" #include "Magnum/OpenGL.h" #include "Magnum/visibility.h" namespace Magnum { namespace Implementation { struct MeshState; } /** @brief %Mesh view Allows different interpretation of given @ref Mesh data via different vertex or index count and offset. It is then possible to reuse one mesh buffer configuration for different views. %Mesh primitive, index type, attribute bindings and attached buffers are reused from original mesh. The same rules as in @ref Mesh apply, i.e. if the view has non-zero index count, it is treated as indexed mesh, otherwise it is treated as non-indexed mesh. If both index and vertex count is zero, the view is treated as empty and no draw commands are issued when calling @ref draw(). You must ensure that the original mesh remains available for whole view lifetime. */ class MAGNUM_EXPORT MeshView { friend struct Implementation::MeshState; public: /** * @brief Draw multiple meshes at once * * In OpenGL ES, if @es_extension2{EXT,multi_draw_arrays,multi_draw_arrays} * is not present, the functionality is emulated using sequence of * @ref draw(AbstractShaderProgram&) calls. * @attention All meshes must be views of the same original mesh and * must not be instanced. * @see @ref draw(AbstractShaderProgram&), @fn_gl{UseProgram}, * @fn_gl{EnableVertexAttribArray}, @fn_gl{BindBuffer}, * @fn_gl{VertexAttribPointer}, @fn_gl{DisableVertexAttribArray} * or @fn_gl{BindVertexArray} (if @extension{APPLE,vertex_array_object} * is available), @fn_gl{MultiDrawArrays} or * @fn_gl{MultiDrawElements}/@fn_gl{MultiDrawElementsBaseVertex} */ static void draw(AbstractShaderProgram& shader, std::initializer_list> meshes); /** @overload */ static void draw(AbstractShaderProgram&& shader, std::initializer_list> meshes) { draw(shader, meshes); } /** * @brief Constructor * @param original Original, already configured mesh */ explicit MeshView(Mesh& original); /** @brief Copy constructor */ MeshView(const MeshView& other) = default; /** @brief Movement is not allowed */ MeshView(MeshView&& other) = delete; /** @brief Copy assignment */ MeshView& operator=(const MeshView&) = default; /** @brief Movement is not allowed */ MeshView& operator=(MeshView&& other) = delete; /** * @brief Set vertex/index count * @return Reference to self (for method chaining) * * Default is `0`. */ MeshView& setCount(Int count) { _count = count; return *this; } /** * @brief Set base vertex * @return Reference to self (for method chaining) * * Sets number of vertices of which the vertex buffer will be offset * when drawing. Default is `0`. * @requires_gl32 %Extension @extension{ARB,draw_elements_base_vertex} * for indexed meshes * @requires_gl Base vertex cannot be specified for indexed meshes in * OpenGL ES. */ MeshView& setBaseVertex(Int baseVertex) { _baseVertex = baseVertex; return *this; } #ifdef MAGNUM_BUILD_DEPRECATED /** * @brief Set vertex range * @param first First vertex * @param count Vertex count * * @deprecated Use @ref Magnum::MeshView::setCount() "setCount()" and * @ref Magnum::MeshView::setBaseVertex() "setBaseVertex()" * instead. */ CORRADE_DEPRECATED("use setCount() and setBaseVertex() instead") MeshView& setVertexRange(Int first, Int count) { return setCount(count), setBaseVertex(first); } #endif /** * @brief Set index range * @param first First vertex * @param start Minimum array index contained in the buffer * @param end Maximum array index contained in the buffer * @return Reference to self (for method chaining) * * The @p start and @p end parameters may help to improve memory access * performance, as only a portion of vertex buffer needs to be * acccessed. On OpenGL ES 2.0 this function behaves the same as * @ref setIndexRange(Int), as index range functionality is not * available there. * @see @ref setCount() */ MeshView& setIndexRange(Int first, UnsignedInt start, UnsignedInt end); #ifdef MAGNUM_BUILD_DEPRECATED /** * @brief Set index range * @param first First index * @param count Index count * @param start Minimum array index contained in the buffer * @param end Maximum array index contained in the buffer * * @deprecated Use @ref Magnum::MeshView::setCount() "setCount()" and * @ref Magnum::MeshView::setIndexRange(Int, UnsignedInt, UnsignedInt) "setIndexRange(Int, UnsignedInt, UnsignedInt)" * instead. */ CORRADE_DEPRECATED("use setCount() and setIndexRange(Int, UnsignedInt, UnsignedInt) instead") MeshView& setIndexRange(Int first, Int count, UnsignedInt start, UnsignedInt end) { return setCount(count), setIndexRange(first, start, end); } #endif /** * @brief Set index range * @param first First index * @return Reference to self (for method chaining) * * Prefer to use @ref setIndexRange(Int, UnsignedInt, UnsignedInt) for * better performance. * @see @ref setCount() */ MeshView& setIndexRange(Int first); #ifdef MAGNUM_BUILD_DEPRECATED /** * @brief Set index range * @param first First index * @param count Index count * * @deprecated Use @ref Magnum::MeshView::setCount() "setCount()" and * @ref Magnum::MeshView::setIndexRange(Int) "setIndexRange(Int)" * instead. */ CORRADE_DEPRECATED("use setCount() and setIndexRange(Int) instead") MeshView& setIndexRange(Int first, Int count) { return setCount(count), setIndexRange(first); } #endif /** @brief Instance count */ Int instanceCount() const { return _instanceCount; } /** * @brief Set instance count * @return Reference to self (for method chaining) * * Default is `1`. * @requires_gl31 %Extension @extension{ARB,draw_instanced} * @requires_gles30 %Extension @es_extension{ANGLE,instanced_arrays}, * @es_extension2{EXT,draw_instanced,draw_instanced} or * @es_extension{NV,draw_instanced} in OpenGL ES 2.0. */ MeshView& setInstanceCount(Int count) { _instanceCount = count; return *this; } #ifndef MAGNUM_TARGET_GLES /** @brief Base instance */ UnsignedInt baseInstance() const { return _baseInstance; } /** * @brief Set base instance * @return Reference to self (for method chaining) * * Default is `0`. * @requires_gl42 %Extension @extension{ARB,base_instance} * @requires_gl Base instance cannot be specified in OpenGL ES. */ MeshView& setBaseInstance(UnsignedInt baseInstance) { _baseInstance = baseInstance; return *this; } #endif /** * @brief Draw the mesh * * See @ref Mesh::draw() for more information. * @see @ref draw(AbstractShaderProgram&, std::initializer_list>) */ void draw(AbstractShaderProgram& shader); void draw(AbstractShaderProgram&& shader) { draw(shader); } /**< @overload */ #ifdef MAGNUM_BUILD_DEPRECATED /** * @copybrief draw(AbstractShaderProgram&) * @deprecated Use @ref Magnum::MeshView::draw(AbstractShaderProgram&) "draw(AbstractShaderProgram&)" * instead. */ CORRADE_DEPRECATED("use draw(AbstractShaderProgram&) instead") void draw(); #endif private: static MAGNUM_LOCAL void multiDrawImplementationDefault(std::initializer_list> meshes); static MAGNUM_LOCAL void multiDrawImplementationFallback(std::initializer_list> meshes); std::reference_wrapper _original; Int _count, _baseVertex, _instanceCount; #ifndef MAGNUM_TARGET_GLES UnsignedInt _baseInstance; #endif GLintptr _indexOffset; #ifndef MAGNUM_TARGET_GLES2 UnsignedInt _indexStart, _indexEnd; #endif }; inline MeshView::MeshView(Mesh& original): _original(original), _count(0), _baseVertex(0), _instanceCount{1}, #ifndef MAGNUM_TARGET_GLES _baseInstance{0}, #endif _indexOffset(0) #ifndef MAGNUM_TARGET_GLES2 , _indexStart(0), _indexEnd(0) #endif {} inline MeshView& MeshView::setIndexRange(Int first, UnsignedInt start, UnsignedInt end) { setIndexRange(first); #ifndef MAGNUM_TARGET_GLES2 _indexStart = start; _indexEnd = end; #else static_cast(start); static_cast(end); #endif return *this; } } #endif