/* 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 "Mesh.h" #include #include #include "Magnum/Mesh.h" #include "Magnum/GL/AbstractShaderProgram.h" #include "Magnum/GL/Buffer.h" #include "Magnum/GL/Context.h" #include "Magnum/GL/Extensions.h" #ifndef MAGNUM_TARGET_GLES #include "Magnum/GL/TransformFeedback.h" #endif #include "Magnum/GL/Implementation/BufferState.h" #ifndef MAGNUM_TARGET_WEBGL #include "Magnum/GL/Implementation/DebugState.h" #endif #include "Magnum/GL/Implementation/MeshState.h" #include "Magnum/GL/Implementation/State.h" namespace Magnum { namespace GL { namespace { constexpr MeshPrimitive PrimitiveMapping[]{ MeshPrimitive::Points, MeshPrimitive::Lines, MeshPrimitive::LineLoop, MeshPrimitive::LineStrip, MeshPrimitive::Triangles, MeshPrimitive::TriangleStrip, MeshPrimitive::TriangleFan }; constexpr MeshIndexType IndexTypeMapping[]{ MeshIndexType::UnsignedByte, MeshIndexType::UnsignedShort, MeshIndexType::UnsignedInt }; } MeshPrimitive meshPrimitive(const Magnum::MeshPrimitive primitive) { #if defined(MAGNUM_BUILD_DEPRECATED) && defined(MAGNUM_TARGET_GL) && !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL) CORRADE_IGNORE_DEPRECATED_PUSH if(primitive == Magnum::MeshPrimitive::LinesAdjacency || primitive == Magnum::MeshPrimitive::LineStripAdjacency || primitive == Magnum::MeshPrimitive::TrianglesAdjacency || primitive == Magnum::MeshPrimitive::TriangleStripAdjacency || primitive == Magnum::MeshPrimitive::Patches) return MeshPrimitive(UnsignedInt(primitive)); CORRADE_IGNORE_DEPRECATED_POP #endif CORRADE_ASSERT(UnsignedInt(primitive) < Containers::arraySize(PrimitiveMapping), "GL::meshPrimitive(): invalid primitive" << primitive, {}); return PrimitiveMapping[UnsignedInt(primitive)]; } MeshIndexType meshIndexType(const Magnum::MeshIndexType type) { CORRADE_ASSERT(UnsignedInt(type) < Containers::arraySize(IndexTypeMapping), "GL::meshIndexType(): invalid type" << type, {}); return IndexTypeMapping[UnsignedInt(type)]; } #ifndef DOXYGEN_GENERATING_OUTPUT Debug& operator<<(Debug& debug, MeshPrimitive value) { switch(value) { /* LCOV_EXCL_START */ #define _c(value) case MeshPrimitive::value: return debug << "GL::MeshPrimitive::" #value; _c(Points) _c(Lines) _c(LineLoop) _c(LineStrip) #if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL) _c(LineStripAdjacency) _c(LinesAdjacency) #endif _c(Triangles) _c(TriangleStrip) _c(TriangleFan) #if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL) _c(TrianglesAdjacency) _c(TriangleStripAdjacency) _c(Patches) #endif #undef _c /* LCOV_EXCL_STOP */ } return debug << "GL::MeshPrimitive(" << Debug::nospace << reinterpret_cast(GLenum(value)) << Debug::nospace << ")"; } Debug& operator<<(Debug& debug, MeshIndexType value) { switch(value) { /* LCOV_EXCL_START */ #define _c(value) case MeshIndexType::value: return debug << "GL::MeshIndexType::" #value; _c(UnsignedByte) _c(UnsignedShort) _c(UnsignedInt) #undef _c /* LCOV_EXCL_STOP */ } return debug << "GL::MeshIndexType(" << Debug::nospace << reinterpret_cast(GLenum(value)) << Debug::nospace << ")"; } #endif struct Mesh::AttributeLayout { explicit AttributeLayout(const Buffer& buffer, GLuint location, GLint size, GLenum type, DynamicAttribute::Kind kind, GLintptr offset, GLsizei stride, GLuint divisor) noexcept: buffer{Buffer::wrap(buffer.id())}, location{location}, size{size}, type{type}, kind{kind}, offset{offset}, stride{stride}, divisor{divisor} {} AttributeLayout(AttributeLayout&&) noexcept = default; AttributeLayout(const AttributeLayout&) noexcept = delete; AttributeLayout& operator=(AttributeLayout&&) noexcept = default; AttributeLayout& operator=(const AttributeLayout&) noexcept = delete; Buffer buffer; GLuint location; GLint size; GLenum type; DynamicAttribute::Kind kind; GLintptr offset; GLsizei stride; GLuint divisor; }; #ifndef MAGNUM_TARGET_GLES2 #ifndef MAGNUM_TARGET_WEBGL Long Mesh::maxElementIndex() #else Int Mesh::maxElementIndex() #endif { #ifndef MAGNUM_TARGET_GLES if(!Context::current().isExtensionSupported()) return 0xFFFFFFFFl; #endif #ifndef MAGNUM_TARGET_WEBGL GLint64& value = #else GLint& value = #endif Context::current().state().mesh->maxElementIndex; /* Get the value, if not already cached */ if(value == 0) { #ifndef MAGNUM_TARGET_WEBGL glGetInteger64v(GL_MAX_ELEMENT_INDEX, &value); #else glGetIntegerv(GL_MAX_ELEMENT_INDEX, &value); #endif } return value; } Int Mesh::maxElementsIndices() { GLint& value = Context::current().state().mesh->maxElementsIndices; /* Get the value, if not already cached */ if(value == 0) glGetIntegerv(GL_MAX_ELEMENTS_INDICES, &value); return value; } Int Mesh::maxElementsVertices() { GLint& value = Context::current().state().mesh->maxElementsVertices; /* Get the value, if not already cached */ if(value == 0) glGetIntegerv(GL_MAX_ELEMENTS_VERTICES, &value); return value; } #endif #ifdef MAGNUM_BUILD_DEPRECATED std::size_t Mesh::indexSize(Magnum::MeshIndexType type) { return meshIndexTypeSize(type); } #endif Mesh::Mesh(const MeshPrimitive primitive): _primitive{primitive}, _flags{ObjectFlag::DeleteOnDestruction} { (this->*Context::current().state().mesh->createImplementation)(true); } Mesh::Mesh(NoCreateT) noexcept: _id{0}, _primitive{MeshPrimitive::Triangles}, _flags{ObjectFlag::DeleteOnDestruction} {} Mesh::~Mesh() { const bool deleteObject = _id && (_flags & ObjectFlag::DeleteOnDestruction); /* Moved out or not deleting on destruction, nothing to do */ if(deleteObject) { /* Remove current vao from the state */ GLuint& current = Context::current().state().mesh->currentVAO; if(current == _id) current = 0; } if(_constructed) (this->*Context::current().state().mesh->destroyImplementation)(deleteObject); } Mesh::Mesh(Mesh&& other) noexcept: _id(other._id), _primitive(other._primitive), _flags{other._flags}, _countSet{other._countSet}, _count(other._count), _baseVertex{other._baseVertex}, _instanceCount{other._instanceCount}, #ifndef MAGNUM_TARGET_GLES _baseInstance{other._baseInstance}, #endif #ifndef MAGNUM_TARGET_GLES2 _indexStart(other._indexStart), _indexEnd(other._indexEnd), #endif _indexOffset(other._indexOffset), _indexType(other._indexType), _indexBuffer{std::move(other._indexBuffer)} { if(_constructed || other._constructed) (this->*Context::current().state().mesh->moveConstructImplementation)(std::move(other)); other._id = 0; } Mesh& Mesh::operator=(Mesh&& other) noexcept { using std::swap; swap(_id, other._id); swap(_flags, other._flags); swap(_primitive, other._primitive); swap(_countSet, other._countSet); swap(_count, other._count); swap(_baseVertex, other._baseVertex); swap(_instanceCount, other._instanceCount); #ifndef MAGNUM_TARGET_GLES swap(_baseInstance, other._baseInstance); #endif #ifndef MAGNUM_TARGET_GLES2 swap(_indexStart, other._indexStart); swap(_indexEnd, other._indexEnd); #endif swap(_indexOffset, other._indexOffset); swap(_indexType, other._indexType); swap(_indexBuffer, other._indexBuffer); if(_constructed || other._constructed) (this->*Context::current().state().mesh->moveAssignImplementation)(std::move(other)); return *this; } Mesh::Mesh(const GLuint id, const MeshPrimitive primitive, const ObjectFlags flags): _id{id}, _primitive{primitive}, _flags{flags} { (this->*Context::current().state().mesh->createImplementation)(false); } inline void Mesh::createIfNotAlready() { /* If VAO extension is not available, the following is always true */ if(_flags & ObjectFlag::Created) return; /* glGen*() does not create the object, just reserves the name. Some commands (such as glObjectLabel()) operate with IDs directly and they require the object to be created. Binding the VAO finally creates it. Also all EXT DSA functions implicitly create it. */ bindVAO(); CORRADE_INTERNAL_ASSERT(_flags & ObjectFlag::Created); } #ifndef MAGNUM_TARGET_WEBGL std::string Mesh::label() { createIfNotAlready(); #ifndef MAGNUM_TARGET_GLES2 return Context::current().state().debug->getLabelImplementation(GL_VERTEX_ARRAY, _id); #else return Context::current().state().debug->getLabelImplementation(GL_VERTEX_ARRAY_KHR, _id); #endif } Mesh& Mesh::setLabelInternal(const Containers::ArrayView label) { createIfNotAlready(); #ifndef MAGNUM_TARGET_GLES2 Context::current().state().debug->labelImplementation(GL_VERTEX_ARRAY, _id, label); #else Context::current().state().debug->labelImplementation(GL_VERTEX_ARRAY_KHR, _id, label); #endif return *this; } #endif MeshIndexType Mesh::indexType() const { CORRADE_ASSERT(_indexBuffer.id(), "Mesh::indexType(): mesh is not indexed", {}); return _indexType; } UnsignedInt Mesh::indexTypeSize() const { CORRADE_ASSERT(_indexBuffer.id(), "Mesh::indexTypeSize(): mesh is not indexed", {}); switch(_indexType) { case MeshIndexType::UnsignedByte: return 1; case MeshIndexType::UnsignedShort: return 2; case MeshIndexType::UnsignedInt: return 4; } CORRADE_ASSERT_UNREACHABLE(); /* LCOV_EXCL_LINE */ } Mesh& Mesh::addVertexBufferInstanced(Buffer& buffer, const UnsignedInt divisor, const GLintptr offset, const GLsizei stride, const DynamicAttribute& attribute) { attributePointerInternal(AttributeLayout{buffer, attribute.location(), GLint(attribute.components()), GLenum(attribute.dataType()), attribute.kind(), offset, stride, divisor}); return *this; } Mesh& Mesh::setIndexBuffer(Buffer&& buffer, GLintptr offset, MeshIndexType type, UnsignedInt start, UnsignedInt end) { CORRADE_ASSERT(buffer.id(), "GL::Mesh::setIndexBuffer(): empty or moved-out Buffer instance was passed", *this); #ifdef MAGNUM_TARGET_WEBGL CORRADE_ASSERT(buffer.targetHint() == Buffer::TargetHint::ElementArray, "GL::Mesh::setIndexBuffer(): the buffer has unexpected target hint, expected" << Buffer::TargetHint::ElementArray << "but got" << buffer.targetHint(), *this); #endif _indexBuffer = std::move(buffer); _indexOffset = offset; _indexType = type; #ifndef MAGNUM_TARGET_GLES2 _indexStart = start; _indexEnd = end; #else static_cast(start); static_cast(end); #endif (this->*Context::current().state().mesh->bindIndexBufferImplementation)(_indexBuffer); return *this; } Mesh& Mesh::setIndexBuffer(Buffer& buffer, const GLintptr offset, const MeshIndexType type, const UnsignedInt start, const UnsignedInt end) { setIndexBuffer(Buffer::wrap(buffer.id()), offset, type, start, end); return *this; } Mesh& Mesh::draw(AbstractShaderProgram& shader) { CORRADE_ASSERT(_countSet, "GL::Mesh::draw(): setCount() was never called, probably a mistake?", *this); /* Nothing to draw, exit without touching any state */ if(!_count || !_instanceCount) return *this; shader.use(); #ifndef MAGNUM_TARGET_GLES drawInternal(_count, _baseVertex, _instanceCount, _baseInstance, _indexOffset, _indexStart, _indexEnd); #elif !defined(MAGNUM_TARGET_GLES2) drawInternal(_count, _baseVertex, _instanceCount, _indexOffset, _indexStart, _indexEnd); #else drawInternal(_count, _baseVertex, _instanceCount, _indexOffset); #endif return *this; } #ifndef MAGNUM_TARGET_GLES void Mesh::drawInternal(Int count, Int baseVertex, Int instanceCount, UnsignedInt baseInstance, GLintptr indexOffset, Int indexStart, Int indexEnd) #elif !defined(MAGNUM_TARGET_GLES2) void Mesh::drawInternal(Int count, Int baseVertex, Int instanceCount, GLintptr indexOffset, Int indexStart, Int indexEnd) #else void Mesh::drawInternal(Int count, Int baseVertex, Int instanceCount, GLintptr indexOffset) #endif { const Implementation::MeshState& state = *Context::current().state().mesh; (this->*state.bindImplementation)(); /* Non-instanced mesh */ if(instanceCount == 1) { /* Non-indexed mesh */ if(!_indexBuffer.id()) { glDrawArrays(GLenum(_primitive), baseVertex, count); /* Indexed mesh with base vertex */ } else if(baseVertex) { #ifndef MAGNUM_TARGET_GLES /* Indexed mesh with specified range */ if(indexEnd) { glDrawRangeElementsBaseVertex(GLenum(_primitive), indexStart, indexEnd, count, GLenum(_indexType), reinterpret_cast(indexOffset), baseVertex); /* Indexed mesh */ } else glDrawElementsBaseVertex(GLenum(_primitive), count, GLenum(_indexType), reinterpret_cast(indexOffset), baseVertex); #else CORRADE_ASSERT(false, "GL::Mesh::draw(): desktop OpenGL is required for base vertex specification in indexed meshes", ); #endif /* Indexed mesh */ } else { /** @todo re-enable for WebGL 2.0 when glDrawRangeElements() no longer crashes Firefox */ #if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL) /* Indexed mesh with specified range */ if(indexEnd) { glDrawRangeElements(GLenum(_primitive), indexStart, indexEnd, count, GLenum(_indexType), reinterpret_cast(indexOffset)); /* Indexed mesh */ } else #elif !defined(MAGNUM_TARGET_GLES2) static_cast(indexStart); static_cast(indexEnd); #endif { glDrawElements(GLenum(_primitive), count, GLenum(_indexType), reinterpret_cast(indexOffset)); } } /* Instanced mesh */ } else { /* Non-indexed mesh */ if(!_indexBuffer.id()) { #ifndef MAGNUM_TARGET_GLES /* Non-indexed mesh with base instance */ if(baseInstance) { glDrawArraysInstancedBaseInstance(GLenum(_primitive), baseVertex, count, instanceCount, baseInstance); /* Non-indexed mesh */ } else #endif { #ifndef MAGNUM_TARGET_GLES2 glDrawArraysInstanced(GLenum(_primitive), baseVertex, count, instanceCount); #else (this->*state.drawArraysInstancedImplementation)(baseVertex, count, instanceCount); #endif } /* Indexed mesh with base vertex */ } else if(baseVertex) { #if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL) #ifndef MAGNUM_TARGET_GLES /* Indexed mesh with base vertex and base instance */ if(baseInstance) { glDrawElementsInstancedBaseVertexBaseInstance(GLenum(_primitive), count, GLenum(_indexType), reinterpret_cast(indexOffset), instanceCount, baseVertex, baseInstance); /* Indexed mesh with base vertex */ } else #endif { glDrawElementsInstancedBaseVertex(GLenum(_primitive), count, GLenum(_indexType), reinterpret_cast(indexOffset), instanceCount, baseVertex); } #else CORRADE_ASSERT(false, "GL::Mesh::draw(): OpenGL ES 3.2 or desktop GL is required for base vertex specification in indexed meshes", ); #endif /* Indexed mesh */ } else { #ifndef MAGNUM_TARGET_GLES /* Indexed mesh with base instance */ if(baseInstance) { glDrawElementsInstancedBaseInstance(GLenum(_primitive), count, GLenum(_indexType), reinterpret_cast(indexOffset), instanceCount, baseInstance); /* Instanced mesh */ } else #endif { #ifndef MAGNUM_TARGET_GLES2 glDrawElementsInstanced(GLenum(_primitive), count, GLenum(_indexType), reinterpret_cast(indexOffset), instanceCount); #else (this->*state.drawElementsInstancedImplementation)(count, indexOffset, instanceCount); #endif } } } (this->*state.unbindImplementation)(); } #ifndef MAGNUM_TARGET_GLES void Mesh::drawInternal(TransformFeedback& xfb, const UnsignedInt stream, const Int instanceCount) { const Implementation::MeshState& state = *Context::current().state().mesh; (this->*state.bindImplementation)(); /* Default stream */ if(stream == 0) { /* Non-instanced mesh */ if(instanceCount == 1) glDrawTransformFeedback(GLenum(_primitive), xfb.id()); /* Instanced mesh */ else glDrawTransformFeedbackInstanced(GLenum(_primitive), xfb.id(), instanceCount); /* Specific stream */ } else { /* Non-instanced mesh */ if(instanceCount == 1) glDrawTransformFeedbackStream(GLenum(_primitive), xfb.id(), stream); /* Instanced mesh */ else glDrawTransformFeedbackStreamInstanced(GLenum(_primitive), xfb.id(), stream, instanceCount); } (this->*state.unbindImplementation)(); } Mesh& Mesh::draw(AbstractShaderProgram& shader, TransformFeedback& xfb, UnsignedInt stream) { /* Nothing to draw, exit without touching any state */ if(!_instanceCount) return *this; shader.use(); drawInternal(xfb, stream, _instanceCount); return *this; } #endif void Mesh::bindVAOImplementationDefault(GLuint) {} void Mesh::bindVAOImplementationVAO(const GLuint id) { #ifndef MAGNUM_TARGET_GLES2 glBindVertexArray #else glBindVertexArrayOES #endif (Context::current().state().mesh->currentVAO = id); } void Mesh::bindVAO() { GLuint& current = Context::current().state().mesh->currentVAO; if(current != _id) { /* Binding the VAO finally creates it */ _flags |= ObjectFlag::Created; bindVAOImplementationVAO(_id); } } void Mesh::createImplementationDefault(bool) { _id = 0; _flags |= ObjectFlag::Created; static_assert(sizeof(_attributes) >= sizeof(std::vector), "attribute storage buffer size too small"); new(&_attributes) std::vector; _constructed = true; } void Mesh::createImplementationVAO(const bool createObject) { if(createObject) { #ifndef MAGNUM_TARGET_GLES2 glGenVertexArrays(1, &_id); #else glGenVertexArraysOES(1, &_id); #endif CORRADE_INTERNAL_ASSERT(_id != Implementation::State::DisengagedBinding); } static_assert(sizeof(_attributes) >= sizeof(std::vector), "attribute storage buffer size too small"); new(&_attributes) std::vector; _constructed = true; } #ifndef MAGNUM_TARGET_GLES void Mesh::createImplementationVAODSA(const bool createObject) { if(createObject) { glCreateVertexArrays(1, &_id); _flags |= ObjectFlag::Created; } static_assert(sizeof(_attributes) >= sizeof(std::vector), "attribute storage buffer size too small"); new(&_attributes) std::vector; _constructed = true; } #endif void Mesh::moveConstructImplementationDefault(Mesh&& other) { new(&_attributes) std::vector{std::move(*reinterpret_cast*>(&other._attributes))}; _constructed = true; } void Mesh::moveConstructImplementationVAO(Mesh&& other) { new(&_attributes) std::vector{std::move(*reinterpret_cast*>(&other._attributes))}; _constructed = true; } /* In the move construction / assignment we need to stay noexcept, which means it's only possible to swap or move-construct the vector, can't delete or allocate. So, in the particular case where `this` is constructed and `other` is not, we do a "partial swap" -- `other` gets our data and our data gets emptied. */ void Mesh::moveAssignImplementationDefault(Mesh&& other) { if(_constructed && other._constructed) std::swap(*reinterpret_cast*>(&_attributes), *reinterpret_cast*>(&other._attributes)); else if(_constructed && !other._constructed) { other._constructed = true; new(&other._attributes) std::vector{std::move(*reinterpret_cast*>(&_attributes))}; } else if(!_constructed && other._constructed) { _constructed = true; new(&_attributes) std::vector{std::move(*reinterpret_cast*>(&other._attributes))}; } } void Mesh::moveAssignImplementationVAO(Mesh&& other) { if(_constructed && other._constructed) std::swap(*reinterpret_cast*>(&_attributes), *reinterpret_cast*>(&other._attributes)); else if(_constructed && !other._constructed) { other._constructed = true; new(&other._attributes) std::vector{std::move(*reinterpret_cast*>(&_attributes))}; } else if(!_constructed && other._constructed) { _constructed = true; new(&_attributes) std::vector{std::move(*reinterpret_cast*>(&other._attributes))}; } } void Mesh::destroyImplementationDefault(bool) { reinterpret_cast*>(&_attributes)->~vector(); } void Mesh::destroyImplementationVAO(const bool deleteObject) { if(deleteObject) { #ifndef MAGNUM_TARGET_GLES2 glDeleteVertexArrays(1, &_id); #else glDeleteVertexArraysOES(1, &_id); #endif } reinterpret_cast*>(&_attributes)->~vector(); } void Mesh::attributePointerInternal(const Buffer& buffer, const GLuint location, const GLint size, const GLenum type, const DynamicAttribute::Kind kind, const GLintptr offset, const GLsizei stride, const GLuint divisor) { attributePointerInternal(AttributeLayout{buffer, location, size, type, kind, offset, stride, divisor}); } void Mesh::attributePointerInternal(AttributeLayout&& attribute) { CORRADE_ASSERT(attribute.buffer.id(), "GL::Mesh::addVertexBuffer(): empty or moved-out Buffer instance was passed", ); (this->*Context::current().state().mesh->attributePointerImplementation)(std::move(attribute)); } void Mesh::attributePointerImplementationDefault(AttributeLayout&& attribute) { #ifdef MAGNUM_TARGET_WEBGL CORRADE_ASSERT(attribute.buffer.targetHint() == Buffer::TargetHint::Array, "GL::Mesh::addVertexBuffer(): the buffer has unexpected target hint, expected" << Buffer::TargetHint::Array << "but got" << attribute.buffer.targetHint(), ); #endif reinterpret_cast*>(&_attributes)->push_back(std::move(attribute)); } void Mesh::attributePointerImplementationVAO(AttributeLayout&& attribute) { #ifdef MAGNUM_TARGET_WEBGL CORRADE_ASSERT(attribute.buffer.targetHint() == Buffer::TargetHint::Array, "GL::Mesh::addVertexBuffer(): the buffer has unexpected target hint, expected" << Buffer::TargetHint::Array << "but got" << attribute.buffer.targetHint(), ); #endif bindVAO(); vertexAttribPointer(attribute); } #ifndef MAGNUM_TARGET_GLES void Mesh::attributePointerImplementationDSAEXT(AttributeLayout&& attribute) { _flags |= ObjectFlag::Created; glEnableVertexArrayAttribEXT(_id, attribute.location); #ifndef MAGNUM_TARGET_GLES2 if(attribute.kind == DynamicAttribute::Kind::Integral) glVertexArrayVertexAttribIOffsetEXT(_id, attribute.buffer.id(), attribute.location, attribute.size, attribute.type, attribute.stride, attribute.offset); #ifndef MAGNUM_TARGET_GLES else if(attribute.kind == DynamicAttribute::Kind::Long) glVertexArrayVertexAttribLOffsetEXT(_id, attribute.buffer.id(), attribute.location, attribute.size, attribute.type, attribute.stride, attribute.offset); #endif else #endif { glVertexArrayVertexAttribOffsetEXT(_id, attribute.buffer.id(), attribute.location, attribute.size, attribute.type, attribute.kind == DynamicAttribute::Kind::GenericNormalized, attribute.stride, attribute.offset); } if(attribute.divisor) (this->*Context::current().state().mesh->vertexAttribDivisorImplementation)(attribute.location, attribute.divisor); } #endif void Mesh::vertexAttribPointer(AttributeLayout& attribute) { glEnableVertexAttribArray(attribute.location); attribute.buffer.bindInternal(Buffer::TargetHint::Array); #ifndef MAGNUM_TARGET_GLES2 if(attribute.kind == DynamicAttribute::Kind::Integral) glVertexAttribIPointer(attribute.location, attribute.size, attribute.type, attribute.stride, reinterpret_cast(attribute.offset)); #ifndef MAGNUM_TARGET_GLES else if(attribute.kind == DynamicAttribute::Kind::Long) glVertexAttribLPointer(attribute.location, attribute.size, attribute.type, attribute.stride, reinterpret_cast(attribute.offset)); #endif else #endif { glVertexAttribPointer(attribute.location, attribute.size, attribute.type, attribute.kind == DynamicAttribute::Kind::GenericNormalized, attribute.stride, reinterpret_cast(attribute.offset)); } if(attribute.divisor) { #ifndef MAGNUM_TARGET_GLES2 glVertexAttribDivisor(attribute.location, attribute.divisor); #else (this->*Context::current().state().mesh->vertexAttribDivisorImplementation)(attribute.location, attribute.divisor); #endif } } #ifndef MAGNUM_TARGET_GLES void Mesh::vertexAttribDivisorImplementationVAO(const GLuint index, const GLuint divisor) { bindVAO(); glVertexAttribDivisor(index, divisor); } void Mesh::vertexAttribDivisorImplementationDSAEXT(const GLuint index, const GLuint divisor) { glVertexArrayVertexAttribDivisorEXT(_id, index, divisor); } #elif defined(MAGNUM_TARGET_GLES2) void Mesh::vertexAttribDivisorImplementationANGLE(const GLuint index, const GLuint divisor) { glVertexAttribDivisorANGLE(index, divisor); } #ifndef MAGNUM_TARGET_WEBGL void Mesh::vertexAttribDivisorImplementationEXT(const GLuint index, const GLuint divisor) { glVertexAttribDivisorEXT(index, divisor); } void Mesh::vertexAttribDivisorImplementationNV(const GLuint index, const GLuint divisor) { glVertexAttribDivisorNV(index, divisor); } #endif #endif void Mesh::acquireVertexBuffer(Buffer&& buffer) { (this->*Context::current().state().mesh->acquireVertexBufferImplementation)(std::move(buffer)); } void Mesh::acquireVertexBufferImplementationDefault(Buffer&& buffer) { /* The last added buffer should be this one, replace it with a owning one */ auto& attributes = *reinterpret_cast*>(&_attributes); CORRADE_INTERNAL_ASSERT(!attributes.empty() && attributes.back().buffer.id() == buffer.id() && buffer.id()); attributes.back().buffer.release(); /* so we swap back a zero ID */ attributes.back().buffer = std::move(buffer); } void Mesh::acquireVertexBufferImplementationVAO(Buffer&& buffer) { CORRADE_INTERNAL_ASSERT(buffer.id()); /* With VAOs we are not maintaining the attribute list, so just store the buffer directly */ reinterpret_cast*>(&_attributes)->emplace_back(std::move(buffer)); } void Mesh::bindIndexBufferImplementationDefault(Buffer&) {} void Mesh::bindIndexBufferImplementationVAO(Buffer& buffer) { bindVAO(); /* Reset ElementArray binding to force explicit glBindBuffer call later */ /** @todo Do this cleaner way */ Context::current().state().buffer->bindings[Implementation::BufferState::indexForTarget(Buffer::TargetHint::ElementArray)] = 0; buffer.bindInternal(Buffer::TargetHint::ElementArray); } void Mesh::bindImplementationDefault() { /* Specify vertex attributes */ for(AttributeLayout& attribute: *reinterpret_cast*>(&_attributes)) vertexAttribPointer(attribute); /* Bind index buffer, if the mesh is indexed */ if(_indexBuffer.id()) _indexBuffer.bindInternal(Buffer::TargetHint::ElementArray); } void Mesh::bindImplementationVAO() { bindVAO(); } void Mesh::unbindImplementationDefault() { for(const AttributeLayout& attribute: *reinterpret_cast*>(&_attributes)) { glDisableVertexAttribArray(attribute.location); /* Reset also the divisor back so it doesn't affect */ if(attribute.divisor) { #ifndef MAGNUM_TARGET_GLES2 glVertexAttribDivisor(attribute.location, 0); #else (this->*Context::current().state().mesh->vertexAttribDivisorImplementation)(attribute.location, 0); #endif } } } void Mesh::unbindImplementationVAO() {} #ifdef MAGNUM_TARGET_GLES2 void Mesh::drawArraysInstancedImplementationANGLE(const GLint baseVertex, const GLsizei count, const GLsizei instanceCount) { glDrawArraysInstancedANGLE(GLenum(_primitive), baseVertex, count, instanceCount); } #ifndef MAGNUM_TARGET_WEBGL void Mesh::drawArraysInstancedImplementationEXT(const GLint baseVertex, const GLsizei count, const GLsizei instanceCount) { glDrawArraysInstancedEXT(GLenum(_primitive), baseVertex, count, instanceCount); } void Mesh::drawArraysInstancedImplementationNV(const GLint baseVertex, const GLsizei count, const GLsizei instanceCount) { glDrawArraysInstancedNV(GLenum(_primitive), baseVertex, count, instanceCount); } #endif void Mesh::drawElementsInstancedImplementationANGLE(const GLsizei count, const GLintptr indexOffset, const GLsizei instanceCount) { glDrawElementsInstancedANGLE(GLenum(_primitive), count, GLenum(_indexType), reinterpret_cast(indexOffset), instanceCount); } #ifndef MAGNUM_TARGET_WEBGL void Mesh::drawElementsInstancedImplementationEXT(const GLsizei count, const GLintptr indexOffset, const GLsizei instanceCount) { glDrawElementsInstancedEXT(GLenum(_primitive), count, GLenum(_indexType), reinterpret_cast(indexOffset), instanceCount); } void Mesh::drawElementsInstancedImplementationNV(const GLsizei count, const GLintptr indexOffset, const GLsizei instanceCount) { glDrawElementsInstancedNV(GLenum(_primitive), count, GLenum(_indexType), reinterpret_cast(indexOffset), instanceCount); } #endif #endif }}