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#ifndef Magnum_Mesh_h
#define Magnum_Mesh_h
/*
Copyright © 2010, 2011 Vladimír Vondruš <mosra@centrum.cz>
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 Class Magnum::Mesh
*/
#include <map>
#include <vector>
#include <set>
#include "Magnum.h"
#include "TypeTraits.h"
namespace Magnum {
class Buffer;
/**
* @brief Base class for managing non-indexed meshes
*
* @todo Support for normalized values (e.g. for color as char[4] passed to
* shader as floating-point vec4)
*/
class Mesh {
Mesh(const Mesh& other) = delete;
Mesh(Mesh&& other) = delete;
Mesh& operator=(const Mesh& other) = delete;
Mesh& operator=(Mesh&& other) = delete;
public:
/** @brief Primitive type */
enum Primitive {
/**
* Single points
*/
Points = GL_POINTS,
/**
* Each pair of vertices defines a single line, lines aren't
* connected together.
*/
Lines = GL_LINES,
/**
* Polyline
*/
LineStrip = GL_LINE_STRIP,
/**
* Polyline, last vertex is connected to first.
*/
LineLoop = GL_LINE_LOOP,
/**
* Each three vertices define one triangle.
*/
Triangles = GL_TRIANGLES,
/**
* First three vertices define first triangle, each following
* vertex defines another triangle.
*/
TriangleStrip = GL_TRIANGLE_STRIP,
/**
* First vertex is center, each following vertex is connected to
* previous and center vertex.
*/
TriangleFan = GL_TRIANGLE_FAN
};
/**
* @brief Implicit constructor
*
* Allows creating the object without knowing anything about mesh data.
* Note that you have to call setPrimitive() and setVertexCount()
* manually for mesh to draw properly.
*/
inline Mesh(): _primitive(Triangles), _vertexCount(0), finalized(false) {}
/**
* @brief Constructor
* @param primitive Primitive type
* @param vertexCount Vertex count
*/
inline Mesh(Primitive primitive, GLsizei vertexCount): _primitive(primitive), _vertexCount(vertexCount), finalized(false) {}
/**
* @brief Destructor
*
* Deletes all associated buffers.
*/
virtual ~Mesh();
/**
* @brief Whether the mesh is finalized
*
* When the mesh is finalized, no new attributes can be bound.
*/
inline bool isFinalized() const { return finalized; }
/** @brief Primitive type */
inline Primitive primitive() const { return _primitive; }
/** @brief Set primitive type */
inline void setPrimitive(Primitive primitive) { _primitive = primitive; }
/** @brief Vertex count */
inline GLsizei vertexCount() const { return _vertexCount; }
/**
* @brief Set vertex count
*
* This forces recalculation of attribute positions upon next drawing.
*/
inline void setVertexCount(GLsizei vertexCount) {
_vertexCount = vertexCount;
finalized = false;
};
/**
* @brief Add buffer
* @param interleaved If storing more than one attribute data in the
* buffer, the data of one attribute can be either kept together
* or interleaved with data for another attributes, so data for
* every vertex will be in one continuous place.
*
* Adds new buffer to the mesh. The buffer can be then filled with
* Buffer::setData().
*/
Buffer* addBuffer(bool interleaved);
/**
* @brief Bind attribute
* @param buffer Buffer where bind the attribute to (pointer
* returned by addBuffer())
* @param attribute Attribute
*
* Binds attribute of given type with given buffer. If the attribute is
* already bound, given buffer isn't managed with this mesh (wasn't
* initialized with addBuffer) or the mesh was already drawn, the
* function does nothing.
*/
template<class T> inline void bindAttribute(Buffer* buffer, GLuint attribute) {
bindAttribute(buffer, attribute, TypeTraits<T>::count(), TypeTraits<T>::glType());
}
/**
* @brief Draw the mesh
*
* Binds attributes to buffers and draws the mesh. Expects an active
* shader with all uniforms set.
*/
virtual void draw();
protected:
/** @brief Vertex attribute */
struct Attribute {
GLuint attribute; /**< @brief Attribute ID */
GLint size; /**< @brief How many items of @c type are in the attribute */
GLenum type; /**< @brief Attribute item type */
GLsizei stride; /**< @brief Distance of two adjacent attributes of this type in interleaved buffer */
const GLvoid* pointer; /**< @brief Pointer to first attribute of this type in the buffer */
};
/**
* @brief Buffers with their attributes
* @return Map of associated buffers, evey buffer has:
* - boolean value which signalizes whether the buffer is interleaved
* - list of bound attributes
*/
inline const std::map<Buffer*, std::pair<bool, std::vector<Attribute> > >& buffers() { return _buffers; }
/**
* @brief List of all bound attributes
*
* List of all bound attributes bound with bindAttribute().
*/
inline const std::set<GLuint>& attributes() { return _attributes; }
/**
* @brief Finalize the mesh
*
* Computes location and stride of each attribute in its buffer. After
* this function is called, no new attribute can be bound.
*/
void finalize();
/**
* @brief Set the mesh dirty
*
* Sets the attribute locations in buffers as dirty, so they are
* recalculated on next drawing.
*/
inline void setDirty() { finalized = false; }
private:
Primitive _primitive;
GLsizei _vertexCount;
bool finalized;
std::map<Buffer*, std::pair<bool, std::vector<Attribute> > > _buffers;
std::set<GLuint> _attributes;
void bindAttribute(Buffer* buffer, GLuint attribute, GLint size, GLenum type);
GLsizei sizeOf(GLenum type);
};
}
#endif