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1087 lines
49 KiB
1087 lines
49 KiB
#ifndef Magnum_GL_Mesh_h |
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#define Magnum_GL_Mesh_h |
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/* |
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This file is part of Magnum. |
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|
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Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018 |
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Vladimír Vondruš <mosra@centrum.cz> |
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Permission is hereby granted, free of charge, to any person obtaining a |
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copy of this software and associated documentation files (the "Software"), |
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to deal in the Software without restriction, including without limitation |
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the rights to use, copy, modify, merge, publish, distribute, sublicense, |
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and/or sell copies of the Software, and to permit persons to whom the |
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Software is furnished to do so, subject to the following conditions: |
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The above copyright notice and this permission notice shall be included |
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in all copies or substantial portions of the Software. |
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR |
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, |
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL |
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THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER |
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING |
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FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER |
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DEALINGS IN THE SOFTWARE. |
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*/ |
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/** @file |
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* @brief Class @ref Magnum::GL::Mesh, enum @ref Magnum::GL::MeshPrimitive, @ref Magnum::GL::MeshIndexType, function @ref Magnum::GL::meshPrimitive(), @ref Magnum::GL::meshIndexType() |
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*/ |
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#include <Corrade/Containers/ArrayView.h> |
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#include <Corrade/Utility/ConfigurationValue.h> |
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#include "Magnum/Tags.h" |
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#include "Magnum/GL/AbstractObject.h" |
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#include "Magnum/GL/Attribute.h" |
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#include "Magnum/GL/GL.h" |
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namespace Magnum { namespace GL { |
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/** |
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@brief Mesh primitive type |
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@see @ref Magnum::MeshPrimitive, @ref meshPrimitive(), @ref Mesh::primitive(), |
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@ref Mesh::setPrimitive() |
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@m_enum_values_as_keywords |
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*/ |
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enum class MeshPrimitive: GLenum { |
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/** Single points. */ |
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Points = GL_POINTS, |
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/** |
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* Each pair of vertices defines a single line, lines aren't |
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* connected together. |
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*/ |
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Lines = GL_LINES, |
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/** Line strip, last and first vertex are connected together. */ |
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LineLoop = GL_LINE_LOOP, |
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/** |
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* First two vertices define first line segment, each following |
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* vertex defines another segment. |
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*/ |
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LineStrip = GL_LINE_STRIP, |
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#if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL) |
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/** |
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* Lines with adjacency information. |
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* @requires_gl32 Extension @gl_extension{ARB,geometry_shader4} |
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* @requires_gles30 Not defined in OpenGL ES 2.0. |
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* @requires_gles32 Extension @gl_extension{ANDROID,extension_pack_es31a} / |
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* @gl_extension{EXT,geometry_shader} |
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* @requires_gles Geometry shaders are not available in WebGL. |
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*/ |
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LinesAdjacency = GL_LINES_ADJACENCY, |
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/** |
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* Line strip with adjacency information. |
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* @requires_gl32 Extension @gl_extension{ARB,geometry_shader4} |
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* @requires_gles30 Not defined in OpenGL ES 2.0. |
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* @requires_gles32 Extension @gl_extension{ANDROID,extension_pack_es31a} / |
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* @gl_extension{EXT,geometry_shader} |
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* @requires_gles Geometry shaders are not available in WebGL. |
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*/ |
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LineStripAdjacency = GL_LINE_STRIP_ADJACENCY, |
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#endif |
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/** Each three vertices define one triangle. */ |
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Triangles = GL_TRIANGLES, |
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/** |
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* First three vertices define first triangle, each following |
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* vertex defines another triangle. |
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*/ |
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TriangleStrip = GL_TRIANGLE_STRIP, |
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/** |
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* First vertex is center, each following vertex is connected to |
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* previous and center vertex. |
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*/ |
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TriangleFan = GL_TRIANGLE_FAN, |
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#if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL) |
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/** |
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* Triangles with adjacency information. |
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* @requires_gl32 Extension @gl_extension{ARB,geometry_shader4} |
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* @requires_gles30 Not defined in OpenGL ES 2.0. |
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* @requires_gles32 Extension @gl_extension{ANDROID,extension_pack_es31a} / |
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* @gl_extension{EXT,geometry_shader} |
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* @requires_gles Geometry shaders are not available in WebGL. |
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*/ |
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TrianglesAdjacency = GL_TRIANGLES_ADJACENCY, |
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/** |
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* Triangle strip with adjacency information. |
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* @requires_gl32 Extension @gl_extension{ARB,geometry_shader4} |
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* @requires_gles30 Not defined in OpenGL ES 2.0. |
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* @requires_gles32 Extension @gl_extension{ANDROID,extension_pack_es31a} / |
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* @gl_extension{EXT,geometry_shader} |
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* @requires_gles Geometry shaders are not available in WebGL. |
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*/ |
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TriangleStripAdjacency = GL_TRIANGLE_STRIP_ADJACENCY, |
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/** |
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* Patches. |
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* @requires_gl40 Extension @gl_extension{ARB,tessellation_shader} |
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* @requires_gles30 Not defined in OpenGL ES 2.0. |
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* @requires_gles32 Extension @gl_extension{ANDROID,extension_pack_es31a} / |
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* @gl_extension{EXT,tessellation_shader} |
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* @requires_gles Tessellation shaders are not available in WebGL. |
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*/ |
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Patches = GL_PATCHES |
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#endif |
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}; |
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/** |
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@brief Convert generic mesh primitive to OpenGL mesh primitive |
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@see @ref meshIndexType() |
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*/ |
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MAGNUM_GL_EXPORT MeshPrimitive meshPrimitive(Magnum::MeshPrimitive); |
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/** |
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@brief Index type |
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@see @ref Magnum::MeshIndexType, @ref meshIndexType(), |
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@ref meshIndexTypeSize(), @ref Mesh::setIndexBuffer() |
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@m_enum_values_as_keywords |
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*/ |
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enum class MeshIndexType: GLenum { |
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UnsignedByte = GL_UNSIGNED_BYTE, /**< Unsigned byte */ |
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UnsignedShort = GL_UNSIGNED_SHORT, /**< Unsigned short */ |
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/** |
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* Unsigned int |
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* @requires_gles30 Extension @gl_extension{OES,element_index_uint} |
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* in OpenGL ES 2.0. |
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* @requires_webgl20 Extension @webgl_extension{OES,element_index_uint} |
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* in WebGL 1.0. |
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*/ |
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UnsignedInt = GL_UNSIGNED_INT |
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}; |
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/** |
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@brief Convert generic mesh index type to OpenGL mesh index type |
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@see @ref meshPrimitive(), @ref meshIndexTypeSize() |
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*/ |
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MAGNUM_GL_EXPORT MeshIndexType meshIndexType(Magnum::MeshIndexType); |
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namespace Implementation { struct MeshState; } |
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/** |
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@brief Mesh |
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@section GL-Mesh-configuration Mesh configuration |
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You have to specify at least primitive and vertex/index count using |
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@ref setPrimitive() and @ref setCount(). Then fill your vertex buffers with |
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data, add them to the mesh and specify @ref Attribute "shader attribute" layout |
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inside the buffers using @ref addVertexBuffer(). You can also use |
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@ref MeshTools::interleave() to conveniently interleave vertex data. |
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If you want indexed mesh, fill your index buffer with data and specify its |
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layout using @ref setIndexBuffer(). You can also use @ref MeshTools::compressIndices() |
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to conveniently compress the indices based on the range used. |
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There is also @ref MeshTools::compile() function which operates directly on |
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@ref Trade::MeshData2D / @ref Trade::MeshData3D and returns fully configured |
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mesh and vertex/index buffers for use with stock shaders. |
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Note that neither vertex buffers nor index buffer is managed (e.g. deleted on |
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destruction) by the mesh, so you have to manage them on your own and ensure |
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that they are available for whole mesh lifetime. On the other hand it allows |
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you to use one buffer for more meshes (each mesh for example configured for |
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different usage) or store data for more meshes in one buffer. |
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If vertex/index count or instance count is zero, the mesh is empty and no draw |
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commands are issued when calling @ref draw(). |
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@subsection Mesh-configuration-example Example mesh configuration |
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@subsubsection Mesh-configuration-example-basic Basic non-indexed mesh |
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@snippet MagnumGL.cpp Mesh-nonindexed |
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@subsubsection Mesh-configuration-interleaved Interleaved vertex data |
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@snippet MagnumGL.cpp Mesh-interleaved |
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@subsubsection Mesh-configuration-indexed Indexed mesh |
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@snippet MagnumGL.cpp Mesh-indexed |
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Or using @ref MeshTools::interleave() and @ref MeshTools::compressIndices(): |
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@snippet MagnumGL.cpp Mesh-indexed-tools |
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Or, if you plan to use the mesh with stock shaders, you can just use |
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@ref MeshTools::compile(). |
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@subsubsection Mesh-configuration-formats Specific formats of vertex data |
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@snippet MagnumGL.cpp Mesh-formats |
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@subsubsection Mesh-configuration-dynamic Dynamically specified attributes |
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In some cases, for example when the shader code is fully generated at runtime, |
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it's not possible to know attribute locations and types at compile time. In |
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that case, there are overloads of @ref addVertexBuffer() and |
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@ref addVertexBufferInstanced() that take @ref DynamicAttribute instead of |
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@ref Attribute typedefs. Adding a RGB attribute at location 3 normalized from |
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unsigned byte to float with one byte padding at the end could then look like |
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this: |
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@snippet MagnumGL.cpp Mesh-dynamic |
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@section GL-Mesh-rendering Rendering meshes |
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Basic workflow is: bind specific framebuffer for drawing (if needed), set up |
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respective shader (see |
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@ref GL-AbstractShaderProgram-rendering-workflow "AbstractShaderProgram documentation" |
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for more infromation) and call @ref Mesh::draw(). |
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@section GL-Mesh-webgl-restrictions WebGL restrictions |
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@ref MAGNUM_TARGET_WEBGL "WebGL" puts some restrictions on vertex buffer |
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layout, see @ref addVertexBuffer() documentation for details. |
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@section GL-Mesh-performance-optimization Performance optimizations |
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If @gl_extension{ARB,vertex_array_object} (part of OpenGL 3.0), OpenGL ES 3.0, |
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WebGL 2.0, @gl_extension{OES,vertex_array_object} in OpenGL ES 2.0 or |
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@webgl_extension{OES,vertex_array_object} in WebGL 1.0 is supported, VAOs are |
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used instead of binding the buffers and specifying vertex attribute pointers |
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in each @ref draw() call. The engine tracks currently bound VAO and currently |
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active shader program to avoid unnecessary calls to @fn_gl_keyword{BindVertexArray} |
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and @fn_gl_keyword{UseProgram}. Mesh limits and implementation-defined values |
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(such as @ref maxElementIndex()) are cached, so repeated queries don't result |
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in repeated @fn_gl{Get} calls. |
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If @gl_extension{EXT,direct_state_access} desktop extension and VAOs are |
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available, DSA functions are used for specifying attribute locations to avoid |
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unnecessary calls to @fn_gl{BindBuffer} and @fn_gl{BindVertexArray}. See |
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documentation of @ref addVertexBuffer() for more information. |
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If index range is specified in @ref setIndexBuffer(), range-based version of |
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drawing commands are used on desktop OpenGL and OpenGL ES 3.0. See also |
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@ref draw() for more information. |
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*/ |
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class MAGNUM_GL_EXPORT Mesh: public AbstractObject { |
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friend MeshView; |
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friend Implementation::MeshState; |
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public: |
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#ifdef MAGNUM_BUILD_DEPRECATED |
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/** @brief @copybrief MeshIndexType |
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* @deprecated Use @ref Magnum::MeshIndexType or @ref GL::MeshIndexType |
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* instead. |
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*/ |
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typedef CORRADE_DEPRECATED("use MeshIndexType instead") Magnum::MeshIndexType IndexType; |
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#endif |
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#ifndef MAGNUM_TARGET_GLES2 |
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/** |
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* @brief Max supported index value |
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* |
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* The result is cached, repeated queries don't result in repeated |
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* OpenGL calls. If extension @gl_extension{ARB,ES3_compatibility} (part |
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* of OpenGL 4.3) is not available, returns max representable 32-bit |
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* value (@cpp 0xffffffffu @ce). |
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* @see @ref setIndexBuffer(), @fn_gl{Get} with |
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* @def_gl_keyword{MAX_ELEMENT_INDEX} |
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* @requires_gles30 No upper limit is specified for index values in |
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* OpenGL ES 2.0. |
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* @requires_webgl20 No upper limit is specified for index values in |
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* WebGL 1.0. |
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*/ |
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#ifndef MAGNUM_TARGET_WEBGL |
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static Long maxElementIndex(); |
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#else |
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static Int maxElementIndex(); |
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#endif |
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/** |
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* @brief Max recommended index count |
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* |
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* The result is cached, repeated queries don't result in repeated |
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* OpenGL calls. |
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* @see @ref setIndexBuffer(), @fn_gl{Get} with |
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* @def_gl_keyword{MAX_ELEMENTS_INDICES} |
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* @requires_gles30 Ranged element draw is not supported in OpenGL ES |
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* 2.0. |
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* @requires_webgl20 Ranged element draw is not supported in WebGL 1.0. |
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*/ |
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static Int maxElementsIndices(); |
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/** |
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* @brief Max recommended vertex count |
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* |
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* The result is cached, repeated queries don't result in repeated |
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* OpenGL calls. |
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* @see @ref setIndexBuffer(), @fn_gl{Get} with |
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* @def_gl_keyword{MAX_ELEMENTS_VERTICES} |
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* @requires_gles30 Ranged element draw is not supported in OpenGL ES |
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* 2.0. |
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* @requires_webgl20 Ranged element draw is not supported in WebGL 1.0. |
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*/ |
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static Int maxElementsVertices(); |
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#endif |
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#ifdef MAGNUM_BUILD_DEPRECATED |
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/** @brief @copybrief meshIndexTypeSize() |
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* @deprecated Use @ref meshIndexTypeSize() instead. |
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*/ |
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static CORRADE_DEPRECATED("use meshIndexTypeSize() instead") std::size_t indexSize(Magnum::MeshIndexType type); |
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#endif |
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/** |
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* @brief Wrap existing OpenGL vertex array object |
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* @param id OpenGL vertex array ID |
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* @param primitive Primitive type |
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* @param flags Object creation flags |
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* |
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* The @p id is expected to be of an existing OpenGL vertex array |
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* object. Unlike vertex array created using constructor, the OpenGL |
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* object is by default not deleted on destruction, use @p flags for |
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* different behavior. |
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* @see @ref release() |
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* @requires_gl30 Extension @gl_extension{ARB,vertex_array_object} |
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* @requires_gles30 Extension @gl_extension{OES,vertex_array_object} in |
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* OpenGL ES 2.0. |
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* @requires_webgl20 Extension @webgl_extension{OES,vertex_array_object} |
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* in WebGL 1.0. |
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*/ |
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static Mesh wrap(GLuint id, MeshPrimitive primitive = MeshPrimitive::Triangles, ObjectFlags flags = {}) { |
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return Mesh{id, primitive, flags}; |
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} |
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/** @overload */ |
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static Mesh wrap(GLuint id, ObjectFlags flags) { |
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return wrap(id, MeshPrimitive::Triangles, flags); |
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} |
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/** |
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* @brief Constructor |
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* @param primitive Primitive type |
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* |
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* If @gl_extension{ARB,vertex_array_object} (part of OpenGL 3.0), OpenGL |
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* ES 3.0, WebGL 2.0, @gl_extension{OES,vertex_array_object} in OpenGL |
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* ES 2.0 or @webgl_extension{OES,vertex_array_object} in WebGL 1.0 is |
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* available, vertex array object is created. If |
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* @gl_extension{ARB,direct_state_access} (part of OpenGL 4.5) is not |
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* available, the vertex array object is created on first use. |
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* @see @ref Mesh(NoCreateT), @ref wrap(), @ref setPrimitive(), |
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* @ref setCount(), @fn_gl_keyword{CreateVertexArrays}, eventually |
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* @fn_gl_keyword{GenVertexArrays} |
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*/ |
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explicit Mesh(MeshPrimitive primitive = MeshPrimitive::Triangles); |
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/** @overload */ |
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explicit Mesh(Magnum::MeshPrimitive primitive): Mesh{meshPrimitive(primitive)} {} |
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/** |
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* @brief Construct without creating the underlying OpenGL object |
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* |
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* The constructed instance is equivalent to moved-from state. Useful |
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* in cases where you will overwrite the instance later anyway. Move |
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* another object over it to make it useful. |
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* |
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* This function can be safely used for constructing (and later |
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* destructing) objects even without any OpenGL context being active. |
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* @see @ref Mesh(MeshPrimitive), @ref wrap() |
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*/ |
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explicit Mesh(NoCreateT) noexcept; |
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/** @brief Copying is not allowed */ |
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Mesh(const Mesh&) = delete; |
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/** @brief Move constructor */ |
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Mesh(Mesh&& other) noexcept; |
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/** |
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* @brief Destructor |
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* |
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* If @gl_extension{ARB,vertex_array_object} (part of OpenGL 3.0), OpenGL |
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* ES 3.0, WebGL 2.0, @gl_extension{OES,vertex_array_object} in OpenGL |
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* ES 2.0 or @webgl_extension{OES,vertex_array_object} in WebGL 1.0 is |
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* available, associated vertex array object is deleted. |
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* @see @ref wrap(), @ref release(), @fn_gl_keyword{DeleteVertexArrays} |
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*/ |
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~Mesh(); |
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/** @brief Copying is not allowed */ |
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Mesh& operator=(const Mesh&) = delete; |
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/** @brief Move assignment */ |
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Mesh& operator=(Mesh&& other) noexcept; |
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/** |
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* @brief OpenGL vertex array ID |
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* |
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* If neither @gl_extension{ARB,vertex_array_object} (part of OpenGL 3.0) |
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* nor OpenGL ES 3.0 / WebGL 2.0 nor @gl_extension{OES,vertex_array_object} |
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* in OpenGL ES 2.0 / @webgl_extension{OES,vertex_array_object} in |
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* WebGL 1.0 is available, returns `0`. |
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*/ |
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GLuint id() const { return _id; } |
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/** |
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* @brief Release OpenGL object |
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* |
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* Releases ownership of OpenGL vertex array object and returns its ID |
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* so it is not deleted on destruction. The internal state is then |
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* equivalent to moved-from state. |
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* @see @ref wrap() |
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* @requires_gl30 Extension @gl_extension{ARB,vertex_array_object} |
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* @requires_gles30 Extension @gl_extension{OES,vertex_array_object} in |
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* OpenGL ES 2.0. |
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* @requires_webgl20 Extension @webgl_extension{OES,vertex_array_object} |
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* in WebGL 1.0. |
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*/ |
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GLuint release(); |
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|
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#ifndef MAGNUM_TARGET_WEBGL |
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/** |
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* @brief Mesh label |
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* |
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* The result is *not* cached, repeated queries will result in repeated |
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* OpenGL calls. If OpenGL 4.3 / OpenGL ES 3.2 is not supported and |
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* neither @gl_extension{KHR,debug} (covered also by |
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* @gl_extension{ANDROID,extension_pack_es31a}) nor @gl_extension{EXT,debug_label} |
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* desktop or ES extension is available, this function returns empty |
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* string. |
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* @see @fn_gl_keyword{GetObjectLabel} with @def_gl{VERTEX_ARRAY} or |
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* @fn_gl_extension_keyword{GetObjectLabel,EXT,debug_label} with |
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* @def_gl{VERTEX_ARRAY_OBJECT_EXT} |
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* @requires_gles Debug output is not available in WebGL. |
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*/ |
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std::string label(); |
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|
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/** |
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* @brief Set mesh label |
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* @return Reference to self (for method chaining) |
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* |
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* Default is empty string. If OpenGL 4.3 / OpenGL ES 3.2 is not |
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* supported and neither @gl_extension{KHR,debug} (covered also by |
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* @gl_extension{ANDROID,extension_pack_es31a}) nor @gl_extension{EXT,debug_label} |
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* desktop or ES extension is available, this function does nothing. |
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* @see @ref maxLabelLength(), @fn_gl_keyword{ObjectLabel} with |
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* @def_gl_keyword{VERTEX_ARRAY} or @fn_gl_extension_keyword{LabelObject,EXT,debug_label} |
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* with @def_gl{VERTEX_ARRAY_OBJECT_EXT} |
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* @requires_gles Debug output is not available in WebGL. |
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*/ |
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Mesh& setLabel(const std::string& label) { |
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return setLabelInternal({label.data(), label.size()}); |
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} |
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|
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/** @overload */ |
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template<std::size_t size> Mesh& setLabel(const char(&label)[size]) { |
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return setLabelInternal({label, size - 1}); |
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} |
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#endif |
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|
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/** |
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* @brief Whether the mesh is indexed |
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* |
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* @see @ref setIndexBuffer(), @ref setCount() |
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*/ |
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bool isIndexed() const { return _indexBuffer; } |
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|
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/** |
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* @brief Index type |
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* |
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* Expects that the mesh is indexed. |
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* @see @ref isIndexed() |
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*/ |
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MeshIndexType indexType() const; |
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|
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/** |
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* @brief Index type size |
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* |
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* Expects that the mesh is indexed. |
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* @see @ref isIndexed(), @ref meshIndexTypeSize(Magnum::MeshIndexType) |
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*/ |
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UnsignedInt indexTypeSize() const; |
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|
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#ifdef MAGNUM_BUILD_DEPRECATED |
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/** |
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* @brief Index size |
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* @deprecated Use @ref indexTypeSize() instead. |
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*/ |
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CORRADE_DEPRECATED("use indexTypeSize() instead") std::size_t indexSize() const { return indexTypeSize(); } |
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#endif |
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|
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/** @brief Primitive type */ |
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MeshPrimitive primitive() const { return _primitive; } |
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|
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/** |
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* @brief Set primitive type |
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* @return Reference to self (for method chaining) |
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* |
|
* Default is @ref MeshPrimitive::Triangles. |
|
*/ |
|
Mesh& setPrimitive(MeshPrimitive primitive) { |
|
_primitive = primitive; |
|
return *this; |
|
} |
|
|
|
/** @overload */ |
|
Mesh& setPrimitive(Magnum::MeshPrimitive primitive) { |
|
return setPrimitive(meshPrimitive(primitive)); |
|
} |
|
|
|
/** @brief Vertex/index count */ |
|
Int count() const { return _count; } |
|
|
|
/** |
|
* @brief Set vertex/index count |
|
* @return Reference to self (for method chaining) |
|
* |
|
* If the mesh is indexed, the value is treated as index count, |
|
* otherwise the value is vertex count. If set to @cpp 0 @ce, no draw |
|
* commands are issued when calling @ref draw(AbstractShaderProgram&). |
|
* Ignored when calling @ref draw(AbstractShaderProgram&, TransformFeedback&, UnsignedInt). |
|
* |
|
* @attention To prevent nothing being rendered by accident, this |
|
* function has to be always called, even to just set the count to |
|
* @cpp 0 @ce. |
|
* |
|
* @see @ref isIndexed(), @ref setBaseVertex(), @ref setInstanceCount() |
|
*/ |
|
Mesh& setCount(Int count) { |
|
_countSet = true; |
|
_count = count; |
|
return *this; |
|
} |
|
|
|
/** @brief Base vertex */ |
|
Int baseVertex() const { return _baseVertex; } |
|
|
|
/** |
|
* @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. Ignored when calling |
|
* @ref draw(AbstractShaderProgram&, TransformFeedback&, UnsignedInt). |
|
* Default is @cpp 0 @ce. |
|
* @see @ref setCount(), @ref setBaseInstance() |
|
* @requires_gl32 Extension @gl_extension{ARB,draw_elements_base_vertex} |
|
* for indexed meshes |
|
* @requires_gles32 Base vertex cannot be specified for indexed meshes |
|
* in OpenGL ES 3.1 or WebGL. |
|
*/ |
|
Mesh& setBaseVertex(Int baseVertex) { |
|
_baseVertex = baseVertex; |
|
return *this; |
|
} |
|
|
|
/** @brief Instance count */ |
|
Int instanceCount() const { return _instanceCount; } |
|
|
|
/** |
|
* @brief Set instance count |
|
* @return Reference to self (for method chaining) |
|
* |
|
* If set to @cpp 1 @ce, non-instanced draw commands are issued when |
|
* calling @ref draw(AbstractShaderProgram&) or |
|
* @ref draw(AbstractShaderProgram&, TransformFeedback&, UnsignedInt). |
|
* If set to @cpp 0 @ce, no draw commands are issued at all. Default is |
|
* @cpp 1 @ce. |
|
* @see @ref setBaseInstance(), @ref setCount(), |
|
* @ref addVertexBufferInstanced() |
|
* @requires_gl31 Extension @gl_extension{ARB,draw_instanced} if using |
|
* @ref draw(AbstractShaderProgram&) |
|
* @requires_gl42 Extension @gl_extension{ARB,transform_feedback_instanced} |
|
* if using @ref draw(AbstractShaderProgram&, TransformFeedback&, UnsignedInt) |
|
* @requires_gles30 Extension @gl_extension{ANGLE,instanced_arrays}, |
|
* @gl_extension2{EXT,draw_instanced,draw_instanced} or |
|
* @gl_extension{NV,draw_instanced} in OpenGL ES 2.0. |
|
* @requires_webgl20 Extension @webgl_extension{ANGLE,instanced_arrays} |
|
* in WebGL 1.0. |
|
*/ |
|
Mesh& 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) |
|
* |
|
* Ignored when calling @ref draw(AbstractShaderProgram&, TransformFeedback&, UnsignedInt). |
|
* Default is @cpp 0 @ce. |
|
* @see @ref setInstanceCount(), @ref setBaseVertex() |
|
* @requires_gl42 Extension @gl_extension{ARB,base_instance} |
|
* @requires_gl Base instance cannot be specified in OpenGL ES or |
|
* WebGL. |
|
*/ |
|
Mesh& setBaseInstance(UnsignedInt baseInstance) { |
|
_baseInstance = baseInstance; |
|
return *this; |
|
} |
|
#endif |
|
|
|
/** |
|
* @brief Add buffer with (interleaved) vertex attributes for use with given shader |
|
* @return Reference to self (for method chaining) |
|
* |
|
* Parameter @p offset is offset of the array from the beginning, |
|
* attribute list is combination of @ref Attribute "attribute definitions" |
|
* (specified in implementation of given shader) and offsets between |
|
* interleaved attributes. |
|
* |
|
* See @ref GL-Mesh-configuration "class documentation" for simple |
|
* usage example. For more involved example imagine that you have a |
|
* buffer with 76 bytes of some other data at the beginning (possibly |
|
* material configuration) and then the interleaved vertex array. Each |
|
* vertex consists of a weight, position, texture coordinate and |
|
* a normal. You want to draw it with @ref Shaders::Phong, but it |
|
* accepts only a position and a normal, so you have to skip the weight |
|
* and the texture coordinate in each vertex: |
|
* |
|
* @snippet MagnumGL.cpp Mesh-addVertexBuffer1 |
|
* |
|
* You can also achieve the same effect by calling @ref addVertexBuffer() |
|
* more times with explicitly specified gaps before and after the |
|
* attributes. This can be used for e.g. runtime-dependent |
|
* configuration, as it isn't dependent on the variadic template: |
|
* |
|
* @snippet MagnumGL.cpp Mesh-addVertexBuffer2 |
|
* |
|
* If specifying more than one attribute, the function assumes that |
|
* the array is interleaved. Adding non-interleaved vertex buffer can |
|
* be done by specifying one attribute at a time with specific offset. |
|
* Above example with weight, position, texture coordinate and normal |
|
* arrays one after another (non-interleaved): |
|
* |
|
* @snippet MagnumGL.cpp Mesh-addVertexBuffer3 |
|
* |
|
* If @gl_extension{ARB,vertex_array_object} (part of OpenGL 3.0), OpenGL |
|
* ES 3.0, WebGL 2.0, @gl_extension{OES,vertex_array_object} in OpenGL |
|
* ES 2.0 or @webgl_extension{OES,vertex_array_object} in WebGL 1.0 is |
|
* available, the vertex array object is used to hold the parameters. |
|
* |
|
* @attention The buffer passed as parameter is not managed by the |
|
* mesh, you must ensure it will exist for whole lifetime of the |
|
* mesh and delete it afterwards. |
|
* |
|
* @see @ref addVertexBufferInstanced(), @ref setPrimitive(), |
|
* @ref setCount(), @fn_gl_keyword{BindVertexArray}, |
|
* @fn_gl_keyword{EnableVertexAttribArray}, @fn_gl{BindBuffer}, |
|
* @fn_gl_keyword{VertexAttribPointer} or |
|
* @fn_gl_extension{EnableVertexArrayAttrib,EXT,direct_state_access}, |
|
* @fn_gl_extension_keyword{VertexArrayVertexAttribOffset,EXT,direct_state_access} |
|
* @requires_gles In WebGL the data must be properly aligned (e.g. all |
|
* float data must start at addresses divisible by four). Also the |
|
* maximum stride of attribute data must be at most 255 bytes. |
|
* This is not required anywhere else, but doing so may have |
|
* performance benefits. |
|
*/ |
|
template<class ...T> inline Mesh& addVertexBuffer(Buffer& buffer, GLintptr offset, const T&... attributes) { |
|
addVertexBufferInternal(buffer, offset, strideOfInterleaved(attributes...), 0, attributes...); |
|
return *this; |
|
} |
|
|
|
/** |
|
* @brief Add instanced vertex buffer |
|
* @return Reference to self (for method chaining) |
|
* |
|
* Similar to the above function, the @p divisor parameter specifies |
|
* number of instances that will pass until new data are fetched from |
|
* the buffer. Setting it to @cpp 0 @ce is equivalent to calling |
|
* @ref addVertexBuffer(). |
|
* |
|
* If @gl_extension{ARB,vertex_array_object} (part of OpenGL 3.0), OpenGL |
|
* ES 3.0, WebGL 2.0, @gl_extension{OES,vertex_array_object} in OpenGL |
|
* ES 2.0 or @webgl_extension{OES,vertex_array_object} in WebGL 1.0 is |
|
* available, the vertex array object is used to hold the parameters. |
|
* |
|
* @see @ref setPrimitive(), @ref setCount(), @ref setInstanceCount(), |
|
* @ref setBaseInstance(), |
|
* @fn_gl{BindVertexArray}, @fn_gl_keyword{EnableVertexAttribArray}, |
|
* @fn_gl{BindBuffer}, @fn_gl_keyword{VertexAttribPointer}, |
|
* @fn_gl_keyword{VertexAttribDivisor} or |
|
* @fn_gl_extension_keyword{EnableVertexArrayAttrib,EXT,direct_state_access}, |
|
* @fn_gl_extension_keyword{VertexArrayVertexAttribOffset,EXT,direct_state_access}, |
|
* @fn_gl_extension_keyword{VertexArrayVertexAttribDivisor,EXT,direct_state_access} |
|
* @requires_gl33 Extension @gl_extension{ARB,instanced_arrays} |
|
* @requires_gles30 Extension @gl_extension{ANGLE,instanced_arrays}, |
|
* @gl_extension{EXT,instanced_arrays} or |
|
* @gl_extension{NV,instanced_arrays} in OpenGL ES 2.0. |
|
* @requires_webgl20 Extension @webgl_extension{ANGLE,instanced_arrays} |
|
* in WebGL 1.0. |
|
*/ |
|
template<class ...T> inline Mesh& addVertexBufferInstanced(Buffer& buffer, UnsignedInt divisor, GLintptr offset, const T&... attributes) { |
|
addVertexBufferInternal(buffer, offset, strideOfInterleaved(attributes...), divisor, attributes...); |
|
return *this; |
|
} |
|
|
|
/** |
|
* @brief Add buffer with dynamic vertex attributes for use with given shader |
|
* @return Reference to self (for method chaining) |
|
* |
|
* Equivalent to @ref addVertexBuffer(Buffer&, GLintptr, const T&... attributes) |
|
* but with the possibility to fully specify the attribute properties |
|
* at runtime, including base type and location. See |
|
* @ref Mesh-configuration-dynamic "class documentation" for usage |
|
* example. |
|
*/ |
|
Mesh& addVertexBuffer(Buffer& buffer, GLintptr offset, GLsizei stride, const DynamicAttribute& attribute) { |
|
return addVertexBufferInstanced(buffer, 0, offset, stride, attribute); |
|
} |
|
|
|
/** |
|
* @brief Add buffer with dynamic vertex attributes for use with given shader |
|
* @return Reference to self (for method chaining) |
|
* |
|
* Equivalent to @ref addVertexBufferInstanced(Buffer&, UnsignedInt, GLintptr, const T&... attributes) |
|
* but with the possibility to fully specify the attribute properties |
|
* at runtime, including base type and location. See |
|
* @ref Mesh-configuration-dynamic "class documentation" for usage |
|
* example. |
|
*/ |
|
Mesh& addVertexBufferInstanced(Buffer& buffer, UnsignedInt divisor, GLintptr offset, GLsizei stride, const DynamicAttribute& attribute); |
|
|
|
/** |
|
* @brief Set index buffer |
|
* @param buffer Index buffer |
|
* @param offset Offset into the buffer |
|
* @param type Index data type |
|
* @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 smaller range is specified with @p start and @p end the less |
|
* memory operations are needed (and possibly some optimizations), |
|
* improving draw performance. Specifying @cpp 0 @ce for both |
|
* parameters behaves the same as @ref setIndexBuffer(Buffer&, GLintptr, MeshIndexType). |
|
* On OpenGL ES 2.0 this function behaves always as |
|
* @ref setIndexBuffer(Buffer&, GLintptr, MeshIndexType), as this |
|
* functionality is not available there. |
|
* |
|
* If @gl_extension{ARB,vertex_array_object} (part of OpenGL 3.0), OpenGL |
|
* ES 3.0, WebGL 2.0, @gl_extension{OES,vertex_array_object} in OpenGL |
|
* ES 2.0 or @webgl_extension{OES,vertex_array_object} in WebGL 1.0 is |
|
* available, the vertex array object is used to hold the parameters. |
|
* |
|
* Ignored when calling @ref draw(AbstractShaderProgram&, TransformFeedback&, UnsignedInt). |
|
* |
|
* @see @ref maxElementIndex(), @ref maxElementsIndices(), |
|
* @ref maxElementsVertices(), @ref setCount(), @ref isIndexed(), |
|
* @fn_gl{BindVertexArray}, @fn_gl{BindBuffer} |
|
*/ |
|
Mesh& setIndexBuffer(Buffer& buffer, GLintptr offset, MeshIndexType type, UnsignedInt start, UnsignedInt end); |
|
|
|
/** @overload */ |
|
Mesh& setIndexBuffer(Buffer& buffer, GLintptr offset, Magnum::MeshIndexType type, UnsignedInt start, UnsignedInt end) { |
|
return setIndexBuffer(buffer, offset, meshIndexType(type), start, end); |
|
} |
|
|
|
/** |
|
* @brief Set index buffer |
|
* @param buffer Index buffer |
|
* @param offset Offset into the buffer |
|
* @param type Index data type |
|
* @return Reference to self (for method chaining) |
|
* |
|
* Alternative to @ref setIndexBuffer(Buffer&, GLintptr, MeshIndexType, UnsignedInt, UnsignedInt) |
|
* with unspecified index limits, see its documentation for more |
|
* information. Prefer to set index limits for better performance. |
|
*/ |
|
Mesh& setIndexBuffer(Buffer& buffer, GLintptr offset, MeshIndexType type) { |
|
return setIndexBuffer(buffer, offset, type, 0, 0); |
|
} |
|
|
|
/** @overload */ |
|
Mesh& setIndexBuffer(Buffer& buffer, GLintptr offset, Magnum::MeshIndexType type) { |
|
return setIndexBuffer(buffer, offset, meshIndexType(type)); |
|
} |
|
|
|
/** |
|
* @brief Draw the mesh |
|
* @param shader Shader to use for drawing |
|
* |
|
* Expects that the shader is compatible with this mesh and is fully |
|
* set up. If vertex/index count or instance count is `0`, no draw |
|
* commands are issued. See also |
|
* @ref GL-AbstractShaderProgram-rendering-workflow "AbstractShaderProgram documentation" |
|
* for more information. If @gl_extension{ARB,vertex_array_object} (part |
|
* of OpenGL 3.0), OpenGL ES 3.0, WebGL 2.0, @gl_extension{OES,vertex_array_object} |
|
* in OpenGL ES 2.0 or @webgl_extension{OES,vertex_array_object} in |
|
* WebGL 1.0 is available, the associated vertex array object is bound |
|
* instead of setting up the mesh from scratch. |
|
* @see @ref setCount(), @ref setInstanceCount(), |
|
* @ref draw(AbstractShaderProgram&, TransformFeedback&, UnsignedInt), |
|
* @ref MeshView::draw(AbstractShaderProgram&), |
|
* @ref MeshView::draw(AbstractShaderProgram&, std::initializer_list<std::reference_wrapper<MeshView>>), |
|
* @fn_gl_keyword{UseProgram}, @fn_gl_keyword{EnableVertexAttribArray}, |
|
* @fn_gl{BindBuffer}, @fn_gl_keyword{VertexAttribPointer}, |
|
* @fn_gl_keyword{DisableVertexAttribArray} or @fn_gl_keyword{BindVertexArray}, |
|
* @fn_gl_keyword{DrawArrays}/@fn_gl_keyword{DrawArraysInstanced}/ |
|
* @fn_gl_keyword{DrawArraysInstancedBaseInstance} or @fn_gl_keyword{DrawElements}/ |
|
* @fn_gl_keyword{DrawRangeElements}/@fn_gl_keyword{DrawElementsBaseVertex}/ |
|
* @fn_gl_keyword{DrawRangeElementsBaseVertex}/@fn_gl_keyword{DrawElementsInstanced}/ |
|
* @fn_gl_keyword{DrawElementsInstancedBaseInstance}/ |
|
* @fn_gl_keyword{DrawElementsInstancedBaseVertex}/ |
|
* @fn_gl_keyword{DrawElementsInstancedBaseVertexBaseInstance} |
|
* @requires_gl32 Extension @gl_extension{ARB,draw_elements_base_vertex} |
|
* if the mesh is indexed and @ref baseVertex() is not `0`. |
|
* @requires_gl33 Extension @gl_extension{ARB,instanced_arrays} if |
|
* @ref instanceCount() is more than `1`. |
|
* @requires_gl42 Extension @gl_extension{ARB,base_instance} if |
|
* @ref baseInstance() is not `0`. |
|
* @requires_gles30 Extension @gl_extension{ANGLE,instanced_arrays}, |
|
* @gl_extension{EXT,instanced_arrays} or |
|
* @gl_extension{NV,instanced_arrays} in OpenGL ES 2.0 if |
|
* @ref instanceCount() is more than `1`. |
|
* @requires_webgl20 Extension @webgl_extension{ANGLE,instanced_arrays} |
|
* in WebGL 1.0 if @ref instanceCount() is more than `1`. |
|
* @requires_gl Specifying base vertex for indexed meshes is not |
|
* available in OpenGL ES or WebGL. |
|
*/ |
|
void draw(AbstractShaderProgram& shader); |
|
void draw(AbstractShaderProgram&& shader) { draw(shader); } /**< @overload */ |
|
|
|
#ifndef MAGNUM_TARGET_GLES |
|
/** |
|
* @brief Draw the mesh with vertices coming out of transform feedback |
|
* @param shader Shader to use for drawing |
|
* @param xfb Transform feedback to use for vertex count |
|
* @param stream Transform feedback stream ID |
|
* |
|
* Expects that the @p shader is compatible with this mesh, is fully |
|
* set up and that the output buffer(s) from @p xfb are used as vertex |
|
* buffers in this mesh. Everything set by @ref setCount(), |
|
* @ref setBaseInstance(), @ref setBaseVertex() and @ref setIndexBuffer() |
|
* is ignored, the mesh is drawn as non-indexed and the vertex count is |
|
* taken from the @p xfb object. If @p stream is @cpp 0 @ce, non-stream |
|
* draw command is used. If @gl_extension{ARB,vertex_array_object} (part |
|
* of OpenGL 3.0) is available, the associated vertex array object is |
|
* bound instead of setting up the mesh from scratch. |
|
* @see @ref setInstanceCount(), @ref draw(AbstractShaderProgram&), |
|
* @ref MeshView::draw(AbstractShaderProgram&, TransformFeedback&, UnsignedInt), |
|
* @fn_gl_keyword{UseProgram}, @fn_gl_keyword{EnableVertexAttribArray}, |
|
* @fn_gl{BindBuffer}, @fn_gl_keyword{VertexAttribPointer}, |
|
* @fn_gl_keyword{DisableVertexAttribArray} or @fn_gl_keyword{BindVertexArray}, |
|
* @fn_gl_keyword{DrawTransformFeedback}/@fn_gl_keyword{DrawTransformFeedbackInstanced} or |
|
* @fn_gl_keyword{DrawTransformFeedbackStream}/@fn_gl_keyword{DrawTransformFeedbackStreamInstanced} |
|
* @requires_gl40 Extension @gl_extension{ARB,transform_feedback2} |
|
* @requires_gl40 Extension @gl_extension{ARB,transform_feedback3} if |
|
* @p stream is not `0` |
|
* @requires_gl42 Extension @gl_extension{ARB,transform_feedback_instanced} |
|
* if @ref instanceCount() is more than `1`. |
|
*/ |
|
void draw(AbstractShaderProgram& shader, TransformFeedback& xfb, UnsignedInt stream = 0); |
|
|
|
/** @overload */ |
|
void draw(AbstractShaderProgram&& shader, TransformFeedback& xfb, UnsignedInt stream = 0) { |
|
draw(shader, xfb, stream); |
|
} |
|
#endif |
|
|
|
private: |
|
struct MAGNUM_GL_LOCAL AttributeLayout; |
|
|
|
explicit Mesh(GLuint id, MeshPrimitive primitive, ObjectFlags flags); |
|
|
|
void MAGNUM_GL_LOCAL createIfNotAlready(); |
|
|
|
#ifndef MAGNUM_TARGET_WEBGL |
|
Mesh& setLabelInternal(Containers::ArrayView<const char> label); |
|
#endif |
|
|
|
/* Computing stride of interleaved vertex attributes */ |
|
template<UnsignedInt location, class T, class ...U> static GLsizei strideOfInterleaved(const Attribute<location, T>& attribute, const U&... attributes) { |
|
return attribute.vectorSize()*Attribute<location, T>::VectorCount + strideOfInterleaved(attributes...); |
|
} |
|
template<class ...T> static GLsizei strideOfInterleaved(GLintptr gap, const T&... attributes) { |
|
return gap + strideOfInterleaved(attributes...); |
|
} |
|
static GLsizei strideOfInterleaved() { return 0; } |
|
|
|
/* Adding interleaved vertex attributes */ |
|
template<UnsignedInt location, class T, class ...U> void addVertexBufferInternal(Buffer& buffer, GLintptr offset, GLsizei stride, GLuint divisor, const Attribute<location, T>& attribute, const U&... attributes) { |
|
addVertexAttribute(buffer, attribute, offset, stride, divisor); |
|
|
|
/* Add size of this attribute to offset for next attribute */ |
|
addVertexBufferInternal(buffer, offset+attribute.vectorSize()*Attribute<location, T>::VectorCount, stride, divisor, attributes...); |
|
} |
|
template<class ...T> void addVertexBufferInternal(Buffer& buffer, GLintptr offset, GLsizei stride, GLuint divisor, GLintptr gap, const T&... attributes) { |
|
/* Add the gap to offset for next attribute */ |
|
addVertexBufferInternal(buffer, offset+gap, stride, divisor, attributes...); |
|
} |
|
void addVertexBufferInternal(Buffer&, GLsizei, GLuint, GLintptr) {} |
|
|
|
template<UnsignedInt location, class T> void addVertexAttribute(typename std::enable_if<std::is_same<typename Implementation::Attribute<T>::ScalarType, Float>::value, Buffer&>::type buffer, const Attribute<location, T>& attribute, GLintptr offset, GLsizei stride, GLuint divisor) { |
|
for(UnsignedInt i = 0; i != Attribute<location, T>::VectorCount; ++i) |
|
attributePointerInternal(buffer, |
|
location+i, |
|
GLint(attribute.components()), |
|
GLenum(attribute.dataType()), |
|
attribute.dataOptions() & Attribute<location, T>::DataOption::Normalized ? DynamicAttribute::Kind::GenericNormalized : DynamicAttribute::Kind::Generic, |
|
GLintptr(offset+i*attribute.vectorSize()), |
|
stride, |
|
divisor); |
|
} |
|
|
|
#ifndef MAGNUM_TARGET_GLES2 |
|
template<UnsignedInt location, class T> void addVertexAttribute(typename std::enable_if<std::is_integral<typename Implementation::Attribute<T>::ScalarType>::value, Buffer&>::type buffer, const Attribute<location, T>& attribute, GLintptr offset, GLsizei stride, GLuint divisor) { |
|
attributePointerInternal(buffer, |
|
location, |
|
GLint(attribute.components()), |
|
GLenum(attribute.dataType()), |
|
DynamicAttribute::Kind::Integral, |
|
offset, |
|
stride, |
|
divisor); |
|
} |
|
|
|
#ifndef MAGNUM_TARGET_GLES |
|
template<UnsignedInt location, class T> void addVertexAttribute(typename std::enable_if<std::is_same<typename Implementation::Attribute<T>::ScalarType, Double>::value, Buffer&>::type buffer, const Attribute<location, T>& attribute, GLintptr offset, GLsizei stride, GLuint divisor) { |
|
for(UnsignedInt i = 0; i != Attribute<location, T>::VectorCount; ++i) |
|
attributePointerInternal(buffer, |
|
location+i, |
|
GLint(attribute.components()), |
|
GLenum(attribute.dataType()), |
|
DynamicAttribute::Kind::Long, |
|
GLintptr(offset+i*attribute.vectorSize()), |
|
stride, |
|
divisor); |
|
} |
|
#endif |
|
#endif |
|
|
|
/* Unconditionally binds a specified VAO and updates the state tracker. |
|
Used also in Buffer::bindSomewhereInternal() and Context::resetState(). */ |
|
static void MAGNUM_GL_LOCAL bindVAOImplementationDefault(GLuint id); |
|
static void MAGNUM_GL_LOCAL bindVAOImplementationVAO(GLuint id); |
|
|
|
void MAGNUM_GL_LOCAL bindVAO(); |
|
|
|
#ifndef MAGNUM_TARGET_GLES |
|
void drawInternal(Int count, Int baseVertex, Int instanceCount, UnsignedInt baseInstance, GLintptr indexOffset, Int indexStart, Int indexEnd); |
|
#elif !defined(MAGNUM_TARGET_GLES2) |
|
void drawInternal(Int count, Int baseVertex, Int instanceCount, GLintptr indexOffset, Int indexStart, Int indexEnd); |
|
#else |
|
void drawInternal(Int count, Int baseVertex, Int instanceCount, GLintptr indexOffset); |
|
#endif |
|
|
|
#ifndef MAGNUM_TARGET_GLES |
|
void drawInternal(TransformFeedback& xfb, UnsignedInt stream, Int instanceCount); |
|
#endif |
|
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void MAGNUM_GL_LOCAL createImplementationDefault(); |
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void MAGNUM_GL_LOCAL createImplementationVAO(); |
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#ifndef MAGNUM_TARGET_GLES |
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void MAGNUM_GL_LOCAL createImplementationVAODSA(); |
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#endif |
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void MAGNUM_GL_LOCAL moveConstructImplementationDefault(Mesh&& other); |
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void MAGNUM_GL_LOCAL moveConstructImplementationVAO(Mesh&& other); |
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void MAGNUM_GL_LOCAL moveAssignImplementationDefault(Mesh&& other); |
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void MAGNUM_GL_LOCAL moveAssignImplementationVAO(Mesh&& other); |
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void MAGNUM_GL_LOCAL destroyImplementationDefault(); |
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void MAGNUM_GL_LOCAL destroyImplementationVAO(); |
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void attributePointerInternal(const Buffer& buffer, GLuint location, GLint size, GLenum type, DynamicAttribute::Kind kind, GLintptr offset, GLsizei stride, GLuint divisor); |
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void MAGNUM_GL_LOCAL attributePointerInternal(AttributeLayout& attribute); |
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void MAGNUM_GL_LOCAL attributePointerImplementationDefault(AttributeLayout& attribute); |
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void MAGNUM_GL_LOCAL attributePointerImplementationVAO(AttributeLayout& attribute); |
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#ifndef MAGNUM_TARGET_GLES |
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void MAGNUM_GL_LOCAL attributePointerImplementationDSAEXT(AttributeLayout& attribute); |
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#endif |
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void MAGNUM_GL_LOCAL vertexAttribPointer(AttributeLayout& attribute); |
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#ifndef MAGNUM_TARGET_GLES |
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void MAGNUM_GL_LOCAL vertexAttribDivisorImplementationVAO(GLuint index, GLuint divisor); |
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void MAGNUM_GL_LOCAL vertexAttribDivisorImplementationDSAEXT(GLuint index, GLuint divisor); |
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#elif defined(MAGNUM_TARGET_GLES2) |
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void MAGNUM_GL_LOCAL vertexAttribDivisorImplementationANGLE(GLuint index, GLuint divisor); |
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#ifndef MAGNUM_TARGET_WEBGL |
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void MAGNUM_GL_LOCAL vertexAttribDivisorImplementationEXT(GLuint index, GLuint divisor); |
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void MAGNUM_GL_LOCAL vertexAttribDivisorImplementationNV(GLuint index, GLuint divisor); |
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#endif |
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#endif |
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void MAGNUM_GL_LOCAL bindIndexBufferImplementationDefault(Buffer&); |
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void MAGNUM_GL_LOCAL bindIndexBufferImplementationVAO(Buffer& buffer); |
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void MAGNUM_GL_LOCAL bindImplementationDefault(); |
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void MAGNUM_GL_LOCAL bindImplementationVAO(); |
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void MAGNUM_GL_LOCAL unbindImplementationDefault(); |
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void MAGNUM_GL_LOCAL unbindImplementationVAO(); |
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#ifdef MAGNUM_TARGET_GLES2 |
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void MAGNUM_GL_LOCAL drawArraysInstancedImplementationANGLE(GLint baseVertex, GLsizei count, GLsizei instanceCount); |
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#ifndef MAGNUM_TARGET_WEBGL |
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void MAGNUM_GL_LOCAL drawArraysInstancedImplementationEXT(GLint baseVertex, GLsizei count, GLsizei instanceCount); |
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void MAGNUM_GL_LOCAL drawArraysInstancedImplementationNV(GLint baseVertex, GLsizei count, GLsizei instanceCount); |
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#endif |
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void MAGNUM_GL_LOCAL drawElementsInstancedImplementationANGLE(GLsizei count, GLintptr indexOffset, GLsizei instanceCount); |
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#ifndef MAGNUM_TARGET_WEBGL |
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void MAGNUM_GL_LOCAL drawElementsInstancedImplementationEXT(GLsizei count, GLintptr indexOffset, GLsizei instanceCount); |
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void MAGNUM_GL_LOCAL drawElementsInstancedImplementationNV(GLsizei count, GLintptr indexOffset, GLsizei instanceCount); |
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#endif |
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#endif |
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/* _id, _primitive, _flags set from constructors */ |
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GLuint _id; |
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MeshPrimitive _primitive; |
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ObjectFlags _flags; |
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/* using a separate bool instead of Optional to make use of the 3-byte |
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gap after _flags */ |
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bool _countSet{}; |
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Int _count{}, _baseVertex{}, _instanceCount{1}; |
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#ifndef MAGNUM_TARGET_GLES |
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UnsignedInt _baseInstance{}; |
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#endif |
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#ifndef MAGNUM_TARGET_GLES2 |
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UnsignedInt _indexStart{}, _indexEnd{}; |
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#endif |
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GLintptr _indexOffset{}; |
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MeshIndexType _indexType{}; |
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Buffer* _indexBuffer{}; |
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/* Storage for std::vector with attribute layout / attribute buffer |
|
instances. 4 pointers should be one pointer more than enough. */ |
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struct { std::intptr_t data[4]; } _attributes; |
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}; |
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/** @debugoperatorenum{MeshPrimitive} */ |
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MAGNUM_GL_EXPORT Debug& operator<<(Debug& debug, MeshPrimitive value); |
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/** @debugoperatorenum{MeshIndexType} */ |
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MAGNUM_GL_EXPORT Debug& operator<<(Debug& debug, MeshIndexType value); |
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inline GLuint Mesh::release() { |
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const GLuint id = _id; |
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_id = 0; |
|
return id; |
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} |
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|
} |
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#ifdef MAGNUM_BUILD_DEPRECATED |
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/* Note: needs to be prefixed with Magnum:: otherwise Doxygen can't find it */ |
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|
|
/** @brief @copybrief GL::Mesh |
|
* @deprecated Use @ref GL::Mesh instead. |
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*/ |
|
typedef CORRADE_DEPRECATED("use GL::Mesh instead") Magnum::GL::Mesh Mesh; |
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#endif |
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|
} |
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#endif
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