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813 lines
32 KiB
813 lines
32 KiB
#ifndef Magnum_Mesh_h |
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#define Magnum_Mesh_h |
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/* |
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This file is part of Magnum. |
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Copyright © 2010, 2011, 2012, 2013 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 Magnum::Mesh |
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*/ |
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#include <vector> |
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#include <Utility/ConfigurationValue.h> |
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#include "AbstractShaderProgram.h" |
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namespace Magnum { |
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/** |
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@brief %Mesh |
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@section Mesh-configuration Mesh configuration |
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|
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You have to specify at least primitive and vertex count using @ref setPrimitive() |
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and @ref setVertexCount(). Then fill your vertex buffers with data, add them to |
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the mesh and specify @ref AbstractShaderProgram::Attribute "shader attribute" |
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layout inside the buffers using @ref addVertexBuffer(). You can also |
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use @ref MeshTools::interleave() conveniently fill interleaved vertex buffer. |
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The function itself calls @ref setVertexCount(), so you don't have to do it |
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again, but you still have to specify the layout using @ref addVertexBuffer(). |
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If you have indexed mesh, you need to call @ref setIndexCount() instead of |
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@ref setVertexCount(). Then 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, fill the index buffer and configure the |
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mesh instead of calling @ref setIndexCount() and @ref setIndexBuffer() manually. |
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|
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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 shader) or store data for more meshes in one buffer. |
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|
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If the mesh has non-zero index count, it is treated as indexed mesh, otherwise |
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it is treated as non-indexed mesh. If both index and vertex count is zero, the |
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mesh is empty and no draw commands are issued when calling @ref draw(). |
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@subsection Mesh-configuration-examples Example mesh configuration |
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@subsubsection Mesh-configuration-examples-nonindexed Basic non-indexed mesh |
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@code |
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// Custom shader, needing only position data |
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class MyShader: public AbstractShaderProgram { |
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public: |
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typedef Attribute<0, Vector3> Position; |
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|
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// ... |
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}; |
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Buffer vertexBuffer; |
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Mesh mesh; |
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// Fill vertex buffer with position data |
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static constexpr Vector3 positions[30] = { |
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// ... |
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}; |
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vertexBuffer.setData(positions, Buffer::Usage::StaticDraw); |
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// Set primitive and vertex count, add the buffer and specify its layout |
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mesh.setPrimitive(Mesh::Primitive::Triangles) |
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.setVertexCount(30) |
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.addVertexBuffer(vertexBuffer, 0, MyShader::Position()); |
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@endcode |
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@subsubsection Mesh-configuration-examples-nonindexed-phong Interleaved vertex data |
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@code |
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// Non-indexed primitive with positions and normals |
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Trade::MeshData3D plane = Primitives::Plane::solid(); |
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Buffer vertexBuffer; |
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Mesh mesh; |
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// Fill vertex buffer with interleaved position and normal data |
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MeshTools::interleave(mesh, buffer, Buffer::Usage::StaticDraw, |
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plane.positions(0), plane.normals(0)); |
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// Set primitive and specify layout of interleaved vertex buffer, vertex count |
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// has been already set by MeshTools::interleave() |
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mesh.setPrimitive(plane.primitive()) |
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.addVertexBuffer(buffer, 0, Shaders::Phong::Position(), Shaders::Phong::Normal()); |
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@endcode |
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@subsubsection Mesh-configuration-examples-indexed-phong Indexed mesh |
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@code |
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// Custom shader |
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class MyShader: public AbstractShaderProgram { |
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public: |
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typedef Attribute<0, Vector3> Position; |
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|
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// ... |
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}; |
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Buffer vertexBuffer, indexBuffer; |
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Mesh mesh; |
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// Fill vertex buffer with position data |
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static constexpr Vector3 positions[300] = { |
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// ... |
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}; |
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vertexBuffer.setData(positions, Buffer::Usage::StaticDraw); |
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// Fill index buffer with index data |
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static constexpr GLubyte indices[75] = { |
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// ... |
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}; |
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indexBuffer.setData(indices, Buffer::Usage::StaticDraw); |
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// Set primitive, index count, specify the buffers |
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mesh.setPrimitive(Mesh::Primitive::Triangles) |
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.setIndexCount(75) |
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.addVertexBuffer(vertexBuffer, 0, MyShader::Position()) |
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.setIndexBuffer(indexBuffer, 0, Mesh::IndexType::UnsignedByte, 176, 229); |
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@endcode |
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@code |
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// Indexed primitive |
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Trade::MeshData3D cube = Primitives::Cube::solid(); |
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Buffer vertexBuffer, indexBuffer; |
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Mesh mesh; |
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// Fill vertex buffer with interleaved position and normal data |
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MeshTools::interleave(mesh, vertexBuffer, Buffer::Usage::StaticDraw, |
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cube.positions(0), cube.normals(0)); |
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// Fill index buffer with compressed index data |
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MeshTools::compressIndices(mesh, indexBuffer, Buffer::Usage::StaticDraw, |
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cube.indices()); |
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// Set primitive and specify layout of interleaved vertex buffer. Index count |
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// and index buffer has been already specified by MeshTools::compressIndices(). |
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mesh.setPrimitive(plane.primitive()) |
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.addVertexBuffer(vertexBuffer, 0, Shaders::Phong::Position(), Shaders::Phong::Normal()); |
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@endcode |
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@subsubsection Mesh-configuration-examples-data-options Specific formats of vertex data |
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@code |
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// Custom shader with colors specified as four floating-point values |
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class MyShader: public AbstractShaderProgram { |
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public: |
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typedef Attribute<0, Vector3> Position; |
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typedef Attribute<1, Color4> Color; |
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// ... |
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}; |
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Mesh mesh; |
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// Fill position buffer with positions specified as two-component XY (i.e., |
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// no Z component, which is meant to be always 0) |
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Buffer positionBuffer; |
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Vector2 positions[30] = { |
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// ... |
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}; |
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// Specify layout of positions buffer -- only two components, unspecified Z |
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// component will be automatically set to 0 |
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mesh.addVertexBuffer(positionBuffer, 0, |
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MyShader::Position(MyShader::Position::Components::Two)); |
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// Fill color buffer with colors specified as four-byte BGRA (e.g. directly |
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// from TGA file) |
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Buffer colorBuffer; |
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GLubyte colors[4*30] = { |
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// ... |
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}; |
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colorBuffer.setData(colors, Buffer::Usage::StaticDraw); |
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// Specify layout of color buffer -- BGRA, each component unsigned byte and we |
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// want to normalize them from [0, 255] to [0.0f, 1.0f] |
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mesh.addVertexBuffer(colorBuffer, 0, MyShader::Color( |
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MyShader::Color::Components::BGRA, |
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MyShader::Color::DataType::UnsignedByte, |
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MyShader::Color::DataOption::Normalized)); |
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@endcode |
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@section Mesh-drawing Rendering meshes |
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Basic workflow is: bind specific framebuffer for drawing (if needed), set up |
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respective shader, bind required textures (see |
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@ref AbstractShaderProgram-rendering-workflow "AbstractShaderProgram documentation" |
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for more infromation) and call @ref Mesh::draw(). |
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@section Mesh-performance-optimization Performance optimizations |
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If @extension{APPLE,vertex_array_object}, OpenGL ES 3.0 or |
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@es_extension{OES,vertex_array_object} on OpenGL ES 2.0 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 draw() call. The engine tracks currently bound VAO to avoid |
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unnecessary calls to @fn_gl{BindVertexArray}. %Mesh limits and |
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implementation-defined values (such as @ref maxVertexAttributes()) are cached, |
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so repeated queries don't result in repeated @fn_gl{Get} calls. |
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If extension @extension{EXT,direct_state_access} and VAOs are available, |
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DSA functions are used for specifying attribute locations to avoid unnecessary |
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calls to @fn_gl{BindBuffer} and @fn_gl{BindVertexArray}. See documentation of |
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@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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@todo Support for indirect draw buffer (OpenGL 4.0, @extension{ARB,draw_indirect}) |
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@todo Redo in a way that allows glMultiDrawArrays, glDrawArraysInstanced etc. |
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@todo test vertex specification & drawing |
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@todo How to glDrawElementsBaseVertex()/vertex offset -- in draw()? |
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*/ |
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class MAGNUM_EXPORT Mesh { |
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friend class Context; |
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friend class MeshView; |
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public: |
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/** |
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* @brief Primitive type |
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* |
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* @see primitive(), setPrimitive() |
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*/ |
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enum class Primitive: GLenum { |
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/** Single points. */ |
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Points = GL_POINTS, |
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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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/** 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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* 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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#ifndef MAGNUM_TARGET_GLES |
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/** |
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* Line strip with adjacency information. |
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* @requires_gl32 %Extension @extension{ARB,geometry_shader4} |
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*/ |
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LineStripAdjacency = GL_LINE_STRIP_ADJACENCY, |
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/** |
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* Lines with adjacency information. |
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* @requires_gl32 %Extension @extension{ARB,geometry_shader4} |
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*/ |
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LinesAdjacency = GL_LINES_ADJACENCY, |
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#endif |
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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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/** Each three vertices define one triangle. */ |
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Triangles = GL_TRIANGLES, |
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#ifndef MAGNUM_TARGET_GLES |
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/** |
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* Triangle strip with adjacency information. |
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* @requires_gl32 %Extension @extension{ARB,geometry_shader4} |
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*/ |
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TriangleStripAdjacency = GL_TRIANGLE_STRIP_ADJACENCY, |
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/** |
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* Triangles with adjacency information. |
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* @requires_gl32 %Extension @extension{ARB,geometry_shader4} |
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*/ |
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TrianglesAdjacency = GL_TRIANGLES_ADJACENCY, |
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/** |
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* Patches. |
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* @requires_gl40 %Extension @extension{ARB,tessellation_shader} |
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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 Index type |
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* |
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* @see setIndexBuffer(), indexSize() |
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*/ |
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enum class IndexType: 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 @es_extension{OES,element_index_uint} |
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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 Max supported vertex attribute 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. This function is in fact alias to |
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* @ref AbstractShaderProgram::maxVertexAttributes(). |
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* @see @ref addVertexBuffer() |
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*/ |
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static Int maxVertexAttributes(); |
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#ifndef MAGNUM_TARGET_GLES2 |
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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 @def_gl{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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*/ |
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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 @def_gl{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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*/ |
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static Int maxElementsVertices(); |
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#endif |
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/** |
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* @brief Size of given index type |
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* |
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* @see indexSize() const |
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*/ |
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static std::size_t indexSize(IndexType type); |
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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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* Creates mesh with no vertex buffers and zero vertex count. |
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* @see setPrimitive(), setVertexCount(), @fn_gl{GenVertexArrays} (if |
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* @extension{APPLE,vertex_array_object} is available) |
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*/ |
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explicit Mesh(Primitive primitive = Primitive::Triangles); |
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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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* @see @fn_gl{DeleteVertexArrays} (if |
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* @extension{APPLE,vertex_array_object} is available) |
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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 Index size |
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* |
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* @see indexSize(IndexType) |
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*/ |
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std::size_t indexSize() const { return indexSize(_indexType); } |
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/** @brief Primitive type */ |
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Primitive primitive() const { return _primitive; } |
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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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* |
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* Default is @ref Primitive::Triangles. |
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* @see @ref setVertexCount(), @ref addVertexBuffer() |
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*/ |
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Mesh& setPrimitive(Primitive primitive) { |
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_primitive = primitive; |
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return *this; |
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} |
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/** @brief Vertex count */ |
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Int vertexCount() const { return _vertexCount; } |
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/** |
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* @brief Set vertex count |
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* @return Reference to self (for method chaining) |
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* |
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* Default is zero. |
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* @see setPrimitive(), addVertexBuffer(), MeshTools::interleave() |
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*/ |
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Mesh& setVertexCount(Int vertexCount) { |
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_vertexCount = vertexCount; |
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return *this; |
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} |
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/** @brief Index count */ |
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Int indexCount() const { return _indexCount; } |
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/** |
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* @brief Set index count |
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* @return Reference to self (for method chaining) |
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* |
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* Default is zero. |
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* @see setIndexBuffer(), MeshTools::compressIndices() |
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*/ |
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Mesh& setIndexCount(Int count) { |
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_indexCount = count; |
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return *this; |
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} |
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/** |
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* @brief Add buffer with (interleaved) vertex attributes for use with given shader |
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* @return Reference to self (for method chaining) |
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* |
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* Parameter @p offset is offset of the array from the beginning, |
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* attribute list is combination of @ref AbstractShaderProgram::Attribute "attribute definitions" |
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* (specified in implementation of given shader) and offsets between |
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* interleaved attributes. |
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* |
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* See @ref Mesh-configuration "class documentation" for simple usage |
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* example. For more involved example imagine that you have buffer |
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* with 76 bytes of some other data at the beginning (possibly material |
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* configuration) and then the interleaved vertex array. Each vertex |
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* consists of weight, position, texture coordinate and normal. You |
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* want to draw it with @ref Shaders::Phong, but it accepts only |
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* position and normal, so you have to skip weight and texture |
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* coordinate in each vertex: |
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* @code |
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Buffer buffer; |
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Mesh mesh; |
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mesh.addVertexBuffer(buffer, 76, // initial array offset |
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4, // skip vertex weight (Float) |
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Shaders::Phong::Position(), // vertex position |
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8, // skip texture coordinates (Vector2) |
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Shaders::Phong::Normal()); // vertex normal |
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@endcode |
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* |
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* You can also achieve the same effect by calling @ref addVertexBuffer() |
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* more times with explicitly specified gaps before and after the |
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* attributes. This can be used for e.g. runtime-dependent |
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* configuration, as it isn't dependent on the variadic template: |
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@code |
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mesh.addVertexBuffer(buffer, 76, 4, Shaders::Phong::Position(), 20) |
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.addVertexBuffer(buffer, 76, 24, Shaders::Phong::Normal(), 0); |
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@endcode |
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* |
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* If specifying more than one attribute, the function assumes that |
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* the array is interleaved. Adding non-interleaved vertex buffer can |
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* be done by specifying one attribute at a time with specific offset. |
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* Above example with weight, position, texture coordinate and normal |
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* arrays one after another (non-interleaved): |
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@code |
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Int vertexCount = 352; |
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mesh.addVertexBuffer(buffer, 76 + 4*vertexCount, Shaders::Phong::Position()) |
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.addVertexBuffer(buffer, 76 + 24*vertexCount, Shaders::Phong::Normal()); |
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@endcode |
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* |
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* @attention The buffer passed as parameter is not managed by the |
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* mesh, you must ensure it will exist for whole lifetime of the |
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* mesh and delete it afterwards. |
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* |
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* @see @ref maxVertexAttributes(), @ref setPrimitive(), |
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* @ref setVertexCount(), @fn_gl{BindVertexArray}, |
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* @fn_gl{EnableVertexAttribArray}, @fn_gl{BindBuffer}, |
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* @fn_gl{VertexAttribPointer} or |
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* @fn_gl_extension{EnableVertexArrayAttrib,EXT,direct_state_access}, |
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* @fn_gl_extension{VertexArrayVertexAttribOffset,EXT,direct_state_access} |
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* if @extension{APPLE,vertex_array_object} is available |
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* @todoc Add back the *s when Doxygen is sane again |
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*/ |
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template<class ...T> inline Mesh& addVertexBuffer(Buffer& buffer, GLintptr offset, const T&... attributes) { |
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addVertexBufferInternal(buffer, offset, strideOfInterleaved(attributes...), attributes...); |
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return *this; |
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} |
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/** |
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* @brief Set index buffer |
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* @param buffer Index buffer |
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* @param offset Offset into the buffer |
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* @param type Index data type |
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* @param start Minimum array index contained in the buffer |
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* @param end Maximum array index contained in the buffer |
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* @return Reference to self (for method chaining) |
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* |
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* The smaller range is specified with @p start and @p end the less |
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* memory operations are needed (and possibly some optimizations), |
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* improving draw performance. Specifying `0` for both parameters |
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* behaves the same as setIndexBuffer(Buffer*, GLintptr, IndexType). |
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* On OpenGL ES 2.0 this function behaves always as |
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* setIndexBuffer(Buffer*, GLintptr, IndexType), as this functionality |
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* is not available there. |
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* @see @ref maxElementsIndices(), @ref maxElementsVertices(), |
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* @ref setIndexCount(), @ref MeshTools::compressIndices(), |
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* @fn_gl{BindVertexArray}, @fn_gl{BindBuffer} (if |
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* @extension{APPLE,vertex_array_object} is available) |
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*/ |
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Mesh& setIndexBuffer(Buffer& buffer, GLintptr offset, IndexType type, UnsignedInt start, UnsignedInt end); |
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/** |
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* @brief Set index buffer |
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* @param buffer Index buffer |
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* @param offset Offset into the buffer |
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* @param type Index data type |
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* @return Reference to self (for method chaining) |
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* |
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* Prefer to use setIndexBuffer(Buffer*, GLintptr, IndexType, UnsignedInt, UnsignedInt) |
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* for better performance. |
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* @see setIndexCount(), MeshTools::compressIndices(), |
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* @fn_gl{BindVertexArray}, @fn_gl{BindBuffer} (if |
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* @extension{APPLE,vertex_array_object} is available) |
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*/ |
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Mesh& setIndexBuffer(Buffer& buffer, GLintptr offset, IndexType type) { |
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return setIndexBuffer(buffer, offset, type, 0, 0); |
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} |
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/** |
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* @brief Draw the mesh |
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* |
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* Expects an active shader with all uniforms set. See |
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* @ref AbstractShaderProgram-rendering-workflow "AbstractShaderProgram documentation" |
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* for more information. |
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* @see @fn_gl{EnableVertexAttribArray}, @fn_gl{BindBuffer}, |
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* @fn_gl{VertexAttribPointer}, @fn_gl{DisableVertexAttribArray} |
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* or @fn_gl{BindVertexArray} (if @extension{APPLE,vertex_array_object} |
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* is available), @fn_gl{DrawArrays} or @fn_gl{DrawElements}/@fn_gl{DrawRangeElements}. |
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*/ |
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void draw() { |
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#ifndef MAGNUM_TARGET_GLES2 |
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drawInternal(0, _vertexCount, _indexOffset, _indexCount, _indexStart, _indexEnd); |
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#else |
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drawInternal(0, _vertexCount, _indexOffset, _indexCount); |
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#endif |
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} |
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private: |
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#ifndef DOXYGEN_GENERATING_OUTPUT |
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struct MAGNUM_LOCAL Attribute { |
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Buffer* buffer; |
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GLuint location; |
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GLint size; |
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GLenum type; |
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bool normalized; |
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GLintptr offset; |
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GLsizei stride; |
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}; |
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|
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#ifndef MAGNUM_TARGET_GLES2 |
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struct MAGNUM_LOCAL IntegerAttribute { |
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Buffer* buffer; |
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GLuint location; |
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GLint size; |
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GLenum type; |
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GLintptr offset; |
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GLsizei stride; |
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}; |
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|
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#ifndef MAGNUM_TARGET_GLES |
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struct MAGNUM_LOCAL LongAttribute { |
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Buffer* buffer; |
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GLuint location; |
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GLint size; |
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GLenum type; |
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GLintptr offset; |
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GLsizei stride; |
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}; |
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#endif |
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#endif |
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#endif |
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|
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static void MAGNUM_LOCAL initializeContextBasedFunctionality(Context& context); |
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|
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/* Computing stride of interleaved vertex attributes */ |
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template<UnsignedInt location, class T, class ...U> inline static GLsizei strideOfInterleaved(const AbstractShaderProgram::Attribute<location, T>& attribute, const U&... attributes) { |
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return attribute.dataSize() + strideOfInterleaved(attributes...); |
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} |
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template<class ...T> inline static GLsizei strideOfInterleaved(GLintptr gap, const T&... attributes) { |
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return gap + strideOfInterleaved(attributes...); |
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} |
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inline static GLsizei strideOfInterleaved() { return 0; } |
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|
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/* Adding interleaved vertex attributes */ |
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template<UnsignedInt location, class T, class ...U> inline void addVertexBufferInternal(Buffer& buffer, GLintptr offset, GLsizei stride, const AbstractShaderProgram::Attribute<location, T>& attribute, const U&... attributes) { |
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addVertexAttribute(buffer, attribute, offset, stride); |
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|
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/* Add size of this attribute to offset for next attribute */ |
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addVertexBufferInternal(buffer, offset+attribute.dataSize(), stride, attributes...); |
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} |
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template<class ...T> inline void addVertexBufferInternal(Buffer& buffer, GLintptr offset, GLsizei stride, GLintptr gap, const T&... attributes) { |
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/* Add the gap to offset for next attribute */ |
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addVertexBufferInternal(buffer, offset+gap, stride, attributes...); |
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} |
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inline void addVertexBufferInternal(Buffer&, GLsizei, GLintptr) {} |
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|
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template<UnsignedInt location, class T> inline void addVertexAttribute(typename std::enable_if<std::is_same<typename Implementation::Attribute<T>::Type, Float>::value, Buffer&>::type buffer, const AbstractShaderProgram::Attribute<location, T>& attribute, GLintptr offset, GLsizei stride) { |
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for(UnsignedInt i = 0; i != Implementation::Attribute<T>::vectorCount(); ++i) |
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(this->*attributePointerImplementation)(Attribute{ |
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&buffer, |
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location+i, |
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static_cast<GLint>(attribute.components()), |
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static_cast<GLenum>(attribute.dataType()), |
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bool(attribute.dataOptions() & AbstractShaderProgram::Attribute<location, T>::DataOption::Normalized), |
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offset, |
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stride |
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}); |
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} |
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|
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#ifndef MAGNUM_TARGET_GLES2 |
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template<UnsignedInt location, class T> inline void addVertexAttribute(typename std::enable_if<std::is_integral<typename Implementation::Attribute<T>::Type>::value, Buffer&>::type buffer, const AbstractShaderProgram::Attribute<location, T>& attribute, GLintptr offset, GLsizei stride) { |
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(this->*attributeIPointerImplementation)(IntegerAttribute{ |
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&buffer, |
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location, |
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static_cast<GLint>(attribute.components()), |
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static_cast<GLenum>(attribute.dataType()), |
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offset, |
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stride |
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}); |
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} |
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|
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#ifndef MAGNUM_TARGET_GLES |
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template<UnsignedInt location, class T> inline void addVertexAttribute(typename std::enable_if<std::is_same<typename Implementation::Attribute<T>::Type, Double>::value, Buffer&>::type buffer, const AbstractShaderProgram::Attribute<location, T>& attribute, GLintptr offset, GLsizei stride) { |
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for(UnsignedInt i = 0; i != Implementation::Attribute<T>::vectorCount(); ++i) |
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(this->*attributeLPointerImplementation)(LongAttribute{ |
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&buffer, |
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location+i, |
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static_cast<GLint>(attribute.components()), |
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static_cast<GLenum>(attribute.dataType()), |
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offset, |
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stride |
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}); |
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} |
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#endif |
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#endif |
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|
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static void MAGNUM_LOCAL bindVAO(GLuint vao); |
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|
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void MAGNUM_LOCAL vertexAttribPointer(const Attribute& attribute); |
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#ifndef MAGNUM_TARGET_GLES2 |
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void MAGNUM_LOCAL vertexAttribPointer(const IntegerAttribute& attribute); |
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#ifndef MAGNUM_TARGET_GLES |
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void MAGNUM_LOCAL vertexAttribPointer(const LongAttribute& attribute); |
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#endif |
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#endif |
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|
|
#ifndef MAGNUM_TARGET_GLES2 |
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void drawInternal(Int firstVertex, Int vertexCount, GLintptr indexOffset, Int indexCount, Int indexStart, Int indexEnd); |
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#else |
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void drawInternal(Int firstVertex, Int vertexCount, GLintptr indexOffset, Int indexCount); |
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#endif |
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|
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typedef void(Mesh::*CreateImplementation)(); |
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void MAGNUM_LOCAL createImplementationDefault(); |
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void MAGNUM_LOCAL createImplementationVAO(); |
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static MAGNUM_LOCAL CreateImplementation createImplementation; |
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|
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typedef void(Mesh::*DestroyImplementation)(); |
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void MAGNUM_LOCAL destroyImplementationDefault(); |
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void MAGNUM_LOCAL destroyImplementationVAO(); |
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static MAGNUM_LOCAL DestroyImplementation destroyImplementation; |
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|
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typedef void(Mesh::*AttributePointerImplementation)(const Attribute&); |
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void MAGNUM_LOCAL attributePointerImplementationDefault(const Attribute& attribute); |
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void MAGNUM_LOCAL attributePointerImplementationVAO(const Attribute& attribute); |
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#ifndef MAGNUM_TARGET_GLES |
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void MAGNUM_LOCAL attributePointerImplementationDSA(const Attribute& attribute); |
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#endif |
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static AttributePointerImplementation attributePointerImplementation; |
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|
|
#ifndef MAGNUM_TARGET_GLES2 |
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typedef void(Mesh::*AttributeIPointerImplementation)(const IntegerAttribute&); |
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void MAGNUM_LOCAL attributePointerImplementationDefault(const IntegerAttribute& attribute); |
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void MAGNUM_LOCAL attributePointerImplementationVAO(const IntegerAttribute& attribute); |
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#ifndef MAGNUM_TARGET_GLES |
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void MAGNUM_LOCAL attributePointerImplementationDSA(const IntegerAttribute& attribute); |
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#endif |
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static AttributeIPointerImplementation attributeIPointerImplementation; |
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|
|
#ifndef MAGNUM_TARGET_GLES |
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typedef void(Mesh::*AttributeLPointerImplementation)(const LongAttribute&); |
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void MAGNUM_LOCAL attributePointerImplementationDefault(const LongAttribute& attribute); |
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void MAGNUM_LOCAL attributePointerImplementationVAO(const LongAttribute& attribute); |
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void MAGNUM_LOCAL attributePointerImplementationDSA(const LongAttribute& attribute); |
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static AttributeLPointerImplementation attributeLPointerImplementation; |
|
#endif |
|
#endif |
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|
|
typedef void(Mesh::*BindIndexBufferImplementation)(Buffer&); |
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void MAGNUM_LOCAL bindIndexBufferImplementationDefault(Buffer& buffer); |
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void MAGNUM_LOCAL bindIndexBufferImplementationVAO(Buffer& buffer); |
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static MAGNUM_LOCAL BindIndexBufferImplementation bindIndexBufferImplementation; |
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|
|
typedef void(Mesh::*BindImplementation)(); |
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void MAGNUM_LOCAL bindImplementationDefault(); |
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void MAGNUM_LOCAL bindImplementationVAO(); |
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static MAGNUM_LOCAL BindImplementation bindImplementation; |
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|
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typedef void(Mesh::*UnbindImplementation)(); |
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void MAGNUM_LOCAL unbindImplementationDefault(); |
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void MAGNUM_LOCAL unbindImplementationVAO(); |
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static MAGNUM_LOCAL UnbindImplementation unbindImplementation; |
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|
|
GLuint _id; |
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Primitive _primitive; |
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Int _vertexCount, _indexCount; |
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#ifndef MAGNUM_TARGET_GLES2 |
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UnsignedInt _indexStart, _indexEnd; |
|
#endif |
|
GLintptr _indexOffset; |
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IndexType _indexType; |
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Buffer* _indexBuffer; |
|
|
|
std::vector<Attribute> _attributes; |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
std::vector<IntegerAttribute> _integerAttributes; |
|
#ifndef MAGNUM_TARGET_GLES |
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std::vector<LongAttribute> _longAttributes; |
|
#endif |
|
#endif |
|
}; |
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|
|
/** @debugoperator{Magnum::Mesh} */ |
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Debug MAGNUM_EXPORT operator<<(Debug debug, Mesh::Primitive value); |
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|
|
/** @debugoperator{Magnum::Mesh} */ |
|
Debug MAGNUM_EXPORT operator<<(Debug debug, Mesh::IndexType value); |
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|
|
} |
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|
|
namespace Corrade { namespace Utility { |
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|
|
/** @configurationvalue{Magnum::Mesh} */ |
|
template<> struct MAGNUM_EXPORT ConfigurationValue<Magnum::Mesh::Primitive> { |
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ConfigurationValue() = delete; |
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|
|
/** |
|
* @brief Writes enum value as string |
|
* |
|
* If the value is invalid, returns empty string. |
|
*/ |
|
static std::string toString(Magnum::Mesh::Primitive value, ConfigurationValueFlags); |
|
|
|
/** |
|
* @brief Reads enum value as string |
|
* |
|
* If the value is invalid, returns @ref Magnum::Mesh::Primitive::Points "Mesh::Primitive::Points". |
|
*/ |
|
static Magnum::Mesh::Primitive fromString(const std::string& stringValue, ConfigurationValueFlags); |
|
}; |
|
|
|
/** @configurationvalue{Magnum::Mesh} */ |
|
template<> struct MAGNUM_EXPORT ConfigurationValue<Magnum::Mesh::IndexType> { |
|
ConfigurationValue() = delete; |
|
|
|
/** |
|
* @brief Write enum value as string |
|
* |
|
* If the value is invalid, returns empty string. |
|
*/ |
|
static std::string toString(Magnum::Mesh::IndexType value, ConfigurationValueFlags); |
|
|
|
/** |
|
* @brief Read enum value as string |
|
* |
|
* If the value is invalid, returns @ref Magnum::Mesh::IndexType::UnsignedInt "Mesh::IndexType::UnsignedInt". |
|
*/ |
|
static Magnum::Mesh::IndexType fromString(const std::string& stringValue, ConfigurationValueFlags); |
|
}; |
|
|
|
}} |
|
|
|
#endif
|
|
|