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171 lines
6.2 KiB
171 lines
6.2 KiB
#ifndef Magnum_IndexedMesh_h |
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#define Magnum_IndexedMesh_h |
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/* |
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Copyright © 2010, 2011, 2012 Vladimír Vondruš <mosra@centrum.cz> |
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This file is part of Magnum. |
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Magnum is free software: you can redistribute it and/or modify |
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it under the terms of the GNU Lesser General Public License version 3 |
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only, as published by the Free Software Foundation. |
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Magnum is distributed in the hope that it will be useful, |
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but WITHOUT ANY WARRANTY; without even the implied warranty of |
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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GNU Lesser General Public License version 3 for more details. |
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*/ |
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/** @file |
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* @brief Class Magnum::IndexedMesh |
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*/ |
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#include "Mesh.h" |
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#include "corradeCompatibility.h" |
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namespace Magnum { |
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/** |
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@brief Indexed mesh |
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@section IndexedMesh-configuration Indexed mesh configuration |
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Next to @ref Mesh-configuration "everything needed for non-indexed mesh" you |
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have to call also setIndexCount() and setIndexType(). Then create index buffer |
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and assign it to the mesh using setIndexBuffer() or use |
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MeshTools::compressIndices() to conveniently fill the index buffer and set |
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index count and type. |
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Similarly as in Mesh itself the index buffer is not managed by the mesh, so |
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you have to manage it on your own. On the other hand it allows you to use |
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one index buffer for more meshes (with different vertex data in each mesh, for |
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example) or store more than only index data in one buffer. |
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@section IndexedMesh-drawing Rendering meshes |
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From user point-of-view the operation is the same as for |
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@ref Mesh-drawing "non-indexed meshes". |
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@section IndexedMesh-performance-optimization Performance optimizations |
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If @extension{APPLE,vertex_array_object} is supported, next to |
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@ref Mesh-performance-optimization "optimizations in Mesh itself" the index |
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buffer is bound on object construction instead of in every draw() call. |
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*/ |
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class MAGNUM_EXPORT IndexedMesh: public Mesh { |
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friend class Context; |
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public: |
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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 indexed mesh with no index buffer, zero vertex count and |
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* zero index count. |
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* @see setPrimitive(), setVertexCount(), setIndexBuffer(), |
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* setIndexCount(), setIndexType() |
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*/ |
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inline IndexedMesh(Primitive primitive = Primitive::Triangles): Mesh(primitive), _indexBuffer(nullptr), _indexCount(0), _indexType(Type::UnsignedShort) {} |
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/** |
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* @brief Set index buffer |
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* |
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* By default there is no index buffer. Parameter @p buffer can be |
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* `nullptr`, in that case current index buffer is unbound from the |
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* mesh. |
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* @see MeshTools::compressIndices(), @fn_gl{BindVertexArray}, |
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* @fn_gl{BindBuffer} (if @extension{APPLE,vertex_array_object} |
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* is available) |
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*/ |
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IndexedMesh* setIndexBuffer(Buffer* buffer); |
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/** @brief Index count */ |
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inline GLsizei indexCount() const { return _indexCount; } |
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/** |
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* @brief Set index count |
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* @return Pointer to self (for method chaining) |
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* |
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* Default is zero. |
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* @see MeshTools::compressIndices() |
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*/ |
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inline IndexedMesh* setIndexCount(GLsizei count) { |
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_indexCount = count; |
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return this; |
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} |
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/** @brief Index type */ |
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inline Type indexType() const { return _indexType; } |
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/** |
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* @brief Set index type |
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* @return Pointer to self (for method chaining) |
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* |
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* Default is @ref Type "Type::UnsignedShort". |
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* @see MeshTools::compressIndices() |
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*/ |
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inline IndexedMesh* setIndexType(Type type) { |
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_indexType = type; |
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return this; |
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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{DrawElements} |
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*/ |
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void draw() override; |
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/* Overloads to remove WTF-factor from method chaining order */ |
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#ifndef DOXYGEN_GENERATING_OUTPUT |
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inline IndexedMesh* setPrimitive(Primitive primitive) { |
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Mesh::setPrimitive(primitive); |
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return this; |
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} |
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inline IndexedMesh* setVertexCount(GLsizei vertexCount) { |
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Mesh::setVertexCount(vertexCount); |
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return this; |
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} |
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template<class ...T> inline IndexedMesh* addVertexBuffer(Buffer* buffer, const T&... attributes) { |
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Mesh::addVertexBuffer(buffer, attributes...); |
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return this; |
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} |
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template<class ...T> inline IndexedMesh* addInterleavedVertexBuffer(Buffer* buffer, GLintptr offset, const T&... attributes) { |
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Mesh::addInterleavedVertexBuffer(buffer, offset, attributes...); |
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return this; |
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} |
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template<GLuint location, class T> inline IndexedMesh* addVertexBufferStride(Buffer* buffer, GLintptr offset, GLsizei stride, const AbstractShaderProgram::Attribute<location, T>& attribute) { |
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Mesh::addVertexBufferStride(buffer, offset, stride, attribute); |
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return this; |
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} |
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#endif |
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private: |
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static void MAGNUM_LOCAL initializeContextBasedFunctionality(Context* context); |
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void MAGNUM_LOCAL bind(); |
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typedef void(IndexedMesh::*BindIndexBufferImplementation)(); |
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void MAGNUM_LOCAL bindIndexBufferImplementationDefault(); |
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void MAGNUM_LOCAL bindIndexBufferImplementationVAO(); |
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static MAGNUM_LOCAL BindIndexBufferImplementation bindIndexBufferImplementation; |
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typedef void(IndexedMesh::*BindIndexedImplementation)(); |
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void MAGNUM_LOCAL bindIndexedImplementationDefault(); |
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void MAGNUM_LOCAL bindIndexedImplementationVAO(); |
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static MAGNUM_LOCAL BindIndexedImplementation bindIndexedImplementation; |
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Buffer* _indexBuffer; |
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GLsizei _indexCount; |
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Type _indexType; |
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}; |
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} |
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#endif
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