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187 lines
7.8 KiB
187 lines
7.8 KiB
/* |
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This file is part of Magnum. |
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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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#include "Compile.h" |
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#include "Magnum/GL/Buffer.h" |
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#include "Magnum/GL/Mesh.h" |
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#include "Magnum/Math/Vector3.h" |
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#include "Magnum/MeshTools/CompressIndices.h" |
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#include "Magnum/MeshTools/Interleave.h" |
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#include "Magnum/Trade/MeshData2D.h" |
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#include "Magnum/Trade/MeshData3D.h" |
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/* This header is included only privately and doesn't introduce any linker |
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dependency, thus it's completely safe */ |
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#include "Magnum/Shaders/Generic.h" |
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namespace Magnum { namespace MeshTools { |
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GL::Mesh compile(const Trade::MeshData2D& meshData) { |
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GL::Mesh mesh; |
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mesh.setPrimitive(meshData.primitive()); |
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/* Decide about stride and offsets */ |
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UnsignedInt stride = sizeof(Shaders::Generic2D::Position::Type); |
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const UnsignedInt normalOffset = sizeof(Shaders::Generic2D::Position::Type); |
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if(meshData.hasTextureCoords2D()) |
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stride += sizeof(Shaders::Generic2D::TextureCoordinates::Type); |
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/* Create vertex buffer */ |
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GL::Buffer vertexBuffer{GL::Buffer::TargetHint::Array}; |
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GL::Buffer vertexBufferRef = GL::Buffer::wrap(vertexBuffer.id(), GL::Buffer::TargetHint::Array); |
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/* Interleave positions and put them in with ownership transfer, use the |
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ref for the rest */ |
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Containers::Array<char> data = MeshTools::interleave( |
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meshData.positions(0), |
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stride - sizeof(Shaders::Generic2D::Position::Type)); |
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mesh.addVertexBuffer(std::move(vertexBuffer), 0, |
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Shaders::Generic2D::Position(), |
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stride - sizeof(Shaders::Generic2D::Position::Type)); |
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/* Add also texture coordinates, if present */ |
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if(meshData.hasTextureCoords2D()) { |
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MeshTools::interleaveInto(data, |
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normalOffset, |
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meshData.textureCoords2D(0), |
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stride - normalOffset - sizeof(Shaders::Generic2D::TextureCoordinates::Type)); |
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mesh.addVertexBuffer(vertexBufferRef, 0, |
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normalOffset, |
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Shaders::Generic2D::TextureCoordinates(), |
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stride - normalOffset - sizeof(Shaders::Generic2D::TextureCoordinates::Type)); |
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} |
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/* Fill vertex buffer with interleaved data */ |
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vertexBufferRef.setData(data, GL::BufferUsage::StaticDraw); |
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/* If indexed, fill index buffer and configure indexed mesh */ |
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if(meshData.isIndexed()) { |
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Containers::Array<char> indexData; |
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MeshIndexType indexType; |
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UnsignedInt indexStart, indexEnd; |
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std::tie(indexData, indexType, indexStart, indexEnd) = MeshTools::compressIndices(meshData.indices()); |
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GL::Buffer indexBuffer{GL::Buffer::TargetHint::ElementArray}; |
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indexBuffer.setData(indexData, GL::BufferUsage::StaticDraw); |
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mesh.setCount(meshData.indices().size()) |
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.setIndexBuffer(std::move(indexBuffer), 0, indexType, indexStart, indexEnd); |
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/* Else set vertex count */ |
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} else mesh.setCount(meshData.positions(0).size()); |
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return mesh; |
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} |
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#ifdef MAGNUM_BUILD_DEPRECATED |
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std::tuple<GL::Mesh, std::unique_ptr<GL::Buffer>, std::unique_ptr<GL::Buffer>> compile(const Trade::MeshData2D& meshData, GL::BufferUsage) { |
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return std::make_tuple(compile(meshData), |
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std::unique_ptr<GL::Buffer>{new GL::Buffer{NoCreate}}, |
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std::unique_ptr<GL::Buffer>{meshData.isIndexed() ? new GL::Buffer{NoCreate} : nullptr}); |
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} |
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#endif |
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GL::Mesh compile(const Trade::MeshData3D& meshData) { |
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GL::Mesh mesh; |
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mesh.setPrimitive(meshData.primitive()); |
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/* Decide about stride and offsets */ |
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UnsignedInt stride = sizeof(Shaders::Generic3D::Position::Type); |
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const UnsignedInt normalOffset = sizeof(Shaders::Generic3D::Position::Type); |
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UnsignedInt textureCoordsOffset = sizeof(Shaders::Generic3D::Position::Type); |
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if(meshData.hasNormals()) { |
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stride += sizeof(Shaders::Generic3D::Normal::Type); |
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textureCoordsOffset += sizeof(Shaders::Generic3D::Normal::Type); |
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} |
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if(meshData.hasTextureCoords2D()) |
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stride += sizeof(Shaders::Generic3D::TextureCoordinates::Type); |
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/* Create vertex buffer */ |
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GL::Buffer vertexBuffer{GL::Buffer::TargetHint::Array}; |
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GL::Buffer vertexBufferRef = GL::Buffer::wrap(vertexBuffer.id(), GL::Buffer::TargetHint::Array); |
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/* Interleave positions and put them in with ownership transfer, use the |
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ref for the rest */ |
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Containers::Array<char> data = MeshTools::interleave( |
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meshData.positions(0), |
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stride - sizeof(Shaders::Generic3D::Position::Type)); |
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mesh.addVertexBuffer(std::move(vertexBuffer), 0, |
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Shaders::Generic3D::Position(), |
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stride - sizeof(Shaders::Generic3D::Position::Type)); |
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/* Add also normals, if present */ |
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if(meshData.hasNormals()) { |
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MeshTools::interleaveInto(data, |
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normalOffset, |
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meshData.normals(0), |
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stride - normalOffset - sizeof(Shaders::Generic3D::Normal::Type)); |
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mesh.addVertexBuffer(vertexBufferRef, 0, |
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normalOffset, |
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Shaders::Generic3D::Normal(), |
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stride - normalOffset - sizeof(Shaders::Generic3D::Normal::Type)); |
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} |
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/* Add also texture coordinates, if present */ |
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if(meshData.hasTextureCoords2D()) { |
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MeshTools::interleaveInto(data, |
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textureCoordsOffset, |
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meshData.textureCoords2D(0), |
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stride - textureCoordsOffset - sizeof(Shaders::Generic3D::TextureCoordinates::Type)); |
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mesh.addVertexBuffer(vertexBufferRef, 0, |
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textureCoordsOffset, |
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Shaders::Generic3D::TextureCoordinates(), |
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stride - textureCoordsOffset - sizeof(Shaders::Generic3D::TextureCoordinates::Type)); |
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} |
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/* Fill vertex buffer with interleaved data */ |
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vertexBufferRef.setData(data, GL::BufferUsage::StaticDraw); |
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/* If indexed, fill index buffer and configure indexed mesh */ |
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if(meshData.isIndexed()) { |
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Containers::Array<char> indexData; |
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MeshIndexType indexType; |
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UnsignedInt indexStart, indexEnd; |
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std::tie(indexData, indexType, indexStart, indexEnd) = MeshTools::compressIndices(meshData.indices()); |
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GL::Buffer indexBuffer{GL::Buffer::TargetHint::ElementArray}; |
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indexBuffer.setData(indexData, GL::BufferUsage::StaticDraw); |
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mesh.setCount(meshData.indices().size()) |
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.setIndexBuffer(std::move(indexBuffer), 0, indexType, indexStart, indexEnd); |
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/* Else set vertex count */ |
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} else mesh.setCount(meshData.positions(0).size()); |
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return mesh; |
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} |
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#ifdef MAGNUM_BUILD_DEPRECATED |
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std::tuple<GL::Mesh, std::unique_ptr<GL::Buffer>, std::unique_ptr<GL::Buffer>> compile(const Trade::MeshData3D& meshData, GL::BufferUsage) { |
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return std::make_tuple(compile(meshData), |
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std::unique_ptr<GL::Buffer>{new GL::Buffer{NoCreate}}, |
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std::unique_ptr<GL::Buffer>{meshData.isIndexed() ? new GL::Buffer{NoCreate} : nullptr}); |
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} |
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#endif |
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}}
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