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#ifndef Magnum_GL_MeshView_h
#define Magnum_GL_MeshView_h
/*
This file is part of Magnum.
Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018, 2019
Vladimír Vondruš <mosra@centrum.cz>
Permission is hereby granted, free of charge, to any person obtaining a
copy of this software and associated documentation files (the "Software"),
to deal in the Software without restriction, including without limitation
the rights to use, copy, modify, merge, publish, distribute, sublicense,
and/or sell copies of the Software, and to permit persons to whom the
Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included
in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
DEALINGS IN THE SOFTWARE.
*/
/** @file
* @brief Class @ref Magnum::GL::MeshView
*/
#include <initializer_list>
#include <Corrade/Containers/Reference.h>
#include "Magnum/Magnum.h"
#include "Magnum/GL/GL.h"
#include "Magnum/GL/OpenGL.h"
#include "Magnum/GL/visibility.h"
namespace Magnum { namespace GL {
namespace Implementation { struct MeshState; }
/**
@brief Mesh view
Allows different interpretation of given @ref Mesh data via different vertex or
index count and offset. It is then possible to reuse one mesh buffer
configuration for different views. Mesh primitive, index type, attribute
bindings and attached buffers are reused from original mesh.
The same rules as in @ref Mesh apply, i.e. if the view has non-zero index
count, it is treated as indexed mesh, otherwise it is treated as non-indexed
mesh. If both index and vertex count is zero, the view is treated as empty and
no draw commands are issued when calling @ref draw().
You must ensure that the original mesh remains available for whole view
lifetime.
*/
class MAGNUM_GL_EXPORT MeshView {
friend Implementation::MeshState;
public:
/**
* @brief Draw multiple meshes at once
*
* In OpenGL ES, if @gl_extension{EXT,multi_draw_arrays} is not
* present, the functionality is emulated using sequence of
* @ref draw(AbstractShaderProgram&) calls.
*
* If @gl_extension{ARB,vertex_array_object} (part of OpenGL 3.0), OpenGL
* ES 3.0, WebGL 2.0, @gl_extension{OES,vertex_array_object} in OpenGL
* ES 2.0 or @webgl_extension{OES,vertex_array_object} in WebGL 1.0 is
* available, the associated vertex array object is bound instead of
* setting up the mesh from scratch.
* @attention All meshes must be views of the same original mesh and
* must not be instanced.
* @see @ref draw(AbstractShaderProgram&), @fn_gl{UseProgram},
* @fn_gl_keyword{EnableVertexAttribArray}, @fn_gl{BindBuffer},
* @fn_gl_keyword{VertexAttribPointer}, @fn_gl_keyword{DisableVertexAttribArray}
* or @fn_gl{BindVertexArray}, @fn_gl_keyword{MultiDrawArrays} or
* @fn_gl_keyword{MultiDrawElements}/@fn_gl_keyword{MultiDrawElementsBaseVertex}
* @requires_gl32 Extension @gl_extension{ARB,draw_elements_base_vertex}
* if the mesh is indexed and @ref baseVertex() is not `0`.
* @requires_gl Specifying base vertex for indexed meshes is not
* available in OpenGL ES or WebGL.
*/
static void draw(AbstractShaderProgram& shader, std::initializer_list<Containers::Reference<MeshView>> meshes);
/** @overload */
static void draw(AbstractShaderProgram&& shader, std::initializer_list<Containers::Reference<MeshView>> meshes) {
draw(shader, meshes);
}
/**
* @brief Constructor
* @param original Original, already configured mesh
*/
explicit MeshView(Mesh& original);
/** @brief Copy constructor */
MeshView(const MeshView& other) = default;
/** @brief Movement is not allowed */
MeshView(MeshView&& other) = delete;
/** @brief Copy assignment */
MeshView& operator=(const MeshView&) = default;
/** @brief Movement is not allowed */
MeshView& operator=(MeshView&& other) = delete;
/** @brief Original mesh */
Mesh& mesh() { return _original; }
const Mesh& mesh() const { return _original; } /**< @overload */
/** @brief Vertex/index count */
Int count() const { return _count; }
/**
* @brief Set vertex/index count
* @return Reference to self (for method chaining)
*
* Ignored when calling @ref draw(AbstractShaderProgram&, TransformFeedback&, UnsignedInt).
*
* @attention To prevent nothing being rendered by accident, this
* function has to be always called, even to just set the count to
* @cpp 0 @ce.
*/
MeshView& setCount(Int count) {
_countSet = true;
_count = count;
return *this;
}
/** @brief Base vertex */
Int baseVertex() const { return _baseVertex; }
/**
* @brief Set base vertex
* @return Reference to self (for method chaining)
*
* Sets number of vertices of which the vertex buffer will be offset
* when drawing. Ignored when calling @ref draw(AbstractShaderProgram&, TransformFeedback&, UnsignedInt).
* Default is @cpp 0 @ce.
* @requires_gl32 Extension @gl_extension{ARB,draw_elements_base_vertex}
* for indexed meshes
* @requires_gles32 Base vertex cannot be specified for indexed meshes
* in OpenGL ES 3.1 or WebGL.
*/
MeshView& setBaseVertex(Int baseVertex) {
_baseVertex = baseVertex;
return *this;
}
/**
* @brief Set index range
* @param first First vertex
* @param start Minimum array index contained in the buffer
* @param end Maximum array index contained in the buffer
* @return Reference to self (for method chaining)
*
* The @p start and @p end parameters may help to improve memory access
* performance, as only a portion of vertex buffer needs to be
* acccessed. On OpenGL ES 2.0 this function behaves the same as
* @ref setIndexRange(Int), as index range functionality is not
* available there. Ignored when calling
* @ref draw(AbstractShaderProgram&, TransformFeedback&, UnsignedInt).
*
* Expects that the original mesh is indexed.
* @see @ref setCount(), @ref mesh(), @ref Mesh::isIndexed()
*/
/* MinGW/MSVC needs inline also here to avoid linkage conflicts */
inline MeshView& setIndexRange(Int first, UnsignedInt start, UnsignedInt end);
/**
* @brief Set index range
* @param first First index
* @return Reference to self (for method chaining)
*
* Prefer to use @ref setIndexRange(Int, UnsignedInt, UnsignedInt) for
* better performance. Ignored when calling
* @ref draw(AbstractShaderProgram&, TransformFeedback&, UnsignedInt).
*
* Expects that the original mesh is indexed.
* @see @ref setCount(), @ref mesh(), @ref Mesh::isIndexed()
*/
MeshView& setIndexRange(Int first);
/** @brief Instance count */
Int instanceCount() const { return _instanceCount; }
/**
* @brief Set instance count
* @return Reference to self (for method chaining)
*
* Default is @cpp 1 @ce.
* @requires_gl31 Extension @gl_extension{ARB,draw_instanced} if using
* @ref draw(AbstractShaderProgram&)
* @requires_gl42 Extension @gl_extension{ARB,transform_feedback_instanced}
* if using @ref draw(AbstractShaderProgram&, TransformFeedback&, UnsignedInt)
* @requires_gles30 Extension @gl_extension{ANGLE,instanced_arrays},
* @gl_extension{EXT,instanced_arrays},
* @gl_extension{EXT,draw_instanced},
* @gl_extension{NV,instanced_arrays},
* @gl_extension{NV,draw_instanced} in OpenGL ES 2.0.
* @requires_webgl20 Extension @webgl_extension{ANGLE,instanced_arrays}
* in WebGL 1.0.
*/
MeshView& setInstanceCount(Int count) {
_instanceCount = count;
return *this;
}
#ifndef MAGNUM_TARGET_GLES
/** @brief Base instance */
UnsignedInt baseInstance() const { return _baseInstance; }
/**
* @brief Set base instance
* @return Reference to self (for method chaining)
*
* Ignored when calling @ref draw(AbstractShaderProgram&, TransformFeedback&, UnsignedInt).
* Default is @cpp 0 @ce.
* @requires_gl42 Extension @gl_extension{ARB,base_instance}
* @requires_gl Base instance cannot be specified in OpenGL ES or
* WebGL.
*/
MeshView& setBaseInstance(UnsignedInt baseInstance) {
_baseInstance = baseInstance;
return *this;
}
#endif
/**
* @brief Draw the mesh
* @return Reference to self (for method chaining)
*
* See @ref Mesh::draw(AbstractShaderProgram&) for more information.
* @see @ref draw(AbstractShaderProgram&, std::initializer_list<Containers::Reference<MeshView>>),
* @ref draw(AbstractShaderProgram&, TransformFeedback&, UnsignedInt)
* @requires_gl32 Extension @gl_extension{ARB,draw_elements_base_vertex}
* if the mesh is indexed and @ref baseVertex() is not `0`.
* @requires_gl33 Extension @gl_extension{ARB,instanced_arrays} if
* @ref instanceCount() is more than `1`.
* @requires_gl42 Extension @gl_extension{ARB,base_instance} if
* @ref baseInstance() is not `0`.
* @requires_gles30 Extension @gl_extension{ANGLE,instanced_arrays},
* @gl_extension{EXT,instanced_arrays},
* @gl_extension{EXT,draw_instanced},
* @gl_extension{NV,instanced_arrays},
* @gl_extension{NV,draw_instanced} in OpenGL ES 2.0 if
* @ref instanceCount() is more than `1`.
* @requires_webgl20 Extension @webgl_extension{ANGLE,instanced_arrays}
* in WebGL 1.0 if @ref instanceCount() is more than `1`.
* @requires_gl Specifying base vertex for indexed meshes is not
* available in OpenGL ES or WebGL.
*/
MeshView& draw(AbstractShaderProgram& shader);
MeshView& draw(AbstractShaderProgram&& shader) {
return draw(shader);
} /**< @overload */
#ifndef MAGNUM_TARGET_GLES
/**
* @brief Draw the mesh with vertices coming out of transform feedback
* @return Reference to self (for method chaining)
*
* Everything set by @ref setCount(), @ref setBaseInstance(),
* @ref setBaseVertex(), @ref setIndexRange() and @ref Mesh::setIndexBuffer()
* is ignored, the mesh is drawn as non-indexed and the vertex count is
* taken from the @p xfb object. See
* @ref Mesh::draw(AbstractShaderProgram&, TransformFeedback&, UnsignedInt)
* for more information.
* @see @ref draw(AbstractShaderProgram&)
* @requires_gl40 Extension @gl_extension{ARB,transform_feedback2}
* @requires_gl40 Extension @gl_extension{ARB,transform_feedback3} if
* @p stream is not `0`
* @requires_gl42 Extension @gl_extension{ARB,transform_feedback_instanced}
* if @ref instanceCount() is more than `1`.
*/
MeshView& draw(AbstractShaderProgram& shader, TransformFeedback& xfb, UnsignedInt stream = 0);
MeshView& draw(AbstractShaderProgram&& shader, TransformFeedback& xfb, UnsignedInt stream = 0) {
return draw(shader, xfb, stream);
} /**< @overload */
#endif
private:
#ifndef MAGNUM_TARGET_WEBGL
static MAGNUM_GL_LOCAL void multiDrawImplementationDefault(std::initializer_list<Containers::Reference<MeshView>> meshes);
#endif
static MAGNUM_GL_LOCAL void multiDrawImplementationFallback(std::initializer_list<Containers::Reference<MeshView>> meshes);
Containers::Reference<Mesh> _original;
bool _countSet{};
Int _count{}, _baseVertex{}, _instanceCount{1};
#ifndef MAGNUM_TARGET_GLES
UnsignedInt _baseInstance{};
#endif
GLintptr _indexOffset{};
#ifndef MAGNUM_TARGET_GLES2
UnsignedInt _indexStart{}, _indexEnd{};
#endif
};
inline MeshView::MeshView(Mesh& original): _original{original} {}
inline MeshView& MeshView::setIndexRange(Int first, UnsignedInt start, UnsignedInt end) {
setIndexRange(first);
#ifndef MAGNUM_TARGET_GLES2
_indexStart = start;
_indexEnd = end;
#else
static_cast<void>(start);
static_cast<void>(end);
#endif
return *this;
}
}}
#endif