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#ifndef Magnum_Mesh_h
#define Magnum_Mesh_h
/*
Copyright © 2010, 2011, 2012 Vladimír Vondruš <mosra@centrum.cz>
This file is part of Magnum.
Magnum is free software: you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License version 3
only, as published by the Free Software Foundation.
Magnum is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License version 3 for more details.
*/
/** @file
* @brief Class Magnum::Mesh
*/
#include <map>
#include <vector>
#include <set>
#include "Magnum.h"
#include "TypeTraits.h"
namespace Magnum {
class Buffer;
/**
@brief Base class for managing non-indexed meshes
@todo Support for normalized values (e.g. for color as char[4] passed to
shader as floating-point vec4)
@requires_gl30 Extension <tt>APPLE_vertex_array_object</tt>
@requires_gl30 Extension <tt>EXT_gpu_shader4</tt> (for unsigned integer attributes)
@todo Support for provoking vertex (OpenGL 3.2, ARB_provoking_vertex)
@todo Support for packed unsigned integer types for attributes (OpenGL 3.3, ARB_vertex_type_2_10_10_10_rev)
@todo Support for fixed precision type for attributes (OpenGL 4.1, ARB_ES2_compatibility)
@todo Support for double type for attributes (OpenGL 4.1, ARB_vertex_attrib_64bit)
@todo Support for indirect draw buffer (OpenGL 4.0, ARB_draw_indirect)
*/
class MAGNUM_EXPORT Mesh {
Mesh(const Mesh& other) = delete;
Mesh(Mesh&& other) = delete;
Mesh& operator=(const Mesh& other) = delete;
Mesh& operator=(Mesh&& other) = delete;
public:
/**
* @brief Polygon mode
*
* @see setPolygonMode()
*/
enum class PolygonMode: GLenum {
/**
* Interior of the polygon is filled.
*/
Fill = GL_FILL,
/**
* Boundary edges are filled. See also setLineWidth().
*/
Line = GL_LINE,
/**
* Starts of boundary edges are drawn as points. See also
* setPointSize().
*/
Point = GL_POINT
};
/**
* @brief Primitive type
*
* @see primitive(), setPrimitive()
*/
enum class Primitive: GLenum {
/**
* Single points
*/
Points = GL_POINTS,
/**
* Each pair of vertices defines a single line, lines aren't
* connected together.
*/
Lines = GL_LINES,
/**
* Polyline
*/
LineStrip = GL_LINE_STRIP,
/**
* Polyline, last vertex is connected to first.
*/
LineLoop = GL_LINE_LOOP,
/**
* Each three vertices define one triangle.
*/
Triangles = GL_TRIANGLES,
/**
* First three vertices define first triangle, each following
* vertex defines another triangle.
*/
TriangleStrip = GL_TRIANGLE_STRIP,
/**
* First vertex is center, each following vertex is connected to
* previous and center vertex.
*/
TriangleFan = GL_TRIANGLE_FAN
};
/**
* @brief Set polygon drawing mode
*
* Initial value is PolygonMode::Fill.
*/
inline static void setPolygonMode(PolygonMode mode) {
glPolygonMode(GL_FRONT_AND_BACK, static_cast<GLenum>(mode));
}
/**
* @brief Set line width
*
* Initial value is 1.
*/
inline static void setLineWidth(GLfloat width) {
glLineWidth(width);
}
/**
* @brief Set point size
*
* @see setProgramPointSize()
*/
inline static void setPointSize(GLfloat size) {
glPointSize(size);
}
/**
* @brief Enable/disable programmable point size
*
* If enabled, the point size is taken from vertex/geometry shader
* builtin `gl_PointSize`.
* @see setPointSize()
*/
inline static void setProgramPointSize(bool enabled) {
enabled ? glEnable(GL_PROGRAM_POINT_SIZE) : glDisable(GL_PROGRAM_POINT_SIZE);
}
/**
* @brief Implicit constructor
* @param primitive Primitive type
*
* Allows creating the object without knowing anything about mesh
* data. Note that you have to call setVertexCount() manually for mesh
* to draw properly.
*/
inline Mesh(Primitive primitive = Primitive::Triangles): _primitive(primitive), _vertexCount(0), finalized(false) {
glGenVertexArrays(1, &vao);
}
/**
* @brief Constructor
* @param primitive Primitive type
* @param vertexCount Vertex count
*/
inline Mesh(Primitive primitive, GLsizei vertexCount): _primitive(primitive), _vertexCount(vertexCount), finalized(false) {
glGenVertexArrays(1, &vao);
}
/**
* @brief Destructor
*
* Deletes all associated buffers.
*/
virtual ~Mesh();
/**
* @brief Whether the mesh is finalized
*
* When the mesh is finalized, no new attributes can be bound.
*/
inline bool isFinalized() const { return finalized; }
/** @brief Primitive type */
inline Primitive primitive() const { return _primitive; }
/** @brief Set primitive type */
inline void setPrimitive(Primitive primitive) { _primitive = primitive; }
/** @brief Vertex count */
inline GLsizei vertexCount() const { return _vertexCount; }
/**
* @brief Set vertex count
*
* This forces recalculation of attribute positions upon next drawing.
*/
inline void setVertexCount(GLsizei vertexCount) {
_vertexCount = vertexCount;
finalized = false;
}
/**
* @brief Add buffer
* @param interleaved If storing more than one attribute data in the
* buffer, the data of one attribute can be either kept together
* or interleaved with data for another attributes, so data for
* every vertex will be in one continuous place.
*
* Adds new buffer to the mesh. The buffer can be then filled with
* Buffer::setData(). See also isInterleaved().
*
* @todo Move interleaveability to Buffer itself?
*/
Buffer* addBuffer(bool interleaved);
/**
* @brief Whether given buffer is interleaved
* @return True if the buffer belongs to the mesh and the buffer is
* interleaved, false otherwise.
*
* See also addBuffer().
*/
inline bool isInterleaved(Buffer* buffer) const {
auto found = _buffers.find(buffer);
return found != _buffers.end() && found->second.first;
}
/**
* @brief Bind attribute
* @tparam attribute Attribute, defined in the shader
* @param buffer Buffer where bind the attribute to (pointer
* returned by addBuffer())
*
* Binds attribute of given type with given buffer. If the attribute is
* already bound, given buffer isn't managed with this mesh (wasn't
* initialized with addBuffer) or the mesh was already drawn, the
* function does nothing.
*/
template<class Attribute> inline void bindAttribute(Buffer* buffer) {
bindAttribute(buffer, Attribute::Location, TypeTraits<typename Attribute::Type>::count(), TypeTraits<typename Attribute::Type>::type());
}
/**
* @brief Draw the mesh
*
* Binds attributes to buffers and draws the mesh. Expects an active
* shader with all uniforms set.
*/
virtual void draw();
protected:
/** @brief Unbind any vertex array object */
inline static void unbind() { glBindVertexArray(0); }
/** @brief Bind vertex array object of current mesh */
inline void bind() { glBindVertexArray(vao); }
/**
* @brief Finalize the mesh
*
* Computes location and stride of each attribute in its buffer. After
* this function is called, no new attribute can be bound.
*/
MAGNUM_LOCAL void finalize();
private:
/** @brief Vertex attribute */
struct MAGNUM_LOCAL Attribute {
GLuint attribute; /**< @brief %Attribute ID */
GLint size; /**< @brief How many items of `type` are in the attribute */
Type type; /**< @brief %Attribute item type */
GLsizei stride; /**< @brief Distance of two adjacent attributes of this type in interleaved buffer */
const GLvoid* pointer; /**< @brief Pointer to first attribute of this type in the buffer */
};
GLuint vao;
Primitive _primitive;
GLsizei _vertexCount;
bool finalized;
/**
* @brief Buffers with their attributes
*
* Map of associated buffers, evey buffer has:
* - boolean value which signalizes whether the buffer is interleaved
* - list of bound attributes
*/
std::map<Buffer*, std::pair<bool, std::vector<Attribute> > > _buffers;
/**
* @brief List of all bound attributes
*
* List of all bound attributes bound with bindAttribute().
*/
std::set<GLuint> _attributes;
MAGNUM_EXPORT void bindAttribute(Buffer* buffer, GLuint attribute, GLint size, Type type);
};
}
#endif