mirror of https://github.com/mosra/magnum.git
You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
227 lines
8.1 KiB
227 lines
8.1 KiB
#ifndef Magnum_IndexedMesh_h |
|
#define Magnum_IndexedMesh_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::IndexedMesh |
|
*/ |
|
|
|
#include "Mesh.h" |
|
|
|
#include "corradeCompatibility.h" |
|
|
|
namespace Magnum { |
|
|
|
/** |
|
@brief Indexed mesh |
|
|
|
@section IndexedMesh-configuration Indexed mesh configuration |
|
|
|
Next to @ref Mesh-configuration "everything needed for non-indexed mesh" you |
|
have to call also setIndexCount() and setIndexType(). Then create index buffer |
|
and assign it to the mesh using setIndexBuffer() or use |
|
MeshTools::compressIndices() to conveniently fill the index buffer and set |
|
index count and type. |
|
|
|
Similarly as in Mesh itself the index buffer is not managed by the mesh, so |
|
you have to manage it on your own. On the other hand it allows you to use |
|
one index buffer for more meshes (with different vertex data in each mesh, for |
|
example) or store more than only index data in one buffer. |
|
|
|
Example usage -- creating a cube mesh, assigning vertex buffer with |
|
interleaved vertex attributes and compressed index buffer for use with |
|
Shaders::PhongShader: |
|
@code |
|
Buffer *vertexBuffer, *indexBuffer; |
|
Mesh* mesh; |
|
|
|
Primitives::Cube cube; |
|
MeshTools::interleave(mesh, vertexBuffer, Buffer::Usage::StaticDraw, *cube.positions(0), *cube.normals(0)); |
|
MeshTools::compressIndices(mesh, indexBuffer, Buffer::Usage::StaticDraw, *cube.indices()); |
|
mesh->setPrimitive(plane.primitive()) |
|
->addInterleavedVertexBuffer(vertexBuffer, 0, Shaders::PhongShader::Position(), Shaders::PhongShader::Normal()); |
|
@endcode |
|
|
|
@section IndexedMesh-drawing Rendering meshes |
|
|
|
From user point-of-view the operation is the same as for |
|
@ref Mesh-drawing "non-indexed meshes". |
|
|
|
@section IndexedMesh-performance-optimization Performance optimizations |
|
|
|
If @extension{APPLE,vertex_array_object}, OpenGL ES 3.0 or |
|
@es_extension{OES,vertex_array_object} on OpenGL ES 2.0 is supported, next to |
|
@ref Mesh-performance-optimization "optimizations in Mesh itself" the index |
|
buffer is bound on object construction instead of binding it in every draw() |
|
call. |
|
*/ |
|
class MAGNUM_EXPORT IndexedMesh: public Mesh { |
|
friend class Context; |
|
|
|
public: |
|
/** |
|
* @brief Index type |
|
* |
|
* @see setIndexType(), indexSize() |
|
*/ |
|
enum class IndexType: GLenum { |
|
UnsignedByte = GL_UNSIGNED_BYTE, /**< Unsigned byte */ |
|
UnsignedShort = GL_UNSIGNED_SHORT, /**< Unsigned short */ |
|
|
|
/** |
|
* Unsigned int |
|
* @requires_gles30 %Extension @es_extension{OES,element_index_uint} |
|
*/ |
|
UnsignedInt = GL_UNSIGNED_INT |
|
}; |
|
|
|
/** @brief Size of given index type */ |
|
static std::size_t indexSize(IndexType type); |
|
|
|
/** |
|
* @brief Constructor |
|
* @param primitive Primitive type |
|
* |
|
* Creates indexed mesh with zero vertex count, zero index count and |
|
* no vertex or index buffers. |
|
*/ |
|
inline explicit IndexedMesh(Primitive primitive = Primitive::Triangles): Mesh(primitive), _indexBuffer(nullptr), _indexCount(0), _indexType(IndexType::UnsignedInt) {} |
|
|
|
/** |
|
* @brief Set index buffer |
|
* |
|
* @see setIndexCount(), setIndexType(), MeshTools::compressIndices(), |
|
* @fn_gl{BindVertexArray}, @fn_gl{BindBuffer} (if |
|
* @extension{APPLE,vertex_array_object} is available) |
|
*/ |
|
IndexedMesh* setIndexBuffer(Buffer* buffer); |
|
|
|
/** @brief Index count */ |
|
inline GLsizei indexCount() const { return _indexCount; } |
|
|
|
/** |
|
* @brief Set index count |
|
* @return Pointer to self (for method chaining) |
|
* |
|
* Default is zero. |
|
* @see setIndexBuffer(), setIndexType(), MeshTools::compressIndices() |
|
*/ |
|
inline IndexedMesh* setIndexCount(GLsizei count) { |
|
_indexCount = count; |
|
return this; |
|
} |
|
|
|
/** @brief Index type */ |
|
inline IndexType indexType() const { return _indexType; } |
|
|
|
/** |
|
* @brief Set index type |
|
* @return Pointer to self (for method chaining) |
|
* |
|
* Default is @ref IndexType "IndexType::UnsignedInt". |
|
* @see setIndexBuffer(), setIndexCount(), MeshTools::compressIndices() |
|
*/ |
|
inline IndexedMesh* setIndexType(IndexType type) { |
|
_indexType = type; |
|
return this; |
|
} |
|
|
|
/** |
|
* @brief Draw the mesh |
|
* |
|
* Expects an active shader with all uniforms set. See |
|
* @ref AbstractShaderProgram-rendering-workflow "AbstractShaderProgram documentation" |
|
* for more information. |
|
* @see @fn_gl{EnableVertexAttribArray}, @fn_gl{BindBuffer}, |
|
* @fn_gl{VertexAttribPointer}, @fn_gl{DisableVertexAttribArray} |
|
* or @fn_gl{BindVertexArray} (if @extension{APPLE,vertex_array_object} |
|
* is available), @fn_gl{DrawElements} |
|
*/ |
|
void draw() override; |
|
|
|
/* Overloads to remove WTF-factor from method chaining order */ |
|
#ifndef DOXYGEN_GENERATING_OUTPUT |
|
inline IndexedMesh* setPrimitive(Primitive primitive) { |
|
Mesh::setPrimitive(primitive); |
|
return this; |
|
} |
|
inline IndexedMesh* setVertexCount(GLsizei vertexCount) { |
|
Mesh::setVertexCount(vertexCount); |
|
return this; |
|
} |
|
template<class ...T> inline IndexedMesh* addVertexBuffer(Buffer* buffer, const T&... attributes) { |
|
Mesh::addVertexBuffer(buffer, attributes...); |
|
return this; |
|
} |
|
template<class ...T> inline IndexedMesh* addInterleavedVertexBuffer(Buffer* buffer, GLintptr offset, const T&... attributes) { |
|
Mesh::addInterleavedVertexBuffer(buffer, offset, attributes...); |
|
return this; |
|
} |
|
template<GLuint location, class T> inline IndexedMesh* addVertexBufferStride(Buffer* buffer, GLintptr offset, GLsizei stride, const AbstractShaderProgram::Attribute<location, T>& attribute) { |
|
Mesh::addVertexBufferStride(buffer, offset, stride, attribute); |
|
return this; |
|
} |
|
#endif |
|
|
|
private: |
|
static void MAGNUM_LOCAL initializeContextBasedFunctionality(Context* context); |
|
|
|
void MAGNUM_LOCAL bind(); |
|
|
|
typedef void(IndexedMesh::*BindIndexBufferImplementation)(); |
|
void MAGNUM_LOCAL bindIndexBufferImplementationDefault(); |
|
void MAGNUM_LOCAL bindIndexBufferImplementationVAO(); |
|
static MAGNUM_LOCAL BindIndexBufferImplementation bindIndexBufferImplementation; |
|
|
|
typedef void(IndexedMesh::*BindIndexedImplementation)(); |
|
void MAGNUM_LOCAL bindIndexedImplementationDefault(); |
|
void MAGNUM_LOCAL bindIndexedImplementationVAO(); |
|
static MAGNUM_LOCAL BindIndexedImplementation bindIndexedImplementation; |
|
|
|
Buffer* _indexBuffer; |
|
GLsizei _indexCount; |
|
IndexType _indexType; |
|
}; |
|
|
|
/** @debugoperator{Magnum::IndexedMesh} */ |
|
Debug MAGNUM_EXPORT operator<<(Debug debug, IndexedMesh::IndexType value); |
|
|
|
} |
|
|
|
namespace Corrade { namespace Utility { |
|
|
|
/** @configurationvalue{Magnum::IndexedMesh} */ |
|
template<> struct MAGNUM_EXPORT ConfigurationValue<Magnum::IndexedMesh::IndexType> { |
|
ConfigurationValue() = delete; |
|
|
|
/** |
|
* @brief Write enum value as string |
|
* |
|
* If the value is invalid, returns empty string. |
|
*/ |
|
static std::string toString(Magnum::IndexedMesh::IndexType value, ConfigurationValueFlags); |
|
|
|
/** |
|
* @brief Read enum value as string |
|
* |
|
* If the value is invalid, returns @ref Magnum::IndexedMesh::IndexType "IndexedMesh::IndexType::UnsignedInt". |
|
*/ |
|
static Magnum::IndexedMesh::IndexType fromString(const std::string& stringValue, ConfigurationValueFlags); |
|
}; |
|
|
|
}} |
|
|
|
#endif
|
|
|