2
0

CmMesh.cpp 10 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362
  1. #include "CmMesh.h"
  2. #include "CmMeshRTTI.h"
  3. #include "CmMeshData.h"
  4. #include "CmVector2.h"
  5. #include "CmVector3.h"
  6. #include "CmDebug.h"
  7. #include "CmHardwareBufferManager.h"
  8. #include "CmMeshManager.h"
  9. #include "CmRenderSystem.h"
  10. #include "CmAsyncOp.h"
  11. #if CM_DEBUG_MODE
  12. #define THROW_IF_NOT_RENDER_THREAD throwIfNotRenderThread();
  13. #else
  14. #define THROW_IF_NOT_RENDER_THREAD
  15. #endif
  16. namespace CamelotEngine
  17. {
  18. Mesh::Mesh()
  19. :mVertexData(nullptr), mIndexData(nullptr)
  20. {
  21. }
  22. Mesh::~Mesh()
  23. {
  24. }
  25. void Mesh::setMeshData(MeshDataPtr meshData)
  26. {
  27. RenderSystem::instancePtr()->queueCommand(boost::bind(&Mesh::setMeshData_internal, this, meshData), true);
  28. }
  29. void Mesh::setMeshData_internal(MeshDataPtr meshData)
  30. {
  31. THROW_IF_NOT_RENDER_THREAD;
  32. if(meshData == nullptr)
  33. {
  34. CM_EXCEPT(InternalErrorException, "Cannot load mesh. Mesh data is null.");
  35. }
  36. mSubMeshes.clear();
  37. if(mVertexData != nullptr)
  38. delete mVertexData;
  39. if(mIndexData != nullptr)
  40. delete mIndexData;
  41. // Submeshes
  42. for(UINT32 i = 0; i < meshData->subMeshes.size(); i++)
  43. mSubMeshes.push_back(SubMesh(meshData->subMeshes[i].indexOffset, meshData->subMeshes[i].indexCount));
  44. // Indices
  45. mIndexData = new IndexData();
  46. mIndexData->indexCount = meshData->indexCount;
  47. mIndexData->indexBuffer = HardwareBufferManager::instance().createIndexBuffer(
  48. IndexBuffer::IT_32BIT,
  49. mIndexData->indexCount,
  50. GBU_STATIC);
  51. UINT32* idxData = static_cast<UINT32*>(mIndexData->indexBuffer->lock(GBL_WRITE_ONLY_DISCARD));
  52. for(UINT32 i = 0; i < mIndexData->indexCount; i++)
  53. {
  54. idxData[i] = (UINT32)meshData->index[i];
  55. }
  56. mIndexData->indexBuffer->unlock();
  57. // Vertices
  58. mVertexData = new VertexData();
  59. mVertexData->vertexCount = meshData->vertexCount;
  60. mVertexData->vertexDeclaration = meshData->declaration->clone();
  61. for(auto iter = meshData->vertexBuffers.begin(); iter != meshData->vertexBuffers.end(); ++iter)
  62. {
  63. int streamIdx = iter->first;
  64. VertexBufferPtr vertexBuffer = HardwareBufferManager::instance().createVertexBuffer(
  65. mVertexData->vertexDeclaration->getVertexSize(streamIdx),
  66. mVertexData->vertexCount,
  67. GBU_STATIC);
  68. mVertexData->setBuffer(streamIdx, vertexBuffer);
  69. UINT32 vertexSize = vertexBuffer->getVertexSize();
  70. UINT8* vertBufferData = static_cast<UINT8*>(vertexBuffer->lock(GBL_WRITE_ONLY_DISCARD));
  71. UINT32 numElements = mVertexData->vertexDeclaration->getElementCount();
  72. for(UINT32 j = 0; j < numElements; j++)
  73. {
  74. const VertexElement* element = mVertexData->vertexDeclaration->getElement(j);
  75. VertexElementSemantic semantic = element->getSemantic();
  76. UINT32 offset = element->getOffset();
  77. UINT32 elemSize = element->getSize();
  78. std::shared_ptr<MeshData::VertexData> vertexData = meshData->vertexBuffers[streamIdx];
  79. UINT8* source = nullptr;
  80. switch(semantic)
  81. {
  82. case VES_POSITION:
  83. if(vertexData->vertex)
  84. source = (UINT8*)vertexData->vertex;
  85. break;
  86. case VES_COLOR:
  87. if(vertexData->color)
  88. source = (UINT8*)vertexData->color;
  89. break;
  90. case VES_NORMAL:
  91. if(vertexData->normal)
  92. source = (UINT8*)vertexData->normal;
  93. break;
  94. case VES_TANGENT:
  95. if(vertexData->tangent)
  96. source = (UINT8*)vertexData->tangent;
  97. break;
  98. case VES_BITANGENT:
  99. if(vertexData->bitangent)
  100. source = (UINT8*)vertexData->bitangent;
  101. break;
  102. case VES_TEXCOORD:
  103. if(element->getIndex() == 0)
  104. {
  105. if(vertexData->uv0)
  106. source = (UINT8*)vertexData->uv0;
  107. }
  108. else if(element->getIndex() == 1)
  109. {
  110. if(vertexData->uv1)
  111. source = (UINT8*)vertexData->uv1;
  112. }
  113. break;
  114. default:
  115. break;
  116. }
  117. if(source != nullptr)
  118. {
  119. for(UINT32 k = 0; k < mVertexData->vertexCount; k++)
  120. memcpy(&vertBufferData[k * vertexSize + offset], &source[k * elemSize], elemSize);
  121. }
  122. else
  123. {
  124. LOGWRN("Vertex declaration contains semantic (" + toString(semantic) + ") but mesh doesn't have data for it. Data for the semantic will be zeroed out.");
  125. for(UINT32 k = 0; k < mVertexData->vertexCount; k++)
  126. memset(&vertBufferData[k * vertexSize + offset], 0, elemSize);
  127. }
  128. }
  129. vertexBuffer->unlock();
  130. }
  131. }
  132. MeshDataPtr Mesh::getMeshData()
  133. {
  134. AsyncOp op = RenderSystem::instancePtr()->queueReturnCommand(boost::bind(&Mesh::getMeshData_internal, this, _1), true);
  135. return op.getReturnValue<MeshDataPtr>();
  136. }
  137. void Mesh::getMeshData_internal(AsyncOp& asyncOp)
  138. {
  139. MeshDataPtr meshData(new MeshData());
  140. meshData->declaration = mVertexData->vertexDeclaration->clone();
  141. for(UINT32 i = 0; i < mSubMeshes.size(); i++)
  142. {
  143. MeshData::SubMeshData subMesh;
  144. subMesh.indexCount = mSubMeshes[i].indexCount;
  145. subMesh.indexOffset = mSubMeshes[i].indexOffset;
  146. meshData->subMeshes.push_back(subMesh);
  147. }
  148. if(mIndexData)
  149. {
  150. meshData->indexCount = mIndexData->indexCount - mIndexData->indexStart;
  151. meshData->index = new int[meshData->indexCount];
  152. UINT32* idxData = static_cast<UINT32*>(mIndexData->indexBuffer->lock(GBL_READ_ONLY));
  153. for(UINT32 i = 0; i < mIndexData->indexCount; i++)
  154. meshData->index[i] = (UINT32)idxData[i];
  155. mIndexData->indexBuffer->unlock();
  156. }
  157. if(mVertexData)
  158. {
  159. meshData->vertexCount = mVertexData->vertexCount;
  160. auto vertexBuffers = mVertexData->getBuffers();
  161. for(auto iter = vertexBuffers.begin(); iter != vertexBuffers.end() ; ++iter)
  162. {
  163. VertexBufferPtr vertexBuffer = iter->second;
  164. UINT32 vertexSize = vertexBuffer->getVertexSize();
  165. UINT8* vertDataIter = static_cast<UINT8*>(vertexBuffer->lock(GBL_READ_ONLY));
  166. std::shared_ptr<MeshData::VertexData> vertexData(new MeshData::VertexData(meshData->vertexCount, iter->first));
  167. meshData->vertexBuffers[iter->first] = vertexData;
  168. UINT32 numElements = mVertexData->vertexDeclaration->getElementCount();
  169. for(UINT32 j = 0; j < numElements; j++)
  170. {
  171. const VertexElement* element = mVertexData->vertexDeclaration->getElement(j);
  172. VertexElementSemantic semantic = element->getSemantic();
  173. UINT32 offset = element->getOffset();
  174. UINT32 elemSize = element->getSize();
  175. UINT8* dest = nullptr;
  176. switch(semantic)
  177. {
  178. case VES_POSITION:
  179. vertexData->vertex = new Vector3[meshData->vertexCount];
  180. dest = (UINT8*)vertexData->vertex;
  181. break;
  182. case VES_COLOR:
  183. vertexData->color = new Color[meshData->vertexCount];
  184. dest = (UINT8*)vertexData->color;
  185. break;
  186. case VES_NORMAL:
  187. vertexData->normal = new Vector3[meshData->vertexCount];
  188. dest = (UINT8*)vertexData->normal;
  189. break;
  190. case VES_TANGENT:
  191. vertexData->tangent = new Vector3[meshData->vertexCount];
  192. dest = (UINT8*)vertexData->tangent;
  193. break;
  194. case VES_BITANGENT:
  195. vertexData->bitangent = new Vector3[meshData->vertexCount];
  196. dest = (UINT8*)vertexData->bitangent;
  197. break;
  198. case VES_TEXCOORD:
  199. if(element->getIndex() == 0)
  200. {
  201. vertexData->uv0 = new Vector2[meshData->vertexCount];
  202. dest = (UINT8*)vertexData->uv0;
  203. }
  204. else if(element->getIndex() == 1)
  205. {
  206. vertexData->uv1 = new Vector2[meshData->vertexCount];
  207. dest = (UINT8*)vertexData->uv1;
  208. }
  209. break;
  210. default:
  211. LOGWRN("Vertex declaration contains semantic (" + toString(semantic) + ") but mesh data can't store it.");
  212. break;
  213. }
  214. if(dest != nullptr)
  215. {
  216. for(UINT32 k = 0; k < mVertexData->vertexCount; k++)
  217. memcpy(&dest[k * elemSize], &vertDataIter[k * vertexSize + offset], elemSize);
  218. }
  219. }
  220. vertexBuffer->unlock();
  221. }
  222. }
  223. asyncOp.completeOperation(meshData);
  224. }
  225. RenderOperation Mesh::getRenderOperation(UINT32 subMeshIdx) const
  226. {
  227. if(subMeshIdx < 0 || subMeshIdx >= mSubMeshes.size())
  228. {
  229. CM_EXCEPT(InvalidParametersException, "Invalid sub-mesh index ("
  230. + toString(subMeshIdx) + "). Number of sub-meshes available: " + toString(mSubMeshes.size()));
  231. }
  232. // TODO - BIG TODO - Completely ignores subMeshIdx and always renders the entire thing
  233. RenderOperation ro;
  234. ro.indexData = mIndexData;
  235. ro.vertexData = mVertexData;
  236. ro.useIndexes = true;
  237. ro.operationType = DOT_TRIANGLE_LIST;
  238. return ro;
  239. }
  240. void Mesh::initialize_internal()
  241. {
  242. THROW_IF_NOT_RENDER_THREAD;
  243. // TODO Low priority - Initialize an empty mesh. A better way would be to only initialize the mesh
  244. // once we set the proper mesh data (then we don't have to do it twice), but this makes the code less complex.
  245. // Consider changing it if there are performance issues.
  246. setMeshData_internal(MeshManager::instance().getNullMeshData());
  247. Resource::initialize_internal();
  248. }
  249. void Mesh::destroy_internal()
  250. {
  251. THROW_IF_NOT_RENDER_THREAD;
  252. if(mVertexData != nullptr)
  253. delete mVertexData;
  254. if(mIndexData != nullptr)
  255. delete mIndexData;
  256. Resource::destroy_internal();
  257. }
  258. void Mesh::throwIfNotRenderThread() const
  259. {
  260. if(CM_THREAD_CURRENT_ID != RenderSystem::instancePtr()->getRenderThreadId())
  261. CM_EXCEPT(InternalErrorException, "Calling an internal texture method from a non-render thread!");
  262. }
  263. /************************************************************************/
  264. /* SERIALIZATION */
  265. /************************************************************************/
  266. RTTITypeBase* Mesh::getRTTIStatic()
  267. {
  268. return MeshRTTI::instance();
  269. }
  270. RTTITypeBase* Mesh::getRTTI() const
  271. {
  272. return Mesh::getRTTIStatic();
  273. }
  274. /************************************************************************/
  275. /* STATICS */
  276. /************************************************************************/
  277. MeshHandle Mesh::create()
  278. {
  279. MeshPtr meshPtr = MeshManager::instance().create();
  280. return static_resource_cast<Mesh>(Resource::_createResourceHandle(meshPtr));
  281. }
  282. }
  283. #undef THROW_IF_NOT_RENDER_THREAD