CmMesh.cpp 11 KB

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  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 "CmRenderSystem.h"
  9. #include "CmAsyncOp.h"
  10. #if CM_DEBUG_MODE
  11. #define THROW_IF_NOT_RENDER_THREAD throwIfNotRenderThread();
  12. #else
  13. #define THROW_IF_NOT_RENDER_THREAD
  14. #endif
  15. namespace CamelotEngine
  16. {
  17. Mesh::Mesh()
  18. :mVertexData(nullptr), mIndexData(nullptr)
  19. {
  20. }
  21. Mesh::~Mesh()
  22. { }
  23. void Mesh::setMeshData(MeshDataPtr meshData)
  24. {
  25. RenderSystem::instancePtr()->queueCommand(boost::bind(&Mesh::setMeshData_internal, this, meshData));
  26. }
  27. void Mesh::setMeshData_internal(MeshDataPtr meshData)
  28. {
  29. THROW_IF_NOT_RENDER_THREAD;
  30. if(meshData == nullptr)
  31. {
  32. CM_EXCEPT(InternalErrorException, "Cannot load mesh. Mesh data is null.");
  33. }
  34. // Submeshes
  35. for(UINT32 i = 0; i < meshData->subMeshes.size(); i++)
  36. mSubMeshes.push_back(SubMesh(meshData->subMeshes[i].indexOffset, meshData->subMeshes[i].indexCount));
  37. // Indices
  38. mIndexData = new IndexData();
  39. mIndexData->indexCount = meshData->indexCount;
  40. mIndexData->indexBuffer = HardwareBufferManager::instance().createIndexBuffer(
  41. IndexBuffer::IT_32BIT,
  42. mIndexData->indexCount,
  43. GBU_STATIC);
  44. UINT32* idxData = static_cast<UINT32*>(mIndexData->indexBuffer->lock(GBL_READ_WRITE));
  45. for(UINT32 i = 0; i < mIndexData->indexCount; i++)
  46. {
  47. idxData[i] = (UINT32)meshData->index[i];
  48. }
  49. mIndexData->indexBuffer->unlock();
  50. // Vertices
  51. mVertexData = new VertexData();
  52. mVertexData->vertexCount = meshData->vertexCount;
  53. mVertexData->vertexDeclaration = meshData->declaration->clone();
  54. for(auto iter = meshData->vertexBuffers.begin(); iter != meshData->vertexBuffers.end(); ++iter)
  55. {
  56. int streamIdx = iter->first;
  57. VertexBufferPtr vertexBuffer = HardwareBufferManager::instance().createVertexBuffer(
  58. mVertexData->vertexDeclaration->getVertexSize(streamIdx),
  59. mVertexData->vertexCount,
  60. GBU_STATIC);
  61. mVertexData->setBuffer(streamIdx, vertexBuffer);
  62. UINT32 vertexSize = vertexBuffer->getVertexSize();
  63. UINT8* vertBufferData = static_cast<UINT8*>(vertexBuffer->lock(GBL_READ_WRITE));
  64. UINT32 numElements = mVertexData->vertexDeclaration->getElementCount();
  65. for(UINT32 j = 0; j < numElements; j++)
  66. {
  67. const VertexElement* element = mVertexData->vertexDeclaration->getElement(j);
  68. VertexElementSemantic semantic = element->getSemantic();
  69. UINT32 offset = element->getOffset();
  70. UINT32 elemSize = element->getSize();
  71. std::shared_ptr<MeshData::VertexData> vertexData = meshData->vertexBuffers[streamIdx];
  72. UINT8* source = nullptr;
  73. switch(semantic)
  74. {
  75. case VES_POSITION:
  76. if(vertexData->vertex)
  77. source = (UINT8*)vertexData->vertex;
  78. break;
  79. case VES_COLOR:
  80. if(vertexData->color)
  81. source = (UINT8*)vertexData->color;
  82. break;
  83. case VES_NORMAL:
  84. if(vertexData->normal)
  85. source = (UINT8*)vertexData->normal;
  86. break;
  87. case VES_TANGENT:
  88. if(vertexData->tangent)
  89. source = (UINT8*)vertexData->tangent;
  90. break;
  91. case VES_BITANGENT:
  92. if(vertexData->bitangent)
  93. source = (UINT8*)vertexData->bitangent;
  94. break;
  95. case VES_TEXCOORD:
  96. if(element->getIndex() == 0)
  97. {
  98. if(vertexData->uv0)
  99. source = (UINT8*)vertexData->uv0;
  100. }
  101. else if(element->getIndex() == 1)
  102. {
  103. if(vertexData->uv1)
  104. source = (UINT8*)vertexData->uv1;
  105. }
  106. break;
  107. default:
  108. break;
  109. }
  110. if(source != nullptr)
  111. {
  112. for(UINT32 k = 0; k < mVertexData->vertexCount; k++)
  113. memcpy(&vertBufferData[k * vertexSize + offset], &source[k * elemSize], elemSize);
  114. }
  115. else
  116. {
  117. LOGWRN("Vertex declaration contains semantic (" + toString(semantic) + ") but mesh doesn't have data for it. Data for the semantic will be zeroed out.");
  118. for(UINT32 k = 0; k < mVertexData->vertexCount; k++)
  119. memset(&vertBufferData[k * vertexSize + offset], 0, elemSize);
  120. }
  121. }
  122. vertexBuffer->unlock();
  123. }
  124. }
  125. MeshDataPtr Mesh::getMeshData()
  126. {
  127. AsyncOp op = RenderSystem::instancePtr()->queueReturnCommand(boost::bind(&Mesh::getMeshData_internal, this, _1), true);
  128. return op.getReturnValue<MeshDataPtr>();
  129. }
  130. void Mesh::getMeshData_internal(AsyncOp& asyncOp)
  131. {
  132. MeshDataPtr meshData(new MeshData());
  133. meshData->declaration = mVertexData->vertexDeclaration->clone();
  134. for(UINT32 i = 0; i < mSubMeshes.size(); i++)
  135. {
  136. MeshData::SubMeshData subMesh;
  137. subMesh.indexCount = mSubMeshes[i].indexCount;
  138. subMesh.indexOffset = mSubMeshes[i].indexOffset;
  139. meshData->subMeshes.push_back(subMesh);
  140. }
  141. if(mIndexData)
  142. {
  143. meshData->indexCount = mIndexData->indexCount - mIndexData->indexStart;
  144. meshData->index = new int[meshData->indexCount];
  145. UINT16* idxData = static_cast<UINT16*>(mIndexData->indexBuffer->lock(GBL_READ_ONLY));
  146. for(UINT32 i = 0; i < mIndexData->indexCount; i++)
  147. meshData->index[i] = (UINT32)idxData[i];
  148. mIndexData->indexBuffer->unlock();
  149. }
  150. if(mVertexData)
  151. {
  152. meshData->vertexCount = mVertexData->vertexCount;
  153. auto vertexBuffers = mVertexData->getBuffers();
  154. for(auto iter = vertexBuffers.begin(); iter != vertexBuffers.end() ; ++iter)
  155. {
  156. VertexBufferPtr vertexBuffer = iter->second;
  157. UINT32 vertexSize = vertexBuffer->getVertexSize();
  158. UINT8* vertDataIter = static_cast<UINT8*>(vertexBuffer->lock(GBL_READ_ONLY));
  159. std::shared_ptr<MeshData::VertexData> vertexData(new MeshData::VertexData(meshData->vertexCount, iter->first));
  160. meshData->vertexBuffers[iter->first] = vertexData;
  161. UINT32 numElements = mVertexData->vertexDeclaration->getElementCount();
  162. for(UINT32 j = 0; j < numElements; j++)
  163. {
  164. const VertexElement* element = mVertexData->vertexDeclaration->getElement(j);
  165. VertexElementSemantic semantic = element->getSemantic();
  166. UINT32 offset = element->getOffset();
  167. UINT32 elemSize = element->getSize();
  168. UINT8* dest = nullptr;
  169. switch(semantic)
  170. {
  171. case VES_POSITION:
  172. vertexData->vertex = new Vector3[meshData->vertexCount];
  173. dest = (UINT8*)vertexData->vertex;
  174. break;
  175. case VES_COLOR:
  176. vertexData->color = new Color[meshData->vertexCount];
  177. dest = (UINT8*)vertexData->color;
  178. break;
  179. case VES_NORMAL:
  180. vertexData->normal = new Vector3[meshData->vertexCount];
  181. dest = (UINT8*)vertexData->normal;
  182. break;
  183. case VES_TANGENT:
  184. vertexData->tangent = new Vector3[meshData->vertexCount];
  185. dest = (UINT8*)vertexData->tangent;
  186. break;
  187. case VES_BITANGENT:
  188. vertexData->bitangent = new Vector3[meshData->vertexCount];
  189. dest = (UINT8*)vertexData->bitangent;
  190. break;
  191. case VES_TEXCOORD:
  192. if(element->getIndex() == 0)
  193. {
  194. vertexData->uv0 = new Vector2[meshData->vertexCount];
  195. dest = (UINT8*)vertexData->uv0;
  196. }
  197. else if(element->getIndex() == 1)
  198. {
  199. vertexData->uv1 = new Vector2[meshData->vertexCount];
  200. dest = (UINT8*)vertexData->uv1;
  201. }
  202. break;
  203. default:
  204. LOGWRN("Vertex declaration contains semantic (" + toString(semantic) + ") but mesh data can't store it.");
  205. break;
  206. }
  207. if(dest != nullptr)
  208. {
  209. for(UINT32 k = 0; k < mVertexData->vertexCount; k++)
  210. memcpy(&dest[k * elemSize], &vertDataIter[k * vertexSize + offset], elemSize);
  211. }
  212. }
  213. vertexBuffer->unlock();
  214. }
  215. }
  216. asyncOp.completeOperation(meshData);
  217. }
  218. RenderOperation Mesh::getRenderOperation(UINT32 subMeshIdx) const
  219. {
  220. if(subMeshIdx < 0 || subMeshIdx >= mSubMeshes.size())
  221. {
  222. CM_EXCEPT(InvalidParametersException, "Invalid sub-mesh index ("
  223. + toString(subMeshIdx) + "). Number of sub-meshes available: " + toString(mSubMeshes.size()));
  224. }
  225. // TODO - BIG TODO - Completely ignores subMeshIdx and always renders the entire thing
  226. RenderOperation ro;
  227. ro.indexData = mIndexData;
  228. ro.vertexData = mVertexData;
  229. ro.useIndexes = true;
  230. ro.operationType = DOT_TRIANGLE_LIST;
  231. return ro;
  232. }
  233. void Mesh::initialize()
  234. {
  235. RenderSystem::instancePtr()->queueCommand(boost::bind(&Mesh::initialize_internal, this));
  236. }
  237. void Mesh::initialize_internal()
  238. {
  239. THROW_IF_NOT_RENDER_THREAD;
  240. // TODO Low priority - Initialize an empty mesh. A better way would be to only initialize the mesh
  241. // once we set the proper mesh data (then we don't have to do it twice), but this makes the code less complex.
  242. // Consider changing it if there are performance issues.
  243. setMeshData_internal(getNullMeshData());
  244. Resource::initialize_internal();
  245. }
  246. void Mesh::destroy_internal()
  247. {
  248. THROW_IF_NOT_RENDER_THREAD;
  249. if(mVertexData)
  250. delete mVertexData;
  251. if(mIndexData)
  252. delete mIndexData;
  253. IDestroyable::destroy();
  254. }
  255. void Mesh::throwIfNotRenderThread() const
  256. {
  257. if(CM_THREAD_CURRENT_ID != RenderSystem::instancePtr()->getRenderThreadId())
  258. CM_EXCEPT(InternalErrorException, "Calling an internal texture method from a non-render thread!");
  259. }
  260. /************************************************************************/
  261. /* SERIALIZATION */
  262. /************************************************************************/
  263. RTTITypeBase* Mesh::getRTTIStatic()
  264. {
  265. return MeshRTTI::instance();
  266. }
  267. RTTITypeBase* Mesh::getRTTI() const
  268. {
  269. return Mesh::getRTTIStatic();
  270. }
  271. /************************************************************************/
  272. /* STATICS */
  273. /************************************************************************/
  274. MeshPtr Mesh::create()
  275. {
  276. MeshPtr mesh = MeshPtr(new Mesh());
  277. mesh->initialize();
  278. return mesh;
  279. }
  280. MeshPtr Mesh::createEmpty()
  281. {
  282. MeshPtr mesh = MeshPtr(new Mesh());
  283. return mesh;
  284. }
  285. MeshDataPtr Mesh::getNullMeshData()
  286. {
  287. static MeshDataPtr NULL_MESH_DATA = nullptr;
  288. if(NULL_MESH_DATA == nullptr)
  289. {
  290. NULL_MESH_DATA = MeshDataPtr(new MeshData());
  291. NULL_MESH_DATA->indexCount = 3;
  292. NULL_MESH_DATA->vertexCount = 1;
  293. NULL_MESH_DATA->index = new int[3];
  294. NULL_MESH_DATA->index[0] = 0;
  295. NULL_MESH_DATA->index[1] = 0;
  296. NULL_MESH_DATA->index[2] = 0;
  297. std::shared_ptr<MeshData::VertexData> vertexData = std::shared_ptr<MeshData::VertexData>(new MeshData::VertexData(1));
  298. NULL_MESH_DATA->vertexBuffers.insert(std::make_pair(0, vertexData));
  299. vertexData->vertex = new Vector3[1];
  300. vertexData->vertex[0] = Vector3(0, 0, 0);
  301. NULL_MESH_DATA->declaration->addElement(0, 0, VET_FLOAT3, VES_POSITION);
  302. MeshData::SubMeshData subMesh;
  303. subMesh.indexOffset = 0;
  304. subMesh.indexCount = 3;
  305. NULL_MESH_DATA->subMeshes.push_back(subMesh);
  306. }
  307. return NULL_MESH_DATA;
  308. }
  309. }
  310. #undef THROW_IF_NOT_RENDER_THREAD