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- #include "CmMesh.h"
- #include "CmMeshRTTI.h"
- #include "CmMeshData.h"
- #include "CmVector2.h"
- #include "CmVector3.h"
- #include "CmDebug.h"
- #include "CmHardwareBufferManager.h"
- #include "CmMeshManager.h"
- #include "CmRenderSystem.h"
- #include "CmAsyncOp.h"
- #if CM_DEBUG_MODE
- #define THROW_IF_NOT_RENDER_THREAD throwIfNotRenderThread();
- #else
- #define THROW_IF_NOT_RENDER_THREAD
- #endif
- namespace CamelotFramework
- {
- Mesh::Mesh()
- :mVertexData(nullptr), mIndexData(nullptr)
- {
- }
- Mesh::~Mesh()
- {
- }
- void Mesh::setMeshData(MeshDataPtr meshData)
- {
- RenderSystem::instancePtr()->queueCommand(boost::bind(&Mesh::setMeshData_internal, this, meshData), true);
- }
- void Mesh::setMeshData_internal(MeshDataPtr meshData)
- {
- THROW_IF_NOT_RENDER_THREAD;
- if(meshData == nullptr)
- {
- CM_EXCEPT(InvalidParametersException, "Cannot load mesh. Mesh data is null.");
- }
- mSubMeshes.clear();
- if(mVertexData != nullptr)
- CM_DELETE(mVertexData, VertexData, PoolAlloc);
- if(mIndexData != nullptr)
- CM_DELETE(mIndexData, IndexData, PoolAlloc);
- // Submeshes
- for(UINT32 i = 0; i < meshData->getNumSubmeshes(); i++)
- {
- UINT32 numIndices = meshData->getNumIndices(i);
- if(numIndices > 0)
- {
- mSubMeshes.push_back(SubMesh(meshData->getIndexBufferOffset(i), numIndices));
- }
- }
- // Indices
- mIndexData = CM_NEW(IndexData, PoolAlloc) IndexData();
- mIndexData->indexCount = meshData->getNumIndices();
- mIndexData->indexBuffer = HardwareBufferManager::instance().createIndexBuffer(
- meshData->getIndexType(),
- mIndexData->indexCount,
- GBU_STATIC);
- UINT8* idxData = static_cast<UINT8*>(mIndexData->indexBuffer->lock(GBL_WRITE_ONLY_DISCARD));
- UINT32 idxElementSize = meshData->getIndexElementSize();
- UINT32 indicesSize = meshData->getIndexBufferSize();
- UINT8* srcIdxData = meshData->getIndexData();
- memcpy(idxData, srcIdxData, indicesSize);
- mIndexData->indexBuffer->unlock();
- // Vertices
- mVertexData = CM_NEW(VertexData, PoolAlloc) VertexData();
- mVertexData->vertexCount = meshData->getNumVertices();
- mVertexData->vertexDeclaration = meshData->createDeclaration();
- for(UINT32 i = 0; i <= meshData->getMaxStreamIdx(); i++)
- {
- if(!meshData->hasStream(i))
- continue;
- UINT32 streamSize = meshData->getStreamSize(i);
- VertexBufferPtr vertexBuffer = HardwareBufferManager::instance().createVertexBuffer(
- mVertexData->vertexDeclaration->getVertexSize(i),
- mVertexData->vertexCount,
- GBU_STATIC);
- mVertexData->setBuffer(i, vertexBuffer);
- UINT8* srcVertBufferData = meshData->getStreamData(i);
- UINT8* vertBufferData = static_cast<UINT8*>(vertexBuffer->lock(GBL_WRITE_ONLY_DISCARD));
- UINT32 bufferSize = meshData->getStreamSize(i);
- memcpy(vertBufferData, srcVertBufferData, bufferSize);
- vertexBuffer->unlock();
- }
- }
- MeshDataPtr Mesh::getMeshData()
- {
- AsyncOp op = RenderSystem::instancePtr()->queueReturnCommand(boost::bind(&Mesh::getMeshData_internal, this, _1), true);
- return op.getReturnValue<MeshDataPtr>();
- }
- void Mesh::getMeshData_internal(AsyncOp& asyncOp)
- {
- IndexBuffer::IndexType indexType = IndexBuffer::IT_32BIT;
- if(mIndexData)
- indexType = mIndexData->indexBuffer->getType();
- MeshDataPtr meshData(CM_NEW(MeshData, PoolAlloc) MeshData(mVertexData->vertexCount, indexType),
- &MemAllocDeleter<MeshData, PoolAlloc>::deleter);
- meshData->beginDesc();
- if(mIndexData)
- {
- UINT8* idxData = static_cast<UINT8*>(mIndexData->indexBuffer->lock(GBL_READ_ONLY));
- UINT32 idxElemSize = mIndexData->indexBuffer->getIndexSize();
- for(UINT32 i = 0; i < mSubMeshes.size(); i++)
- meshData->addSubMesh(mSubMeshes[i].indexCount, i);
- mIndexData->indexBuffer->unlock();
- }
- if(mVertexData)
- {
- auto vertexBuffers = mVertexData->getBuffers();
- UINT32 streamIdx = 0;
- for(auto iter = vertexBuffers.begin(); iter != vertexBuffers.end() ; ++iter)
- {
- VertexBufferPtr vertexBuffer = iter->second;
- UINT32 vertexSize = vertexBuffer->getVertexSize();
- UINT32 numElements = mVertexData->vertexDeclaration->getElementCount();
- for(UINT32 j = 0; j < numElements; j++)
- {
- const VertexElement* element = mVertexData->vertexDeclaration->getElement(j);
- VertexElementType type = element->getType();
- VertexElementSemantic semantic = element->getSemantic();
- UINT32 semanticIdx = element->getSemanticIdx();
- UINT32 offset = element->getOffset();
- UINT32 elemSize = element->getSize();
- meshData->addVertElem(type, semantic, semanticIdx, streamIdx);
- }
- streamIdx++;
- }
- }
- meshData->endDesc();
- if(mIndexData)
- {
- UINT8* idxData = static_cast<UINT8*>(mIndexData->indexBuffer->lock(GBL_READ_ONLY));
- UINT32 idxElemSize = mIndexData->indexBuffer->getIndexSize();
- for(UINT32 i = 0; i < mSubMeshes.size(); i++)
- {
- UINT8* indices = nullptr;
- if(indexType == IndexBuffer::IT_16BIT)
- indices = (UINT8*)meshData->getIndices16(i);
- else
- indices = (UINT8*)meshData->getIndices32(i);
- memcpy(indices, &idxData[mSubMeshes[i].indexOffset * idxElemSize], mSubMeshes[i].indexCount * idxElemSize);
- }
- mIndexData->indexBuffer->unlock();
- }
- if(mVertexData)
- {
- auto vertexBuffers = mVertexData->getBuffers();
- UINT32 streamIdx = 0;
- for(auto iter = vertexBuffers.begin(); iter != vertexBuffers.end() ; ++iter)
- {
- VertexBufferPtr vertexBuffer = iter->second;
- UINT32 bufferSize = vertexBuffer->getVertexSize() * vertexBuffer->getNumVertices();
- UINT8* vertDataPtr = static_cast<UINT8*>(vertexBuffer->lock(GBL_READ_ONLY));
- UINT8* dest = meshData->getStreamData(streamIdx);
- memcpy(dest, vertDataPtr, bufferSize);
- vertexBuffer->unlock();
- streamIdx++;
- }
- }
- asyncOp.completeOperation(meshData);
- }
- RenderOperation Mesh::getRenderOperation(UINT32 subMeshIdx) const
- {
- if(subMeshIdx < 0 || subMeshIdx >= mSubMeshes.size())
- {
- CM_EXCEPT(InvalidParametersException, "Invalid sub-mesh index ("
- + toString(subMeshIdx) + "). Number of sub-meshes available: " + toString(mSubMeshes.size()));
- }
- // TODO - BIG TODO - Completely ignores subMeshIdx and always renders the entire thing
- RenderOperation ro;
- ro.indexData = mIndexData;
- ro.vertexData = mVertexData;
- ro.useIndexes = true;
- ro.operationType = DOT_TRIANGLE_LIST;
- return ro;
- }
- void Mesh::initialize_internal()
- {
- THROW_IF_NOT_RENDER_THREAD;
- // TODO Low priority - Initialize an empty mesh. A better way would be to only initialize the mesh
- // once we set the proper mesh data (then we don't have to do it twice), but this makes the code less complex.
- // Consider changing it if there are performance issues.
- setMeshData_internal(MeshManager::instance().getNullMeshData());
- Resource::initialize_internal();
- }
- void Mesh::destroy_internal()
- {
- THROW_IF_NOT_RENDER_THREAD;
- if(mVertexData != nullptr)
- CM_DELETE(mVertexData, VertexData, PoolAlloc);
- if(mIndexData != nullptr)
- CM_DELETE(mIndexData, IndexData, PoolAlloc);
- Resource::destroy_internal();
- }
- void Mesh::throwIfNotRenderThread() const
- {
- if(CM_THREAD_CURRENT_ID != RenderSystem::instancePtr()->getRenderThreadId())
- CM_EXCEPT(InternalErrorException, "Calling an internal texture method from a non-render thread!");
- }
- /************************************************************************/
- /* SERIALIZATION */
- /************************************************************************/
- RTTITypeBase* Mesh::getRTTIStatic()
- {
- return MeshRTTI::instance();
- }
- RTTITypeBase* Mesh::getRTTI() const
- {
- return Mesh::getRTTIStatic();
- }
- /************************************************************************/
- /* STATICS */
- /************************************************************************/
- HMesh Mesh::create()
- {
- MeshPtr meshPtr = MeshManager::instance().create();
- return static_resource_cast<Mesh>(Resource::_createResourceHandle(meshPtr));
- }
- }
- #undef THROW_IF_NOT_RENDER_THREAD
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