CmMesh.cpp 11 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402
  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. }
  24. void Mesh::setMeshData(MeshDataPtr meshData)
  25. {
  26. RenderSystem::instancePtr()->queueCommand(boost::bind(&Mesh::setMeshData_internal, this, meshData));
  27. }
  28. void Mesh::setMeshData_internal(MeshDataPtr meshData)
  29. {
  30. THROW_IF_NOT_RENDER_THREAD;
  31. if(meshData == nullptr)
  32. {
  33. CM_EXCEPT(InternalErrorException, "Cannot load mesh. Mesh data is null.");
  34. }
  35. if(mVertexData != nullptr)
  36. delete mVertexData;
  37. if(mIndexData != nullptr)
  38. delete mIndexData;
  39. // Submeshes
  40. for(UINT32 i = 0; i < meshData->subMeshes.size(); i++)
  41. mSubMeshes.push_back(SubMesh(meshData->subMeshes[i].indexOffset, meshData->subMeshes[i].indexCount));
  42. // Indices
  43. mIndexData = new IndexData();
  44. mIndexData->indexCount = meshData->indexCount;
  45. mIndexData->indexBuffer = HardwareBufferManager::instance().createIndexBuffer(
  46. IndexBuffer::IT_32BIT,
  47. mIndexData->indexCount,
  48. GBU_STATIC);
  49. UINT32* idxData = static_cast<UINT32*>(mIndexData->indexBuffer->lock(GBL_READ_WRITE));
  50. for(UINT32 i = 0; i < mIndexData->indexCount; i++)
  51. {
  52. idxData[i] = (UINT32)meshData->index[i];
  53. }
  54. mIndexData->indexBuffer->unlock();
  55. // Vertices
  56. mVertexData = new VertexData();
  57. mVertexData->vertexCount = meshData->vertexCount;
  58. mVertexData->vertexDeclaration = meshData->declaration->clone();
  59. for(auto iter = meshData->vertexBuffers.begin(); iter != meshData->vertexBuffers.end(); ++iter)
  60. {
  61. int streamIdx = iter->first;
  62. VertexBufferPtr vertexBuffer = HardwareBufferManager::instance().createVertexBuffer(
  63. mVertexData->vertexDeclaration->getVertexSize(streamIdx),
  64. mVertexData->vertexCount,
  65. GBU_STATIC);
  66. mVertexData->setBuffer(streamIdx, vertexBuffer);
  67. UINT32 vertexSize = vertexBuffer->getVertexSize();
  68. UINT8* vertBufferData = static_cast<UINT8*>(vertexBuffer->lock(GBL_READ_WRITE));
  69. UINT32 numElements = mVertexData->vertexDeclaration->getElementCount();
  70. for(UINT32 j = 0; j < numElements; j++)
  71. {
  72. const VertexElement* element = mVertexData->vertexDeclaration->getElement(j);
  73. VertexElementSemantic semantic = element->getSemantic();
  74. UINT32 offset = element->getOffset();
  75. UINT32 elemSize = element->getSize();
  76. std::shared_ptr<MeshData::VertexData> vertexData = meshData->vertexBuffers[streamIdx];
  77. UINT8* source = nullptr;
  78. switch(semantic)
  79. {
  80. case VES_POSITION:
  81. if(vertexData->vertex)
  82. source = (UINT8*)vertexData->vertex;
  83. break;
  84. case VES_COLOR:
  85. if(vertexData->color)
  86. source = (UINT8*)vertexData->color;
  87. break;
  88. case VES_NORMAL:
  89. if(vertexData->normal)
  90. source = (UINT8*)vertexData->normal;
  91. break;
  92. case VES_TANGENT:
  93. if(vertexData->tangent)
  94. source = (UINT8*)vertexData->tangent;
  95. break;
  96. case VES_BITANGENT:
  97. if(vertexData->bitangent)
  98. source = (UINT8*)vertexData->bitangent;
  99. break;
  100. case VES_TEXCOORD:
  101. if(element->getIndex() == 0)
  102. {
  103. if(vertexData->uv0)
  104. source = (UINT8*)vertexData->uv0;
  105. }
  106. else if(element->getIndex() == 1)
  107. {
  108. if(vertexData->uv1)
  109. source = (UINT8*)vertexData->uv1;
  110. }
  111. break;
  112. default:
  113. break;
  114. }
  115. if(source != nullptr)
  116. {
  117. for(UINT32 k = 0; k < mVertexData->vertexCount; k++)
  118. memcpy(&vertBufferData[k * vertexSize + offset], &source[k * elemSize], elemSize);
  119. }
  120. else
  121. {
  122. LOGWRN("Vertex declaration contains semantic (" + toString(semantic) + ") but mesh doesn't have data for it. Data for the semantic will be zeroed out.");
  123. for(UINT32 k = 0; k < mVertexData->vertexCount; k++)
  124. memset(&vertBufferData[k * vertexSize + offset], 0, elemSize);
  125. }
  126. }
  127. vertexBuffer->unlock();
  128. }
  129. }
  130. MeshDataPtr Mesh::getMeshData()
  131. {
  132. AsyncOp op = RenderSystem::instancePtr()->queueReturnCommand(boost::bind(&Mesh::getMeshData_internal, this, _1), true);
  133. return op.getReturnValue<MeshDataPtr>();
  134. }
  135. void Mesh::getMeshData_internal(AsyncOp& asyncOp)
  136. {
  137. MeshDataPtr meshData(new MeshData());
  138. meshData->declaration = mVertexData->vertexDeclaration->clone();
  139. for(UINT32 i = 0; i < mSubMeshes.size(); i++)
  140. {
  141. MeshData::SubMeshData subMesh;
  142. subMesh.indexCount = mSubMeshes[i].indexCount;
  143. subMesh.indexOffset = mSubMeshes[i].indexOffset;
  144. meshData->subMeshes.push_back(subMesh);
  145. }
  146. if(mIndexData)
  147. {
  148. meshData->indexCount = mIndexData->indexCount - mIndexData->indexStart;
  149. meshData->index = new int[meshData->indexCount];
  150. UINT16* idxData = static_cast<UINT16*>(mIndexData->indexBuffer->lock(GBL_READ_ONLY));
  151. for(UINT32 i = 0; i < mIndexData->indexCount; i++)
  152. meshData->index[i] = (UINT32)idxData[i];
  153. mIndexData->indexBuffer->unlock();
  154. }
  155. if(mVertexData)
  156. {
  157. meshData->vertexCount = mVertexData->vertexCount;
  158. auto vertexBuffers = mVertexData->getBuffers();
  159. for(auto iter = vertexBuffers.begin(); iter != vertexBuffers.end() ; ++iter)
  160. {
  161. VertexBufferPtr vertexBuffer = iter->second;
  162. UINT32 vertexSize = vertexBuffer->getVertexSize();
  163. UINT8* vertDataIter = static_cast<UINT8*>(vertexBuffer->lock(GBL_READ_ONLY));
  164. std::shared_ptr<MeshData::VertexData> vertexData(new MeshData::VertexData(meshData->vertexCount, iter->first));
  165. meshData->vertexBuffers[iter->first] = vertexData;
  166. UINT32 numElements = mVertexData->vertexDeclaration->getElementCount();
  167. for(UINT32 j = 0; j < numElements; j++)
  168. {
  169. const VertexElement* element = mVertexData->vertexDeclaration->getElement(j);
  170. VertexElementSemantic semantic = element->getSemantic();
  171. UINT32 offset = element->getOffset();
  172. UINT32 elemSize = element->getSize();
  173. UINT8* dest = nullptr;
  174. switch(semantic)
  175. {
  176. case VES_POSITION:
  177. vertexData->vertex = new Vector3[meshData->vertexCount];
  178. dest = (UINT8*)vertexData->vertex;
  179. break;
  180. case VES_COLOR:
  181. vertexData->color = new Color[meshData->vertexCount];
  182. dest = (UINT8*)vertexData->color;
  183. break;
  184. case VES_NORMAL:
  185. vertexData->normal = new Vector3[meshData->vertexCount];
  186. dest = (UINT8*)vertexData->normal;
  187. break;
  188. case VES_TANGENT:
  189. vertexData->tangent = new Vector3[meshData->vertexCount];
  190. dest = (UINT8*)vertexData->tangent;
  191. break;
  192. case VES_BITANGENT:
  193. vertexData->bitangent = new Vector3[meshData->vertexCount];
  194. dest = (UINT8*)vertexData->bitangent;
  195. break;
  196. case VES_TEXCOORD:
  197. if(element->getIndex() == 0)
  198. {
  199. vertexData->uv0 = new Vector2[meshData->vertexCount];
  200. dest = (UINT8*)vertexData->uv0;
  201. }
  202. else if(element->getIndex() == 1)
  203. {
  204. vertexData->uv1 = new Vector2[meshData->vertexCount];
  205. dest = (UINT8*)vertexData->uv1;
  206. }
  207. break;
  208. default:
  209. LOGWRN("Vertex declaration contains semantic (" + toString(semantic) + ") but mesh data can't store it.");
  210. break;
  211. }
  212. if(dest != nullptr)
  213. {
  214. for(UINT32 k = 0; k < mVertexData->vertexCount; k++)
  215. memcpy(&dest[k * elemSize], &vertDataIter[k * vertexSize + offset], elemSize);
  216. }
  217. }
  218. vertexBuffer->unlock();
  219. }
  220. }
  221. asyncOp.completeOperation(meshData);
  222. }
  223. RenderOperation Mesh::getRenderOperation(UINT32 subMeshIdx) const
  224. {
  225. if(subMeshIdx < 0 || subMeshIdx >= mSubMeshes.size())
  226. {
  227. CM_EXCEPT(InvalidParametersException, "Invalid sub-mesh index ("
  228. + toString(subMeshIdx) + "). Number of sub-meshes available: " + toString(mSubMeshes.size()));
  229. }
  230. // TODO - BIG TODO - Completely ignores subMeshIdx and always renders the entire thing
  231. RenderOperation ro;
  232. ro.indexData = mIndexData;
  233. ro.vertexData = mVertexData;
  234. ro.useIndexes = true;
  235. ro.operationType = DOT_TRIANGLE_LIST;
  236. return ro;
  237. }
  238. void Mesh::initialize_internal()
  239. {
  240. THROW_IF_NOT_RENDER_THREAD;
  241. // TODO Low priority - Initialize an empty mesh. A better way would be to only initialize the mesh
  242. // once we set the proper mesh data (then we don't have to do it twice), but this makes the code less complex.
  243. // Consider changing it if there are performance issues.
  244. setMeshData_internal(getNullMeshData());
  245. Resource::initialize_internal();
  246. }
  247. void Mesh::destroy_internal()
  248. {
  249. THROW_IF_NOT_RENDER_THREAD;
  250. if(mVertexData)
  251. delete mVertexData;
  252. if(mIndexData)
  253. delete mIndexData;
  254. Resource::destroy_internal();
  255. }
  256. void Mesh::throwIfNotRenderThread() const
  257. {
  258. if(CM_THREAD_CURRENT_ID != RenderSystem::instancePtr()->getRenderThreadId())
  259. CM_EXCEPT(InternalErrorException, "Calling an internal texture method from a non-render thread!");
  260. }
  261. /************************************************************************/
  262. /* SERIALIZATION */
  263. /************************************************************************/
  264. RTTITypeBase* Mesh::getRTTIStatic()
  265. {
  266. return MeshRTTI::instance();
  267. }
  268. RTTITypeBase* Mesh::getRTTI() const
  269. {
  270. return Mesh::getRTTIStatic();
  271. }
  272. /************************************************************************/
  273. /* STATICS */
  274. /************************************************************************/
  275. MeshPtr Mesh::create()
  276. {
  277. MeshPtr mesh = MeshPtr(new Mesh());
  278. mesh->setThisPtr(mesh);
  279. mesh->initialize();
  280. return mesh;
  281. }
  282. MeshPtr Mesh::createEmpty()
  283. {
  284. MeshPtr mesh = MeshPtr(new Mesh());
  285. mesh->setThisPtr(mesh);
  286. return mesh;
  287. }
  288. MeshDataPtr Mesh::getNullMeshData()
  289. {
  290. static MeshDataPtr NULL_MESH_DATA = nullptr;
  291. if(NULL_MESH_DATA == nullptr)
  292. {
  293. NULL_MESH_DATA = MeshDataPtr(new MeshData());
  294. NULL_MESH_DATA->indexCount = 3;
  295. NULL_MESH_DATA->vertexCount = 1;
  296. NULL_MESH_DATA->index = new int[3];
  297. NULL_MESH_DATA->index[0] = 0;
  298. NULL_MESH_DATA->index[1] = 0;
  299. NULL_MESH_DATA->index[2] = 0;
  300. std::shared_ptr<MeshData::VertexData> vertexData = std::shared_ptr<MeshData::VertexData>(new MeshData::VertexData(1));
  301. NULL_MESH_DATA->vertexBuffers.insert(std::make_pair(0, vertexData));
  302. vertexData->vertex = new Vector3[1];
  303. vertexData->vertex[0] = Vector3(0, 0, 0);
  304. NULL_MESH_DATA->declaration->addElement(0, 0, VET_FLOAT3, VES_POSITION);
  305. MeshData::SubMeshData subMesh;
  306. subMesh.indexOffset = 0;
  307. subMesh.indexCount = 3;
  308. NULL_MESH_DATA->subMeshes.push_back(subMesh);
  309. }
  310. return NULL_MESH_DATA;
  311. }
  312. }
  313. #undef THROW_IF_NOT_RENDER_THREAD