CmMesh.cpp 8.9 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 "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(InvalidParametersException, "Cannot load mesh. Mesh data is null.");
  35. }
  36. // Ensure all vertex elements are of proper size
  37. UINT32 numVertices = 0;
  38. auto vertElemDataPerStream = meshData->mVertexData;
  39. MeshData::VertexElementData* firstElemData = nullptr;
  40. if(vertElemDataPerStream.size() > 0)
  41. {
  42. auto vertElemData = vertElemDataPerStream.begin()->second;
  43. auto firstVertElem = vertElemData.begin();
  44. if(firstVertElem != vertElemData.end())
  45. {
  46. numVertices = firstVertElem->elementCount;
  47. }
  48. }
  49. for(auto& vertElems : meshData->mVertexData)
  50. {
  51. for(auto& vertElem : vertElems.second)
  52. {
  53. if(vertElem.elementCount != numVertices)
  54. {
  55. CM_EXCEPT(InvalidParametersException, "All vertex element arrays in MeshData need to be of the same size. Found an array with semantic: "
  56. + toString(vertElem.element.getSemantic()) + " and element count: " + toString(vertElem.elementCount) + ". This doesn't match with other "
  57. + "element with semantic: " + toString(firstElemData->element.getSemantic()) + " and element count: " + toString(firstElemData->elementCount));
  58. }
  59. }
  60. }
  61. mSubMeshes.clear();
  62. if(mVertexData != nullptr)
  63. delete mVertexData;
  64. if(mIndexData != nullptr)
  65. delete mIndexData;
  66. // Submeshes
  67. UINT32 indexOffset = 0;
  68. UINT32 totalIndexCount = 0;
  69. for(auto& i : meshData->mIndices)
  70. {
  71. UINT32 numIndices = i.numIndices;
  72. if(numIndices > 0)
  73. {
  74. mSubMeshes.push_back(SubMesh(indexOffset, numIndices));
  75. indexOffset += numIndices;
  76. totalIndexCount += numIndices;
  77. }
  78. }
  79. // Indices
  80. mIndexData = new IndexData();
  81. mIndexData->indexCount = totalIndexCount;
  82. mIndexData->indexBuffer = HardwareBufferManager::instance().createIndexBuffer(
  83. meshData->mIndexType,
  84. mIndexData->indexCount,
  85. GBU_STATIC);
  86. UINT8* idxData = static_cast<UINT8*>(mIndexData->indexBuffer->lock(GBL_WRITE_ONLY));
  87. UINT32 idxElementSize = meshData->getIndexElementSize();
  88. indexOffset = 0;
  89. for(auto& i : meshData->mIndices)
  90. {
  91. memcpy(&idxData[indexOffset], i.indices, i.numIndices * idxElementSize);
  92. indexOffset += i.numIndices;
  93. }
  94. mIndexData->indexBuffer->unlock();
  95. // Vertices
  96. mVertexData = new VertexData();
  97. mVertexData->vertexCount = numVertices;
  98. mVertexData->vertexDeclaration = meshData->createDeclaration();
  99. for(auto& vertElems : meshData->mVertexData)
  100. {
  101. UINT32 streamIdx = vertElems.first;
  102. if(vertElems.second.size() == 0)
  103. continue;
  104. VertexBufferPtr vertexBuffer = HardwareBufferManager::instance().createVertexBuffer(
  105. mVertexData->vertexDeclaration->getVertexSize(streamIdx),
  106. mVertexData->vertexCount,
  107. GBU_STATIC);
  108. mVertexData->setBuffer(streamIdx, vertexBuffer);
  109. UINT32 vertexSize = vertexBuffer->getVertexSize();
  110. UINT8* vertBufferData = static_cast<UINT8*>(vertexBuffer->lock(GBL_WRITE_ONLY));
  111. UINT32 numElements = mVertexData->vertexDeclaration->getElementCount();
  112. for(UINT32 j = 0; j < numElements; j++)
  113. {
  114. const VertexElement* element = mVertexData->vertexDeclaration->getElement(j);
  115. UINT32 offset = element->getOffset();
  116. UINT32 elemSize = element->getSize();
  117. MeshData::VertexElementData& elemData = meshData->getVertElemData(element->getType(), element->getSemantic(), element->getIndex(), streamIdx);
  118. UINT8* sourceData = elemData.data;
  119. for(UINT32 k = 0; k < elemData.elementCount; k++)
  120. {
  121. memcpy(&vertBufferData[k * vertexSize + offset], &sourceData[k * elemSize], elemSize);
  122. }
  123. }
  124. vertexBuffer->unlock();
  125. }
  126. }
  127. MeshDataPtr Mesh::getMeshData()
  128. {
  129. AsyncOp op = RenderSystem::instancePtr()->queueReturnCommand(boost::bind(&Mesh::getMeshData_internal, this, _1), true);
  130. return op.getReturnValue<MeshDataPtr>();
  131. }
  132. void Mesh::getMeshData_internal(AsyncOp& asyncOp)
  133. {
  134. IndexBuffer::IndexType indexType = IndexBuffer::IT_32BIT;
  135. if(mIndexData)
  136. indexType = mIndexData->indexBuffer->getType();
  137. MeshDataPtr meshData(new MeshData(indexType));
  138. if(mIndexData)
  139. {
  140. UINT8* idxData = static_cast<UINT8*>(mIndexData->indexBuffer->lock(GBL_READ_ONLY));
  141. UINT32 idxElemSize = mIndexData->indexBuffer->getIndexSize();
  142. for(UINT32 i = 0; i < mSubMeshes.size(); i++)
  143. {
  144. UINT8* indices = nullptr;
  145. if(indexType == IndexBuffer::IT_16BIT)
  146. indices = (UINT8*)meshData->addIndices16(mSubMeshes[i].indexCount, i);
  147. else
  148. indices = (UINT8*)meshData->addIndices32(mSubMeshes[i].indexCount, i);
  149. memcpy(indices, &idxData[mSubMeshes[i].indexOffset * idxElemSize], mSubMeshes[i].indexCount * idxElemSize);
  150. }
  151. mIndexData->indexBuffer->unlock();
  152. }
  153. if(mVertexData)
  154. {
  155. auto vertexBuffers = mVertexData->getBuffers();
  156. UINT32 streamIdx = 0;
  157. for(auto iter = vertexBuffers.begin(); iter != vertexBuffers.end() ; ++iter)
  158. {
  159. VertexBufferPtr vertexBuffer = iter->second;
  160. UINT32 vertexSize = vertexBuffer->getVertexSize();
  161. UINT8* vertDataIter = static_cast<UINT8*>(vertexBuffer->lock(GBL_READ_ONLY));
  162. UINT32 numElements = mVertexData->vertexDeclaration->getElementCount();
  163. for(UINT32 j = 0; j < numElements; j++)
  164. {
  165. const VertexElement* element = mVertexData->vertexDeclaration->getElement(j);
  166. VertexElementType type = element->getType();
  167. VertexElementSemantic semantic = element->getSemantic();
  168. UINT32 semanticIdx = element->getIndex();
  169. UINT32 offset = element->getOffset();
  170. UINT32 elemSize = element->getSize();
  171. UINT8* dest = meshData->addVertexElementData(type, semantic, mVertexData->vertexCount, semanticIdx, streamIdx);
  172. for(UINT32 k = 0; k < mVertexData->vertexCount; k++)
  173. memcpy(&dest[k * elemSize], &vertDataIter[k * vertexSize + offset], elemSize);
  174. }
  175. vertexBuffer->unlock();
  176. streamIdx++;
  177. }
  178. }
  179. asyncOp.completeOperation(meshData);
  180. }
  181. RenderOperation Mesh::getRenderOperation(UINT32 subMeshIdx) const
  182. {
  183. if(subMeshIdx < 0 || subMeshIdx >= mSubMeshes.size())
  184. {
  185. CM_EXCEPT(InvalidParametersException, "Invalid sub-mesh index ("
  186. + toString(subMeshIdx) + "). Number of sub-meshes available: " + toString(mSubMeshes.size()));
  187. }
  188. // TODO - BIG TODO - Completely ignores subMeshIdx and always renders the entire thing
  189. RenderOperation ro;
  190. ro.indexData = mIndexData;
  191. ro.vertexData = mVertexData;
  192. ro.useIndexes = true;
  193. ro.operationType = DOT_TRIANGLE_LIST;
  194. return ro;
  195. }
  196. void Mesh::initialize_internal()
  197. {
  198. THROW_IF_NOT_RENDER_THREAD;
  199. // TODO Low priority - Initialize an empty mesh. A better way would be to only initialize the mesh
  200. // once we set the proper mesh data (then we don't have to do it twice), but this makes the code less complex.
  201. // Consider changing it if there are performance issues.
  202. setMeshData_internal(MeshManager::instance().getNullMeshData());
  203. Resource::initialize_internal();
  204. }
  205. void Mesh::destroy_internal()
  206. {
  207. THROW_IF_NOT_RENDER_THREAD;
  208. if(mVertexData != nullptr)
  209. delete mVertexData;
  210. if(mIndexData != nullptr)
  211. delete mIndexData;
  212. Resource::destroy_internal();
  213. }
  214. void Mesh::throwIfNotRenderThread() const
  215. {
  216. if(CM_THREAD_CURRENT_ID != RenderSystem::instancePtr()->getRenderThreadId())
  217. CM_EXCEPT(InternalErrorException, "Calling an internal texture method from a non-render thread!");
  218. }
  219. /************************************************************************/
  220. /* SERIALIZATION */
  221. /************************************************************************/
  222. RTTITypeBase* Mesh::getRTTIStatic()
  223. {
  224. return MeshRTTI::instance();
  225. }
  226. RTTITypeBase* Mesh::getRTTI() const
  227. {
  228. return Mesh::getRTTIStatic();
  229. }
  230. /************************************************************************/
  231. /* STATICS */
  232. /************************************************************************/
  233. HMesh Mesh::create()
  234. {
  235. MeshPtr meshPtr = MeshManager::instance().create();
  236. return static_resource_cast<Mesh>(Resource::_createResourceHandle(meshPtr));
  237. }
  238. }
  239. #undef THROW_IF_NOT_RENDER_THREAD