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 "CmRenderSystemManager.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. THROW_IF_NOT_RENDER_THREAD;
  25. if(mVertexData)
  26. delete mVertexData;
  27. if(mIndexData)
  28. delete mIndexData;
  29. }
  30. void Mesh::setMeshData(MeshDataPtr meshData)
  31. {
  32. RenderSystemManager::getActive()->queueResourceCommand(boost::bind(&Mesh::setMeshData_internal, this, meshData));
  33. }
  34. void Mesh::setMeshData_internal(MeshDataPtr meshData)
  35. {
  36. THROW_IF_NOT_RENDER_THREAD;
  37. if(meshData == nullptr)
  38. {
  39. CM_EXCEPT(InternalErrorException, "Cannot load mesh. Mesh data is null.");
  40. }
  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. HardwareIndexBuffer::IT_16BIT,
  49. mIndexData->indexCount,
  50. HardwareBuffer::HBU_STATIC_WRITE_ONLY);
  51. UINT16* idxData = static_cast<UINT16*>(mIndexData->indexBuffer->lock(HardwareBuffer::HBL_NORMAL));
  52. for(UINT32 i = 0; i < mIndexData->indexCount; i++)
  53. {
  54. idxData[i] = (UINT16)meshData->index[i];
  55. }
  56. mIndexData->indexBuffer->unlock();
  57. // Vertices
  58. mVertexData = new VertexData();
  59. mVertexData->vertexStart = 0;
  60. mVertexData->vertexCount = meshData->vertexCount;
  61. mVertexData->vertexDeclaration = meshData->declaration->clone();
  62. for(auto iter = meshData->vertexBuffers.begin(); iter != meshData->vertexBuffers.end(); ++iter)
  63. {
  64. int streamIdx = iter->first;
  65. HardwareVertexBufferPtr vertexBuffer = HardwareBufferManager::instance().createVertexBuffer(
  66. mVertexData->vertexDeclaration->getVertexSize(streamIdx),
  67. mVertexData->vertexCount,
  68. HardwareBuffer::HBU_STATIC_WRITE_ONLY);
  69. mVertexData->vertexBufferBinding->setBinding(streamIdx, vertexBuffer);
  70. UINT32 vertexSize = vertexBuffer->getVertexSize();
  71. UINT8* vertBufferData = static_cast<UINT8*>(vertexBuffer->lock(HardwareBuffer::HBL_NORMAL));
  72. UINT32 numElements = mVertexData->vertexDeclaration->getElementCount();
  73. for(UINT32 j = 0; j < numElements; j++)
  74. {
  75. const VertexElement* element = mVertexData->vertexDeclaration->getElement(j);
  76. VertexElementSemantic semantic = element->getSemantic();
  77. UINT32 offset = element->getOffset();
  78. UINT32 elemSize = element->getSize();
  79. std::shared_ptr<MeshData::VertexData> vertexData = meshData->vertexBuffers[streamIdx];
  80. UINT8* source = nullptr;
  81. switch(semantic)
  82. {
  83. case VES_POSITION:
  84. if(vertexData->vertex)
  85. source = (UINT8*)vertexData->vertex;
  86. break;
  87. case VES_DIFFUSE:
  88. if(vertexData->color)
  89. source = (UINT8*)vertexData->color;
  90. break;
  91. case VES_NORMAL:
  92. if(vertexData->normal)
  93. source = (UINT8*)vertexData->normal;
  94. break;
  95. case VES_TANGENT:
  96. if(vertexData->tangent)
  97. source = (UINT8*)vertexData->tangent;
  98. break;
  99. case VES_BITANGENT:
  100. if(vertexData->bitangent)
  101. source = (UINT8*)vertexData->bitangent;
  102. break;
  103. case VES_TEXTURE_COORDINATES:
  104. if(element->getIndex() == 0)
  105. {
  106. if(vertexData->uv0)
  107. source = (UINT8*)vertexData->uv0;
  108. }
  109. else if(element->getIndex() == 1)
  110. {
  111. if(vertexData->uv1)
  112. source = (UINT8*)vertexData->uv1;
  113. }
  114. break;
  115. default:
  116. break;
  117. }
  118. if(source != nullptr)
  119. {
  120. for(UINT32 k = 0; k < mVertexData->vertexCount; k++)
  121. memcpy(&vertBufferData[k * vertexSize + offset], &source[k * elemSize], elemSize);
  122. }
  123. else
  124. {
  125. LOGWRN("Vertex declaration contains semantic (" + toString(semantic) + ") but mesh doesn't have data for it. Data for the semantic will be zeroed out.");
  126. for(UINT32 k = 0; k < mVertexData->vertexCount; k++)
  127. memset(&vertBufferData[k * vertexSize + offset], 0, elemSize);
  128. }
  129. }
  130. vertexBuffer->unlock();
  131. }
  132. }
  133. MeshDataPtr Mesh::getMeshData()
  134. {
  135. AsyncOp op = RenderSystemManager::getActive()->queueResourceReturnCommand(boost::bind(&Mesh::getMeshData_internal, this, _1), true);
  136. return op.getReturnValue<MeshDataPtr>();
  137. }
  138. void Mesh::getMeshData_internal(AsyncOp& asyncOp)
  139. {
  140. MeshDataPtr meshData(new MeshData());
  141. meshData->declaration = mVertexData->vertexDeclaration->clone();
  142. for(UINT32 i = 0; i < mSubMeshes.size(); i++)
  143. {
  144. MeshData::SubMeshData subMesh;
  145. subMesh.indexCount = mSubMeshes[i].indexCount;
  146. subMesh.indexOffset = mSubMeshes[i].indexOffset;
  147. meshData->subMeshes.push_back(subMesh);
  148. }
  149. if(mIndexData)
  150. {
  151. meshData->indexCount = mIndexData->indexCount - mIndexData->indexStart;
  152. meshData->index = new int[meshData->indexCount];
  153. UINT16* idxData = static_cast<UINT16*>(mIndexData->indexBuffer->lock(HardwareBuffer::HBL_READ_ONLY));
  154. for(UINT32 i = 0; i < mIndexData->indexCount; i++)
  155. meshData->index[i] = (UINT32)idxData[i];
  156. mIndexData->indexBuffer->unlock();
  157. }
  158. if(mVertexData)
  159. {
  160. meshData->vertexCount = mVertexData->vertexCount - mVertexData->vertexStart;
  161. UINT16 maxBufferIdx = mVertexData->vertexBufferBinding->getLastBoundIndex();
  162. for(UINT16 i = 0; i < maxBufferIdx; i++)
  163. {
  164. if(!mVertexData->vertexBufferBinding->isBufferBound(i))
  165. continue;
  166. HardwareVertexBufferPtr vertexBuffer = mVertexData->vertexBufferBinding->getBuffer(i);
  167. UINT32 vertexSize = vertexBuffer->getVertexSize();
  168. UINT8* vertDataIter = static_cast<UINT8*>(vertexBuffer->lock(HardwareBuffer::HBL_READ_ONLY));
  169. std::shared_ptr<MeshData::VertexData> vertexData(new MeshData::VertexData(meshData->vertexCount, i));
  170. meshData->vertexBuffers[i] = vertexData;
  171. UINT32 numElements = mVertexData->vertexDeclaration->getElementCount();
  172. for(UINT32 j = 0; j < numElements; j++)
  173. {
  174. const VertexElement* element = mVertexData->vertexDeclaration->getElement(j);
  175. VertexElementSemantic semantic = element->getSemantic();
  176. UINT32 offset = element->getOffset();
  177. UINT32 elemSize = element->getSize();
  178. UINT8* dest = nullptr;
  179. switch(semantic)
  180. {
  181. case VES_POSITION:
  182. vertexData->vertex = new Vector3[meshData->vertexCount];
  183. dest = (UINT8*)vertexData->vertex;
  184. break;
  185. case VES_DIFFUSE:
  186. vertexData->color = new Color[meshData->vertexCount];
  187. dest = (UINT8*)vertexData->color;
  188. break;
  189. case VES_NORMAL:
  190. vertexData->normal = new Vector3[meshData->vertexCount];
  191. dest = (UINT8*)vertexData->normal;
  192. break;
  193. case VES_TANGENT:
  194. vertexData->tangent = new Vector3[meshData->vertexCount];
  195. dest = (UINT8*)vertexData->tangent;
  196. break;
  197. case VES_BITANGENT:
  198. vertexData->bitangent = new Vector3[meshData->vertexCount];
  199. dest = (UINT8*)vertexData->bitangent;
  200. break;
  201. case VES_TEXTURE_COORDINATES:
  202. if(element->getIndex() == 0)
  203. {
  204. vertexData->uv0 = new Vector2[meshData->vertexCount];
  205. dest = (UINT8*)vertexData->uv0;
  206. }
  207. else if(element->getIndex() == 1)
  208. {
  209. vertexData->uv1 = new Vector2[meshData->vertexCount];
  210. dest = (UINT8*)vertexData->uv1;
  211. }
  212. break;
  213. default:
  214. LOGWRN("Vertex declaration contains semantic (" + toString(semantic) + ") but mesh data can't store it.");
  215. break;
  216. }
  217. if(dest != nullptr)
  218. {
  219. for(UINT32 k = 0; k < mVertexData->vertexCount; k++)
  220. memcpy(&dest[k * elemSize], &vertDataIter[k * vertexSize + offset], elemSize);
  221. }
  222. }
  223. vertexBuffer->unlock();
  224. }
  225. }
  226. asyncOp.completeOperation(meshData);
  227. }
  228. RenderOperation Mesh::getRenderOperation(UINT32 subMeshIdx) const
  229. {
  230. if(subMeshIdx < 0 || subMeshIdx >= mSubMeshes.size())
  231. {
  232. CM_EXCEPT(InvalidParametersException, "Invalid sub-mesh index ("
  233. + toString(subMeshIdx) + "). Number of sub-meshes available: " + toString(mSubMeshes.size()));
  234. }
  235. // TODO - BIG TODO - Completely ignores subMeshIdx and always renders the entire thing
  236. RenderOperation ro;
  237. ro.indexData = mIndexData;
  238. ro.vertexData = mVertexData;
  239. ro.useIndexes = true;
  240. ro.operationType = RenderOperation::OT_TRIANGLE_LIST;
  241. return ro;
  242. }
  243. void Mesh::initialize()
  244. {
  245. RenderSystemManager::getActive()->queueResourceCommand(boost::bind(&Mesh::initialize_internal, this));
  246. }
  247. void Mesh::initialize_internal()
  248. {
  249. THROW_IF_NOT_RENDER_THREAD;
  250. // TODO Low priority - Initialize an empty mesh. A better way would be to only initialize the mesh
  251. // once we set the proper mesh data (then we don't have to do it twice), but this makes the code less complex.
  252. // Consider changing it if there are performance issues.
  253. setMeshData_internal(getNullMeshData());
  254. Resource::initialize_internal();
  255. }
  256. void Mesh::throwIfNotRenderThread() const
  257. {
  258. if(CM_THREAD_CURRENT_ID != RenderSystemManager::getActive()->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->initialize();
  279. return mesh;
  280. }
  281. MeshPtr Mesh::createEmpty()
  282. {
  283. MeshPtr mesh = MeshPtr(new Mesh());
  284. return mesh;
  285. }
  286. MeshDataPtr Mesh::getNullMeshData()
  287. {
  288. static MeshDataPtr NULL_MESH_DATA = nullptr;
  289. if(NULL_MESH_DATA == nullptr)
  290. {
  291. NULL_MESH_DATA = MeshDataPtr(new MeshData());
  292. NULL_MESH_DATA->indexCount = 3;
  293. NULL_MESH_DATA->vertexCount = 1;
  294. NULL_MESH_DATA->index = new int[3];
  295. NULL_MESH_DATA->index[0] = 0;
  296. NULL_MESH_DATA->index[1] = 0;
  297. NULL_MESH_DATA->index[2] = 0;
  298. std::shared_ptr<MeshData::VertexData> vertexData = std::shared_ptr<MeshData::VertexData>(new MeshData::VertexData(1));
  299. NULL_MESH_DATA->vertexBuffers.insert(std::make_pair(0, vertexData));
  300. vertexData->vertex = new Vector3[1];
  301. vertexData->vertex[0] = Vector3(0, 0, 0);
  302. NULL_MESH_DATA->declaration->addElement(0, 0, VET_FLOAT3, VES_POSITION);
  303. MeshData::SubMeshData subMesh;
  304. subMesh.indexOffset = 0;
  305. subMesh.indexCount = 3;
  306. NULL_MESH_DATA->subMeshes.push_back(subMesh);
  307. }
  308. return NULL_MESH_DATA;
  309. }
  310. }
  311. #undef THROW_IF_NOT_RENDER_THREAD