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