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- #include "Base.h"
- #include "MeshBatch.h"
- namespace gameplay
- {
- MeshBatch::MeshBatch(const VertexFormat& vertexFormat, Mesh::PrimitiveType primitiveType, Material* material, bool indexed, unsigned int initialCapacity, unsigned int growSize)
- : _vertexFormat(vertexFormat), _primitiveType(primitiveType), _material(material), _indexed(indexed), _capacity(0), _growSize(growSize),
- _vertexCapacity(0), _indexCapacity(0), _vertexCount(0), _indexCount(0), _vertices(NULL), _verticesPtr(NULL), _indices(NULL), _indicesPtr(NULL)
- {
- resize(initialCapacity);
- }
- MeshBatch::MeshBatch(const MeshBatch& copy)
- : _vertexFormat(copy._vertexFormat)
- {
- // hidden
- }
- MeshBatch::~MeshBatch()
- {
- SAFE_RELEASE(_material);
- SAFE_DELETE_ARRAY(_vertices);
- SAFE_DELETE_ARRAY(_indices);
- }
- MeshBatch* MeshBatch::create(const VertexFormat& vertexFormat, Mesh::PrimitiveType primitiveType, const char* materialPath, bool indexed, unsigned int initialCapacity, unsigned int growSize)
- {
- Material* material = Material::create(materialPath);
- if (material == NULL)
- return NULL;
- MeshBatch* batch = create(vertexFormat, primitiveType, material, indexed, initialCapacity, growSize);
- SAFE_RELEASE(material); // batch now owns the material
- return batch;
- }
- MeshBatch* MeshBatch::create(const VertexFormat& vertexFormat, Mesh::PrimitiveType primitiveType, Material* material, bool indexed, unsigned int initialCapacity, unsigned int growSize)
- {
- GP_ASSERT(material);
- MeshBatch* batch = new MeshBatch(vertexFormat, primitiveType, material, indexed, initialCapacity, growSize);
- material->addRef();
- return batch;
- }
- void MeshBatch::updateVertexAttributeBinding()
- {
- // Update our vertex attribute bindings
- for (unsigned int i = 0, techniqueCount = _material->getTechniqueCount(); i < techniqueCount; ++i)
- {
- Technique* t = _material->getTechnique(i);
- for (unsigned int j = 0, passCount = t->getPassCount(); j < passCount; ++j)
- {
- Pass* p = t->getPass(j);
- VertexAttributeBinding* b = VertexAttributeBinding::create(_vertexFormat, _vertices, p->getEffect());
- p->setVertexAttributeBinding(b);
- SAFE_RELEASE(b);
- }
- }
- }
- unsigned int MeshBatch::getCapacity() const
- {
- return _capacity;
- }
- void MeshBatch::setCapacity(unsigned int capacity)
- {
- resize(capacity);
- }
- bool MeshBatch::resize(unsigned int capacity)
- {
- GP_ASSERT(capacity > 0);
- if (capacity == 0)
- return false;
- if (capacity == _capacity)
- return true;
- // Store old batch data
- unsigned char* oldVertices = _vertices;
- unsigned short* oldIndices = _indices;
- unsigned int vertexCapacity = 0;
- switch (_primitiveType)
- {
- case Mesh::LINES:
- vertexCapacity = capacity * 2;
- break;
- case Mesh::LINE_STRIP:
- vertexCapacity = capacity + 1;
- break;
- case Mesh::POINTS:
- vertexCapacity = capacity;
- break;
- case Mesh::TRIANGLES:
- vertexCapacity = capacity * 3;
- break;
- case Mesh::TRIANGLE_STRIP:
- vertexCapacity = capacity + 2;
- break;
- default:
- GP_ASSERT(0); // unexpected
- break;
- }
- // We have no way of knowing how many vertices will be stored in the batch
- // (we only know how many indices will be stored). Assume the worst case
- // for now, which is the same number of vertices as indices.
- unsigned int indexCapacity = vertexCapacity;
- GP_ASSERT(indexCapacity <= USHRT_MAX);
- if (indexCapacity > USHRT_MAX)
- return false;
- // Allocate new data and reset pointers
- unsigned int voffset = _verticesPtr - _vertices;
- unsigned int vBytes = vertexCapacity * _vertexFormat.getVertexSize();
- _vertices = new unsigned char[vBytes];
- if (voffset >= vBytes)
- voffset = vBytes - 1;
- _verticesPtr = _vertices + voffset;
- if (_indexed)
- {
- unsigned int ioffset = _indicesPtr - _indices;
- _indices = new unsigned short[indexCapacity];
- if (ioffset >= indexCapacity)
- ioffset = indexCapacity - 1;
- _indicesPtr = _indices + ioffset;
- }
- // Copy old data back in
- if (oldVertices)
- memcpy(_vertices, oldVertices, std::min(_vertexCapacity, vertexCapacity) * _vertexFormat.getVertexSize());
- SAFE_DELETE_ARRAY(oldVertices);
- if (oldIndices)
- memcpy(_indices, oldIndices, std::min(_indexCapacity, indexCapacity) * sizeof(unsigned short));
- SAFE_DELETE_ARRAY(oldIndices);
- // Assign new capacities
- _capacity = capacity;
- _vertexCapacity = vertexCapacity;
- _indexCapacity = indexCapacity;
- // Update our vertex attribute bindings now that our client array pointers have changed
- updateVertexAttributeBinding();
- return true;
- }
-
- void MeshBatch::begin()
- {
- _vertexCount = 0;
- _indexCount = 0;
- _verticesPtr = _vertices;
- _indicesPtr = _indices;
- }
- void MeshBatch::end()
- {
- }
- void MeshBatch::draw()
- {
- if (_vertexCount == 0 || (_indexed && _indexCount == 0))
- return; // nothing to draw
- // Not using VBOs, so unbind the element array buffer.
- // ARRAY_BUFFER will be unbound automatically during pass->bind().
- GL_ASSERT( glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0 ) );
- // Bind the material
- Technique* technique = _material->getTechnique();
- unsigned int passCount = technique->getPassCount();
- for (unsigned int i = 0; i < passCount; ++i)
- {
- Pass* pass = technique->getPass(i);
- pass->bind();
- if (_indexed)
- {
- GL_ASSERT( glDrawElements(_primitiveType, _indexCount, GL_UNSIGNED_SHORT, (GLvoid*)_indices) );
- }
- else
- {
- GL_ASSERT( glDrawArrays(_primitiveType, 0, _vertexCount) );
- }
- pass->unbind();
- }
- }
-
- }
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