| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358 |
- #include "Base.h"
- #include "Mesh.h"
- #include "MeshPart.h"
- #include "Effect.h"
- #include "Model.h"
- #include "Material.h"
- namespace gameplay
- {
- Mesh::Mesh()
- : _vertexFormat(NULL), _vertexCount(0), _vertexBuffer(0), _primitiveType(TRIANGLES),
- _partCount(0), _parts(NULL), _dynamic(false)
- {
- }
- Mesh::Mesh(const Mesh& copy)
- {
- // hidden
- }
- Mesh::~Mesh()
- {
- for (unsigned int i = 0; i < _partCount; ++i)
- {
- SAFE_DELETE(_parts[i]);
- }
- SAFE_DELETE_ARRAY(_parts);
- if (_vertexBuffer)
- {
- glDeleteBuffers(1, &_vertexBuffer);
- _vertexBuffer = 0;
- }
- SAFE_RELEASE(_vertexFormat);
- }
- Mesh* Mesh::createMesh(VertexFormat* vertexFormat, unsigned int vertexCount, bool dynamic)
- {
- GLuint vbo;
- GL_ASSERT( glGenBuffers(1, &vbo) );
- if (GL_LAST_ERROR())
- {
- return NULL;
- }
- GL_ASSERT( glBindBuffer(GL_ARRAY_BUFFER, vbo) );
- if (GL_LAST_ERROR())
- {
- glDeleteBuffers(1, &vbo);
- return NULL;
- }
- GL_CHECK( glBufferData(GL_ARRAY_BUFFER, vertexFormat->getVertexSize() * vertexCount, NULL, dynamic ? GL_DYNAMIC_DRAW : GL_STATIC_DRAW) );
- if (GL_LAST_ERROR())
- {
- glBindBuffer(GL_ARRAY_BUFFER, 0);
- glDeleteBuffers(1, &vbo);
- return NULL;
- }
- Mesh* mesh = new Mesh();
- mesh->_vertexFormat = vertexFormat;
- mesh->_vertexCount = vertexCount;
- mesh->_vertexBuffer = vbo;
- mesh->_dynamic = dynamic;
- vertexFormat->addRef();
- return mesh;
- }
- Mesh* Mesh::createQuad(float x, float y, float width, float height)
- {
- float x2 = x + width;
- float y2 = y + height;
- float vertices[] =
- {
- x, y2, 0, 0, 0, 1, 0, 0,
- x, y, 0, 0, 0, 1, 0, 1,
- x2, y2, 0, 0, 0, 1, 1, 0,
- x2, y, 0, 0, 0, 1, 1, 1
- };
- VertexFormat::Element elements[] =
- {
- VertexFormat::Element(VertexFormat::POSITION, 3),
- VertexFormat::Element(VertexFormat::NORMAL, 3),
- VertexFormat::Element(VertexFormat::TEXCOORD0, 2)
- };
- VertexFormat* format = VertexFormat::create(elements, 3);
- Mesh* mesh = Mesh::createMesh(format, 4, false);
- SAFE_RELEASE(format);
- if (mesh == NULL)
- {
- return NULL;
- }
- mesh->_primitiveType = TRIANGLE_STRIP;
- mesh->setVertexData(vertices, 0, 4);
- return mesh;
- }
- Mesh* Mesh::createQuadFullscreen()
- {
- float x = -1.0f;
- float y = -1.0f;
- float x2 = 1.0f;
- float y2 = 1.0f;
- float vertices[] =
- {
- x, y2, 0, 0,
- x, y, 0, 1,
- x2, y2, 1, 0,
- x2, y, 1, 1
- };
- VertexFormat::Element elements[] =
- {
- VertexFormat::Element(VertexFormat::POSITION, 2),
- VertexFormat::Element(VertexFormat::TEXCOORD0, 2)
- };
- VertexFormat* format = VertexFormat::create(elements, 2);
- Mesh* mesh = Mesh::createMesh(format, 4, false);
- SAFE_RELEASE(format);
- if (mesh == NULL)
- {
- return NULL;
- }
- mesh->_primitiveType = TRIANGLE_STRIP;
- mesh->setVertexData(vertices, 0, 4);
- return mesh;
- }
- Mesh* Mesh::createQuad(const Vector3& p1, const Vector3& p2, const Vector3& p3, const Vector3& p4)
- {
- // Calculate the normal vector of the plane.
- Vector3 v1, v2, n;
- Vector3::subtract(p2, p1, &v1);
- Vector3::subtract(p3, p2, &v2);
- Vector3::cross(v1, v2, &n);
- n.normalize();
- float vertices[] =
- {
- p1.x, p1.y, p1.z, n.x, n.y, n.z, 0, 1,
- p2.x, p2.y, p2.z, n.x, n.y, n.z, 0, 0,
- p3.x, p3.y, p3.z, n.x, n.y, n.z, 1, 1,
- p4.x, p4.y, p4.z, n.x, n.y, n.z, 1, 0
- };
- VertexFormat::Element elements[] =
- {
- VertexFormat::Element(VertexFormat::POSITION, 3),
- VertexFormat::Element(VertexFormat::NORMAL, 3),
- VertexFormat::Element(VertexFormat::TEXCOORD0, 2)
- };
- VertexFormat* format = VertexFormat::create(elements, 3);
- Mesh* mesh = Mesh::createMesh(format, 4, false);
- SAFE_RELEASE(format);
- if (mesh == NULL)
- {
- return NULL;
- }
- mesh->_primitiveType = TRIANGLE_STRIP;
- mesh->setVertexData(vertices, 0, 4);
- return mesh;
- }
- Mesh* Mesh::createLines(Vector3* points, unsigned int pointCount)
- {
- float* vertices = new float[pointCount*3];
- memcpy(vertices, points, pointCount*3*sizeof(float));
- VertexFormat::Element elements[] =
- {
- VertexFormat::Element(VertexFormat::POSITION, 3)
- };
- VertexFormat* format = VertexFormat::create(elements, 1);
- Mesh* mesh = Mesh::createMesh(format, pointCount, false);
- SAFE_RELEASE(format);
- if (mesh == NULL)
- {
- SAFE_DELETE_ARRAY(vertices);
- return NULL;
- }
- mesh->_primitiveType = LINE_STRIP;
- mesh->setVertexData(vertices, 0, pointCount);
- SAFE_DELETE_ARRAY(vertices);
- return mesh;
- }
- Mesh* Mesh::createBoundingBox(const BoundingBox& box)
- {
- Vector3 corners[8];
- box.getCorners(corners);
- float vertices[] =
- {
- corners[7].x, corners[7].y, corners[7].z,
- corners[6].x, corners[6].y, corners[6].z,
- corners[1].x, corners[1].y, corners[1].z,
- corners[0].x, corners[0].y, corners[0].z,
- corners[7].x, corners[7].y, corners[7].z,
- corners[4].x, corners[4].y, corners[4].z,
- corners[3].x, corners[3].y, corners[3].z,
- corners[0].x, corners[0].y, corners[0].z,
- corners[0].x, corners[0].y, corners[0].z,
- corners[1].x, corners[1].y, corners[1].z,
- corners[2].x, corners[2].y, corners[2].z,
- corners[3].x, corners[3].y, corners[3].z,
- corners[4].x, corners[4].y, corners[4].z,
- corners[5].x, corners[5].y, corners[5].z,
- corners[2].x, corners[2].y, corners[2].z,
- corners[1].x, corners[1].y, corners[1].z,
- corners[6].x, corners[6].y, corners[6].z,
- corners[5].x, corners[5].y, corners[5].z
- };
- VertexFormat::Element elements[] =
- {
- VertexFormat::Element(VertexFormat::POSITION, 3)
- };
- VertexFormat* format = VertexFormat::create(elements, 1);
- Mesh* mesh = Mesh::createMesh(format, 18, false);
- SAFE_RELEASE(format);
- if (mesh == NULL)
- {
- return NULL;
- }
- mesh->_primitiveType = LINE_STRIP;
- mesh->setVertexData(vertices, 0, 18);
- return mesh;
- }
- const VertexFormat* Mesh::getVertexFormat() const
- {
- return _vertexFormat;
- }
- unsigned int Mesh::getVertexCount() const
- {
- return _vertexCount;
- }
- unsigned int Mesh::getVertexSize() const
- {
- return _vertexFormat->getVertexSize();
- }
- VertexBuffer Mesh::getVertexBuffer() const
- {
- return _vertexBuffer;
- }
- bool Mesh::isDynamic() const
- {
- return _dynamic;
- }
- Mesh::PrimitiveType Mesh::getPrimitiveType() const
- {
- return _primitiveType;
- }
- void Mesh::setPrimitiveType(PrimitiveType type)
- {
- _primitiveType = type;
- }
- void Mesh::setVertexData(void* vertexData, unsigned int vertexStart, unsigned int vertexCount)
- {
- GL_ASSERT( glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer) );
- if (vertexStart == 0 && vertexCount == 0)
- {
- GL_ASSERT( glBufferData(GL_ARRAY_BUFFER, _vertexFormat->getVertexSize() * _vertexCount, vertexData, _dynamic ? GL_DYNAMIC_DRAW : GL_STATIC_DRAW) );
- }
- else
- {
- if (vertexCount == 0)
- {
- vertexCount = _vertexCount - vertexStart;
- }
- GL_ASSERT( glBufferSubData(GL_ARRAY_BUFFER, vertexStart * _vertexFormat->getVertexSize(), vertexCount * _vertexFormat->getVertexSize(), vertexData) );
- }
- }
- MeshPart* Mesh::addPart(PrimitiveType primitiveType, IndexFormat indexFormat, unsigned int indexCount, bool dynamic)
- {
- MeshPart* part = MeshPart::create(this, _partCount, primitiveType, indexFormat, indexCount, dynamic);
- if (part)
- {
- // Increase size of part array and copy old subets into it.
- MeshPart** oldParts = _parts;
- _parts = new MeshPart*[_partCount + 1];
- for (unsigned int i = 0; i < _partCount; ++i)
- {
- _parts[i] = oldParts[i];
- }
- // Add new part to array.
- _parts[_partCount++] = part;
- // Delete old part array.
- SAFE_DELETE_ARRAY(oldParts);
- }
- return part;
- }
- unsigned int Mesh::getPartCount() const
- {
- return _partCount;
- }
- MeshPart* Mesh::getPart(unsigned int index)
- {
- return _parts[index];
- }
- const BoundingBox& Mesh::getBoundingBox() const
- {
- return _boundingBox;
- }
- void Mesh::setBoundingBox(const BoundingBox& box)
- {
- _boundingBox = box;
- }
- const BoundingSphere& Mesh::getBoundingSphere() const
- {
- return _boundingSphere;
- }
- void Mesh::setBoundingSphere(const BoundingSphere& sphere)
- {
- _boundingSphere = sphere;
- }
- }
|