Mesh.cpp 8.6 KB

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  1. #include "Base.h"
  2. #include "Mesh.h"
  3. #include "MeshPart.h"
  4. #include "Effect.h"
  5. #include "Model.h"
  6. #include "Material.h"
  7. namespace gameplay
  8. {
  9. Mesh::Mesh(const VertexFormat& vertexFormat)
  10. : _vertexFormat(vertexFormat), _vertexCount(0), _vertexBuffer(0), _primitiveType(TRIANGLES),
  11. _partCount(0), _parts(NULL), _dynamic(false)
  12. {
  13. }
  14. Mesh::Mesh(const Mesh& copy) :
  15. _vertexFormat(copy._vertexFormat), _vertexCount(copy._vertexCount), _vertexBuffer(copy._vertexBuffer),
  16. _primitiveType(copy._primitiveType), _partCount(copy._partCount), _parts(copy._parts), _dynamic(copy._dynamic),
  17. _boundingBox(copy._boundingBox), _boundingSphere(copy._boundingSphere)
  18. {
  19. // hidden
  20. }
  21. Mesh::~Mesh()
  22. {
  23. for (unsigned int i = 0; i < _partCount; ++i)
  24. {
  25. SAFE_DELETE(_parts[i]);
  26. }
  27. SAFE_DELETE_ARRAY(_parts);
  28. if (_vertexBuffer)
  29. {
  30. glDeleteBuffers(1, &_vertexBuffer);
  31. _vertexBuffer = 0;
  32. }
  33. }
  34. Mesh* Mesh::createMesh(const VertexFormat& vertexFormat, unsigned int vertexCount, bool dynamic)
  35. {
  36. GLuint vbo;
  37. GL_ASSERT( glGenBuffers(1, &vbo) );
  38. if (GL_LAST_ERROR())
  39. {
  40. return NULL;
  41. }
  42. GL_ASSERT( glBindBuffer(GL_ARRAY_BUFFER, vbo) );
  43. if (GL_LAST_ERROR())
  44. {
  45. glDeleteBuffers(1, &vbo);
  46. return NULL;
  47. }
  48. GL_CHECK( glBufferData(GL_ARRAY_BUFFER, vertexFormat.getVertexSize() * vertexCount, NULL, dynamic ? GL_DYNAMIC_DRAW : GL_STATIC_DRAW) );
  49. if (GL_LAST_ERROR())
  50. {
  51. glBindBuffer(GL_ARRAY_BUFFER, 0);
  52. glDeleteBuffers(1, &vbo);
  53. return NULL;
  54. }
  55. Mesh* mesh = new Mesh(vertexFormat);
  56. mesh->_vertexCount = vertexCount;
  57. mesh->_vertexBuffer = vbo;
  58. mesh->_dynamic = dynamic;
  59. return mesh;
  60. }
  61. Mesh* Mesh::createQuad(float x, float y, float width, float height)
  62. {
  63. float x2 = x + width;
  64. float y2 = y + height;
  65. float vertices[] =
  66. {
  67. x, y2, 0, 0, 0, 1, 0, 0,
  68. x, y, 0, 0, 0, 1, 0, 1,
  69. x2, y2, 0, 0, 0, 1, 1, 0,
  70. x2, y, 0, 0, 0, 1, 1, 1
  71. };
  72. VertexFormat::Element elements[] =
  73. {
  74. VertexFormat::Element(VertexFormat::POSITION, 3),
  75. VertexFormat::Element(VertexFormat::NORMAL, 3),
  76. VertexFormat::Element(VertexFormat::TEXCOORD0, 2)
  77. };
  78. Mesh* mesh = Mesh::createMesh(VertexFormat(elements, 3), 4, false);
  79. if (mesh == NULL)
  80. {
  81. return NULL;
  82. }
  83. mesh->_primitiveType = TRIANGLE_STRIP;
  84. mesh->setVertexData(vertices, 0, 4);
  85. return mesh;
  86. }
  87. Mesh* Mesh::createQuadFullscreen()
  88. {
  89. float x = -1.0f;
  90. float y = -1.0f;
  91. float x2 = 1.0f;
  92. float y2 = 1.0f;
  93. float vertices[] =
  94. {
  95. x, y2, 0, 0,
  96. x, y, 0, 1,
  97. x2, y2, 1, 0,
  98. x2, y, 1, 1
  99. };
  100. VertexFormat::Element elements[] =
  101. {
  102. VertexFormat::Element(VertexFormat::POSITION, 2),
  103. VertexFormat::Element(VertexFormat::TEXCOORD0, 2)
  104. };
  105. Mesh* mesh = Mesh::createMesh(VertexFormat(elements, 2), 4, false);
  106. if (mesh == NULL)
  107. {
  108. return NULL;
  109. }
  110. mesh->_primitiveType = TRIANGLE_STRIP;
  111. mesh->setVertexData(vertices, 0, 4);
  112. return mesh;
  113. }
  114. Mesh* Mesh::createQuad(const Vector3& p1, const Vector3& p2, const Vector3& p3, const Vector3& p4)
  115. {
  116. // Calculate the normal vector of the plane.
  117. Vector3 v1, v2, n;
  118. Vector3::subtract(p2, p1, &v1);
  119. Vector3::subtract(p3, p2, &v2);
  120. Vector3::cross(v1, v2, &n);
  121. n.normalize();
  122. float vertices[] =
  123. {
  124. p1.x, p1.y, p1.z, n.x, n.y, n.z, 0, 1,
  125. p2.x, p2.y, p2.z, n.x, n.y, n.z, 0, 0,
  126. p3.x, p3.y, p3.z, n.x, n.y, n.z, 1, 1,
  127. p4.x, p4.y, p4.z, n.x, n.y, n.z, 1, 0
  128. };
  129. VertexFormat::Element elements[] =
  130. {
  131. VertexFormat::Element(VertexFormat::POSITION, 3),
  132. VertexFormat::Element(VertexFormat::NORMAL, 3),
  133. VertexFormat::Element(VertexFormat::TEXCOORD0, 2)
  134. };
  135. Mesh* mesh = Mesh::createMesh(VertexFormat(elements, 3), 4, false);
  136. if (mesh == NULL)
  137. {
  138. return NULL;
  139. }
  140. mesh->_primitiveType = TRIANGLE_STRIP;
  141. mesh->setVertexData(vertices, 0, 4);
  142. return mesh;
  143. }
  144. Mesh* Mesh::createLines(Vector3* points, unsigned int pointCount)
  145. {
  146. float* vertices = new float[pointCount*3];
  147. memcpy(vertices, points, pointCount*3*sizeof(float));
  148. VertexFormat::Element elements[] =
  149. {
  150. VertexFormat::Element(VertexFormat::POSITION, 3)
  151. };
  152. Mesh* mesh = Mesh::createMesh(VertexFormat(elements, 1), pointCount, false);
  153. if (mesh == NULL)
  154. {
  155. SAFE_DELETE_ARRAY(vertices);
  156. return NULL;
  157. }
  158. mesh->_primitiveType = LINE_STRIP;
  159. mesh->setVertexData(vertices, 0, pointCount);
  160. SAFE_DELETE_ARRAY(vertices);
  161. return mesh;
  162. }
  163. Mesh* Mesh::createBoundingBox(const BoundingBox& box)
  164. {
  165. Vector3 corners[8];
  166. box.getCorners(corners);
  167. float vertices[] =
  168. {
  169. corners[7].x, corners[7].y, corners[7].z,
  170. corners[6].x, corners[6].y, corners[6].z,
  171. corners[1].x, corners[1].y, corners[1].z,
  172. corners[0].x, corners[0].y, corners[0].z,
  173. corners[7].x, corners[7].y, corners[7].z,
  174. corners[4].x, corners[4].y, corners[4].z,
  175. corners[3].x, corners[3].y, corners[3].z,
  176. corners[0].x, corners[0].y, corners[0].z,
  177. corners[0].x, corners[0].y, corners[0].z,
  178. corners[1].x, corners[1].y, corners[1].z,
  179. corners[2].x, corners[2].y, corners[2].z,
  180. corners[3].x, corners[3].y, corners[3].z,
  181. corners[4].x, corners[4].y, corners[4].z,
  182. corners[5].x, corners[5].y, corners[5].z,
  183. corners[2].x, corners[2].y, corners[2].z,
  184. corners[1].x, corners[1].y, corners[1].z,
  185. corners[6].x, corners[6].y, corners[6].z,
  186. corners[5].x, corners[5].y, corners[5].z
  187. };
  188. VertexFormat::Element elements[] =
  189. {
  190. VertexFormat::Element(VertexFormat::POSITION, 3)
  191. };
  192. Mesh* mesh = Mesh::createMesh(VertexFormat(elements, 1), 18, false);
  193. if (mesh == NULL)
  194. {
  195. return NULL;
  196. }
  197. mesh->_primitiveType = LINE_STRIP;
  198. mesh->setVertexData(vertices, 0, 18);
  199. return mesh;
  200. }
  201. const VertexFormat& Mesh::getVertexFormat() const
  202. {
  203. return _vertexFormat;
  204. }
  205. unsigned int Mesh::getVertexCount() const
  206. {
  207. return _vertexCount;
  208. }
  209. unsigned int Mesh::getVertexSize() const
  210. {
  211. return _vertexFormat.getVertexSize();
  212. }
  213. VertexBufferHandle Mesh::getVertexBuffer() const
  214. {
  215. return _vertexBuffer;
  216. }
  217. bool Mesh::isDynamic() const
  218. {
  219. return _dynamic;
  220. }
  221. Mesh::PrimitiveType Mesh::getPrimitiveType() const
  222. {
  223. return _primitiveType;
  224. }
  225. void Mesh::setPrimitiveType(PrimitiveType type)
  226. {
  227. _primitiveType = type;
  228. }
  229. void Mesh::setVertexData(void* vertexData, unsigned int vertexStart, unsigned int vertexCount)
  230. {
  231. GL_ASSERT( glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer) );
  232. if (vertexStart == 0 && vertexCount == 0)
  233. {
  234. GL_ASSERT( glBufferData(GL_ARRAY_BUFFER, _vertexFormat.getVertexSize() * _vertexCount, vertexData, _dynamic ? GL_DYNAMIC_DRAW : GL_STATIC_DRAW) );
  235. }
  236. else
  237. {
  238. if (vertexCount == 0)
  239. {
  240. vertexCount = _vertexCount - vertexStart;
  241. }
  242. GL_ASSERT( glBufferSubData(GL_ARRAY_BUFFER, vertexStart * _vertexFormat.getVertexSize(), vertexCount * _vertexFormat.getVertexSize(), vertexData) );
  243. }
  244. }
  245. MeshPart* Mesh::addPart(PrimitiveType primitiveType, IndexFormat indexFormat, unsigned int indexCount, bool dynamic)
  246. {
  247. MeshPart* part = MeshPart::create(this, _partCount, primitiveType, indexFormat, indexCount, dynamic);
  248. if (part)
  249. {
  250. // Increase size of part array and copy old subets into it.
  251. MeshPart** oldParts = _parts;
  252. _parts = new MeshPart*[_partCount + 1];
  253. for (unsigned int i = 0; i < _partCount; ++i)
  254. {
  255. _parts[i] = oldParts[i];
  256. }
  257. // Add new part to array.
  258. _parts[_partCount++] = part;
  259. // Delete old part array.
  260. SAFE_DELETE_ARRAY(oldParts);
  261. }
  262. return part;
  263. }
  264. unsigned int Mesh::getPartCount() const
  265. {
  266. return _partCount;
  267. }
  268. MeshPart* Mesh::getPart(unsigned int index)
  269. {
  270. return _parts[index];
  271. }
  272. const BoundingBox& Mesh::getBoundingBox() const
  273. {
  274. return _boundingBox;
  275. }
  276. void Mesh::setBoundingBox(const BoundingBox& box)
  277. {
  278. _boundingBox = box;
  279. }
  280. const BoundingSphere& Mesh::getBoundingSphere() const
  281. {
  282. return _boundingSphere;
  283. }
  284. void Mesh::setBoundingSphere(const BoundingSphere& sphere)
  285. {
  286. _boundingSphere = sphere;
  287. }
  288. }