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@@ -125,8 +125,8 @@ Mesh::~Mesh()
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for (const auto &attrib : attachedAttributes)
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for (const auto &attrib : attachedAttributes)
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{
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{
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- if (attrib.second.mesh != this)
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- attrib.second.mesh->release();
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+ if (attrib.second.buffer != nullptr && attrib.second.buffer != vertexBuffer.get())
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+ attrib.second.buffer->release();
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}
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}
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}
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}
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@@ -139,7 +139,7 @@ void Mesh::setupAttachedAttributes()
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if (attachedAttributes.find(name) != attachedAttributes.end())
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if (attachedAttributes.find(name) != attachedAttributes.end())
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throw love::Exception("Duplicate vertex attribute name: %s", name.c_str());
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throw love::Exception("Duplicate vertex attribute name: %s", name.c_str());
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- attachedAttributes[name] = {this, (int) i, STEP_PER_VERTEX, true};
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+ attachedAttributes[name] = {nullptr, (int) i, STEP_PER_VERTEX, true};
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}
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}
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}
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}
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@@ -260,6 +260,11 @@ size_t Mesh::getVertexStride() const
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return vertexStride;
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return vertexStride;
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}
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}
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+Buffer *Mesh::getVertexBuffer() const
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+{
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+ return vertexBuffer;
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+}
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+
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const std::vector<Mesh::AttribFormat> &Mesh::getVertexFormat() const
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const std::vector<Mesh::AttribFormat> &Mesh::getVertexFormat() const
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{
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{
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return vertexFormat;
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return vertexFormat;
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@@ -305,23 +310,15 @@ bool Mesh::isAttributeEnabled(const std::string &name) const
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return it->second.enabled;
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return it->second.enabled;
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}
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}
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-void Mesh::attachAttribute(const std::string &name, Mesh *mesh, const std::string &attachname, AttributeStep step)
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+void Mesh::attachAttribute(const std::string &name, Buffer *buffer, const std::string &attachname, AttributeStep step)
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{
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{
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+ if ((buffer->getTypeFlags() & BUFFER_VERTEX) == 0)
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+ throw love::Exception("GraphicsBuffer must be created with vertex buffer support to be used as a Mesh vertex attribute.");
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+
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auto gfx = Module::getInstance<Graphics>(Module::M_GRAPHICS);
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auto gfx = Module::getInstance<Graphics>(Module::M_GRAPHICS);
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if (step == STEP_PER_INSTANCE && !gfx->getCapabilities().features[Graphics::FEATURE_INSTANCING])
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if (step == STEP_PER_INSTANCE && !gfx->getCapabilities().features[Graphics::FEATURE_INSTANCING])
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throw love::Exception("Vertex attribute instancing is not supported on this system.");
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throw love::Exception("Vertex attribute instancing is not supported on this system.");
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- if (mesh != this)
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- {
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- for (const auto &it : mesh->attachedAttributes)
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- {
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- // If the supplied Mesh has attached attributes of its own, then we
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- // prevent it from being attached to avoid reference cycles.
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- if (it.second.mesh != mesh)
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- throw love::Exception("Cannot attach a Mesh which has attached Meshes of its own.");
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- }
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- }
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-
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AttachedAttribute oldattrib = {};
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AttachedAttribute oldattrib = {};
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AttachedAttribute newattrib = {};
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AttachedAttribute newattrib = {};
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@@ -331,34 +328,33 @@ void Mesh::attachAttribute(const std::string &name, Mesh *mesh, const std::strin
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else if (attachedAttributes.size() + 1 > VertexAttributes::MAX)
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else if (attachedAttributes.size() + 1 > VertexAttributes::MAX)
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throw love::Exception("A maximum of %d attributes can be attached at once.", VertexAttributes::MAX);
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throw love::Exception("A maximum of %d attributes can be attached at once.", VertexAttributes::MAX);
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- newattrib.mesh = mesh;
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- newattrib.enabled = oldattrib.mesh ? oldattrib.enabled : true;
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- newattrib.index = mesh->getAttributeIndex(attachname);
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+ newattrib.buffer = buffer;
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+ newattrib.enabled = oldattrib.buffer ? oldattrib.enabled : true;
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+ newattrib.index = buffer->getDataMemberIndex(attachname);
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newattrib.step = step;
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newattrib.step = step;
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if (newattrib.index < 0)
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if (newattrib.index < 0)
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- throw love::Exception("The specified mesh does not have a vertex attribute named '%s'", attachname.c_str());
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+ throw love::Exception("The specified vertex buffer does not have a vertex attribute named '%s'", attachname.c_str());
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- if (newattrib.mesh != this)
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- newattrib.mesh->retain();
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+ newattrib.buffer->retain();
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attachedAttributes[name] = newattrib;
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attachedAttributes[name] = newattrib;
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- if (oldattrib.mesh && oldattrib.mesh != this)
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- oldattrib.mesh->release();
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+ if (oldattrib.buffer)
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+ oldattrib.buffer->release();
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}
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}
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bool Mesh::detachAttribute(const std::string &name)
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bool Mesh::detachAttribute(const std::string &name)
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{
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{
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auto it = attachedAttributes.find(name);
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auto it = attachedAttributes.find(name);
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- if (it != attachedAttributes.end() && it->second.mesh != this)
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+ if (it != attachedAttributes.end() && it->second.buffer != vertexBuffer.get())
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{
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{
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- it->second.mesh->release();
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+ it->second.buffer->release();
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attachedAttributes.erase(it);
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attachedAttributes.erase(it);
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if (getAttributeIndex(name) != -1)
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if (getAttributeIndex(name) != -1)
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- attachAttribute(name, this, name);
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+ attachAttribute(name, vertexBuffer, name);
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return true;
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return true;
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}
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}
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@@ -590,7 +586,7 @@ void Mesh::drawInstanced(Graphics *gfx, const Matrix4 &m, int instancecount)
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if (!attrib.second.enabled)
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if (!attrib.second.enabled)
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continue;
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continue;
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- Mesh *mesh = attrib.second.mesh;
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+ Buffer *buffer = attrib.second.buffer;
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int attributeindex = -1;
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int attributeindex = -1;
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// If the attribute is one of the LOVE-defined ones, use the constant
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// If the attribute is one of the LOVE-defined ones, use the constant
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@@ -604,19 +600,18 @@ void Mesh::drawInstanced(Graphics *gfx, const Matrix4 &m, int instancecount)
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if (attributeindex >= 0)
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if (attributeindex >= 0)
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{
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{
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// Make sure the buffer isn't mapped (sends data to GPU if needed.)
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// Make sure the buffer isn't mapped (sends data to GPU if needed.)
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- mesh->vertexBuffer->unmap();
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+ buffer->unmap();
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- const auto &formats = mesh->getVertexFormat();
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- const auto &format = formats[attrib.second.index];
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+ const auto &member = buffer->getDataMember(attrib.second.index);
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- uint16 offset = (uint16) mesh->getAttributeOffset(attrib.second.index);
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- uint16 stride = (uint16) mesh->getVertexStride();
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+ uint16 offset = (uint16) buffer->getMemberOffset(attrib.second.index);
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+ uint16 stride = (uint16) buffer->getArrayStride();
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- attributes.set(attributeindex, format.type, (uint8) format.components, offset, activebuffers);
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+ attributes.set(attributeindex, member.format, offset, activebuffers);
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attributes.setBufferLayout(activebuffers, stride, attrib.second.step);
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attributes.setBufferLayout(activebuffers, stride, attrib.second.step);
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// TODO: Ideally we want to reuse buffers with the same stride+step.
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// TODO: Ideally we want to reuse buffers with the same stride+step.
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- buffers.set(activebuffers, mesh->vertexBuffer, 0);
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+ buffers.set(activebuffers, buffer, 0);
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activebuffers++;
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activebuffers++;
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}
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}
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}
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}
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