Meshes expose vertex buffers, part 1

(compiles, but is currently half-implemented and broken)
This commit is contained in:
Alex Szpakowski
2020-01-19 15:03:19 -04:00
parent 816f132c9d
commit 25d9ae2ba0
12 changed files with 277 additions and 128 deletions
+29 -34
View File
@@ -125,8 +125,8 @@ Mesh::~Mesh()
for (const auto &attrib : attachedAttributes)
{
if (attrib.second.mesh != this)
attrib.second.mesh->release();
if (attrib.second.buffer != nullptr && attrib.second.buffer != vertexBuffer.get())
attrib.second.buffer->release();
}
}
@@ -139,7 +139,7 @@ void Mesh::setupAttachedAttributes()
if (attachedAttributes.find(name) != attachedAttributes.end())
throw love::Exception("Duplicate vertex attribute name: %s", name.c_str());
attachedAttributes[name] = {this, (int) i, STEP_PER_VERTEX, true};
attachedAttributes[name] = {nullptr, (int) i, STEP_PER_VERTEX, true};
}
}
@@ -260,6 +260,11 @@ size_t Mesh::getVertexStride() const
return vertexStride;
}
Buffer *Mesh::getVertexBuffer() const
{
return vertexBuffer;
}
const std::vector<Mesh::AttribFormat> &Mesh::getVertexFormat() const
{
return vertexFormat;
@@ -305,23 +310,15 @@ bool Mesh::isAttributeEnabled(const std::string &name) const
return it->second.enabled;
}
void Mesh::attachAttribute(const std::string &name, Mesh *mesh, const std::string &attachname, AttributeStep step)
void Mesh::attachAttribute(const std::string &name, Buffer *buffer, const std::string &attachname, AttributeStep step)
{
if ((buffer->getTypeFlags() & BUFFER_VERTEX) == 0)
throw love::Exception("GraphicsBuffer must be created with vertex buffer support to be used as a Mesh vertex attribute.");
auto gfx = Module::getInstance<Graphics>(Module::M_GRAPHICS);
if (step == STEP_PER_INSTANCE && !gfx->getCapabilities().features[Graphics::FEATURE_INSTANCING])
throw love::Exception("Vertex attribute instancing is not supported on this system.");
if (mesh != this)
{
for (const auto &it : mesh->attachedAttributes)
{
// If the supplied Mesh has attached attributes of its own, then we
// prevent it from being attached to avoid reference cycles.
if (it.second.mesh != mesh)
throw love::Exception("Cannot attach a Mesh which has attached Meshes of its own.");
}
}
AttachedAttribute oldattrib = {};
AttachedAttribute newattrib = {};
@@ -331,34 +328,33 @@ void Mesh::attachAttribute(const std::string &name, Mesh *mesh, const std::strin
else if (attachedAttributes.size() + 1 > VertexAttributes::MAX)
throw love::Exception("A maximum of %d attributes can be attached at once.", VertexAttributes::MAX);
newattrib.mesh = mesh;
newattrib.enabled = oldattrib.mesh ? oldattrib.enabled : true;
newattrib.index = mesh->getAttributeIndex(attachname);
newattrib.buffer = buffer;
newattrib.enabled = oldattrib.buffer ? oldattrib.enabled : true;
newattrib.index = buffer->getDataMemberIndex(attachname);
newattrib.step = step;
if (newattrib.index < 0)
throw love::Exception("The specified mesh does not have a vertex attribute named '%s'", attachname.c_str());
throw love::Exception("The specified vertex buffer does not have a vertex attribute named '%s'", attachname.c_str());
if (newattrib.mesh != this)
newattrib.mesh->retain();
newattrib.buffer->retain();
attachedAttributes[name] = newattrib;
if (oldattrib.mesh && oldattrib.mesh != this)
oldattrib.mesh->release();
if (oldattrib.buffer)
oldattrib.buffer->release();
}
bool Mesh::detachAttribute(const std::string &name)
{
auto it = attachedAttributes.find(name);
if (it != attachedAttributes.end() && it->second.mesh != this)
if (it != attachedAttributes.end() && it->second.buffer != vertexBuffer.get())
{
it->second.mesh->release();
it->second.buffer->release();
attachedAttributes.erase(it);
if (getAttributeIndex(name) != -1)
attachAttribute(name, this, name);
attachAttribute(name, vertexBuffer, name);
return true;
}
@@ -590,7 +586,7 @@ void Mesh::drawInstanced(Graphics *gfx, const Matrix4 &m, int instancecount)
if (!attrib.second.enabled)
continue;
Mesh *mesh = attrib.second.mesh;
Buffer *buffer = attrib.second.buffer;
int attributeindex = -1;
// If the attribute is one of the LOVE-defined ones, use the constant
@@ -604,19 +600,18 @@ void Mesh::drawInstanced(Graphics *gfx, const Matrix4 &m, int instancecount)
if (attributeindex >= 0)
{
// Make sure the buffer isn't mapped (sends data to GPU if needed.)
mesh->vertexBuffer->unmap();
buffer->unmap();
const auto &formats = mesh->getVertexFormat();
const auto &format = formats[attrib.second.index];
const auto &member = buffer->getDataMember(attrib.second.index);
uint16 offset = (uint16) mesh->getAttributeOffset(attrib.second.index);
uint16 stride = (uint16) mesh->getVertexStride();
uint16 offset = (uint16) buffer->getMemberOffset(attrib.second.index);
uint16 stride = (uint16) buffer->getArrayStride();
attributes.set(attributeindex, format.type, (uint8) format.components, offset, activebuffers);
attributes.set(attributeindex, member.format, offset, activebuffers);
attributes.setBufferLayout(activebuffers, stride, attrib.second.step);
// TODO: Ideally we want to reuse buffers with the same stride+step.
buffers.set(activebuffers, mesh->vertexBuffer, 0);
buffers.set(activebuffers, buffer, 0);
activebuffers++;
}
}