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0653ec9564
--HG-- branch : minor
792 lines
19 KiB
C++
792 lines
19 KiB
C++
/**
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* Copyright (c) 2006-2016 LOVE Development Team
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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* 3. This notice may not be removed or altered from any source distribution.
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**/
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// LOVE
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#include "Mesh.h"
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#include "common/Matrix.h"
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#include "common/Exception.h"
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#include "Shader.h"
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// C++
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#include <algorithm>
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#include <limits>
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namespace love
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{
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namespace graphics
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{
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namespace opengl
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{
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static const char *getBuiltinAttribName(VertexAttribID attribid)
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{
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const char *name = "";
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Shader::getConstant(attribid, name);
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return name;
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}
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static_assert(offsetof(Vertex, x) == sizeof(float) * 0, "Incorrect position offset in Vertex struct");
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static_assert(offsetof(Vertex, s) == sizeof(float) * 2, "Incorrect texture coordinate offset in Vertex struct");
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static_assert(offsetof(Vertex, r) == sizeof(float) * 4, "Incorrect color offset in Vertex struct");
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static std::vector<Mesh::AttribFormat> getDefaultVertexFormat()
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{
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// Corresponds to the love::Vertex struct.
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std::vector<Mesh::AttribFormat> vertexformat = {
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{getBuiltinAttribName(ATTRIB_POS), Mesh::DATA_FLOAT, 2},
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{getBuiltinAttribName(ATTRIB_TEXCOORD), Mesh::DATA_FLOAT, 2},
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{getBuiltinAttribName(ATTRIB_COLOR), Mesh::DATA_BYTE, 4},
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};
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return vertexformat;
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}
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Mesh::Mesh(const std::vector<AttribFormat> &vertexformat, const void *data, size_t datasize, DrawMode drawmode, Usage usage)
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: vertexFormat(vertexformat)
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, vbo(nullptr)
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, vertexCount(0)
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, vertexStride(0)
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, ibo(nullptr)
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, useIndexBuffer(false)
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, elementCount(0)
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, elementDataType(0)
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, drawMode(drawmode)
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, rangeStart(-1)
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, rangeCount(-1)
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{
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setupAttachedAttributes();
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calculateAttributeSizes();
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vertexCount = datasize / vertexStride;
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elementDataType = getGLDataTypeFromMax(vertexCount);
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if (vertexCount == 0)
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throw love::Exception("Data size is too small for specified vertex attribute formats.");
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vbo = new GLBuffer(datasize, data, GL_ARRAY_BUFFER, getGLBufferUsage(usage), GLBuffer::MAP_EXPLICIT_RANGE_MODIFY);
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vertexScratchBuffer = new char[vertexStride];
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}
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Mesh::Mesh(const std::vector<AttribFormat> &vertexformat, int vertexcount, DrawMode drawmode, Usage usage)
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: vertexFormat(vertexformat)
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, vbo(nullptr)
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, vertexCount((size_t) vertexcount)
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, vertexStride(0)
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, ibo(nullptr)
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, useIndexBuffer(false)
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, elementCount(0)
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, elementDataType(getGLDataTypeFromMax(vertexcount))
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, drawMode(drawmode)
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, rangeStart(-1)
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, rangeCount(-1)
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{
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if (vertexcount <= 0)
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throw love::Exception("Invalid number of vertices (%d).", vertexcount);
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setupAttachedAttributes();
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calculateAttributeSizes();
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size_t buffersize = vertexCount * vertexStride;
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vbo = new GLBuffer(buffersize, nullptr, GL_ARRAY_BUFFER, getGLBufferUsage(usage), GLBuffer::MAP_EXPLICIT_RANGE_MODIFY);
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// Initialize the buffer's contents to 0.
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GLBuffer::Bind bind(*vbo);
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memset(vbo->map(), 0, buffersize);
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vbo->setMappedRangeModified(0, vbo->getSize());
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vbo->unmap();
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vertexScratchBuffer = new char[vertexStride];
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}
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Mesh::Mesh(const std::vector<Vertex> &vertices, DrawMode drawmode, Usage usage)
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: Mesh(getDefaultVertexFormat(), &vertices[0], vertices.size() * sizeof(Vertex), drawmode, usage)
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{
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}
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Mesh::Mesh(int vertexcount, DrawMode drawmode, Usage usage)
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: Mesh(getDefaultVertexFormat(), vertexcount, drawmode, usage)
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{
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}
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Mesh::~Mesh()
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{
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delete vbo;
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delete ibo;
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delete vertexScratchBuffer;
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for (const auto &attrib : attachedAttributes)
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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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}
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}
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void Mesh::setupAttachedAttributes()
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{
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for (size_t i = 0; i < vertexFormat.size(); i++)
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{
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const std::string &name = vertexFormat[i].name;
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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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attachedAttributes[name] = {this, (int) i, true};
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}
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}
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void Mesh::calculateAttributeSizes()
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{
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size_t stride = 0;
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for (const AttribFormat &format : vertexFormat)
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{
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// Hardware really doesn't like attributes that aren't 32 bit-aligned.
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if (format.type == DATA_BYTE && format.components != 4)
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throw love::Exception("byte vertex attributes must have 4 components.");
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if (format.components <= 0 || format.components > 4)
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throw love::Exception("Vertex attributes must have between 1 and 4 components.");
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// Total size in bytes of each attribute in a single vertex.
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attributeSizes.push_back(getAttribFormatSize(format));
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stride += attributeSizes.back();
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}
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vertexStride = stride;
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}
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size_t Mesh::getAttributeOffset(size_t attribindex) const
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{
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size_t offset = 0;
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for (size_t i = 0; i < attribindex; i++)
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offset += attributeSizes[i];
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return offset;
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}
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void Mesh::setVertex(size_t vertindex, const void *data, size_t datasize)
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{
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if (vertindex >= vertexCount)
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throw love::Exception("Invalid vertex index: %ld", vertindex + 1);
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size_t offset = vertindex * vertexStride;
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size_t size = std::min(datasize, vertexStride);
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GLBuffer::Bind bind(*vbo);
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uint8 *bufferdata = (uint8 *) vbo->map();
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memcpy(bufferdata + offset, data, size);
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vbo->setMappedRangeModified(offset, size);
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}
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size_t Mesh::getVertex(size_t vertindex, void *data, size_t datasize)
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{
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if (vertindex >= vertexCount)
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throw love::Exception("Invalid vertex index: %ld", vertindex + 1);
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size_t offset = vertindex * vertexStride;
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size_t size = std::min(datasize, vertexStride);
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// We're relying on vbo->map() returning read/write data... ew.
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GLBuffer::Bind bind(*vbo);
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const uint8 *bufferdata = (const uint8 *) vbo->map();
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memcpy(data, bufferdata + offset, size);
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return size;
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}
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void *Mesh::getVertexScratchBuffer()
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{
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return vertexScratchBuffer;
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}
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void Mesh::setVertexAttribute(size_t vertindex, int attribindex, const void *data, size_t datasize)
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{
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if (vertindex >= vertexCount)
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throw love::Exception("Invalid vertex index: %ld", vertindex + 1);
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if (attribindex >= (int) vertexFormat.size())
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throw love::Exception("Invalid vertex attribute index: %d", attribindex + 1);
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size_t offset = vertindex * vertexStride + getAttributeOffset(attribindex);
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size_t size = std::min(datasize, attributeSizes[attribindex]);
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GLBuffer::Bind bind(*vbo);
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uint8 *bufferdata = (uint8 *) vbo->map();
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memcpy(bufferdata + offset, data, size);
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vbo->setMappedRangeModified(offset, size);
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}
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size_t Mesh::getVertexAttribute(size_t vertindex, int attribindex, void *data, size_t datasize)
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{
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if (vertindex >= vertexCount)
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throw love::Exception("Invalid vertex index: %ld", vertindex + 1);
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if (attribindex >= (int) vertexFormat.size())
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throw love::Exception("Invalid vertex attribute index: %d", attribindex + 1);
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size_t offset = vertindex * vertexStride + getAttributeOffset(attribindex);
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size_t size = std::min(datasize, attributeSizes[attribindex]);
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// We're relying on vbo->map() returning read/write data... ew.
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GLBuffer::Bind bind(*vbo);
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const uint8 *bufferdata = (const uint8 *) vbo->map();
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memcpy(data, bufferdata + offset, size);
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return size;
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}
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size_t Mesh::getVertexCount() const
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{
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return vertexCount;
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}
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size_t Mesh::getVertexStride() const
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{
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return vertexStride;
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}
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const std::vector<Mesh::AttribFormat> &Mesh::getVertexFormat() const
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{
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return vertexFormat;
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}
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Mesh::DataType Mesh::getAttributeInfo(int attribindex, int &components) const
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{
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if (attribindex < 0 || attribindex >= (int) vertexFormat.size())
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throw love::Exception("Invalid vertex attribute index: %d", attribindex + 1);
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DataType type = vertexFormat[attribindex].type;
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components = vertexFormat[attribindex].components;
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return type;
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}
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int Mesh::getAttributeIndex(const std::string &name) const
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{
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for (int i = 0; i < (int) vertexFormat.size(); i++)
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{
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if (vertexFormat[i].name == name)
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return i;
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}
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return -1;
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}
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void Mesh::setAttributeEnabled(const std::string &name, bool enable)
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{
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auto it = attachedAttributes.find(name);
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if (it == attachedAttributes.end())
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throw love::Exception("Mesh does not have an attached vertex attribute named '%s'", name.c_str());
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it->second.enabled = enable;
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}
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bool Mesh::isAttributeEnabled(const std::string &name) const
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{
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const auto it = attachedAttributes.find(name);
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if (it == attachedAttributes.end())
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throw love::Exception("Mesh does not have an attached vertex attribute named '%s'", name.c_str());
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return it->second.enabled;
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}
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void Mesh::attachAttribute(const std::string &name, Mesh *mesh)
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{
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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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AttachedAttribute oldattrib = {};
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AttachedAttribute newattrib = {};
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auto it = attachedAttributes.find(name);
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if (it != attachedAttributes.end())
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oldattrib = it->second;
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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(name);
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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'", name.c_str());
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if (newattrib.mesh != this)
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newattrib.mesh->retain();
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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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}
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void *Mesh::mapVertexData()
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{
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GLBuffer::Bind bind(*vbo);
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return vbo->map();
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}
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void Mesh::unmapVertexData(size_t modifiedoffset, size_t modifiedsize)
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{
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GLBuffer::Bind bind(*vbo);
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vbo->setMappedRangeModified(modifiedoffset, modifiedsize);
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vbo->unmap();
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}
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void Mesh::flush()
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{
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{
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GLBuffer::Bind vbobind(*vbo);
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vbo->unmap();
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}
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if (ibo != nullptr)
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{
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GLBuffer::Bind ibobind(*ibo);
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ibo->unmap();
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}
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}
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/**
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* Copies index data from a vector to a mapped index buffer.
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**/
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template <typename T>
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static void copyToIndexBuffer(const std::vector<uint32> &indices, GLBuffer::Mapper &buffermap, size_t maxval)
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{
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T *elems = (T *) buffermap.get();
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for (size_t i = 0; i < indices.size(); i++)
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{
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if (indices[i] >= maxval)
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throw love::Exception("Invalid vertex map value: %d", indices[i] + 1);
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elems[i] = (T) indices[i];
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}
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}
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void Mesh::setVertexMap(const std::vector<uint32> &map)
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{
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size_t maxval = getVertexCount();
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GLenum datatype = getGLDataTypeFromMax(maxval);
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// Calculate the size in bytes of the index buffer data.
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size_t size = map.size() * getGLDataTypeSize(datatype);
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if (ibo && size > ibo->getSize())
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{
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delete ibo;
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ibo = nullptr;
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}
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if (!ibo && size > 0)
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ibo = new GLBuffer(size, nullptr, GL_ELEMENT_ARRAY_BUFFER, vbo->getUsage());
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useIndexBuffer = true;
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elementCount = map.size();
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if (!ibo || elementCount == 0)
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return;
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GLBuffer::Bind ibobind(*ibo);
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GLBuffer::Mapper ibomap(*ibo);
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// Fill the buffer with the index values from the vector.
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switch (datatype)
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{
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case GL_UNSIGNED_SHORT:
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copyToIndexBuffer<uint16>(map, ibomap, maxval);
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break;
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case GL_UNSIGNED_INT:
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default:
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copyToIndexBuffer<uint32>(map, ibomap, maxval);
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break;
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}
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elementDataType = datatype;
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}
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void Mesh::setVertexMap()
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{
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useIndexBuffer = false;
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}
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/**
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* Copies index data from a mapped buffer to a vector.
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**/
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template <typename T>
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static void copyFromIndexBuffer(void *buffer, size_t count, std::vector<uint32> &indices)
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{
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T *elems = (T *) buffer;
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for (size_t i = 0; i < count; i++)
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indices.push_back((uint32) elems[i]);
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}
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bool Mesh::getVertexMap(std::vector<uint32> &map) const
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{
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if (!useIndexBuffer)
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return false;
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map.clear();
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map.reserve(elementCount);
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if (!ibo || elementCount == 0)
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return true;
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GLBuffer::Bind ibobind(*ibo);
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// We unmap the buffer in Mesh::draw, Mesh::setVertexMap, and Mesh::flush.
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void *buffer = ibo->map();
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// Fill the vector from the buffer.
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switch (elementDataType)
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{
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case GL_UNSIGNED_SHORT:
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copyFromIndexBuffer<uint16>(buffer, elementCount, map);
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break;
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case GL_UNSIGNED_INT:
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default:
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copyFromIndexBuffer<uint32>(buffer, elementCount, map);
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break;
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}
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return true;
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}
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size_t Mesh::getVertexMapCount() const
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{
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return elementCount;
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}
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void Mesh::setTexture(Texture *tex)
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{
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texture.set(tex);
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}
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void Mesh::setTexture()
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{
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texture.set(nullptr);
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}
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Texture *Mesh::getTexture() const
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{
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return texture.get();
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}
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void Mesh::setDrawMode(DrawMode mode)
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{
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drawMode = mode;
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}
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Mesh::DrawMode Mesh::getDrawMode() const
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{
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return drawMode;
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}
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void Mesh::setDrawRange(int start, int count)
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{
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if (start < 0 || count <= 0)
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throw love::Exception("Invalid draw range.");
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rangeStart = start;
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rangeCount = count;
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}
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void Mesh::setDrawRange()
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{
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rangeStart = rangeCount = -1;
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}
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bool Mesh::getDrawRange(int &start, int &count) const
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{
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if (rangeStart < 0 || rangeCount <= 0)
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return false;
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start = rangeStart;
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count = rangeCount;
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return true;
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}
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int Mesh::bindAttributeToShaderInput(int attributeindex, const std::string &inputname)
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{
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const AttribFormat &format = vertexFormat[attributeindex];
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GLint attriblocation = -1;
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// If the attribute is one of the LOVE-defined ones, use the constant
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// attribute index for it, otherwise query the index from the shader.
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VertexAttribID builtinattrib;
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if (Shader::getConstant(inputname.c_str(), builtinattrib))
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attriblocation = (GLint) builtinattrib;
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else if (Shader::current)
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attriblocation = Shader::current->getAttribLocation(inputname);
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// The active shader might not use this vertex attribute name.
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if (attriblocation < 0)
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|
return attriblocation;
|
|
|
|
// Needed for unmap and glVertexAttribPointer.
|
|
GLBuffer::Bind vbobind(*vbo);
|
|
|
|
// Make sure the buffer isn't mapped (sends data to GPU if needed.)
|
|
vbo->unmap();
|
|
|
|
const void *gloffset = vbo->getPointer(getAttributeOffset(attributeindex));
|
|
GLenum datatype = getGLDataType(format.type);
|
|
GLboolean normalized = (datatype == GL_UNSIGNED_BYTE);
|
|
|
|
glVertexAttribPointer(attriblocation, format.components, datatype, normalized, (GLsizei) vertexStride, gloffset);
|
|
|
|
return attriblocation;
|
|
}
|
|
|
|
void Mesh::draw(const Matrix4 &m)
|
|
{
|
|
if (vertexCount <= 0)
|
|
return;
|
|
|
|
OpenGL::TempDebugGroup debuggroup("Mesh draw");
|
|
|
|
uint32 enabledattribs = 0;
|
|
|
|
for (const auto &attrib : attachedAttributes)
|
|
{
|
|
if (!attrib.second.enabled)
|
|
continue;
|
|
|
|
Mesh *mesh = attrib.second.mesh;
|
|
int location = mesh->bindAttributeToShaderInput(attrib.second.index, attrib.first);
|
|
|
|
if (location >= 0)
|
|
enabledattribs |= 1u << (uint32) location;
|
|
}
|
|
|
|
// Not supported on all platforms or GL versions, I believe.
|
|
if (!(enabledattribs & ATTRIBFLAG_POS))
|
|
throw love::Exception("Mesh must have an enabled VertexPosition attribute to be drawn.");
|
|
|
|
gl.useVertexAttribArrays(enabledattribs);
|
|
|
|
if (texture.get())
|
|
gl.bindTexture(*(GLuint *) texture->getHandle());
|
|
else
|
|
gl.bindTexture(gl.getDefaultTexture());
|
|
|
|
OpenGL::TempTransform transform(gl);
|
|
transform.get() *= m;
|
|
|
|
gl.prepareDraw();
|
|
|
|
if (useIndexBuffer && ibo && elementCount > 0)
|
|
{
|
|
// Use the custom vertex map (index buffer) to draw the vertices.
|
|
GLBuffer::Bind ibo_bind(*ibo);
|
|
|
|
// Make sure the index buffer isn't mapped (sends data to GPU if needed.)
|
|
ibo->unmap();
|
|
|
|
int start = std::min(std::max(0, rangeStart), (int) elementCount - 1);
|
|
|
|
int count = (int) elementCount;
|
|
if (rangeCount > 0)
|
|
count = std::min(count, rangeCount);
|
|
|
|
count = std::min(count, (int) elementCount - start);
|
|
|
|
GLenum type = elementDataType;
|
|
const void *indices = ibo->getPointer(start * getGLDataTypeSize(type));
|
|
|
|
if (count > 0)
|
|
gl.drawElements(getGLDrawMode(drawMode), count, type, indices);
|
|
}
|
|
else
|
|
{
|
|
int start = std::min(std::max(0, rangeStart), (int) vertexCount - 1);
|
|
|
|
int count = (int) vertexCount;
|
|
if (rangeCount > 0)
|
|
count = std::min(count, rangeCount);
|
|
|
|
count = std::min(count, (int) vertexCount - start);
|
|
|
|
// Normal non-indexed drawing (no custom vertex map.)
|
|
if (count > 0)
|
|
gl.drawArrays(getGLDrawMode(drawMode), start, count);
|
|
}
|
|
}
|
|
|
|
size_t Mesh::getAttribFormatSize(const AttribFormat &format)
|
|
{
|
|
switch (format.type)
|
|
{
|
|
case DATA_BYTE:
|
|
return format.components * sizeof(uint8);
|
|
case DATA_FLOAT:
|
|
return format.components * sizeof(float);
|
|
default:
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
GLenum Mesh::getGLDrawMode(DrawMode mode)
|
|
{
|
|
switch (mode)
|
|
{
|
|
case DRAWMODE_FAN:
|
|
return GL_TRIANGLE_FAN;
|
|
case DRAWMODE_STRIP:
|
|
return GL_TRIANGLE_STRIP;
|
|
case DRAWMODE_TRIANGLES:
|
|
default:
|
|
return GL_TRIANGLES;
|
|
case DRAWMODE_POINTS:
|
|
return GL_POINTS;
|
|
}
|
|
}
|
|
|
|
GLenum Mesh::getGLDataType(DataType type)
|
|
{
|
|
switch (type)
|
|
{
|
|
case DATA_BYTE:
|
|
return GL_UNSIGNED_BYTE;
|
|
case DATA_FLOAT:
|
|
return GL_FLOAT;
|
|
default:
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
GLenum Mesh::getGLDataTypeFromMax(size_t maxvalue)
|
|
{
|
|
if (maxvalue > LOVE_UINT16_MAX)
|
|
return GL_UNSIGNED_INT;
|
|
else
|
|
return GL_UNSIGNED_SHORT;
|
|
}
|
|
|
|
size_t Mesh::getGLDataTypeSize(GLenum datatype)
|
|
{
|
|
switch (datatype)
|
|
{
|
|
case GL_UNSIGNED_BYTE:
|
|
return sizeof(uint8);
|
|
case GL_UNSIGNED_SHORT:
|
|
return sizeof(uint16);
|
|
case GL_UNSIGNED_INT:
|
|
return sizeof(uint32);
|
|
default:
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
GLenum Mesh::getGLBufferUsage(Usage usage)
|
|
{
|
|
switch (usage)
|
|
{
|
|
case USAGE_STREAM:
|
|
return GL_STREAM_DRAW;
|
|
case USAGE_DYNAMIC:
|
|
return GL_DYNAMIC_DRAW;
|
|
case USAGE_STATIC:
|
|
return GL_STATIC_DRAW;
|
|
default:
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
bool Mesh::getConstant(const char *in, Usage &out)
|
|
{
|
|
return usages.find(in, out);
|
|
}
|
|
|
|
bool Mesh::getConstant(Usage in, const char *&out)
|
|
{
|
|
return usages.find(in, out);
|
|
}
|
|
|
|
bool Mesh::getConstant(const char *in, Mesh::DrawMode &out)
|
|
{
|
|
return drawModes.find(in, out);
|
|
}
|
|
|
|
bool Mesh::getConstant(Mesh::DrawMode in, const char *&out)
|
|
{
|
|
return drawModes.find(in, out);
|
|
}
|
|
|
|
bool Mesh::getConstant(const char *in, DataType &out)
|
|
{
|
|
return dataTypes.find(in, out);
|
|
}
|
|
|
|
bool Mesh::getConstant(DataType in, const char *&out)
|
|
{
|
|
return dataTypes.find(in, out);
|
|
}
|
|
|
|
StringMap<Mesh::Usage, Mesh::USAGE_MAX_ENUM>::Entry Mesh::usageEntries[] =
|
|
{
|
|
{"stream", USAGE_STREAM},
|
|
{"dynamic", USAGE_DYNAMIC},
|
|
{"static", USAGE_STATIC},
|
|
};
|
|
|
|
StringMap<Mesh::Usage, Mesh::USAGE_MAX_ENUM> Mesh::usages(Mesh::usageEntries, sizeof(Mesh::usageEntries));
|
|
|
|
StringMap<Mesh::DrawMode, Mesh::DRAWMODE_MAX_ENUM>::Entry Mesh::drawModeEntries[] =
|
|
{
|
|
{"fan", DRAWMODE_FAN},
|
|
{"strip", DRAWMODE_STRIP},
|
|
{"triangles", DRAWMODE_TRIANGLES},
|
|
{"points", DRAWMODE_POINTS},
|
|
};
|
|
|
|
StringMap<Mesh::DrawMode, Mesh::DRAWMODE_MAX_ENUM> Mesh::drawModes(Mesh::drawModeEntries, sizeof(Mesh::drawModeEntries));
|
|
|
|
StringMap<Mesh::DataType, Mesh::DATA_MAX_ENUM>::Entry Mesh::dataTypeEntries[] =
|
|
{
|
|
{"byte", DATA_BYTE},
|
|
{"float", DATA_FLOAT},
|
|
};
|
|
|
|
StringMap<Mesh::DataType, Mesh::DATA_MAX_ENUM> Mesh::dataTypes(Mesh::dataTypeEntries, sizeof(Mesh::dataTypeEntries));
|
|
|
|
} // opengl
|
|
} // graphics
|
|
} // love
|