/****************************************************************************
Copyright (c) 2014 Chukong Technologies Inc.
http://www.cocos2d-x.org
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
****************************************************************************/
#include "CCMesh.h"
#include <list>
#include <fstream>
#include <iostream>
#include <sstream>
#include "3d/CCSubMesh.h"
#include "3d/CCObjLoader.h"
#include "3d/CCSprite3DMaterial.h"
#include "base/ccMacros.h"
#include "base/CCEventCustom.h"
#include "base/CCEventListenerCustom.h"
#include "base/CCEventDispatcher.h"
#include "base/CCEventType.h"
#include "base/CCDirector.h"
#include "renderer/ccGLStateCache.h"
using namespace std;
NS_CC_BEGIN
bool RenderMeshData::hasVertexAttrib(int attrib)
{
for (auto itr = _vertexAttribs.begin(); itr != _vertexAttribs.end(); itr++)
if ((*itr).vertexAttrib == attrib)
return true; //already has
}
return false;
bool RenderMeshData::init(const std::vector<float>& positions,
const std::vector<float>& normals,
const std::vector<float>& texs,
const std::vector<IndexArray>& indices)
CC_ASSERT(positions.size()<65536 * 3 && "index may out of bound");
_vertexAttribs.clear();
_vertexNum = positions.size() / 3; //number of vertex
if (_vertexNum == 0)
if ((normals.size() != 0 && _vertexNum * 3 != normals.size()) || (texs.size() != 0 && _vertexNum * 2 != texs.size()))
MeshVertexAttrib meshvertexattrib;
meshvertexattrib.size = 3;
meshvertexattrib.type = GL_FLOAT;
meshvertexattrib.attribSizeBytes = meshvertexattrib.size * sizeof(float);
meshvertexattrib.vertexAttrib = GLProgram::VERTEX_ATTRIB_POSITION;
_vertexAttribs.push_back(meshvertexattrib);
//normal
if (normals.size())
//add normal flag
meshvertexattrib.vertexAttrib = GLProgram::VERTEX_ATTRIB_NORMAL;
//
if (texs.size())
meshvertexattrib.size = 2;
meshvertexattrib.vertexAttrib = GLProgram::VERTEX_ATTRIB_TEX_COORD;
_vertexs.clear();
_vertexsizeBytes = calVertexSizeBytes();
_vertexs.reserve(_vertexNum * _vertexsizeBytes / sizeof(float));
bool hasNormal = hasVertexAttrib(GLProgram::VERTEX_ATTRIB_NORMAL);
bool hasTexCoord = hasVertexAttrib(GLProgram::VERTEX_ATTRIB_TEX_COORD);
//position, normal, texCoordinate into _vertexs
for(int i = 0; i < _vertexNum; i++)
_vertexs.push_back(positions[i * 3]);
_vertexs.push_back(positions[i * 3 + 1]);
_vertexs.push_back(positions[i * 3 + 2]);
if (hasNormal)
_vertexs.push_back(normals[i * 3]);
_vertexs.push_back(normals[i * 3 + 1]);
_vertexs.push_back(normals[i * 3 + 2]);
if (hasTexCoord)
_vertexs.push_back(texs[i * 2]);
_vertexs.push_back(texs[i * 2 + 1]);
_subMeshIndices = indices;
return true;
bool RenderMeshData::init(const std::vector<float>& vertices, int vertexSizeInFloat, const std::vector<IndexArray>& indices, const std::vector<MeshVertexAttrib>& attribs)
_vertexs = vertices;
_vertexAttribs = attribs;
int RenderMeshData::calVertexSizeBytes()
int sizeBytes = 0;
for (auto it = _vertexAttribs.begin(); it != _vertexAttribs.end(); it++) {
sizeBytes += (*it).size;
CCASSERT((*it).type == GL_FLOAT, "use float");
sizeBytes *= sizeof(float);
return sizeBytes;
Mesh::Mesh()
:_vertexBuffer(0)
Mesh::~Mesh()
_subMeshes.clear();
cleanAndFreeBuffers();
Mesh* Mesh::create(const std::vector<float>& positions, const std::vector<float>& normals, const std::vector<float>& texs, const IndexArray& indices)
std::vector<IndexArray> submeshIndices;
submeshIndices.push_back(indices);
return create(positions, normals, texs, submeshIndices);
Mesh* Mesh::create(const std::vector<float>& positions, const std::vector<float>& normals, const std::vector<float>& texs, const std::vector<IndexArray>& indices)
auto mesh = new Mesh();
if(mesh && mesh->init(positions, normals, texs, indices))
mesh->autorelease();
return mesh;
CC_SAFE_DELETE(mesh);
return nullptr;
Mesh* Mesh::create(const std::vector<float>& vertices, int vertexSizeInFloat, const IndexArray& indices, const std::vector<MeshVertexAttrib>& attribs)
return create(vertices, vertexSizeInFloat, submeshIndices, attribs);
Mesh* Mesh::create(const std::vector<float> &vertices, int vertexSizeInFloat, const std::vector<IndexArray> &indices, const std::vector<MeshVertexAttrib> &attribs)
if (mesh && mesh->init(vertices, vertexSizeInFloat, indices, attribs))
bool Mesh::init(const std::vector<float>& positions, const std::vector<float>& normals, const std::vector<float>& texs, const std::vector<IndexArray>& indices)
bool bRet = _renderdata.init(positions, normals, texs, indices);
if (!bRet)
buildSubMeshes();
buildBuffer();
calOriginAABB(positions, 3);
bool Mesh::init(const std::vector<float>& vertices, int vertexSizeInFloat, const std::vector<IndexArray>& indices, const std::vector<MeshVertexAttrib>& attribs)
bool bRet = _renderdata.init(vertices, vertexSizeInFloat, indices, attribs);
unsigned int perVertexSize = _renderdata.calVertexSizeBytes() / sizeof(float);
calOriginAABB(vertices, perVertexSize);
void Mesh::buildSubMeshes()
for (auto& it : _renderdata._subMeshIndices) {
auto subMesh = SubMesh::create(PrimitiveType::TRIANGLES, IndexFormat::INDEX16, it);
_subMeshes.pushBack(subMesh);
void Mesh::cleanAndFreeBuffers()
if(glIsBuffer(_vertexBuffer))
glDeleteBuffers(1, &_vertexBuffer);
_vertexBuffer = 0;
for (auto& it : _subMeshes) {
(*it).cleanAndFreeBuffers();
void Mesh::calOriginAABB(const std::vector<float>& vertices, unsigned int stride)
ssize_t vertexNum = vertices.size() / stride;
for(unsigned int i = 0; i < vertexNum; i++)
Vec3 point = Vec3(vertices[i * stride], vertices[i * stride + 1], vertices[i * stride + 2]);
_originAABB.updateMinMax(&point, 1);
void Mesh::buildBuffer()
glGenBuffers(1, &_vertexBuffer);
glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer);
glBufferData(GL_ARRAY_BUFFER,
_renderdata._vertexs.size() * sizeof(_renderdata._vertexs[0]),
&_renderdata._vertexs[0],
GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
for (size_t i = 0; i < _subMeshes.size(); i++) {
_subMeshes.at(i)->buildBuffer(_renderdata._subMeshIndices[i]);
void Mesh::restore()
it->_indexBuffer = 0;
const AABB& Mesh::getOriginAABB() const
return _originAABB;
/**
* MeshCache
*/
MeshCache* MeshCache::_cacheInstance = nullptr;
MeshCache* MeshCache::getInstance()
if (_cacheInstance == nullptr)
_cacheInstance = new MeshCache();
return _cacheInstance;
void MeshCache::destroyInstance()
if (_cacheInstance)
CC_SAFE_DELETE(_cacheInstance);
Mesh* MeshCache::getMesh(const std::string& key) const
auto it = _meshes.find(key);
if (it != _meshes.end())
return it->second;
bool MeshCache::addMesh(const std::string& key, Mesh* mesh)
if (it == _meshes.end())
mesh->retain();
_meshes[key] = mesh;
void MeshCache::removeAllMeshes()
for (auto it : _meshes) {
CC_SAFE_RELEASE(it.second);
_meshes.clear();
void MeshCache::removeUnusedMesh()
for( auto it=_meshes.cbegin(); it!=_meshes.cend(); /* nothing */) {
if(it->second->getReferenceCount() == 1)
it->second->release();
_meshes.erase(it++);
else
++it;
MeshCache::MeshCache()
#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID || CC_TARGET_PLATFORM == CC_PLATFORM_WP8)
// listen the event that renderer was recreated on Android/WP8
_rendererRecreatedListener = EventListenerCustom::create(EVENT_RENDERER_RECREATED, CC_CALLBACK_1(MeshCache::listenRendererRecreated, this));
Director::getInstance()->getEventDispatcher()->addEventListenerWithFixedPriority(_rendererRecreatedListener, -1);
#endif
MeshCache::~MeshCache()
removeAllMeshes();
Director::getInstance()->getEventDispatcher()->removeEventListener(_rendererRecreatedListener);
void MeshCache::listenRendererRecreated(EventCustom* event)
for (auto iter = _meshes.begin(); iter != _meshes.end(); ++iter)
auto mesh = iter->second;
mesh->restore();
NS_CC_END