/**************************************************************************** Copyright (c) 2014-2016 Chukong Technologies Inc. Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd. https://adxeproject.github.io/ 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 #include #include #include #include "3d/CCMeshVertexIndexData.h" #include "3d/CCObjLoader.h" #include "3d/CCMeshMaterial.h" #include "3d/CCMesh.h" #include "3d/CCBundle3D.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/backend/Buffer.h" #include "renderer/backend/Device.h" using namespace std; NS_CC_BEGIN ///////////////////////////////////////////////////////////////////////////////////////////////////////////// MeshIndexData* MeshIndexData::create(std::string_view id, MeshVertexData* vertexData, backend::Buffer* indexbuffer, const AABB& aabb) { auto meshindex = new MeshIndexData(); meshindex->_id = id; meshindex->_indexBuffer = indexbuffer; meshindex->_vertexData = vertexData; indexbuffer->retain(); meshindex->_aabb = aabb; meshindex->autorelease(); return meshindex; } backend::Buffer* MeshIndexData::getVertexBuffer() const { return _vertexData->getVertexBuffer(); } MeshIndexData::MeshIndexData() { #if CC_ENABLE_CACHE_TEXTURE_DATA _backToForegroundListener = EventListenerCustom::create(EVENT_RENDERER_RECREATED, [this](EventCustom*) { _indexBuffer->updateData((void*)_indexData.data(), _indexData.bsize()); }); Director::getInstance()->getEventDispatcher()->addEventListenerWithFixedPriority(_backToForegroundListener, 1); #endif } void MeshIndexData::setIndexData(const cocos2d::MeshData::IndexArray& indexdata) { #if CC_ENABLE_CACHE_TEXTURE_DATA if (!_indexData.empty()) return; _indexData = indexdata; #endif } MeshIndexData::~MeshIndexData() { CC_SAFE_RELEASE(_indexBuffer); _indexData.clear(); #if CC_ENABLE_CACHE_TEXTURE_DATA Director::getInstance()->getEventDispatcher()->removeEventListener(_backToForegroundListener); #endif } void MeshVertexData::setVertexData(const std::vector& vertexData) { #if CC_ENABLE_CACHE_TEXTURE_DATA if (!_vertexData.empty()) return; _vertexData = vertexData; #endif } MeshVertexData* MeshVertexData::create(const MeshData& meshdata, CustomCommand::IndexFormat format) { auto vertexdata = new MeshVertexData(); vertexdata->_vertexBuffer = backend::Device::getInstance()->newBuffer( meshdata.vertex.size() * sizeof(meshdata.vertex[0]), backend::BufferType::VERTEX, backend::BufferUsage::STATIC); // CC_SAFE_RETAIN(vertexdata->_vertexBuffer); vertexdata->_sizePerVertex = meshdata.getPerVertexSize(); vertexdata->_attribs = meshdata.attribs; if (vertexdata->_vertexBuffer) { #if CC_ENABLE_CACHE_TEXTURE_DATA vertexdata->setVertexData(meshdata.vertex); vertexdata->_vertexBuffer->usingDefaultStoredData(false); #endif vertexdata->_vertexBuffer->updateData((void*)&meshdata.vertex[0], meshdata.vertex.size() * sizeof(meshdata.vertex[0])); } bool needCalcAABB = (meshdata.subMeshAABB.size() != meshdata.subMeshIndices.size()); for (size_t i = 0, size = meshdata.subMeshIndices.size(); i < size; ++i) { auto& indices = meshdata.subMeshIndices[i]; auto indexBuffer = backend::Device::getInstance()->newBuffer( indices.bsize(), backend::BufferType::INDEX, backend::BufferUsage::STATIC); indexBuffer->autorelease(); #if CC_ENABLE_CACHE_TEXTURE_DATA indexBuffer->usingDefaultStoredData(false); #endif indexBuffer->updateData((void*)indices.data(), indices.bsize()); std::string id = (i < meshdata.subMeshIds.size() ? meshdata.subMeshIds[i] : ""); MeshIndexData* indexdata = nullptr; if (needCalcAABB) { auto aabb = Bundle3D::calculateAABB(meshdata.vertex, meshdata.getPerVertexSize(), indices); indexdata = MeshIndexData::create(id, vertexdata, indexBuffer, aabb); } else indexdata = MeshIndexData::create(id, vertexdata, indexBuffer, meshdata.subMeshAABB[i]); #if CC_ENABLE_CACHE_TEXTURE_DATA indexdata->setIndexData(indices); #endif vertexdata->_indices.pushBack(indexdata); } vertexdata->autorelease(); return vertexdata; } MeshIndexData* MeshVertexData::getMeshIndexDataById(std::string_view id) const { for (auto it : _indices) { if (it->getId() == id) return it; } return nullptr; } bool MeshVertexData::hasVertexAttrib(shaderinfos::VertexKey attrib) const { for (const auto& it : _attribs) { if (it.vertexAttrib == attrib) return true; } return false; } MeshVertexData::MeshVertexData() { #if CC_ENABLE_CACHE_TEXTURE_DATA _backToForegroundListener = EventListenerCustom::create(EVENT_RENDERER_RECREATED, [this](EventCustom*) { _vertexBuffer->updateData((void*)_vertexData.data(), _vertexData.size() * sizeof(_vertexData[0])); }); Director::getInstance()->getEventDispatcher()->addEventListenerWithFixedPriority(_backToForegroundListener, 1); #endif } MeshVertexData::~MeshVertexData() { CC_SAFE_RELEASE(_vertexBuffer); _indices.clear(); _vertexData.clear(); #if CC_ENABLE_CACHE_TEXTURE_DATA Director::getInstance()->getEventDispatcher()->removeEventListener(_backToForegroundListener); #endif } NS_CC_END