/**************************************************************************** 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 "3d/CCMesh.h" #include "3d/CCMeshSkin.h" #include "3d/CCSkeleton3D.h" #include "3d/CCMeshVertexIndexData.h" #include "base/CCEventDispatcher.h" #include "base/CCDirector.h" #include "renderer/CCTextureCache.h" #include "renderer/CCGLProgramState.h" using namespace std; NS_CC_BEGIN Mesh::Mesh() : _texture(nullptr) , _skin(nullptr) , _visible(true) , _isTransparent(false) , _meshIndexData(nullptr) , _glProgramState(nullptr) , _blend(BlendFunc::ALPHA_NON_PREMULTIPLIED) , _visibleChanged(nullptr) { } Mesh::~Mesh() { CC_SAFE_RELEASE(_texture); CC_SAFE_RELEASE(_skin); CC_SAFE_RELEASE(_meshIndexData); CC_SAFE_RELEASE(_glProgramState); } GLuint Mesh::getVertexBuffer() const { return _meshIndexData->getVertexBuffer()->getVBO(); } bool Mesh::hasVertexAttrib(int attrib) const { return _meshIndexData->getMeshVertexData()->hasVertexAttrib(attrib); } ssize_t Mesh::getMeshVertexAttribCount() const { return _meshIndexData->getMeshVertexData()->getMeshVertexAttribCount(); } const MeshVertexAttrib& Mesh::getMeshVertexAttribute(int idx) { return _meshIndexData->getMeshVertexData()->getMeshVertexAttrib(idx); } int Mesh::getVertexSizeInBytes() const { return _meshIndexData->getVertexBuffer()->getSizePerVertex(); } Mesh* Mesh::create(const std::vector& positions, const std::vector& normals, const std::vector& texs, const IndexArray& indices) { int perVertexSizeInFloat = 0; std::vector vertices; std::vector attribs; MeshVertexAttrib att; att.size = 3; att.type = GL_FLOAT; att.attribSizeBytes = att.size * sizeof(float); if (positions.size()) { perVertexSizeInFloat += 3; att.vertexAttrib = GLProgram::VERTEX_ATTRIB_POSITION; attribs.push_back(att); } if (normals.size()) { perVertexSizeInFloat += 3; att.vertexAttrib = GLProgram::VERTEX_ATTRIB_NORMAL; attribs.push_back(att); } if (texs.size()) { perVertexSizeInFloat += 2; att.vertexAttrib = GLProgram::VERTEX_ATTRIB_TEX_COORD; att.size = 2; att.attribSizeBytes = att.size * sizeof(float); attribs.push_back(att); } bool hasNormal = (normals.size() != 0); bool hasTexCoord = (texs.size() != 0); //position, normal, texCoordinate into _vertexs size_t vertexNum = positions.size() / 3; for(size_t i = 0; i < vertexNum; i++) { vertices.push_back(positions[i * 3]); vertices.push_back(positions[i * 3 + 1]); vertices.push_back(positions[i * 3 + 2]); if (hasNormal) { vertices.push_back(normals[i * 3]); vertices.push_back(normals[i * 3 + 1]); vertices.push_back(normals[i * 3 + 2]); } if (hasTexCoord) { vertices.push_back(texs[i * 2]); vertices.push_back(texs[i * 2 + 1]); } } return create(vertices, perVertexSizeInFloat, indices, attribs); } Mesh* Mesh::create(const std::vector& vertices, int perVertexSizeInFloat, const IndexArray& indices, const std::vector& attribs) { MeshData meshdata; meshdata.attribs = attribs; meshdata.vertex = vertices; meshdata.subMeshIndices.push_back(indices); meshdata.subMeshIds.push_back(""); auto meshvertexdata = MeshVertexData::create(meshdata); auto indexData = meshvertexdata->getMeshIndexDataByIndex(0); return create("", indexData); } Mesh* Mesh::create(const std::string& name, MeshIndexData* indexData, MeshSkin* skin) { auto state = new (std::nothrow) Mesh(); state->autorelease(); state->bindMeshCommand(); state->_name = name; state->setMeshIndexData(indexData); state->setSkin(skin); return state; } void Mesh::setVisible(bool visible) { if (_visible != visible) { _visible = visible; if (_visibleChanged) _visibleChanged(); } } void Mesh::setTexture(const std::string& texPath) { auto tex = Director::getInstance()->getTextureCache()->addImage(texPath); setTexture(tex); } void Mesh::setTexture(Texture2D* tex) { if (tex != _texture) { CC_SAFE_RETAIN(tex); CC_SAFE_RELEASE(_texture); _texture = tex; bindMeshCommand(); } } void Mesh::setSkin(MeshSkin* skin) { if (_skin != skin) { CC_SAFE_RETAIN(skin); CC_SAFE_RELEASE(_skin); _skin = skin; calculateAABB(); } } void Mesh::setMeshIndexData(MeshIndexData* subMesh) { if (_meshIndexData != subMesh) { CC_SAFE_RETAIN(subMesh); CC_SAFE_RELEASE(_meshIndexData); _meshIndexData = subMesh; calculateAABB(); bindMeshCommand(); } } void Mesh::setGLProgramState(GLProgramState* glProgramState) { if (_glProgramState != glProgramState) { CC_SAFE_RETAIN(glProgramState); CC_SAFE_RELEASE(_glProgramState); _glProgramState = glProgramState; bindMeshCommand(); } } void Mesh::calculateAABB() { if (_meshIndexData) { _aabb = _meshIndexData->getAABB(); if (_skin) { //get skin root Bone3D* root = nullptr; Mat4 invBindPose; if (_skin->_skinBones.size()) { root = _skin->_skinBones.at(0); while (root) { auto parent = root->getParentBone(); bool parentInSkinBone = false; for (const auto& bone : _skin->_skinBones) { if (bone == parent) { parentInSkinBone = true; break; } } if (!parentInSkinBone) break; root = parent; } } if (root) { _aabb.transform(root->getWorldMat() * _skin->getInvBindPose(root)); } } } } void Mesh::bindMeshCommand() { if (_glProgramState && _meshIndexData && _texture) { GLuint texID = _texture ? _texture->getName() : 0; _meshCommand.genMaterialID(texID, _glProgramState, _meshIndexData->getVertexBuffer()->getVBO(), _meshIndexData->getIndexBuffer()->getVBO(), _blend); _meshCommand.setCullFaceEnabled(true); _meshCommand.setDepthTestEnabled(true); } } void Mesh::setBlendFunc(const BlendFunc &blendFunc) { if(_blend.src != blendFunc.src || _blend.dst != blendFunc.dst) { _blend = blendFunc; bindMeshCommand(); } } const BlendFunc &Mesh::getBlendFunc() const { return _blend; } GLenum Mesh::getPrimitiveType() const { return _meshIndexData->getPrimitiveType(); } ssize_t Mesh::getIndexCount() const { return _meshIndexData->getIndexBuffer()->getIndexNumber(); } GLenum Mesh::getIndexFormat() const { return GL_UNSIGNED_SHORT; } GLuint Mesh::getIndexBuffer() const { return _meshIndexData->getIndexBuffer()->getVBO(); } NS_CC_END