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Mesh.cpp
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Mesh.cpp
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#include "Mesh.hpp"
#include "read_write_chunk.hpp"
#include <glm/glm.hpp>
#include <stdexcept>
#include <fstream>
#include <iostream>
#include <vector>
#include <string>
#include <set>
#include <cstddef>
MeshBuffer::MeshBuffer(std::string const &filename) {
glGenBuffers(1, &buffer);
std::ifstream file(filename, std::ios::binary);
GLuint total = 0;
struct Vertex {
glm::vec3 Position;
glm::vec3 Normal;
glm::u8vec4 Color;
glm::vec2 TexCoord;
};
static_assert(sizeof(Vertex) == 3*4+3*4+4*1+2*4, "Vertex is packed.");
std::vector< Vertex > data;
//read + upload data chunk:
if (filename.size() >= 5 && filename.substr(filename.size()-5) == ".pnct") {
read_chunk(file, "pnct", &data);
//upload data:
glBindBuffer(GL_ARRAY_BUFFER, buffer);
glBufferData(GL_ARRAY_BUFFER, data.size() * sizeof(Vertex), data.data(), GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
total = GLuint(data.size()); //store total for later checks on index
//store attrib locations:
Position = Attrib(3, GL_FLOAT, GL_FALSE, sizeof(Vertex), offsetof(Vertex, Position));
Normal = Attrib(3, GL_FLOAT, GL_FALSE, sizeof(Vertex), offsetof(Vertex, Normal));
Color = Attrib(4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(Vertex), offsetof(Vertex, Color));
TexCoord = Attrib(2, GL_FLOAT, GL_FALSE, sizeof(Vertex), offsetof(Vertex, TexCoord));
} else {
throw std::runtime_error("Unknown file type '" + filename + "'");
}
std::vector< char > strings;
read_chunk(file, "str0", &strings);
{ //read index chunk, add to meshes:
struct IndexEntry {
uint32_t name_begin, name_end;
uint32_t vertex_begin, vertex_end;
};
static_assert(sizeof(IndexEntry) == 16, "Index entry should be packed");
std::vector< IndexEntry > index;
read_chunk(file, "idx0", &index);
for (auto const &entry : index) {
if (!(entry.name_begin <= entry.name_end && entry.name_end <= strings.size())) {
throw std::runtime_error("index entry has out-of-range name begin/end");
}
if (!(entry.vertex_begin <= entry.vertex_end && entry.vertex_end <= total)) {
throw std::runtime_error("index entry has out-of-range vertex start/count");
}
std::string name(&strings[0] + entry.name_begin, &strings[0] + entry.name_end);
Mesh mesh;
mesh.type = GL_TRIANGLES;
mesh.start = entry.vertex_begin;
mesh.count = entry.vertex_end - entry.vertex_begin;
for (uint32_t v = entry.vertex_begin; v < entry.vertex_end; ++v) {
mesh.min = glm::min(mesh.min, data[v].Position);
mesh.max = glm::max(mesh.max, data[v].Position);
}
bool inserted = meshes.insert(std::make_pair(name, mesh)).second;
if (!inserted) {
std::cerr << "WARNING: mesh name '" + name + "' in filename '" + filename + "' collides with existing mesh." << std::endl;
}
}
}
if (file.peek() != EOF) {
std::cerr << "WARNING: trailing data in mesh file '" << filename << "'" << std::endl;
}
/* //DEBUG:
std::cout << "File '" << filename << "' contained meshes";
for (auto const &m : meshes) {
if (&m.second == &meshes.rbegin()->second && meshes.size() > 1) std::cout << " and";
std::cout << " '" << m.first << "'";
if (&m.second != &meshes.rbegin()->second) std::cout << ",";
}
std::cout << std::endl;
*/
}
const Mesh &MeshBuffer::lookup(std::string const &name) const {
auto f = meshes.find(name);
if (f == meshes.end()) {
throw std::runtime_error("Looking up mesh '" + name + "' that doesn't exist.");
}
return f->second;
}
GLuint MeshBuffer::make_vao_for_program(GLuint program) const {
//create a new vertex array object:
GLuint vao = 0;
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
//Try to bind all attributes in this buffer:
std::set< GLuint > bound;
glBindBuffer(GL_ARRAY_BUFFER, buffer);
auto bind_attribute = [&](char const *name, MeshBuffer::Attrib const &attrib) {
if (attrib.size == 0) return; //don't bind empty attribs
GLint location = glGetAttribLocation(program, name);
if (location == -1) return; //can't bind missing attribs
glVertexAttribPointer(location, attrib.size, attrib.type, attrib.normalized, attrib.stride, (GLbyte *)0 + attrib.offset);
glEnableVertexAttribArray(location);
bound.insert(location);
};
bind_attribute("Position", Position);
bind_attribute("Normal", Normal);
bind_attribute("Color", Color);
bind_attribute("TexCoord", TexCoord);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
//Check that all active attributes were bound:
GLint active = 0;
glGetProgramiv(program, GL_ACTIVE_ATTRIBUTES, &active);
assert(active >= 0 && "Doesn't makes sense to have negative active attributes.");
for (GLuint i = 0; i < GLuint(active); ++i) {
GLchar name[100];
GLint size = 0;
GLenum type = 0;
glGetActiveAttrib(program, i, 100, NULL, &size, &type, name);
name[99] = '\0';
GLint location = glGetAttribLocation(program, name);
if (!bound.count(GLuint(location))) {
throw std::runtime_error("ERROR: active attribute '" + std::string(name) + "' in program is not bound.");
}
}
return vao;
}