1 /*
2 Copyright (c) 2017-2018 Timur Gafarov
3 
4 Boost Software License - Version 1.0 - August 17th, 2003
5 Permission is hereby granted, free of charge, to any person or organization
6 obtaining a copy of the software and accompanying documentation covered by
7 this license (the "Software") to use, reproduce, display, distribute,
8 execute, and transmit the Software, and to prepare derivative works of the
9 Software, and to permit third-parties to whom the Software is furnished to
10 do so, all subject to the following:
11 
12 The copyright notices in the Software and this entire statement, including
13 the above license grant, this restriction and the following disclaimer,
14 must be included in all copies of the Software, in whole or in part, and
15 all derivative works of the Software, unless such copies or derivative
16 works are solely in the form of machine-executable object code generated by
17 a source language processor.
18 
19 THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
20 IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
21 FITNESS FOR A PARTICULAR PURPOSE, TITLE AND NON-INFRINGEMENT. IN NO EVENT
22 SHALL THE COPYRIGHT HOLDERS OR ANYONE DISTRIBUTING THE SOFTWARE BE LIABLE
23 FOR ANY DAMAGES OR OTHER LIABILITY, WHETHER IN CONTRACT, TORT OR OTHERWISE,
24 ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
25 DEALINGS IN THE SOFTWARE.
26 */
27 
28 module dagon.graphics.mesh;
29 
30 import dlib.core.memory;
31 import dlib.geometry.triangle;
32 import dlib.math.vector;
33 
34 import dagon.core.libs;
35 import dagon.core.interfaces;
36 import dagon.core.ownership;
37 
38 enum VertexAttrib
39 {
40     Vertices = 0,
41     Normals = 1,
42     Texcoords = 2
43 }
44 
45 class Mesh: Owner, Drawable
46 {
47     bool dataReady = false;
48     bool canRender = false;
49     
50     // TODO: make these DynamicArrays
51     Vector3f[] vertices;
52     Vector3f[] normals;
53     Vector2f[] texcoords;
54     uint[3][] indices;
55     
56     GLuint vao = 0;
57     GLuint vbo = 0;
58     GLuint nbo = 0;
59     GLuint tbo = 0;
60     GLuint eao = 0;
61     
62     this(Owner o)
63     {
64         super(o);
65     }
66     
67     ~this()
68     {
69         if (vertices.length) Delete(vertices);
70         if (normals.length) Delete(normals);
71         if (texcoords.length) Delete(texcoords);
72         if (indices.length) Delete(indices);
73         
74         if (canRender)
75         {
76             glDeleteVertexArrays(1, &vao);
77             glDeleteBuffers(1, &vbo);
78             glDeleteBuffers(1, &nbo);
79             glDeleteBuffers(1, &tbo);
80             glDeleteBuffers(1, &eao);
81         }
82     }
83     
84     int opApply(scope int delegate(Triangle t) dg)
85     {
86         int result = 0;
87 
88         foreach(i, ref f; indices)
89         {
90             Triangle tri;
91 
92             tri.v[0] = vertices[f[0]];
93             tri.v[1] = vertices[f[1]];
94             tri.v[2] = vertices[f[2]];
95             tri.n[0] = normals[f[0]];
96             tri.n[1] = normals[f[1]];
97             tri.n[2] = normals[f[2]];
98             tri.t1[0] = texcoords[f[0]];
99             tri.t1[1] = texcoords[f[1]];
100             tri.t1[2] = texcoords[f[2]];
101             tri.normal = (tri.n[0] + tri.n[1] + tri.n[2]) / 3.0f;
102 
103             result = dg(tri);
104             if (result)
105                 break;
106         }
107 
108         return result;
109     }
110     
111     void generateNormals()
112     {
113         if (normals.length == 0)
114             return;
115     
116         normals[] = Vector3f(0.0f, 0.0f, 0.0f);
117     
118         foreach(i, ref f; indices)
119         {
120             Vector3f v0 = vertices[f[0]];
121             Vector3f v1 = vertices[f[1]];
122             Vector3f v2 = vertices[f[2]];
123             
124             Vector3f p = cross(v1 - v0, v2 - v0);
125             
126             normals[f[0]] += p;
127             normals[f[1]] += p;
128             normals[f[2]] += p;
129         }
130         
131         foreach(i, n; normals)
132         {
133             normals[i] = n.normalized;
134         }
135     }
136     
137     void prepareVAO()
138     {
139         if (!dataReady)
140             return;
141 
142         glGenBuffers(1, &vbo);
143         glBindBuffer(GL_ARRAY_BUFFER, vbo);
144         glBufferData(GL_ARRAY_BUFFER, vertices.length * float.sizeof * 3, vertices.ptr, GL_STATIC_DRAW); 
145 
146         glGenBuffers(1, &nbo);
147         glBindBuffer(GL_ARRAY_BUFFER, nbo);
148         glBufferData(GL_ARRAY_BUFFER, normals.length * float.sizeof * 3, normals.ptr, GL_STATIC_DRAW);
149 
150         glGenBuffers(1, &tbo);
151         glBindBuffer(GL_ARRAY_BUFFER, tbo);
152         glBufferData(GL_ARRAY_BUFFER, texcoords.length * float.sizeof * 2, texcoords.ptr, GL_STATIC_DRAW);
153 
154         glGenBuffers(1, &eao);
155         glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, eao);
156         glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.length * uint.sizeof * 3, indices.ptr, GL_STATIC_DRAW);
157 
158         glGenVertexArrays(1, &vao);
159         glBindVertexArray(vao);
160         glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, eao);
161     
162         glEnableVertexAttribArray(VertexAttrib.Vertices);
163         glBindBuffer(GL_ARRAY_BUFFER, vbo);
164         glVertexAttribPointer(VertexAttrib.Vertices, 3, GL_FLOAT, GL_FALSE, 0, null);
165     
166         glEnableVertexAttribArray(VertexAttrib.Normals);
167         glBindBuffer(GL_ARRAY_BUFFER, nbo);
168         glVertexAttribPointer(VertexAttrib.Normals, 3, GL_FLOAT, GL_FALSE, 0, null);
169     
170         glEnableVertexAttribArray(VertexAttrib.Texcoords);
171         glBindBuffer(GL_ARRAY_BUFFER, tbo);
172         glVertexAttribPointer(VertexAttrib.Texcoords, 2, GL_FLOAT, GL_FALSE, 0, null);
173 
174         glBindVertexArray(0);
175         
176         canRender = true;
177     }
178     
179     void update(double dt)
180     {
181     }
182     
183     void render(RenderingContext* rc)
184     {
185         if (canRender)
186         {
187             glBindVertexArray(vao);
188             glDrawElements(GL_TRIANGLES, cast(uint)indices.length * 3, GL_UNSIGNED_INT, cast(void*)0);
189             glBindVertexArray(0);
190         }
191     }
192 }
193