1 /* 2 Copyright (c) 2017-2019 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 std.math; 31 import std.algorithm; 32 33 import dlib.core.memory; 34 import dlib.core.ownership; 35 import dlib.geometry.triangle; 36 import dlib.math.vector; 37 import dlib.geometry.aabb; 38 39 import dagon.core.bindings; 40 import dagon.graphics.drawable; 41 42 enum VertexAttrib 43 { 44 Vertices = 0, 45 Normals = 1, 46 Texcoords = 2 47 } 48 49 class Mesh: Owner, Drawable 50 { 51 bool dataReady = false; 52 bool canRender = false; 53 54 // TODO: make these DynamicArrays 55 Vector3f[] vertices; 56 Vector3f[] normals; 57 Vector2f[] texcoords; 58 uint[3][] indices; 59 60 AABB boundingBox; 61 62 GLuint vao = 0; 63 GLuint vbo = 0; 64 GLuint nbo = 0; 65 GLuint tbo = 0; 66 GLuint eao = 0; 67 68 this(Owner owner) 69 { 70 super(owner); 71 } 72 73 ~this() 74 { 75 if (vertices.length) Delete(vertices); 76 if (normals.length) Delete(normals); 77 if (texcoords.length) Delete(texcoords); 78 if (indices.length) Delete(indices); 79 80 if (canRender) 81 { 82 glDeleteVertexArrays(1, &vao); 83 glDeleteBuffers(1, &vbo); 84 glDeleteBuffers(1, &nbo); 85 glDeleteBuffers(1, &tbo); 86 glDeleteBuffers(1, &eao); 87 } 88 } 89 90 void calcBoundingBox() 91 { 92 float maxDimension = 0.0f; 93 94 foreach(v; vertices) 95 { 96 float ax = abs(v.x); 97 float ay = abs(v.y); 98 float az = abs(v.z); 99 if (ax > maxDimension) maxDimension = ax; 100 if (ay > maxDimension) maxDimension = ay; 101 if (az > maxDimension) maxDimension = az; 102 } 103 104 Vector3f furthest = Vector3f(maxDimension, maxDimension, maxDimension); 105 106 boundingBox = boxFromMinMaxPoints(-furthest, furthest); 107 } 108 109 Triangle getTriangle(size_t faceIndex) 110 { 111 uint[3] f = indices[faceIndex]; 112 Triangle tri; 113 tri.v[0] = vertices[f[0]]; 114 tri.v[1] = vertices[f[1]]; 115 tri.v[2] = vertices[f[2]]; 116 tri.n[0] = normals[f[0]]; 117 tri.n[1] = normals[f[1]]; 118 tri.n[2] = normals[f[2]]; 119 tri.t1[0] = texcoords[f[0]]; 120 tri.t1[1] = texcoords[f[1]]; 121 tri.t1[2] = texcoords[f[2]]; 122 tri.normal = (tri.n[0] + tri.n[1] + tri.n[2]) / 3.0f; 123 return tri; 124 } 125 126 int opApply(scope int delegate(Triangle t) dg) 127 { 128 int result = 0; 129 130 foreach(i, ref f; indices) 131 { 132 Triangle tri = getTriangle(i); 133 result = dg(tri); 134 if (result) 135 break; 136 } 137 138 return result; 139 } 140 141 void generateNormals() 142 { 143 if (normals.length == 0) 144 return; 145 146 normals[] = Vector3f(0.0f, 0.0f, 0.0f); 147 148 foreach(i, ref f; indices) 149 { 150 Vector3f v0 = vertices[f[0]]; 151 Vector3f v1 = vertices[f[1]]; 152 Vector3f v2 = vertices[f[2]]; 153 154 Vector3f p = cross(v1 - v0, v2 - v0); 155 156 normals[f[0]] += p; 157 normals[f[1]] += p; 158 normals[f[2]] += p; 159 } 160 161 foreach(i, n; normals) 162 { 163 normals[i] = n.normalized; 164 } 165 } 166 167 void prepareVAO() 168 { 169 if (!dataReady) 170 return; 171 172 glGenBuffers(1, &vbo); 173 glBindBuffer(GL_ARRAY_BUFFER, vbo); 174 glBufferData(GL_ARRAY_BUFFER, vertices.length * float.sizeof * 3, vertices.ptr, GL_STATIC_DRAW); 175 176 glGenBuffers(1, &nbo); 177 glBindBuffer(GL_ARRAY_BUFFER, nbo); 178 glBufferData(GL_ARRAY_BUFFER, normals.length * float.sizeof * 3, normals.ptr, GL_STATIC_DRAW); 179 180 glGenBuffers(1, &tbo); 181 glBindBuffer(GL_ARRAY_BUFFER, tbo); 182 glBufferData(GL_ARRAY_BUFFER, texcoords.length * float.sizeof * 2, texcoords.ptr, GL_STATIC_DRAW); 183 184 glGenBuffers(1, &eao); 185 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, eao); 186 glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.length * uint.sizeof * 3, indices.ptr, GL_STATIC_DRAW); 187 188 glGenVertexArrays(1, &vao); 189 glBindVertexArray(vao); 190 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, eao); 191 192 glEnableVertexAttribArray(VertexAttrib.Vertices); 193 glBindBuffer(GL_ARRAY_BUFFER, vbo); 194 glVertexAttribPointer(VertexAttrib.Vertices, 3, GL_FLOAT, GL_FALSE, 0, null); 195 196 glEnableVertexAttribArray(VertexAttrib.Normals); 197 glBindBuffer(GL_ARRAY_BUFFER, nbo); 198 glVertexAttribPointer(VertexAttrib.Normals, 3, GL_FLOAT, GL_FALSE, 0, null); 199 200 glEnableVertexAttribArray(VertexAttrib.Texcoords); 201 glBindBuffer(GL_ARRAY_BUFFER, tbo); 202 glVertexAttribPointer(VertexAttrib.Texcoords, 2, GL_FLOAT, GL_FALSE, 0, null); 203 204 glBindVertexArray(0); 205 206 canRender = true; 207 } 208 209 void render(GraphicsState* state) 210 { 211 if (canRender) 212 { 213 glBindVertexArray(vao); 214 glDrawElements(GL_TRIANGLES, cast(uint)indices.length * 3, GL_UNSIGNED_INT, cast(void*)0); 215 glBindVertexArray(0); 216 } 217 } 218 }