1 /* 2 Copyright (c) 2017-2020 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 interface TriangleSet 50 { 51 int opApply(scope int delegate(Triangle t) dg); 52 } 53 54 class Mesh: Owner, Drawable, TriangleSet 55 { 56 bool dataReady = false; 57 bool canRender = false; 58 59 // TODO: make these DynamicArrays 60 Vector3f[] vertices; 61 Vector3f[] normals; 62 Vector2f[] texcoords; 63 uint[3][] indices; 64 65 AABB boundingBox; 66 67 GLuint vao = 0; 68 GLuint vbo = 0; 69 GLuint nbo = 0; 70 GLuint tbo = 0; 71 GLuint eao = 0; 72 73 this(Owner owner) 74 { 75 super(owner); 76 } 77 78 ~this() 79 { 80 if (vertices.length) Delete(vertices); 81 if (normals.length) Delete(normals); 82 if (texcoords.length) Delete(texcoords); 83 if (indices.length) Delete(indices); 84 85 if (canRender) 86 { 87 glDeleteVertexArrays(1, &vao); 88 glDeleteBuffers(1, &vbo); 89 glDeleteBuffers(1, &nbo); 90 glDeleteBuffers(1, &tbo); 91 glDeleteBuffers(1, &eao); 92 } 93 } 94 95 void calcBoundingBox() 96 { 97 float maxDimension = 0.0f; 98 99 foreach(v; vertices) 100 { 101 float ax = abs(v.x); 102 float ay = abs(v.y); 103 float az = abs(v.z); 104 if (ax > maxDimension) maxDimension = ax; 105 if (ay > maxDimension) maxDimension = ay; 106 if (az > maxDimension) maxDimension = az; 107 } 108 109 Vector3f furthest = Vector3f(maxDimension, maxDimension, maxDimension); 110 111 boundingBox = boxFromMinMaxPoints(-furthest, furthest); 112 } 113 114 Triangle getTriangle(size_t faceIndex) 115 { 116 uint[3] f = indices[faceIndex]; 117 Triangle tri; 118 tri.v[0] = vertices[f[0]]; 119 tri.v[1] = vertices[f[1]]; 120 tri.v[2] = vertices[f[2]]; 121 tri.n[0] = normals[f[0]]; 122 tri.n[1] = normals[f[1]]; 123 tri.n[2] = normals[f[2]]; 124 tri.t1[0] = texcoords[f[0]]; 125 tri.t1[1] = texcoords[f[1]]; 126 tri.t1[2] = texcoords[f[2]]; 127 tri.normal = (tri.n[0] + tri.n[1] + tri.n[2]) / 3.0f; 128 return tri; 129 } 130 131 int opApply(scope int delegate(Triangle t) dg) 132 { 133 int result = 0; 134 135 foreach(i, ref f; indices) 136 { 137 Triangle tri = getTriangle(i); 138 result = dg(tri); 139 if (result) 140 break; 141 } 142 143 return result; 144 } 145 146 void generateNormals() 147 { 148 if (normals.length == 0) 149 return; 150 151 normals[] = Vector3f(0.0f, 0.0f, 0.0f); 152 153 foreach(i, ref f; indices) 154 { 155 Vector3f v0 = vertices[f[0]]; 156 Vector3f v1 = vertices[f[1]]; 157 Vector3f v2 = vertices[f[2]]; 158 159 Vector3f p = cross(v1 - v0, v2 - v0); 160 161 normals[f[0]] += p; 162 normals[f[1]] += p; 163 normals[f[2]] += p; 164 } 165 166 foreach(i, n; normals) 167 { 168 normals[i] = n.normalized; 169 } 170 } 171 172 void prepareVAO() 173 { 174 if (!dataReady) 175 return; 176 177 glGenBuffers(1, &vbo); 178 glBindBuffer(GL_ARRAY_BUFFER, vbo); 179 glBufferData(GL_ARRAY_BUFFER, vertices.length * float.sizeof * 3, vertices.ptr, GL_STATIC_DRAW); 180 181 glGenBuffers(1, &nbo); 182 glBindBuffer(GL_ARRAY_BUFFER, nbo); 183 glBufferData(GL_ARRAY_BUFFER, normals.length * float.sizeof * 3, normals.ptr, GL_STATIC_DRAW); 184 185 glGenBuffers(1, &tbo); 186 glBindBuffer(GL_ARRAY_BUFFER, tbo); 187 glBufferData(GL_ARRAY_BUFFER, texcoords.length * float.sizeof * 2, texcoords.ptr, GL_STATIC_DRAW); 188 189 glGenBuffers(1, &eao); 190 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, eao); 191 glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.length * uint.sizeof * 3, indices.ptr, GL_STATIC_DRAW); 192 193 glGenVertexArrays(1, &vao); 194 glBindVertexArray(vao); 195 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, eao); 196 197 glEnableVertexAttribArray(VertexAttrib.Vertices); 198 glBindBuffer(GL_ARRAY_BUFFER, vbo); 199 glVertexAttribPointer(VertexAttrib.Vertices, 3, GL_FLOAT, GL_FALSE, 0, null); 200 201 glEnableVertexAttribArray(VertexAttrib.Normals); 202 glBindBuffer(GL_ARRAY_BUFFER, nbo); 203 glVertexAttribPointer(VertexAttrib.Normals, 3, GL_FLOAT, GL_FALSE, 0, null); 204 205 glEnableVertexAttribArray(VertexAttrib.Texcoords); 206 glBindBuffer(GL_ARRAY_BUFFER, tbo); 207 glVertexAttribPointer(VertexAttrib.Texcoords, 2, GL_FLOAT, GL_FALSE, 0, null); 208 209 glBindVertexArray(0); 210 211 canRender = true; 212 } 213 214 void render(GraphicsState* state) 215 { 216 if (canRender) 217 { 218 glBindVertexArray(vao); 219 glDrawElements(GL_TRIANGLES, cast(uint)indices.length * 3, GL_UNSIGNED_INT, cast(void*)0); 220 glBindVertexArray(0); 221 } 222 } 223 }