Graphics: Add GraphicalMesh and Model classes
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56
src/Nazara/Graphics/GraphicalMesh.cpp
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56
src/Nazara/Graphics/GraphicalMesh.cpp
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// Copyright (C) 2017 Jérôme Leclercq
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// This file is part of the "Nazara Engine - Graphics module"
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// For conditions of distribution and use, see copyright notice in Config.hpp
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#include <Nazara/Graphics/GraphicalMesh.hpp>
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#include <Nazara/Graphics/Graphics.hpp>
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#include <Nazara/Utility/SoftwareBuffer.hpp>
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#include <Nazara/Utility/StaticMesh.hpp>
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#include <cassert>
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#include <Nazara/Graphics/Debug.hpp>
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namespace Nz
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{
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GraphicalMesh::GraphicalMesh(const Mesh* mesh)
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{
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assert(mesh->GetAnimationType() == AnimationType_Static);
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RenderDevice& renderDevice = Graphics::Instance()->GetRenderDevice();
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m_subMeshes.reserve(mesh->GetSubMeshCount());
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for (std::size_t i = 0; i < mesh->GetSubMeshCount(); ++i)
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{
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const SubMesh* subMesh = mesh->GetSubMesh(i);
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const StaticMesh* staticMesh = static_cast<const StaticMesh*>(subMesh);
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const IndexBuffer* indexBuffer = staticMesh->GetIndexBuffer();
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const VertexBuffer* vertexBuffer = staticMesh->GetVertexBuffer();
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assert(indexBuffer->GetBuffer()->GetStorage() == DataStorage_Software);
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const SoftwareBuffer* indexBufferContent = static_cast<const SoftwareBuffer*>(indexBuffer->GetBuffer()->GetImpl());
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assert(vertexBuffer->GetBuffer()->GetStorage() == DataStorage_Software);
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const SoftwareBuffer* vertexBufferContent = static_cast<const SoftwareBuffer*>(vertexBuffer->GetBuffer()->GetImpl());
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auto& submeshData = m_subMeshes.emplace_back();
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submeshData.indexBuffer = renderDevice.InstantiateBuffer(BufferType_Index);
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if (!submeshData.indexBuffer->Initialize(indexBuffer->GetStride() * indexBuffer->GetIndexCount(), BufferUsage_DeviceLocal))
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throw std::runtime_error("failed to create index buffer");
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if (!submeshData.indexBuffer->Fill(indexBufferContent->GetData() + indexBuffer->GetStartOffset(), 0, indexBuffer->GetEndOffset() - indexBuffer->GetStartOffset()))
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throw std::runtime_error("failed to fill index buffer");
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submeshData.indexCount = indexBuffer->GetIndexCount();
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submeshData.vertexBuffer = renderDevice.InstantiateBuffer(BufferType_Vertex);
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if (!submeshData.vertexBuffer->Initialize(vertexBuffer->GetStride() * vertexBuffer->GetVertexCount(), BufferUsage_DeviceLocal))
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throw std::runtime_error("failed to create vertex buffer");
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if (!submeshData.vertexBuffer->Fill(vertexBufferContent->GetData() + vertexBuffer->GetStartOffset(), 0, vertexBuffer->GetEndOffset() - vertexBuffer->GetStartOffset()))
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throw std::runtime_error("failed to fill vertex buffer");
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submeshData.vertexDeclaration = vertexBuffer->GetVertexDeclaration();
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}
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}
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}
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51
src/Nazara/Graphics/Model.cpp
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51
src/Nazara/Graphics/Model.cpp
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// Copyright (C) 2017 Jérôme Leclercq
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// This file is part of the "Nazara Engine - Graphics module"
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// For conditions of distribution and use, see copyright notice in Config.hpp
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#include <Nazara/Graphics/Model.hpp>
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#include <Nazara/Graphics/GraphicalMesh.hpp>
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#include <Nazara/Graphics/Material.hpp>
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#include <Nazara/Graphics/Debug.hpp>
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namespace Nz
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{
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inline Model::Model(std::shared_ptr<GraphicalMesh> graphicalMesh) :
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m_graphicalMesh(std::move(graphicalMesh))
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{
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m_subMeshes.reserve(m_graphicalMesh->GetSubMeshCount());
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for (std::size_t i = 0; i < m_graphicalMesh->GetSubMeshCount(); ++i)
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{
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auto& subMeshData = m_subMeshes.emplace_back();
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//subMeshData.material = DefaultMaterial; //< TODO
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subMeshData.vertexBufferData = {
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{
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0,
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m_graphicalMesh->GetVertexDeclaration(i)
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}
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};
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}
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}
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const std::shared_ptr<AbstractBuffer>& Model::GetIndexBuffer(std::size_t subMeshIndex) const
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{
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return m_graphicalMesh->GetIndexBuffer(subMeshIndex);
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}
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std::size_t Model::GetIndexCount(std::size_t subMeshIndex) const
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{
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return m_graphicalMesh->GetIndexCount(subMeshIndex);
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}
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const std::shared_ptr<RenderPipeline>& Model::GetRenderPipeline(std::size_t subMeshIndex) const
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{
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assert(subMeshIndex < m_subMeshes.size());
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const auto& subMeshData = m_subMeshes[subMeshIndex];
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return subMeshData.material->GetPipeline()->GetRenderPipeline(subMeshData.vertexBufferData);
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}
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const std::shared_ptr<AbstractBuffer>& Model::GetVertexBuffer(std::size_t subMeshIndex) const
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{
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return m_graphicalMesh->GetVertexBuffer(subMeshIndex);
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}
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}
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