1 /* 2 * BSD 3-Clause License 3 * 4 * Copyright (c) 2016, Mango-Engine Team 5 * All rights reserved. 6 * 7 * Redistribution and use in source and binary forms, with or without 8 * modification, are permitted provided that the following conditions are met: 9 * 10 * * Redistributions of source code must retain the above copyright notice, this 11 * list of conditions and the following disclaimer. 12 * 13 * * Redistributions in binary form must reproduce the above copyright notice, 14 * this list of conditions and the following disclaimer in the documentation 15 * and/or other materials provided with the distribution. 16 * 17 * * Neither the name of the copyright holder nor the names of its 18 * contributors may be used to endorse or promote products derived from 19 * this software without specific prior written permission. 20 * 21 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" 22 * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE 23 * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE 24 * DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE 25 * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL 26 * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR 27 * SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER 28 * CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, 29 * OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE 30 * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 31 */ 32 module mango_engine.graphics.opengl.gl_model; 33 34 import mango_engine.game; 35 import mango_engine.graphics.renderer; 36 import mango_engine.graphics.model; 37 import mango_engine.graphics.texture; 38 import mango_engine.graphics.shader; 39 import mango_engine.graphics.opengl.gl_backend; 40 import mango_engine.graphics.opengl.gl_types; 41 import mango_engine.graphics.opengl.gl_texture; 42 import mango_engine.graphics.opengl.gl_shader; 43 44 import derelict.opengl3.gl3; 45 46 import gl3n.linalg; 47 48 class GLModel : Model { 49 /// Enum containing array positions for Mesh VBOs. 50 static enum VBOIndexes { 51 VBO_VERTICES, 52 VBO_INDICES, 53 VBO_TEXTURES 54 } 55 56 protected shared size_t _drawCount; 57 58 protected shared VBO[uint] vboList; 59 private shared VAO _vao; 60 61 /// The VAO belonging to the Mesh. 62 @property VAO vao() @trusted nothrow { return cast(VAO) _vao; } 63 64 /++ 65 The amount of points (vertices) that will be 66 rendered. This is equal to the amount of 67 indices. 68 +/ 69 @property size_t drawCount() @trusted nothrow { return cast(size_t) _drawCount; } 70 71 /++ 72 The amount of points (vertices) that will be 73 rendered. This is equal to the amount of 74 indices. 75 +/ 76 @property protected void drawCount(shared size_t drawCount) @safe nothrow { _drawCount = drawCount; } 77 78 this(GameManager game, Vertex[] vertices, uint[] indices, Texture texture, ShaderProgram shader) @trusted { 79 super(game, vertices, indices, texture, shader); 80 81 gl_check(); 82 83 this._drawCount = indices.length; 84 85 setup(); 86 } 87 88 private void setup() @system { 89 _vao = cast(shared) VAO.generateNew(); 90 vao.bind(); 91 92 auto indicesVBO = new VBO(GL_ELEMENT_ARRAY_BUFFER); 93 indicesVBO.bind(); 94 indicesVBO.setData(indices); 95 //indicesVBO.setDataRaw(indices.ptr, cast(GLsizei) (indices.length * uint.sizeof)); 96 97 //------------------- Vertices 98 auto verticesVBO = new VBO(GL_ARRAY_BUFFER); 99 verticesVBO.bind(); 100 verticesVBO.setDataRaw( 101 cast(void*) positionVerticesToFloats(cast(Vertex[]) vertices), 102 cast(GLsizei) (vertices.length * vec3.sizeof) // Single vertex is a vec3 103 ); 104 105 glEnableVertexAttribArray(0); 106 glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, cast(void*) 0); 107 //------------------- End Vertices 108 109 vboList[VBOIndexes.VBO_VERTICES] = cast(shared) verticesVBO; 110 vboList[VBOIndexes.VBO_INDICES] = cast(shared) indicesVBO; 111 112 // Check if using Textured vertices. 113 if(cast(TexturedVertex[]) vertices) { 114 auto textureVBO = new VBO(GL_ARRAY_BUFFER); 115 textureVBO.bind(); 116 textureVBO.setDataRaw( 117 cast(void*) textureVerticesToFloats(cast(Vertex[]) vertices), 118 cast(GLsizei) (vertices.length * vec2.sizeof) 119 ); 120 121 glEnableVertexAttribArray(1); 122 glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, cast(void*) 0); 123 124 vboList[VBOIndexes.VBO_TEXTURES] = cast(shared) textureVBO; 125 } 126 127 vao.unbind(); 128 } 129 130 /// Cleanup resources used by the Model. 131 override void cleanup() @trusted { 132 vao.bind(); 133 foreach(vbo; vboList.values) { 134 (cast(VBO) vbo).cleanup(); 135 } 136 vao.unbind(); 137 vao.cleanup(); 138 } 139 140 override protected void render_(Renderer renderer) @system { 141 (cast(GLTexture) texture).bind(); 142 (cast(GLShaderProgram) shader).use(); 143 144 vao.bind(); 145 146 glDrawElements(GL_TRIANGLES, cast(GLsizei) drawCount, 147 GL_UNSIGNED_INT, 148 cast(void*) 0 149 ); 150 151 vao.unbind(); 152 } 153 }