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 version(mango_GLBackend) { 35 import mango_engine.game; 36 import mango_engine.graphics.renderer; 37 import mango_engine.graphics.texture; 38 import mango_engine.graphics.shader; 39 import mango_engine.graphics.model; 40 41 import mango_engine.graphics.opengl.gl_texture; 42 import mango_engine.graphics.opengl.gl_shader; 43 import mango_engine.graphics.opengl.gl_types; 44 45 import derelict.opengl3.gl3; 46 47 import gl3n.linalg; 48 49 class GLModel : Model { 50 51 /// Enum containing array positions for Mesh VBOs. 52 static enum VBOIndexes { 53 VBO_VERTICES, 54 VBO_INDICES, 55 VBO_TEXTURES 56 } 57 58 protected shared size_t _drawCount; 59 60 protected shared VBO[uint] vboList; 61 private shared VAO _vao; 62 63 /// The VAO belonging to the Mesh. 64 @property VAO vao() @trusted nothrow { return cast(VAO) _vao; } 65 66 /++ 67 The amount of points (vertices) that will be 68 rendered. This is equal to the amount of 69 indices. 70 +/ 71 @property size_t drawCount() @trusted nothrow { return cast(size_t) _drawCount; } 72 73 /++ 74 The amount of points (vertices) that will be 75 rendered. This is equal to the amount of 76 indices. 77 +/ 78 @property protected void drawCount(shared size_t drawCount) @safe nothrow { _drawCount = drawCount; } 79 80 this(in string name, GameManager game, Vertex[] vertices, uint[] indices, Texture texture, ShaderProgram shader) @safe { 81 super(name, game, vertices, indices, texture, shader); 82 83 this._drawCount = indices.length; 84 85 this.game.renderer.submitOperation(&this.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 * the amount of vertices 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 override { 131 void cleanup() @system { 132 this.game.renderer.submitOperation(() { 133 vao.bind(); 134 foreach(vbo; vboList.values) { 135 (cast(VBO) vbo).cleanup(); 136 } 137 vao.unbind(); 138 vao.cleanup(); 139 }); 140 } 141 142 protected void replaceVertices_() @system { 143 this.game.renderer.submitOperation(() { 144 this.vao.bind(); 145 146 VBO verticesVBO = cast(VBO) this.vboList[VBOIndexes.VBO_VERTICES]; 147 148 verticesVBO.bind(); 149 verticesVBO.setDataRaw( // Replace buffer with new vertex buffer 150 cast(void*) positionVerticesToFloats(cast(Vertex[]) this.vertices), 151 cast(GLsizei) (vertices.length * vec3.sizeof) // Single vertex is a vec3 * the amount of vertices 152 ); 153 154 if(cast(TexturedVertex[]) this.vertices) { 155 VBO texturesVBO = cast(VBO) this.vboList[VBOIndexes.VBO_TEXTURES]; 156 157 texturesVBO.bind(); 158 texturesVBO.setDataRaw( // Replace buffer with new texture vertex buffer 159 cast(void*) textureVerticesToFloats(cast(Vertex[]) vertices), 160 cast(GLsizei) (vertices.length * vec2.sizeof) 161 ); 162 } 163 164 this.vao.unbind(); 165 }); 166 } 167 168 protected void replaceVertex_(size_t pos, Vertex v) @system { 169 this.game.renderer.submitOperation(() { 170 this.vao.bind(); 171 172 VBO verticesVBO = cast(VBO) this.vboList[VBOIndexes.VBO_VERTICES]; 173 verticesVBO.bind(); 174 verticesVBO.setSubData( // Replace the vertex 175 cast(void*) positionVerticesToFloats([v]), 176 (pos * vec3.sizeof), vec3.sizeof // Single vertex is a vec3 * the amount of vertices 177 ); 178 179 if(cast(TexturedVertex[]) this.vertices && cast(TexturedVertex) v) { 180 VBO texturesVBO = cast(VBO) this.vboList[VBOIndexes.VBO_TEXTURES]; 181 182 texturesVBO.bind(); 183 texturesVBO.setSubData( // Replace the Vertex 184 cast(void*) textureVerticesToFloats([v]), 185 (pos * vec2.sizeof), vec2.sizeof // Vec2 is the size of a single texture vertex 186 ); 187 } 188 189 this.vao.unbind(); 190 }); 191 } 192 193 /// Will be called in the Renderer thread from GLRenderer 194 protected void render_(Renderer renderer) @system { 195 (cast(GLTexture) texture).use(); 196 (cast(GLShaderProgram) shader).use(); 197 198 vao.bind(); 199 200 glDrawElements(GL_TRIANGLES, cast(GLsizei) drawCount, 201 GL_UNSIGNED_INT, 202 cast(void*) 0 203 ); 204 205 vao.unbind(); 206 } 207 } 208 } 209 }