1 #include <msp/gl/extensions/arb_vertex_array_object.h>
2 #include <msp/gl/extensions/arb_vertex_buffer_object.h>
3 #include <msp/gl/extensions/arb_vertex_shader.h>
8 #include "resourcemanager.h"
9 #include "vertexsetup.h"
16 Mesh::Mesh(ResourceManager *rm):
22 Mesh::Mesh(const VertexFormat &f, ResourceManager *rm):
28 void Mesh::init(ResourceManager *rm)
33 disallow_rendering = false;
54 void Mesh::check_buffers(unsigned mask)
56 if(mask&VERTEX_BUFFER)
58 unsigned req_size = vertices.get_required_buffer_size();
59 if(!vbuf || (vbuf->get_size()>0 && vbuf->get_size()<req_size))
62 vbuf = new Buffer(ARRAY_BUFFER);
63 vertices.use_buffer(vbuf);
64 vtx_setup.set_vertex_array(vertices);
65 dirty |= VERTEX_BUFFER;
71 unsigned req_size = (batches.empty() ? 0 : batches.front().get_required_buffer_size());
72 if(!ibuf || (ibuf->get_size()>0 && ibuf->get_size()<req_size))
75 ibuf = new Buffer(ELEMENT_ARRAY_BUFFER);
77 batches.front().change_buffer(ibuf);
78 vtx_setup.set_index_buffer(*ibuf);
79 dirty |= INDEX_BUFFER;
84 unsigned Mesh::get_n_vertices() const
86 return vertices.size();
89 float *Mesh::modify_vertex(unsigned i)
91 return vertices.modify(i);
94 void Mesh::add_batch(const Batch &b)
100 batches.back().use_buffer(ibuf);
102 else if(batches.back().can_append(b.get_type()))
103 batches.back().append(b);
106 bool reallocate = (batches.size()==batches.capacity());
109 for(vector<Batch>::iterator i=batches.end(); i!=batches.begin(); )
110 (--i)->use_buffer(0);
113 Batch *prev = &batches.back();
114 batches.push_back(b);
118 for(vector<Batch>::iterator i=batches.begin(); i!=batches.end(); ++i)
120 i->use_buffer(ibuf, prev);
125 batches.back().use_buffer(ibuf, prev);
128 check_buffers(INDEX_BUFFER);
131 void Mesh::set_winding(const WindingTest *w)
136 void Mesh::draw(Renderer &renderer) const
138 draw(renderer, 0, 0);
141 void Mesh::draw_instanced(Renderer &renderer, const VertexSetup &vs, unsigned count) const
143 if(vs.get_vertex_array()!=&vertices)
144 throw invalid_argument("Mesh::draw_instanced");
146 draw(renderer, &vs, count);
149 void Mesh::draw(Renderer &renderer, const VertexSetup *vs, unsigned count) const
153 manager->resource_used(*this);
154 if(disallow_rendering)
161 renderer.set_vertex_setup(vs ? vs : &vtx_setup);
162 renderer.set_winding_test(winding);
166 for(vector<Batch>::const_iterator i=batches.begin(); i!=batches.end(); ++i)
171 for(vector<Batch>::const_iterator i=batches.begin(); i!=batches.end(); ++i)
172 renderer.draw_instanced(*i, count);
176 void Mesh::resize_buffers() const
178 if(dirty&VERTEX_BUFFER)
179 vbuf->storage(vertices.get_required_buffer_size());
180 if(dirty&INDEX_BUFFER)
181 ibuf->storage(batches.front().get_required_buffer_size());
185 Resource::AsyncLoader *Mesh::load(IO::Seekable &io, const Resources *)
187 return new AsyncLoader(*this, io);
190 UInt64 Mesh::get_data_size() const
194 size += vbuf->get_size();
196 size += ibuf->get_size();
203 vertices.use_buffer(0);
212 Mesh::Loader::Loader(Mesh &m, bool g):
213 DataFile::ObjectLoader<Mesh>(m),
216 add("batch", &Loader::batch);
217 add("vertices", &Loader::vertices);
218 add("winding", &Loader::winding);
221 void Mesh::Loader::vertices(const vector<VertexComponent> &c)
224 throw invalid_argument("No vertex components");
227 for(vector<VertexComponent>::const_iterator i=c.begin(); i!=c.end(); ++i)
229 obj.vertices.reset(fmt);
230 load_sub(obj.vertices);
233 obj.check_buffers(VERTEX_BUFFER);
234 obj.vtx_setup.refresh();
238 void Mesh::Loader::batch(PrimitiveType p)
245 void Mesh::Loader::winding(FaceWinding w)
248 obj.winding = &WindingTest::clockwise();
249 else if(w==COUNTERCLOCKWISE)
250 obj.winding = &WindingTest::counterclockwise();
254 Mesh::AsyncLoader::AsyncLoader(Mesh &m, IO::Seekable &i):
261 mesh.disallow_rendering = true;
262 mesh.check_buffers(VERTEX_BUFFER|INDEX_BUFFER);
265 Mesh::AsyncLoader::~AsyncLoader()
267 mesh.disallow_rendering = false;
268 delete vertex_updater;
269 delete index_updater;
272 bool Mesh::AsyncLoader::needs_sync() const
277 bool Mesh::AsyncLoader::process()
281 // TODO use correct filename
282 DataFile::Parser parser(io, "async");
283 Loader loader(mesh, false);
288 mesh.resize_buffers();
289 mesh.vtx_setup.refresh();
290 vertex_updater = mesh.vertices.refresh_async();
291 if(!mesh.batches.empty())
292 index_updater = mesh.batches.front().refresh_async();
297 vertex_updater->upload_data();
299 index_updater->upload_data();
303 delete vertex_updater;
305 delete index_updater;
310 if(phase==1 && !mesh.vbuf && !mesh.ibuf)