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>
4 #include <msp/gl/extensions/khr_debug.h>
9 #include "resourcemanager.h"
10 #include "vertexsetup.h"
17 Mesh::Mesh(ResourceManager *rm):
23 Mesh::Mesh(const VertexFormat &f, ResourceManager *rm):
29 void Mesh::init(ResourceManager *rm)
34 disallow_rendering = false;
55 void Mesh::check_buffers(unsigned mask)
57 if(mask&VERTEX_BUFFER)
59 unsigned req_size = vertices.get_required_buffer_size();
60 if(!vbuf || (vbuf->get_size()>0 && vbuf->get_size()<req_size))
63 vbuf = new Buffer(ARRAY_BUFFER);
64 vertices.use_buffer(vbuf);
65 vtx_setup.set_vertex_array(vertices);
66 dirty |= VERTEX_BUFFER;
69 if(!debug_name.empty())
70 vbuf->set_debug_name(debug_name+" [VBO]");
77 unsigned req_size = (batches.empty() ? 0 : batches.front().get_required_buffer_size());
78 if(!ibuf || (ibuf->get_size()>0 && ibuf->get_size()<req_size))
81 ibuf = new Buffer(ELEMENT_ARRAY_BUFFER);
83 batches.front().change_buffer(ibuf);
84 vtx_setup.set_index_buffer(*ibuf);
85 dirty |= INDEX_BUFFER;
88 if(!debug_name.empty())
89 vbuf->set_debug_name(debug_name+" [IBO]");
95 unsigned Mesh::get_n_vertices() const
97 return vertices.size();
100 float *Mesh::modify_vertex(unsigned i)
102 return vertices.modify(i);
105 void Mesh::add_batch(const Batch &b)
109 batches.push_back(b);
111 batches.back().use_buffer(ibuf);
113 else if(batches.back().can_append(b.get_type()))
114 batches.back().append(b);
117 bool reallocate = (batches.size()==batches.capacity());
120 for(vector<Batch>::iterator i=batches.end(); i!=batches.begin(); )
121 (--i)->use_buffer(0);
124 Batch *prev = &batches.back();
125 batches.push_back(b);
129 for(vector<Batch>::iterator i=batches.begin(); i!=batches.end(); ++i)
131 i->use_buffer(ibuf, prev);
136 batches.back().use_buffer(ibuf, prev);
139 check_buffers(INDEX_BUFFER);
142 void Mesh::set_winding(const WindingTest *w)
147 void Mesh::draw(Renderer &renderer) const
149 draw(renderer, 0, 0);
152 void Mesh::draw_instanced(Renderer &renderer, const VertexSetup &vs, unsigned count) const
154 if(vs.get_vertex_array()!=&vertices)
155 throw invalid_argument("Mesh::draw_instanced");
157 draw(renderer, &vs, count);
160 void Mesh::draw(Renderer &renderer, const VertexSetup *vs, unsigned count) const
164 manager->resource_used(*this);
165 if(disallow_rendering)
175 renderer.set_vertex_setup(vs ? vs : &vtx_setup);
176 renderer.set_winding_test(winding);
180 for(vector<Batch>::const_iterator i=batches.begin(); i!=batches.end(); ++i)
185 for(vector<Batch>::const_iterator i=batches.begin(); i!=batches.end(); ++i)
186 renderer.draw_instanced(*i, count);
190 void Mesh::resize_buffers() const
192 if(dirty&VERTEX_BUFFER)
193 vbuf->storage(vertices.get_required_buffer_size());
194 if((dirty&INDEX_BUFFER) && !batches.empty())
195 ibuf->storage(batches.front().get_required_buffer_size());
199 Resource::AsyncLoader *Mesh::load(IO::Seekable &io, const Resources *)
201 return new AsyncLoader(*this, io);
204 UInt64 Mesh::get_data_size() const
208 size += vbuf->get_size();
210 size += ibuf->get_size();
217 vertices.use_buffer(0);
225 void Mesh::set_debug_name(const string &name)
230 vbuf->set_debug_name(name+" [VBO]");
232 ibuf->set_debug_name(name+" [IBO]");
233 vtx_setup.set_debug_name(name+" [VAO]");
240 Mesh::Loader::Loader(Mesh &m, bool g):
241 DataFile::ObjectLoader<Mesh>(m),
244 add("batch", &Loader::batch);
245 add("vertices", &Loader::vertices);
246 add("winding", &Loader::winding);
249 void Mesh::Loader::vertices(const vector<VertexAttribute> &a)
252 throw invalid_argument("No vertex attributes");
255 for(vector<VertexAttribute>::const_iterator i=a.begin(); i!=a.end(); ++i)
257 obj.vertices.reset(fmt);
258 load_sub(obj.vertices);
261 obj.check_buffers(VERTEX_BUFFER);
262 obj.vtx_setup.refresh();
266 void Mesh::Loader::batch(PrimitiveType p)
273 void Mesh::Loader::winding(FaceWinding w)
276 obj.winding = &WindingTest::clockwise();
277 else if(w==COUNTERCLOCKWISE)
278 obj.winding = &WindingTest::counterclockwise();
282 Mesh::AsyncLoader::AsyncLoader(Mesh &m, IO::Seekable &i):
289 mesh.disallow_rendering = true;
290 mesh.check_buffers(VERTEX_BUFFER|INDEX_BUFFER);
293 Mesh::AsyncLoader::~AsyncLoader()
295 mesh.disallow_rendering = false;
296 delete vertex_updater;
297 delete index_updater;
300 bool Mesh::AsyncLoader::needs_sync() const
305 bool Mesh::AsyncLoader::process()
309 // TODO use correct filename
310 DataFile::Parser parser(io, "async");
311 Loader loader(mesh, false);
316 mesh.resize_buffers();
317 mesh.vtx_setup.refresh();
318 vertex_updater = mesh.vertices.refresh_async();
319 if(!mesh.batches.empty())
320 index_updater = mesh.batches.front().refresh_async();
325 vertex_updater->upload_data();
327 index_updater->upload_data();
331 delete vertex_updater;
333 delete index_updater;
338 if(phase==1 && !mesh.vbuf && !mesh.ibuf)