1 #include <msp/gl/extensions/arb_vertex_array_object.h>
2 #include <msp/gl/extensions/arb_vertex_shader.h>
3 #include <msp/gl/extensions/nv_primitive_restart.h>
8 #include "resourcemanager.h"
15 Mesh::Mesh(ResourceManager *rm):
21 Mesh::Mesh(const VertexFormat &f, ResourceManager *rm):
27 void Mesh::init(ResourceManager *rm)
45 glDeleteVertexArrays(1, &vao_id);
54 void Mesh::use_buffers(bool b)
56 defer_buffers = false;
61 vertices.use_buffer(0);
69 void Mesh::create_buffers()
71 defer_buffers = false;
74 vbuf = new Buffer(ARRAY_BUFFER);
75 vertices.use_buffer(vbuf);
78 ibuf = new Buffer(ELEMENT_ARRAY_BUFFER);
80 if(ARB_vertex_array_object && !vao_id)
81 glGenVertexArrays(1, &vao_id);
84 void Mesh::setup_vao() const
86 Bind bind_vbuf(vbuf, ARRAY_BUFFER);
88 const VertexFormat &fmt = vertices.get_format();
89 unsigned stride = get_stride(fmt)*sizeof(float);
91 for(const unsigned char *c=fmt.begin(); c!=fmt.end(); ++c)
93 unsigned t = get_component_type(*c);
94 if(t>=get_component_type(ATTRIB1))
95 t -= get_component_type(ATTRIB1);
96 unsigned sz = get_component_size(*c);
98 glVertexAttribPointer(t, 4, GL_UNSIGNED_BYTE, true, stride, ptr);
100 glVertexAttribPointer(t, sz, GL_FLOAT, false, stride, ptr);
101 glEnableVertexAttribArray(t);
104 glBindBuffer(ELEMENT_ARRAY_BUFFER, ibuf->get_id());
109 unsigned Mesh::get_n_vertices() const
111 return vertices.size();
114 float *Mesh::modify_vertex(unsigned i)
116 return vertices.modify(i);
119 void Mesh::add_batch(const Batch &b)
124 if(!batches.empty() && batches.back().can_append(b.get_type()))
125 batches.back().append(b);
128 Batch *prev = (batches.empty() ? 0 : &batches.back());
129 batches.push_back(b);
131 batches.back().use_buffer(ibuf, prev);
135 void Mesh::set_winding(const WindingTest *w)
140 void Mesh::draw() const
142 const Mesh *cur = current();
144 throw invalid_operation("Mesh::draw");
148 manager->resource_used(*this);
149 if(disallow_rendering)
155 Bind bind_ibuf(ibuf, ELEMENT_ARRAY_BUFFER);
156 Bind bind_winding(winding);
158 for(list<Batch>::const_iterator i=batches.begin(); i!=batches.end(); ++i)
162 void Mesh::draw(Renderer &renderer) const
166 manager->resource_used(*this);
167 if(disallow_rendering)
171 renderer.set_mesh(this);
172 renderer.set_element_buffer(ibuf);
173 renderer.set_winding_test(winding);
175 for(list<Batch>::const_iterator i=batches.begin(); i!=batches.end(); ++i)
179 void Mesh::bind() const
181 /* If VAOs are not supported, vao_id is zero and set_current won't get
182 called. Thus unbind won't try to call a null function either. */
188 else if(set_current(this))
190 glBindVertexArray(vao_id);
200 glBindVertexArray(0);
203 Resource::AsyncLoader *Mesh::load(IO::Seekable &io)
205 return new AsyncLoader(*this, io);
208 UInt64 Mesh::get_data_size() const
212 size += vbuf->get_size();
214 size += ibuf->get_size();
221 vertices.use_buffer(0);
225 defer_buffers = (vbuf || ibuf);
231 Mesh::Loader::Loader(Mesh &m):
232 DataFile::ObjectLoader<Mesh>(m)
234 add("batch", &Loader::batch);
235 add("vertices", &Loader::vertices);
236 add("winding", &Loader::winding);
239 void Mesh::Loader::vertices(const vector<VertexComponent> &c)
242 throw invalid_argument("No vertex components");
245 for(vector<VertexComponent>::const_iterator i=c.begin(); i!=c.end(); ++i)
247 obj.vertices.reset(fmt);
249 load_sub(obj.vertices);
252 void Mesh::Loader::batch(PrimitiveType p)
259 void Mesh::Loader::winding(FaceWinding w)
262 obj.winding = &WindingTest::clockwise();
263 else if(w==COUNTERCLOCKWISE)
264 obj.winding = &WindingTest::counterclockwise();
268 Mesh::AsyncLoader::AsyncLoader(Mesh &m, IO::Seekable &i):
275 // Make sure the extension is initialized in the rendering thread.
276 (bool)NV_primitive_restart;
278 mesh.disallow_rendering = true;
279 if(mesh.defer_buffers)
280 mesh.create_buffers();
283 Mesh::AsyncLoader::~AsyncLoader()
285 mesh.disallow_rendering = false;
288 bool Mesh::AsyncLoader::needs_sync() const
293 bool Mesh::AsyncLoader::process()
297 // TODO use correct filename
298 DataFile::Parser parser(io, "async");
304 vertex_updater = mesh.vertices.refresh_async();
305 if(!mesh.batches.empty())
306 index_updater = mesh.batches.front().refresh_async();
311 vertex_updater->upload_data();
313 index_updater->upload_data();
317 delete vertex_updater;
318 delete index_updater;
322 if(phase==1 && !mesh.vbuf && !mesh.ibuf)