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)
34 disallow_rendering = false;
46 glDeleteVertexArrays(1, &vao_id);
55 void Mesh::use_buffers(bool b)
57 defer_buffers = false;
62 vertices.use_buffer(0);
70 void Mesh::create_buffers()
72 defer_buffers = false;
75 vbuf = new Buffer(ARRAY_BUFFER);
76 vertices.use_buffer(vbuf);
79 ibuf = new Buffer(ELEMENT_ARRAY_BUFFER);
81 if(ARB_vertex_array_object && !vao_id)
82 glGenVertexArrays(1, &vao_id);
85 void Mesh::setup_vao() const
87 Bind bind_vbuf(vbuf, ARRAY_BUFFER);
89 const VertexFormat &fmt = vertices.get_format();
90 unsigned stride = get_stride(fmt)*sizeof(float);
92 for(const unsigned char *c=fmt.begin(); c!=fmt.end(); ++c)
94 unsigned t = get_component_type(*c);
95 if(t>=get_component_type(ATTRIB1))
96 t -= get_component_type(ATTRIB1);
97 unsigned sz = get_component_size(*c);
99 glVertexAttribPointer(t, 4, GL_UNSIGNED_BYTE, true, stride, ptr);
101 glVertexAttribPointer(t, sz, GL_FLOAT, false, stride, ptr);
102 glEnableVertexAttribArray(t);
105 glBindBuffer(ELEMENT_ARRAY_BUFFER, ibuf->get_id());
110 unsigned Mesh::get_n_vertices() const
112 return vertices.size();
115 float *Mesh::modify_vertex(unsigned i)
117 return vertices.modify(i);
120 void Mesh::add_batch(const Batch &b)
125 if(!batches.empty() && batches.back().can_append(b.get_type()))
126 batches.back().append(b);
129 Batch *prev = (batches.empty() ? 0 : &batches.back());
130 batches.push_back(b);
132 batches.back().use_buffer(ibuf, prev);
136 void Mesh::set_winding(const WindingTest *w)
141 void Mesh::draw() const
143 const Mesh *cur = current();
145 throw invalid_operation("Mesh::draw");
149 manager->resource_used(*this);
150 if(disallow_rendering)
156 BindRestore bind_ibuf(ibuf, ELEMENT_ARRAY_BUFFER);
157 Bind bind_winding(winding);
159 for(list<Batch>::const_iterator i=batches.begin(); i!=batches.end(); ++i)
163 void Mesh::draw(Renderer &renderer) const
167 manager->resource_used(*this);
168 if(disallow_rendering)
172 renderer.set_mesh(this);
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. */
186 vertices.apply(false);
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;
286 delete vertex_updater;
287 delete index_updater;
290 bool Mesh::AsyncLoader::needs_sync() const
295 bool Mesh::AsyncLoader::process()
299 // TODO use correct filename
300 DataFile::Parser parser(io, "async");
306 vertex_updater = mesh.vertices.refresh_async();
307 if(!mesh.batches.empty())
308 index_updater = mesh.batches.front().refresh_async();
313 vertex_updater->upload_data();
315 index_updater->upload_data();
319 delete vertex_updater;
321 delete index_updater;
326 if(phase==1 && !mesh.vbuf && !mesh.ibuf)