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)
32 disallow_rendering = false;
52 void Mesh::create_buffers()
58 vbuf = new Buffer(ARRAY_BUFFER);
59 vertices.use_buffer(vbuf);
62 ibuf = new Buffer(ELEMENT_ARRAY_BUFFER);
64 vtx_setup.set_vertex_array(vertices);
65 vtx_setup.set_index_buffer(*ibuf);
68 unsigned Mesh::get_n_vertices() const
70 return vertices.size();
73 float *Mesh::modify_vertex(unsigned i)
75 return vertices.modify(i);
78 void Mesh::add_batch(const Batch &b)
82 if(!batches.empty() && batches.back().can_append(b.get_type()))
83 batches.back().append(b);
86 bool reallocate = (batches.size()==batches.capacity());
87 if(reallocate && ibuf)
89 for(vector<Batch>::iterator i=batches.end(); i!=batches.begin(); )
93 Batch *prev = (batches.empty() ? 0 : &batches.back());
100 for(vector<Batch>::iterator i=batches.begin(); i!=batches.end(); ++i)
102 i->use_buffer(ibuf, prev);
107 batches.back().use_buffer(ibuf, prev);
112 void Mesh::set_winding(const WindingTest *w)
117 void Mesh::draw(Renderer &renderer) const
121 manager->resource_used(*this);
122 if(disallow_rendering)
126 renderer.set_mesh(this);
127 renderer.set_winding_test(winding);
129 for(vector<Batch>::const_iterator i=batches.begin(); i!=batches.end(); ++i)
133 void Mesh::draw_instanced(Renderer &renderer, const VertexSetup &vs, unsigned count) const
135 if(vs.get_vertex_array()!=&vertices)
136 throw invalid_argument("Mesh::draw_instanced");
140 manager->resource_used(*this);
141 if(disallow_rendering)
145 renderer.set_vertex_setup(&vs);
146 renderer.set_winding_test(winding);
148 for(vector<Batch>::const_iterator i=batches.begin(); i!=batches.end(); ++i)
149 renderer.draw_instanced(*i, count);
152 void Mesh::bind() const
154 if(set_current(this))
164 VertexSetup::unbind();
167 Resource::AsyncLoader *Mesh::load(IO::Seekable &io, const Resources *)
169 return new AsyncLoader(*this, io);
172 UInt64 Mesh::get_data_size() const
176 size += vbuf->get_size();
178 size += ibuf->get_size();
185 vertices.use_buffer(0);
194 Mesh::Loader::Loader(Mesh &m):
195 DataFile::ObjectLoader<Mesh>(m)
197 add("batch", &Loader::batch);
198 add("vertices", &Loader::vertices);
199 add("winding", &Loader::winding);
202 void Mesh::Loader::vertices(const vector<VertexComponent> &c)
205 throw invalid_argument("No vertex components");
208 for(vector<VertexComponent>::const_iterator i=c.begin(); i!=c.end(); ++i)
210 obj.vertices.reset(fmt);
212 // Set it again to force the vertex setup to update
213 obj.vtx_setup.set_vertex_array(obj.vertices);
214 load_sub(obj.vertices);
217 void Mesh::Loader::batch(PrimitiveType p)
224 void Mesh::Loader::winding(FaceWinding w)
227 obj.winding = &WindingTest::clockwise();
228 else if(w==COUNTERCLOCKWISE)
229 obj.winding = &WindingTest::counterclockwise();
233 Mesh::AsyncLoader::AsyncLoader(Mesh &m, IO::Seekable &i):
240 mesh.disallow_rendering = true;
241 mesh.create_buffers();
244 Mesh::AsyncLoader::~AsyncLoader()
246 mesh.disallow_rendering = false;
247 delete vertex_updater;
248 delete index_updater;
251 bool Mesh::AsyncLoader::needs_sync() const
256 bool Mesh::AsyncLoader::process()
260 // TODO use correct filename
261 DataFile::Parser parser(io, "async");
267 vertex_updater = mesh.vertices.refresh_async();
268 if(!mesh.batches.empty())
269 index_updater = mesh.batches.front().refresh_async();
274 vertex_updater->upload_data();
276 index_updater->upload_data();
280 delete vertex_updater;
282 delete index_updater;
287 if(phase==1 && !mesh.vbuf && !mesh.ibuf)