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/nv_primitive_restart.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 defer_buffers = ARB_vertex_buffer_object;
35 disallow_rendering = false;
56 void Mesh::use_buffers(bool b)
58 defer_buffers = false;
63 vertices.use_buffer(0);
71 void Mesh::create_buffers()
73 defer_buffers = false;
76 vbuf = new Buffer(ARRAY_BUFFER);
77 vertices.use_buffer(vbuf);
80 ibuf = new Buffer(ELEMENT_ARRAY_BUFFER);
82 if(ARB_vertex_array_object && !vtx_setup)
84 vtx_setup = new VertexSetup;
85 vtx_setup->set_vertex_array(vertices);
86 vtx_setup->set_index_buffer(*ibuf);
90 unsigned Mesh::get_n_vertices() const
92 return vertices.size();
95 float *Mesh::modify_vertex(unsigned i)
97 return vertices.modify(i);
100 void Mesh::add_batch(const Batch &b)
105 if(!batches.empty() && batches.back().can_append(b.get_type()))
106 batches.back().append(b);
109 bool reallocate = (batches.size()==batches.capacity());
110 if(reallocate && ibuf)
112 for(vector<Batch>::iterator i=batches.end(); i!=batches.begin(); )
113 (--i)->use_buffer(0);
116 Batch *prev = (batches.empty() ? 0 : &batches.back());
117 batches.push_back(b);
123 for(vector<Batch>::iterator i=batches.begin(); i!=batches.end(); ++i)
125 i->use_buffer(ibuf, prev);
130 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 BindRestore bind_ibuf(ibuf, ELEMENT_ARRAY_BUFFER);
156 Bind bind_winding(winding);
158 for(vector<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_winding_test(winding);
174 for(vector<Batch>::const_iterator i=batches.begin(); i!=batches.end(); ++i)
178 void Mesh::draw_instanced(Renderer &renderer, const VertexSetup &vs, unsigned count) const
180 if(vs.get_vertex_array()!=&vertices)
181 throw invalid_argument("Mesh::draw_instanced");
185 manager->resource_used(*this);
186 if(disallow_rendering)
190 renderer.set_vertex_setup(&vs);
191 renderer.set_winding_test(winding);
193 for(vector<Batch>::const_iterator i=batches.begin(); i!=batches.end(); ++i)
194 renderer.draw_instanced(*i, count);
197 void Mesh::bind() const
199 /* If VAOs are not supported, vtx_setup is zero and set_current won't get
200 called. Thus unbind won't try to call a null function either. */
204 vertices.apply(false);
206 else if(set_current(this))
216 VertexSetup::unbind();
219 Resource::AsyncLoader *Mesh::load(IO::Seekable &io, const Resources *)
221 return new AsyncLoader(*this, io);
224 UInt64 Mesh::get_data_size() const
228 size += vbuf->get_size();
230 size += ibuf->get_size();
237 vertices.use_buffer(0);
241 defer_buffers = (vbuf || ibuf);
247 Mesh::Loader::Loader(Mesh &m):
248 DataFile::ObjectLoader<Mesh>(m)
250 add("batch", &Loader::batch);
251 add("vertices", &Loader::vertices);
252 add("winding", &Loader::winding);
255 void Mesh::Loader::vertices(const vector<VertexComponent> &c)
258 throw invalid_argument("No vertex components");
261 for(vector<VertexComponent>::const_iterator i=c.begin(); i!=c.end(); ++i)
263 obj.vertices.reset(fmt);
265 // Set it again to force the vertex setup to update
266 obj.vtx_setup->set_vertex_array(obj.vertices);
267 load_sub(obj.vertices);
270 void Mesh::Loader::batch(PrimitiveType p)
277 void Mesh::Loader::winding(FaceWinding w)
280 obj.winding = &WindingTest::clockwise();
281 else if(w==COUNTERCLOCKWISE)
282 obj.winding = &WindingTest::counterclockwise();
286 Mesh::AsyncLoader::AsyncLoader(Mesh &m, IO::Seekable &i):
293 // Make sure the extension is initialized in the rendering thread.
294 (void)(bool)NV_primitive_restart;
296 mesh.disallow_rendering = true;
297 if(mesh.defer_buffers)
298 mesh.create_buffers();
301 Mesh::AsyncLoader::~AsyncLoader()
303 mesh.disallow_rendering = false;
304 delete vertex_updater;
305 delete index_updater;
308 bool Mesh::AsyncLoader::needs_sync() const
313 bool Mesh::AsyncLoader::process()
317 // TODO use correct filename
318 DataFile::Parser parser(io, "async");
324 vertex_updater = mesh.vertices.refresh_async();
325 if(!mesh.batches.empty())
326 index_updater = mesh.batches.front().refresh_async();
331 vertex_updater->upload_data();
333 index_updater->upload_data();
337 delete vertex_updater;
339 delete index_updater;
344 if(phase==1 && !mesh.vbuf && !mesh.ibuf)