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)
33 defer_buffers = ARB_vertex_buffer_object;
34 disallow_rendering = false;
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 && !vtx_setup)
83 vtx_setup = new VertexSetup;
84 vtx_setup->set_vertex_array(vertices);
85 vtx_setup->set_index_buffer(*ibuf);
89 unsigned Mesh::get_n_vertices() const
91 return vertices.size();
94 float *Mesh::modify_vertex(unsigned i)
96 return vertices.modify(i);
99 void Mesh::add_batch(const Batch &b)
104 if(!batches.empty() && batches.back().can_append(b.get_type()))
105 batches.back().append(b);
108 bool reallocate = (batches.size()==batches.capacity());
109 if(reallocate && ibuf)
111 for(vector<Batch>::iterator i=batches.end(); i!=batches.begin(); )
112 (--i)->use_buffer(0);
115 Batch *prev = (batches.empty() ? 0 : &batches.back());
116 batches.push_back(b);
122 for(vector<Batch>::iterator i=batches.begin(); i!=batches.end(); ++i)
124 i->use_buffer(ibuf, prev);
129 batches.back().use_buffer(ibuf, prev);
134 void Mesh::set_winding(const WindingTest *w)
139 void Mesh::draw() const
141 const Mesh *cur = current();
143 throw invalid_operation("Mesh::draw");
147 manager->resource_used(*this);
148 if(disallow_rendering)
154 BindRestore bind_ibuf(ibuf, ELEMENT_ARRAY_BUFFER);
155 Bind bind_winding(winding);
157 for(vector<Batch>::const_iterator i=batches.begin(); i!=batches.end(); ++i)
161 void Mesh::draw(Renderer &renderer) const
165 manager->resource_used(*this);
166 if(disallow_rendering)
170 renderer.set_mesh(this);
171 renderer.set_winding_test(winding);
173 for(vector<Batch>::const_iterator i=batches.begin(); i!=batches.end(); ++i)
177 void Mesh::draw_instanced(Renderer &renderer, const VertexSetup &vs, unsigned count) const
179 if(vs.get_vertex_array()!=&vertices)
180 throw invalid_argument("Mesh::draw_instanced");
184 manager->resource_used(*this);
185 if(disallow_rendering)
189 renderer.set_vertex_setup(&vs);
190 renderer.set_winding_test(winding);
192 for(vector<Batch>::const_iterator i=batches.begin(); i!=batches.end(); ++i)
193 renderer.draw_instanced(*i, count);
196 void Mesh::bind() const
198 /* If VAOs are not supported, vtx_setup is zero and set_current won't get
199 called. Thus unbind won't try to call a null function either. */
205 else if(set_current(this))
215 VertexSetup::unbind();
218 Resource::AsyncLoader *Mesh::load(IO::Seekable &io, const Resources *)
220 return new AsyncLoader(*this, io);
223 UInt64 Mesh::get_data_size() const
227 size += vbuf->get_size();
229 size += ibuf->get_size();
236 vertices.use_buffer(0);
240 defer_buffers = (vbuf || ibuf);
246 Mesh::Loader::Loader(Mesh &m):
247 DataFile::ObjectLoader<Mesh>(m)
249 add("batch", &Loader::batch);
250 add("vertices", &Loader::vertices);
251 add("winding", &Loader::winding);
254 void Mesh::Loader::vertices(const vector<VertexComponent> &c)
257 throw invalid_argument("No vertex components");
260 for(vector<VertexComponent>::const_iterator i=c.begin(); i!=c.end(); ++i)
262 obj.vertices.reset(fmt);
264 // Set it again to force the vertex setup to update
265 obj.vtx_setup->set_vertex_array(obj.vertices);
266 load_sub(obj.vertices);
269 void Mesh::Loader::batch(PrimitiveType p)
276 void Mesh::Loader::winding(FaceWinding w)
279 obj.winding = &WindingTest::clockwise();
280 else if(w==COUNTERCLOCKWISE)
281 obj.winding = &WindingTest::counterclockwise();
285 Mesh::AsyncLoader::AsyncLoader(Mesh &m, IO::Seekable &i):
292 mesh.disallow_rendering = true;
293 if(mesh.defer_buffers)
294 mesh.create_buffers();
297 Mesh::AsyncLoader::~AsyncLoader()
299 mesh.disallow_rendering = false;
300 delete vertex_updater;
301 delete index_updater;
304 bool Mesh::AsyncLoader::needs_sync() const
309 bool Mesh::AsyncLoader::process()
313 // TODO use correct filename
314 DataFile::Parser parser(io, "async");
320 vertex_updater = mesh.vertices.refresh_async();
321 if(!mesh.batches.empty())
322 index_updater = mesh.batches.front().refresh_async();
327 vertex_updater->upload_data();
329 index_updater->upload_data();
333 delete vertex_updater;
335 delete index_updater;
340 if(phase==1 && !mesh.vbuf && !mesh.ibuf)