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"
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;
35 disallow_rendering = false;
48 glDeleteVertexArrays(1, &vao_id);
57 void Mesh::use_buffers(bool b)
59 defer_buffers = false;
64 vertices.use_buffer(0);
72 void Mesh::create_buffers()
74 defer_buffers = false;
77 vbuf = new Buffer(ARRAY_BUFFER);
78 vertices.use_buffer(vbuf);
81 ibuf = new Buffer(ELEMENT_ARRAY_BUFFER);
83 if(ARB_vertex_array_object && !vao_id)
84 glGenVertexArrays(1, &vao_id);
87 void Mesh::setup_vao() const
89 Bind bind_vbuf(vbuf, ARRAY_BUFFER);
91 const VertexFormat &fmt = vertices.get_format();
92 unsigned stride = get_stride(fmt)*sizeof(float);
94 for(const unsigned char *c=fmt.begin(); c!=fmt.end(); ++c)
96 unsigned t = get_component_type(*c);
97 if(t>=get_component_type(ATTRIB1))
98 t -= get_component_type(ATTRIB1);
99 unsigned sz = get_component_size(*c);
101 glVertexAttribPointer(t, 4, GL_UNSIGNED_BYTE, true, stride, ptr);
103 glVertexAttribPointer(t, sz, GL_FLOAT, false, stride, ptr);
104 glEnableVertexAttribArray(t);
107 glBindBuffer(ELEMENT_ARRAY_BUFFER, ibuf->get_id());
112 unsigned Mesh::get_n_vertices() const
114 return vertices.size();
117 float *Mesh::modify_vertex(unsigned i)
119 return vertices.modify(i);
122 void Mesh::add_batch(const Batch &b)
127 if(!batches.empty() && batches.back().can_append(b.get_type()))
128 batches.back().append(b);
131 bool reallocate = (batches.size()==batches.capacity());
132 if(reallocate && ibuf)
134 for(vector<Batch>::iterator i=batches.end(); i!=batches.begin(); )
135 (--i)->use_buffer(0);
138 Batch *prev = (batches.empty() ? 0 : &batches.back());
139 batches.push_back(b);
145 for(vector<Batch>::iterator i=batches.begin(); i!=batches.end(); ++i)
147 i->use_buffer(ibuf, prev);
152 batches.back().use_buffer(ibuf, prev);
157 void Mesh::set_winding(const WindingTest *w)
162 void Mesh::draw() const
164 const Mesh *cur = current();
166 throw invalid_operation("Mesh::draw");
170 manager->resource_used(*this);
171 if(disallow_rendering)
177 BindRestore bind_ibuf(ibuf, ELEMENT_ARRAY_BUFFER);
178 Bind bind_winding(winding);
180 for(vector<Batch>::const_iterator i=batches.begin(); i!=batches.end(); ++i)
184 void Mesh::draw(Renderer &renderer) const
188 manager->resource_used(*this);
189 if(disallow_rendering)
193 renderer.set_mesh(this);
194 renderer.set_winding_test(winding);
196 for(vector<Batch>::const_iterator i=batches.begin(); i!=batches.end(); ++i)
200 void Mesh::bind() const
202 /* If VAOs are not supported, vao_id is zero and set_current won't get
203 called. Thus unbind won't try to call a null function either. */
207 vertices.apply(false);
209 else if(set_current(this))
211 glBindVertexArray(vao_id);
221 glBindVertexArray(0);
224 Resource::AsyncLoader *Mesh::load(IO::Seekable &io, const Resources *)
226 return new AsyncLoader(*this, io);
229 UInt64 Mesh::get_data_size() const
233 size += vbuf->get_size();
235 size += ibuf->get_size();
242 vertices.use_buffer(0);
246 defer_buffers = (vbuf || ibuf);
252 Mesh::Loader::Loader(Mesh &m):
253 DataFile::ObjectLoader<Mesh>(m)
255 add("batch", &Loader::batch);
256 add("vertices", &Loader::vertices);
257 add("winding", &Loader::winding);
260 void Mesh::Loader::vertices(const vector<VertexComponent> &c)
263 throw invalid_argument("No vertex components");
266 for(vector<VertexComponent>::const_iterator i=c.begin(); i!=c.end(); ++i)
268 obj.vertices.reset(fmt);
270 load_sub(obj.vertices);
273 void Mesh::Loader::batch(PrimitiveType p)
280 void Mesh::Loader::winding(FaceWinding w)
283 obj.winding = &WindingTest::clockwise();
284 else if(w==COUNTERCLOCKWISE)
285 obj.winding = &WindingTest::counterclockwise();
289 Mesh::AsyncLoader::AsyncLoader(Mesh &m, IO::Seekable &i):
296 // Make sure the extension is initialized in the rendering thread.
297 (void)(bool)NV_primitive_restart;
299 mesh.disallow_rendering = true;
300 if(mesh.defer_buffers)
301 mesh.create_buffers();
304 Mesh::AsyncLoader::~AsyncLoader()
306 mesh.disallow_rendering = false;
307 delete vertex_updater;
308 delete index_updater;
311 bool Mesh::AsyncLoader::needs_sync() const
316 bool Mesh::AsyncLoader::process()
320 // TODO use correct filename
321 DataFile::Parser parser(io, "async");
327 vertex_updater = mesh.vertices.refresh_async();
328 if(!mesh.batches.empty())
329 index_updater = mesh.batches.front().refresh_async();
334 vertex_updater->upload_data();
336 index_updater->upload_data();
340 delete vertex_updater;
342 delete index_updater;
347 if(phase==1 && !mesh.vbuf && !mesh.ibuf)