1 #include <msp/core/raii.h>
2 #include <msp/gl/extensions/arb_direct_state_access.h>
3 #include <msp/gl/extensions/arb_instanced_arrays.h>
4 #include <msp/gl/extensions/arb_vertex_array_object.h>
5 #include <msp/gl/extensions/arb_vertex_attrib_binding.h>
6 #include <msp/gl/extensions/arb_vertex_buffer_object.h>
7 #include <msp/gl/extensions/arb_vertex_shader.h>
11 #include "vertexarray.h"
12 #include "vertexsetup.h"
17 VertexSetup::VertexSetup():
23 static Require req(ARB_vertex_array_object);
24 if(ARB_direct_state_access)
25 glCreateVertexArrays(1, &id);
27 glGenVertexArrays(1, &id);
30 VertexSetup::~VertexSetup()
34 glDeleteVertexArrays(1, &id);
37 void VertexSetup::set_vertex_array(const VertexArray &a)
43 void VertexSetup::set_instance_array(const VertexArray *a)
46 static Require req(ARB_instanced_arrays);
49 update(INSTANCE_ARRAY);
52 void VertexSetup::set_index_buffer(const Buffer &ibuf)
58 void VertexSetup::update(unsigned mask) const
60 static bool direct = ARB_direct_state_access && ARB_vertex_attrib_binding;
61 if(!direct && current()!=this)
68 update_vertex_array(*vertex_array, 0, 0, direct);
70 if(mask&INSTANCE_ARRAY)
73 update_vertex_array(*inst_array, 1, 1, direct);
79 glVertexArrayElementBuffer(id, index_buffer->get_id());
81 glBindBuffer(ELEMENT_ARRAY_BUFFER, index_buffer->get_id());
85 void VertexSetup::update_vertex_array(const VertexArray &array, unsigned binding, unsigned divisor, bool direct) const
87 Conditional<Bind> bind_vbuf(!direct, array.get_buffer(), ARRAY_BUFFER);
89 const VertexFormat &fmt = array.get_format();
90 unsigned stride = get_stride(fmt)*sizeof(float);
93 glVertexArrayVertexBuffer(id, binding, array.get_buffer()->get_id(), 0, stride);
94 glVertexArrayBindingDivisor(id, binding, divisor);
98 for(const unsigned char *c=fmt.begin(); c!=fmt.end(); ++c)
100 unsigned t = get_component_type(*c);
101 if(t>=get_component_type(ATTRIB1))
102 t -= get_component_type(ATTRIB1);
103 unsigned sz = get_component_size(*c);
107 glVertexArrayAttribFormat(id, t, 4, GL_UNSIGNED_BYTE, true, offset);
109 glVertexArrayAttribFormat(id, t, sz, GL_FLOAT, false, offset);
110 glVertexArrayAttribBinding(id, t, binding);
111 glEnableVertexArrayAttrib(id, t);
116 glVertexAttribPointer(t, 4, GL_UNSIGNED_BYTE, true, stride, reinterpret_cast<unsigned char *>(offset));
118 glVertexAttribPointer(t, sz, GL_FLOAT, false, stride, reinterpret_cast<float *>(offset));
119 glVertexAttribDivisor(t, divisor);
120 glEnableVertexAttribArray(t);
122 offset += sz*sizeof(float);
126 void VertexSetup::bind() const
128 if(!vertex_array || !index_buffer)
129 throw invalid_operation("VertexSetup::bind");
131 if(set_current(this))
133 glBindVertexArray(id);
142 void VertexSetup::unbind()
145 glBindVertexArray(0);