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>
10 #include "vertexarray.h"
11 #include "vertexsetup.h"
16 VertexSetup::VertexSetup():
22 static Require req(ARB_vertex_array_object);
23 if(ARB_direct_state_access)
24 glCreateVertexArrays(1, &id);
26 glGenVertexArrays(1, &id);
29 VertexSetup::~VertexSetup()
33 glDeleteVertexArrays(1, &id);
36 void VertexSetup::set_vertex_array(const VertexArray &a)
42 void VertexSetup::set_instance_array(const VertexArray *a)
45 static Require req(ARB_instanced_arrays);
48 update(INSTANCE_ARRAY);
51 void VertexSetup::set_index_buffer(const Buffer &ibuf)
57 void VertexSetup::update(unsigned mask) const
59 static bool direct = ARB_direct_state_access && ARB_vertex_attrib_binding;
60 if(!direct && current()!=this)
67 update_vertex_array(*vertex_array, 0, 0, direct);
69 if(mask&INSTANCE_ARRAY)
72 update_vertex_array(*inst_array, 1, 1, direct);
78 glVertexArrayElementBuffer(id, index_buffer->get_id());
80 glBindBuffer(ELEMENT_ARRAY_BUFFER, index_buffer->get_id());
84 void VertexSetup::update_vertex_array(const VertexArray &array, unsigned binding, unsigned divisor, bool direct) const
86 Conditional<Bind> bind_vbuf(!direct, array.get_buffer(), ARRAY_BUFFER);
88 const VertexFormat &fmt = array.get_format();
89 unsigned stride = get_stride(fmt)*sizeof(float);
92 glVertexArrayVertexBuffer(id, binding, array.get_buffer()->get_id(), 0, stride);
93 glVertexArrayBindingDivisor(id, binding, divisor);
97 for(const unsigned char *c=fmt.begin(); c!=fmt.end(); ++c)
99 unsigned t = get_component_type(*c);
100 if(t>=get_component_type(ATTRIB1))
101 t -= get_component_type(ATTRIB1);
102 unsigned sz = get_component_size(*c);
106 glVertexArrayAttribFormat(id, t, 4, GL_UNSIGNED_BYTE, true, offset);
108 glVertexArrayAttribFormat(id, t, sz, GL_FLOAT, false, offset);
109 glVertexArrayAttribBinding(id, t, binding);
110 glEnableVertexArrayAttrib(id, t);
115 glVertexAttribPointer(t, 4, GL_UNSIGNED_BYTE, true, stride, reinterpret_cast<unsigned char *>(offset));
117 glVertexAttribPointer(t, sz, GL_FLOAT, false, stride, reinterpret_cast<float *>(offset));
118 glVertexAttribDivisor(t, divisor);
119 glEnableVertexAttribArray(t);
121 offset += sz*sizeof(float);
125 void VertexSetup::bind() const
127 if(set_current(this))
129 glBindVertexArray(id);
138 void VertexSetup::unbind()
141 glBindVertexArray(0);