-/* $Id$
-
-This file is part of libmspgl
-Copyright © 2007 Mikko Rasa, Mikkosoft Productions
-Distributed under the LGPL
-*/
-
+#include <msp/gl/extensions/arb_vertex_array_object.h>
+#include <msp/gl/extensions/arb_vertex_shader.h>
#include "buffer.h"
+#include "error.h"
#include "mesh.h"
+#include "renderer.h"
using namespace std;
Mesh::Mesh():
vertices(VERTEX3),
- ibuf(0)
+ vbuf(0),
+ ibuf(0),
+ vao_id(0),
+ defer_buffers(true),
+ dirty(0),
+ winding(0)
{ }
Mesh::Mesh(const VertexFormat &f):
vertices(f),
- ibuf(0)
+ vbuf(0),
+ ibuf(0),
+ vao_id(0),
+ defer_buffers(true),
+ dirty(2),
+ winding(0)
{ }
-void Mesh::use_vertex_buffer(bool b)
+Mesh::~Mesh()
{
+ delete vbuf;
+ delete ibuf;
+ if(vao_id)
+ glDeleteVertexArrays(1, &vao_id);
+}
+
+void Mesh::clear()
+{
+ vertices.clear();
+ batches.clear();
+}
+
+void Mesh::use_buffers(bool b)
+{
+ defer_buffers = false;
if(b)
- {
- vertices.use_vertex_buffer();
- if(!ibuf)
- ibuf=new Buffer(ELEMENT_ARRAY_BUFFER);
- update_index_buffer();
- }
+ create_buffers();
else
{
- vertices.use_vertex_buffer(0);
+ vertices.use_buffer(0);
+ delete vbuf;
+ vbuf = 0;
delete ibuf;
- ibuf=0;
+ ibuf = 0;
}
}
-float *Mesh::get_vertex(unsigned i)
+void Mesh::create_buffers()
{
- return vertices[i];
-}
+ defer_buffers = false;
-void Mesh::add_batch(const Batch &b)
-{
- batches.push_back(b);
- update_index_buffer();
-}
+ if(!vbuf)
+ vbuf = new Buffer(ARRAY_BUFFER);
+ vertices.use_buffer(vbuf);
-void Mesh::clear()
-{
- vertices.clear();
- batches.clear();
+ if(!ibuf)
+ ibuf = new Buffer(ELEMENT_ARRAY_BUFFER);
+
+ if(ARB_vertex_array_object && !vao_id)
+ glGenVertexArrays(1, &vao_id);
}
-void Mesh::draw() const
+void Mesh::refresh() const
{
- vertices.apply();
- if(ibuf)
+ if(!vbuf)
+ return;
+
+ vertices.refresh();
+ if(dirty)
{
- ibuf->bind();
- unsigned offset=0;
- for(list<Batch>::const_iterator i=batches.begin(); i!=batches.end(); ++i)
+ if(dirty&1)
+ {
+ for(list<Batch>::const_iterator i=batches.begin(); i!=batches.end(); ++i)
+ i->refresh();
+ }
+
+ if(dirty&2)
{
- i->draw_with_buffer(offset);
- offset+=i->size();
+ Bind bind_vbuf(vbuf, ARRAY_BUFFER);
+
+ bool bind_here = !current();
+ if(bind_here)
+ glBindVertexArray(vao_id);
+
+ const VertexFormat &fmt = vertices.get_format();
+ unsigned stride = get_stride(fmt)*sizeof(float);
+ float *ptr = 0;
+ for(const unsigned char *c=fmt.begin(); c!=fmt.end(); ++c)
+ {
+ unsigned t = get_component_type(*c);
+ if(t>=get_component_type(ATTRIB1))
+ t -= get_component_type(ATTRIB1);
+ unsigned sz = get_component_size(*c);
+ if(*c==COLOR4_UBYTE)
+ glVertexAttribPointer(t, 4, GL_UNSIGNED_BYTE, true, stride, ptr);
+ else
+ glVertexAttribPointer(t, sz, GL_FLOAT, false, stride, ptr);
+ glEnableVertexAttribArray(t);
+ ptr += sz;
+ }
+ glBindBuffer(ELEMENT_ARRAY_BUFFER, ibuf->get_id());
+
+ if(bind_here)
+ glBindVertexArray(0);
}
- ibuf->unbind();
+
+ dirty = 0;
}
+}
+
+unsigned Mesh::get_n_vertices() const
+{
+ return vertices.size();
+}
+
+float *Mesh::modify_vertex(unsigned i)
+{
+ return vertices.modify(i);
+}
+
+void Mesh::add_batch(const Batch &b)
+{
+ if(defer_buffers)
+ create_buffers();
+
+ dirty |= 1;
+ if(!batches.empty() && batches.back().can_append(b.get_type()))
+ batches.back().append(b);
else
{
- for(list<Batch>::const_iterator i=batches.begin(); i!=batches.end(); ++i)
- i->draw();
+ Batch *prev = (batches.empty() ? 0 : &batches.back());
+ batches.push_back(b);
+ if(ibuf)
+ batches.back().use_buffer(ibuf, prev);
}
}
-void Mesh::update_index_buffer()
+void Mesh::set_winding(const WindingTest *w)
{
- if(!ibuf)
- return;
+ winding = w;
+}
+
+void Mesh::draw() const
+{
+ const Mesh *cur = current();
+ if(cur && cur!=this)
+ throw invalid_operation("Mesh::draw");
+
+ refresh();
+
+ if(!current())
+ vertices.apply();
+ Bind bind_ibuf(ibuf, ELEMENT_ARRAY_BUFFER);
+ Bind bind_winding(winding);
- unsigned total=0;
for(list<Batch>::const_iterator i=batches.begin(); i!=batches.end(); ++i)
- total+=i->size();
+ i->draw();
+}
+
+void Mesh::draw(Renderer &renderer) const
+{
+ refresh();
+
+ renderer.set_mesh(this);
+ renderer.set_element_buffer(ibuf);
+ renderer.set_winding_test(winding);
- ibuf->data(total*sizeof(unsigned), 0);
- unsigned offset=0;
for(list<Batch>::const_iterator i=batches.begin(); i!=batches.end(); ++i)
- {
- ibuf->sub_data(offset*sizeof(unsigned), i->size()*sizeof(unsigned), &i->get_indices()[0]);
- offset+=i->size();
- }
- ibuf->unbind();
+ renderer.draw(*i);
+}
+
+void Mesh::bind() const
+{
+ /* If VAOs are not supported, vao_id is zero and set_current won't get
+ called. Thus unbind won't try to call a null function either. */
+ if(!vao_id)
+ unbind();
+ else if(set_current(this))
+ glBindVertexArray(vao_id);
+}
+
+void Mesh::unbind()
+{
+ if(set_current(0))
+ glBindVertexArray(0);
}
Mesh::Loader::Loader(Mesh &m):
- mesh(m)
+ DataFile::ObjectLoader<Mesh>(m)
{
- add("vertices", &Loader::vertices);
add("batch", &Loader::batch);
+ add("vertices", &Loader::vertices);
+ add("winding", &Loader::winding);
}
-void Mesh::Loader::vertices(VertexFormat f)
+void Mesh::Loader::vertices(const vector<VertexComponent> &c)
{
- mesh.vertices.reset(f);
- load_sub(mesh.vertices);
+ if(c.empty())
+ throw invalid_argument("No vertex components");
+
+ VertexFormat fmt;
+ for(vector<VertexComponent>::const_iterator i=c.begin(); i!=c.end(); ++i)
+ fmt = (fmt, *i);
+ obj.vertices.reset(fmt);
+ obj.dirty |= 2;
+ load_sub(obj.vertices);
}
void Mesh::Loader::batch(PrimitiveType p)
{
- mesh.batches.push_back(Batch(p));
- load_sub(mesh.batches.back());
+ Batch btc(p);
+ load_sub(btc);
+ obj.add_batch(btc);
+}
+
+void Mesh::Loader::winding(FaceWinding w)
+{
+ if(w==CLOCKWISE)
+ obj.winding = &WindingTest::clockwise();
+ else if(w==COUNTERCLOCKWISE)
+ obj.winding = &WindingTest::counterclockwise();
}
} // namespace GL