-/* $Id$
-
-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_buffer_object.h>
+#include <msp/gl/extensions/arb_vertex_shader.h>
+#include "buffer.h"
+#include "error.h"
#include "mesh.h"
+#include "renderer.h"
+#include "resourcemanager.h"
+#include "vertexsetup.h"
using namespace std;
namespace Msp {
namespace GL {
-Mesh::Mesh():
- vertices(NODATA)
+Mesh::Mesh(ResourceManager *rm):
+ vertices(VERTEX3)
+{
+ init(rm);
+}
+
+Mesh::Mesh(const VertexFormat &f, ResourceManager *rm):
+ vertices(f)
+{
+ init(rm);
+}
+
+void Mesh::init(ResourceManager *rm)
+{
+ vbuf = 0;
+ ibuf = 0;
+ vtx_setup = 0;
+ defer_buffers = ARB_vertex_buffer_object;
+ disallow_rendering = false;
+ winding = 0;
+
+ if(rm)
+ set_manager(rm);
+}
+
+Mesh::~Mesh()
+{
+ set_manager(0);
+ delete vtx_setup;
+ delete vbuf;
+ delete ibuf;
+}
+
+void Mesh::clear()
+{
+ vertices.clear();
+ batches.clear();
+}
+
+void Mesh::use_buffers(bool b)
+{
+ defer_buffers = false;
+ if(b)
+ create_buffers();
+ else
+ {
+ vertices.use_buffer(0);
+ delete vbuf;
+ vbuf = 0;
+ delete ibuf;
+ ibuf = 0;
+ }
+}
+
+void Mesh::create_buffers()
+{
+ defer_buffers = false;
+
+ if(!vbuf)
+ vbuf = new Buffer(ARRAY_BUFFER);
+ vertices.use_buffer(vbuf);
+
+ if(!ibuf)
+ ibuf = new Buffer(ELEMENT_ARRAY_BUFFER);
+
+ if(ARB_vertex_array_object && !vtx_setup)
+ {
+ vtx_setup = new VertexSetup;
+ vtx_setup->set_vertex_array(vertices);
+ vtx_setup->set_index_buffer(*ibuf);
+ }
+}
+
+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)
{
- vertices.use_vertex_buffer();
+ if(defer_buffers)
+ create_buffers();
+
+ if(!batches.empty() && batches.back().can_append(b.get_type()))
+ batches.back().append(b);
+ else
+ {
+ bool reallocate = (batches.size()==batches.capacity());
+ if(reallocate && ibuf)
+ {
+ for(vector<Batch>::iterator i=batches.end(); i!=batches.begin(); )
+ (--i)->use_buffer(0);
+ }
+
+ Batch *prev = (batches.empty() ? 0 : &batches.back());
+ batches.push_back(b);
+ if(ibuf)
+ {
+ if(reallocate)
+ {
+ prev = 0;
+ for(vector<Batch>::iterator i=batches.begin(); i!=batches.end(); ++i)
+ {
+ i->use_buffer(ibuf, prev);
+ prev = &*i;
+ }
+ }
+ else
+ batches.back().use_buffer(ibuf, prev);
+ }
+ }
+}
+
+void Mesh::set_winding(const WindingTest *w)
+{
+ winding = w;
}
void Mesh::draw() const
{
- vertices.apply();
- for(list<Batch>::const_iterator i=batches.begin(); i!=batches.end(); ++i)
+ const Mesh *cur = current();
+ if(cur && cur!=this)
+ throw invalid_operation("Mesh::draw");
+
+ if(manager)
+ {
+ manager->resource_used(*this);
+ if(disallow_rendering)
+ return;
+ }
+
+ if(!current())
+ vertices.apply();
+ BindRestore bind_ibuf(ibuf, ELEMENT_ARRAY_BUFFER);
+ Bind bind_winding(winding);
+
+ for(vector<Batch>::const_iterator i=batches.begin(); i!=batches.end(); ++i)
i->draw();
}
+void Mesh::draw(Renderer &renderer) const
+{
+ if(manager)
+ {
+ manager->resource_used(*this);
+ if(disallow_rendering)
+ return;
+ }
+
+ renderer.set_mesh(this);
+ renderer.set_winding_test(winding);
+
+ for(vector<Batch>::const_iterator i=batches.begin(); i!=batches.end(); ++i)
+ renderer.draw(*i);
+}
+
+void Mesh::draw_instanced(Renderer &renderer, const VertexSetup &vs, unsigned count) const
+{
+ if(vs.get_vertex_array()!=&vertices)
+ throw invalid_argument("Mesh::draw_instanced");
+
+ if(manager)
+ {
+ manager->resource_used(*this);
+ if(disallow_rendering)
+ return;
+ }
+
+ renderer.set_vertex_setup(&vs);
+ renderer.set_winding_test(winding);
+
+ for(vector<Batch>::const_iterator i=batches.begin(); i!=batches.end(); ++i)
+ renderer.draw_instanced(*i, count);
+}
+
+void Mesh::bind() const
+{
+ /* If VAOs are not supported, vtx_setup is zero and set_current won't get
+ called. Thus unbind won't try to call a null function either. */
+ if(!vtx_setup)
+ {
+ unbind();
+ vertices.apply();
+ }
+ else if(set_current(this))
+ {
+ vtx_setup->bind();
+ vertices.refresh();
+ }
+}
+
+void Mesh::unbind()
+{
+ if(set_current(0))
+ VertexSetup::unbind();
+}
+
+Resource::AsyncLoader *Mesh::load(IO::Seekable &io, const Resources *)
+{
+ return new AsyncLoader(*this, io);
+}
+
+UInt64 Mesh::get_data_size() const
+{
+ UInt64 size = 0;
+ if(vbuf)
+ size += vbuf->get_size();
+ if(ibuf)
+ size += ibuf->get_size();
+ return size;
+}
+
+void Mesh::unload()
+{
+ vertices.clear();
+ vertices.use_buffer(0);
+ batches.clear();
+ delete vbuf;
+ delete ibuf;
+ defer_buffers = (vbuf || ibuf);
+ vbuf = 0;
+ ibuf = 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);
+ if(obj.vtx_setup)
+ // Set it again to force the vertex setup to update
+ obj.vtx_setup->set_vertex_array(obj.vertices);
+ 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();
+}
+
+
+Mesh::AsyncLoader::AsyncLoader(Mesh &m, IO::Seekable &i):
+ mesh(m),
+ io(i),
+ vertex_updater(0),
+ index_updater(0),
+ phase(0)
+{
+ mesh.disallow_rendering = true;
+ if(mesh.defer_buffers)
+ mesh.create_buffers();
+}
+
+Mesh::AsyncLoader::~AsyncLoader()
+{
+ mesh.disallow_rendering = false;
+ delete vertex_updater;
+ delete index_updater;
+}
+
+bool Mesh::AsyncLoader::needs_sync() const
+{
+ return phase%2;
+}
+
+bool Mesh::AsyncLoader::process()
+{
+ if(phase==0)
+ {
+ // TODO use correct filename
+ DataFile::Parser parser(io, "async");
+ Loader loader(mesh);
+ loader.load(parser);
+ }
+ else if(phase==1)
+ {
+ vertex_updater = mesh.vertices.refresh_async();
+ if(!mesh.batches.empty())
+ index_updater = mesh.batches.front().refresh_async();
+ }
+ else if(phase==2)
+ {
+ if(vertex_updater)
+ vertex_updater->upload_data();
+ if(index_updater)
+ index_updater->upload_data();
+ }
+ else if(phase==3)
+ {
+ delete vertex_updater;
+ vertex_updater = 0;
+ delete index_updater;
+ index_updater = 0;
+ }
+
+ ++phase;
+ if(phase==1 && !mesh.vbuf && !mesh.ibuf)
+ phase += 3;
+ return phase>3;
}
} // namespace GL