-#include "arb_multitexture.h"
-#include "arb_vertex_shader.h"
+#include <msp/gl/extensions/arb_multitexture.h>
+#include <msp/gl/extensions/arb_vertex_shader.h>
+#include <msp/gl/extensions/msp_legacy_features.h>
#include "buffer.h"
#include "error.h"
#include "gl.h"
+#include "mesh.h"
#include "vertexarray.h"
using namespace std;
namespace Msp {
namespace GL {
-VertexArray::VertexArray(const VertexFormat &f):
- defer_vbuf(true),
- dirty(false)
+bool VertexArray::legacy_used = false;
+
+VertexArray::VertexArray(const VertexFormat &f)
{
reset(f);
}
VertexArray::~VertexArray()
-{ }
+{
+ /* Unbind accesses the current VertexArray, so a call from ~Bindable would
+ try to access destroyed data. */
+ if(current()==this)
+ unbind();
+}
void VertexArray::reset(const VertexFormat &f)
{
clear();
format = f;
stride = get_stride(format);
+ legacy = false;
arrays.clear();
- unsigned offset = 0;
+ unsigned offs = 0;
for(const unsigned char *c=format.begin(); c!=format.end(); ++c)
{
unsigned slot = get_array_slot(*c);
Array &arr = arrays[slot];
arr.component = *c;
- arr.offset = offset;
+ arr.offset = offs;
- offset += get_component_size(*c);
+ if(*c<ATTRIB1)
+ legacy = true;
+
+ offs += get_component_size(*c);
}
}
}
}
-void VertexArray::use_vertex_buffer()
-{
- if(vbuf)
- return;
-
- vbuf = new Buffer(ARRAY_BUFFER);
- defer_vbuf = false;
- dirty = true;
-}
-
-void VertexArray::use_vertex_buffer(Buffer *b)
-{
- vbuf = b;
- vbuf.keep();
- defer_vbuf = false;
- dirty = true;
-}
-
void VertexArray::clear()
{
data.clear();
float *VertexArray::append()
{
data.insert(data.end(), stride, 0.0f);
- set_dirty();
+ update_offset();
+ dirty = true;
return &*(data.end()-stride);
}
float *VertexArray::modify(unsigned i)
{
- set_dirty();
+ dirty = true;
return &data[0]+i*stride;
}
-void VertexArray::set_dirty()
+unsigned VertexArray::get_data_size() const
{
- dirty = true;
- if(defer_vbuf)
- {
- vbuf = new Buffer(ARRAY_BUFFER);
- defer_vbuf = false;
- }
+ return data.size()*sizeof(float);
}
-void VertexArray::apply() const
+void VertexArray::apply(bool use_legacy) const
{
if(format.empty())
throw invalid_operation("VertexArray::apply");
+ // Don't mess up the vertex array object of a mesh
+ if(Mesh::current())
+ throw invalid_operation("VertexArray::apply");
+
+ /* Unbind first if the legacy flag changes. The logic for supporting it
+ directly in apply_arrays would get too complicated, and this also allows
+ rebinding the same array with different legacy setting. */
+ if(legacy_used!=use_legacy)
+ unbind();
+
+ if(!use_legacy)
+ static Require _req(ARB_vertex_shader);
+ else if(legacy)
+ static Require _req(MSP_legacy_features);
const VertexArray *old = current();
- if(!set_current(this))
+ /* If the array has been modified, apply it even if it was the last one to
+ be applied. This is necessary to get the data updated to vertex buffer, and
+ to resync things after a format change. Radeon drivers also have some
+ problems with modifying vertex arrays without re-setting the pointers. */
+ if(!set_current(this) && !dirty)
return;
- if(vbuf)
- {
- vbuf->bind_to(ARRAY_BUFFER);
- if(dirty)
- {
- vbuf->data(data.size()*sizeof(float), &data[0]);
- dirty = false;
- }
- }
+ Buffer *vbuf = get_buffer();
+ Bind _bind_vbuf(vbuf, ARRAY_BUFFER);
+ if(vbuf && dirty)
+ update_buffer();
- const float *base = (vbuf ? 0 : &data[0]);
+ const float *base = (vbuf ? reinterpret_cast<float *>(get_offset()) : &data[0]);
unsigned stride_bytes = stride*sizeof(float);
+ apply_arrays(&arrays, (old ? &old->arrays : 0), base, stride_bytes, use_legacy);
+}
+
+void VertexArray::apply_arrays(const vector<Array> *arrays, const vector<Array> *old_arrays, const float *base, unsigned stride_bytes, bool use_legacy)
+{
unsigned active_tex = 0;
- unsigned n_arrays = arrays.size();
- if(old)
- n_arrays = max(n_arrays, old->arrays.size());
+ unsigned n_arrays = arrays ? arrays->size() : 0;
+ if(old_arrays)
+ n_arrays = max<unsigned>(n_arrays, old_arrays->size());
for(unsigned i=0; i<n_arrays; ++i)
{
- const Array *arr = ((i<arrays.size() && arrays[i].component) ? &arrays[i] : 0);
- const Array *old_arr = ((old && i<old->arrays.size() && old->arrays[i].component) ? &old->arrays[i] : 0);
+ const Array *arr = ((arrays && i<arrays->size() && (*arrays)[i].component) ? &(*arrays)[i] : 0);
+ const Array *old_arr = ((old_arrays && i<old_arrays->size() && (*old_arrays)[i].component) ? &(*old_arrays)[i] : 0);
if(!arr && !old_arr)
continue;
unsigned char comp = (arr ? arr->component : old_arr->component);
unsigned sz = get_component_size(comp);
unsigned t = get_component_type(comp);
- GLenum array_type = 0;
- if(t==get_component_type(VERTEX3))
+ if(use_legacy)
{
- if(arr)
- glVertexPointer(sz, GL_FLOAT, stride_bytes, base+arr->offset);
- array_type = GL_VERTEX_ARRAY;
- }
- else if(t==get_component_type(NORMAL3))
- {
- if(arr)
- glNormalPointer(GL_FLOAT, stride_bytes, base+arr->offset);
- array_type = GL_NORMAL_ARRAY;
- }
- else if(t==get_component_type(COLOR4_FLOAT))
- {
- if(arr)
+ GLenum array_type = 0;
+ if(t==get_component_type(VERTEX3))
{
- if(sz==1)
- glColorPointer(4, GL_UNSIGNED_BYTE, stride_bytes, base+arr->offset);
- else
- glColorPointer(sz, GL_FLOAT, stride_bytes, base+arr->offset);
+ if(arr)
+ glVertexPointer(sz, GL_FLOAT, stride_bytes, base+arr->offset);
+ array_type = GL_VERTEX_ARRAY;
}
- array_type = GL_COLOR_ARRAY;
- }
- else if(comp>=TEXCOORD1 && comp<=TEXCOORD4+12)
- {
- t -= get_component_type(TEXCOORD1);
- if(t>0 || active_tex)
+ else if(t==get_component_type(NORMAL3))
+ {
+ if(arr)
+ glNormalPointer(GL_FLOAT, stride_bytes, base+arr->offset);
+ array_type = GL_NORMAL_ARRAY;
+ }
+ else if(t==get_component_type(COLOR4_FLOAT))
{
- glClientActiveTexture(GL_TEXTURE0+t);
- active_tex = t;
+ if(arr)
+ {
+ if(sz==1)
+ glColorPointer(4, GL_UNSIGNED_BYTE, stride_bytes, base+arr->offset);
+ else
+ glColorPointer(sz, GL_FLOAT, stride_bytes, base+arr->offset);
+ }
+ array_type = GL_COLOR_ARRAY;
+ }
+ else if(comp>=TEXCOORD1 && comp<=TEXCOORD4+12)
+ {
+ t -= get_component_type(TEXCOORD1);
+ if(t>0 || active_tex)
+ {
+ glClientActiveTexture(GL_TEXTURE0+t);
+ active_tex = t;
+ }
+ if(arr)
+ glTexCoordPointer(sz, GL_FLOAT, stride_bytes, base+arr->offset);
+ array_type = GL_TEXTURE_COORD_ARRAY;
+ }
+
+ if(array_type)
+ {
+ // Only change enable state if needed
+ if(arr && !old_arr)
+ glEnableClientState(array_type);
+ else if(old_arr && !arr)
+ glDisableClientState(array_type);
+
+ continue;
}
- if(arr)
- glTexCoordPointer(sz, GL_FLOAT, stride_bytes, base+arr->offset);
- array_type = GL_TEXTURE_COORD_ARRAY;
}
- else
+
+ if(t>=get_component_type(ATTRIB1))
+ t -= get_component_type(ATTRIB1);
+ if(arr)
{
- if(t>=get_component_type(ATTRIB1))
- t -= get_component_type(ATTRIB1);
- if(arr)
+ if(arr->component==COLOR4_UBYTE)
+ glVertexAttribPointer(t, 4, GL_UNSIGNED_BYTE, true, stride_bytes, base+arr->offset);
+ else
glVertexAttribPointer(t, sz, GL_FLOAT, false, stride_bytes, base+arr->offset);
}
// Only change enable state if needed
if(arr && !old_arr)
- {
- if(array_type)
- glEnableClientState(array_type);
- else
- glEnableVertexAttribArray(t);
- }
+ glEnableVertexAttribArray(t);
else if(old_arr && !arr)
- {
- if(array_type)
- glDisableClientState(array_type);
- else
- glDisableVertexAttribArray(t);
- }
+ glDisableVertexAttribArray(t);
}
if(active_tex)
glClientActiveTexture(GL_TEXTURE0);
- if(vbuf)
- Buffer::unbind_from(ARRAY_BUFFER);
+ legacy_used = use_legacy;
+}
+
+void VertexArray::unbind()
+{
+ const VertexArray *old = current();
+ if(set_current(0))
+ apply_arrays(0, &old->arrays, 0, 0, legacy_used);
}