-/* $Id$
-
-This file is part of libmspgl
-Copyright © 2007-2009 Mikko Rasa, Mikkosoft Productions
-Distributed under the LGPL
-*/
-
-#include "arb_vertex_program.h"
-#include "extension.h"
+#include "arb_multitexture.h"
+#include "arb_vertex_shader.h"
+#include "buffer.h"
+#include "error.h"
#include "gl.h"
-#include "version_1_2.h"
#include "vertexarray.h"
-#include "vertexbuffer.h"
using namespace std;
namespace Msp {
namespace GL {
+VertexArray::ArrayMask VertexArray::enabled_arrays;
+
VertexArray::VertexArray(const VertexFormat &f):
- vbuf(0),
- own_vbuf(false)
+ defer_vbuf(true),
+ dirty(false)
{
reset(f);
}
VertexArray::~VertexArray()
+{ }
+
+void VertexArray::reset(const VertexFormat &f)
{
- if(own_vbuf)
- delete vbuf;
+ clear();
+ format = f;
+ stride = get_stride(format);
+
+ bool has_multitex = false;
+ bool has_gen_attrs = false;
+ for(const unsigned char *c=format.begin(); c!=format.end(); ++c)
+ {
+ if(*c>=TEXCOORD1+4 && *c<ATTRIB1)
+ has_multitex = true;
+ if(*c>=ATTRIB1)
+ has_gen_attrs = true;
+ }
+ if(has_multitex)
+ static Require _req(ARB_multitexture);
+ if(has_gen_attrs)
+ static Require _req(ARB_vertex_shader);
}
void VertexArray::use_vertex_buffer()
{
- if(vbuf && own_vbuf)
+ if(vbuf)
return;
- vbuf=new Buffer(ARRAY_BUFFER);
- own_vbuf=true;
-
- update_data();
+ vbuf = new Buffer(ARRAY_BUFFER);
+ defer_vbuf = false;
+ dirty = true;
}
void VertexArray::use_vertex_buffer(Buffer *b)
{
- if(own_vbuf)
- delete vbuf;
- vbuf=b;
- own_vbuf=false;
+ vbuf = b;
+ vbuf.keep();
+ defer_vbuf = false;
+ dirty = true;
+}
- update_data();
+void VertexArray::clear()
+{
+ data.clear();
}
void VertexArray::reserve(unsigned n)
data.reserve(n*stride);
}
-void VertexArray::clear()
+float *VertexArray::append()
{
- data.clear();
+ data.insert(data.end(), stride, 0.0f);
+ set_dirty();
+ return &*(data.end()-stride);
}
-void VertexArray::reset(const VertexFormat &f)
+float *VertexArray::modify(unsigned i)
{
- clear();
- format=f;
- stride=get_stride(format);
+ set_dirty();
+ return &data[0]+i*stride;
+}
- bool has_gen_attrs=false;
- for(const unsigned char *c=format.begin(); (!has_gen_attrs && c!=format.end()); ++c)
- has_gen_attrs=(*c>=ATTRIB1);
- if(has_gen_attrs)
- static RequireExtension _ext("GL_ARB_vertex_program");
+void VertexArray::set_dirty()
+{
+ dirty = true;
+ if(defer_vbuf)
+ {
+ vbuf = new Buffer(ARRAY_BUFFER);
+ defer_vbuf = false;
+ }
}
void VertexArray::apply() const
{
if(format.empty())
- throw InvalidState("Trying to apply a vertex array with no data");
+ throw invalid_operation("VertexArray::apply");
if(vbuf)
- vbuf->bind();
+ {
+ vbuf->bind_to(ARRAY_BUFFER);
+ if(dirty)
+ {
+ vbuf->data(data.size()*sizeof(float), &data[0]);
+ dirty = false;
+ }
+ }
- const float *base=vbuf?0:&data[0];
- uint offset=0;
- uint found=0;
- uint bpv=stride*sizeof(float);
+ const float *base = (vbuf ? 0 : &data[0]);
+ unsigned offset = 0;
+ ArrayMask found;
+ unsigned bpv = stride*sizeof(float);
+ unsigned active_tex = 0;
for(const unsigned char *c=format.begin(); c!=format.end(); ++c)
{
- uint sz=(*c&3)+1;
- uint t=*c>>2;
- switch(t)
+ unsigned sz = get_component_size(*c);
+ unsigned t = get_component_type(*c);
+ bool en = enabled_arrays.is_set(t);
+ if(t==get_component_type(VERTEX3))
{
- case 0:
glVertexPointer(sz, GL_FLOAT, bpv, base+offset);
- break;
- case 1:
+ if(!en)
+ glEnableClientState(GL_VERTEX_ARRAY);
+ }
+ else if(t==get_component_type(NORMAL3))
+ {
glNormalPointer(GL_FLOAT, bpv, base+offset);
- break;
- case 2:
- glTexCoordPointer(sz, GL_FLOAT, bpv, base+offset);
- break;
- case 3:
+ if(!en)
+ glEnableClientState(GL_NORMAL_ARRAY);
+ }
+ else if(t==get_component_type(COLOR4_FLOAT))
+ {
if(sz==1)
glColorPointer(4, GL_UNSIGNED_BYTE, bpv, base+offset);
else
glColorPointer(sz, GL_FLOAT, bpv, base+offset);
- break;
- default:
- glVertexAttribPointerARB(t-4, sz, GL_FLOAT, false, bpv, base+offset);
- break;
+ if(!en)
+ glEnableClientState(GL_COLOR_ARRAY);
}
- found|=1<<t;
- offset+=sz;
+ else if(*c>=TEXCOORD1 && *c<=TEXCOORD4+28)
+ {
+ t -= get_component_type(TEXCOORD1);
+ if(t>0 || active_tex)
+ {
+ glClientActiveTexture(GL_TEXTURE0+t);
+ active_tex = t;
+ }
+ glTexCoordPointer(sz, GL_FLOAT, bpv, base+offset);
+ if(!en)
+ glEnableClientState(GL_TEXTURE_COORD_ARRAY);
+ }
+ else
+ {
+ t -= get_component_type(ATTRIB1);
+ glVertexAttribPointer(t, sz, GL_FLOAT, false, bpv, base+offset);
+ if(!en)
+ glEnableVertexAttribArray(t);
+ }
+ found.set(t);
+ offset += sz;
}
- set_array(GL_VERTEX_ARRAY, found&1, 1);
- set_array(GL_NORMAL_ARRAY, found&2, 2);
- set_array(GL_TEXTURE_COORD_ARRAY, found&4, 4);
- set_array(GL_COLOR_ARRAY, found&8, 8);
- for(unsigned i=4; i<32; ++i)
- set_array(i-4, (found>>i)&1, 1<<i);
+ for(unsigned i=0; i<64; ++i)
+ if(enabled_arrays.is_set(i) && !found.is_set(i))
+ {
+ if(i==get_component_type(VERTEX3))
+ glDisableClientState(GL_VERTEX_ARRAY);
+ else if(i==get_component_type(NORMAL3))
+ glDisableClientState(GL_NORMAL_ARRAY);
+ else if(i==get_component_type(COLOR4_FLOAT))
+ glDisableClientState(GL_COLOR_ARRAY);
+ else if(i>=get_component_type(TEXCOORD1) && i<=get_component_type(TEXCOORD1)+7)
+ {
+ unsigned j = i-get_component_type(TEXCOORD1);
+ if(j>0 || active_tex)
+ glClientActiveTexture(GL_TEXTURE0+j);
+ glDisableClientState(GL_TEXTURE_COORD_ARRAY);
+ active_tex = j;
+ }
+ else
+ glDisableVertexAttribArray(i-get_component_type(ATTRIB1));
+ }
+
+ enabled_arrays = found;
+
+ if(active_tex)
+ glClientActiveTexture(GL_TEXTURE0);
if(vbuf)
- vbuf->unbind();
+ Buffer::unbind_from(ARRAY_BUFFER);
}
-/**
-Updates the VertexArray data to the VertexBuffer tied to the array, if any.
-*/
-void VertexArray::update_data()
+
+VertexArray::ArrayMask::ArrayMask()
{
- if(vbuf)
- {
- vbuf->data(data.size()*sizeof(float), &data[0]);
- vbuf->unbind();
- }
+ for(unsigned i=0; i<N; ++i)
+ mask[i] = 0;
}
-float *VertexArray::append()
+void VertexArray::ArrayMask::set(unsigned bit)
{
- data.insert(data.end(), stride, 0.0f);
- return &*data.end()-stride;
+ mask[bit/B] |= 1<<(bit%B);
}
-void VertexArray::set_array(unsigned array, bool en, unsigned mask) const
+bool VertexArray::ArrayMask::is_set(unsigned bit) const
{
- if((enabled_arrays&mask) && !en)
- {
- if(mask<16)
- glDisableClientState(array);
- else
- glDisableVertexAttribArrayARB(array);
- enabled_arrays&=~mask;
- }
- else if(!(enabled_arrays&mask) && en)
- {
- if(mask<16)
- glEnableClientState(array);
- else
- glEnableVertexAttribArrayARB(array);
- enabled_arrays|=mask;
- }
+ return mask[bit/B]&(1<<(bit%B));
}
-unsigned VertexArray::enabled_arrays=0;
-
VertexArray::Loader::Loader(VertexArray &a):
VertexArrayBuilder(a)
add("texcoord2", static_cast<void (Loader::*)(float, float)>(&Loader::texcoord));
add("texcoord3", static_cast<void (Loader::*)(float, float, float)>(&Loader::texcoord));
add("texcoord4", static_cast<void (Loader::*)(float, float, float, float)>(&Loader::texcoord));
+ add("multitexcoord1", static_cast<void (Loader::*)(unsigned, float)>(&Loader::multitexcoord));
+ add("multitexcoord2", static_cast<void (Loader::*)(unsigned, float, float)>(&Loader::multitexcoord));
+ add("multitexcoord3", static_cast<void (Loader::*)(unsigned, float, float, float)>(&Loader::multitexcoord));
+ add("multitexcoord4", static_cast<void (Loader::*)(unsigned, float, float, float, float)>(&Loader::multitexcoord));
add("color3", static_cast<void (Loader::*)(float, float, float)>(&Loader::color));
add("color4", static_cast<void (Loader::*)(float, float, float, float)>(&Loader::color));
add("attrib1", static_cast<void (Loader::*)(unsigned, float)>(&Loader::attrib));
add("attrib4", static_cast<void (Loader::*)(unsigned, float, float, float, float)>(&Loader::attrib));
}
-
-void array_element(int i)
-{
- glArrayElement(i);
-}
-
-void draw_arrays(PrimitiveType mode, int first, sizei count)
-{
- glDrawArrays(mode, first, count);
-}
-
-void draw_elements(PrimitiveType mode, sizei count, DataType type, const void *indices)
-{
- glDrawElements(mode, count, type, indices);
-}
-
-void draw_range_elements(PrimitiveType mode, uint low, uint high, sizei count, DataType type, const void *indices)
-{
- static RequireVersion _ver(1, 2);
- glDrawRangeElements(mode, low, high, count, type, indices);
-}
-
} // namespace GL
} // namespace Msp