#include <msp/core/raii.h>
#include <msp/gl/extensions/arb_direct_state_access.h>
+#include <msp/gl/extensions/arb_instanced_arrays.h>
#include <msp/gl/extensions/arb_vertex_array_object.h>
#include <msp/gl/extensions/arb_vertex_attrib_binding.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 "gl.h"
#include "vertexarray.h"
#include "vertexsetup.h"
+using namespace std;
+
namespace Msp {
namespace GL {
VertexSetup::VertexSetup():
dirty(0),
- array(0),
+ vertex_array(0),
+ inst_array(0),
index_buffer(0)
{
static Require req(ARB_vertex_array_object);
void VertexSetup::set_vertex_array(const VertexArray &a)
{
- array = &a;
- update(VERTEX_ARRAY);
+ if(!a.get_buffer())
+ throw invalid_argument("VertexSetup::set_vertex_array");
+
+ vertex_array = &a;
+ update(get_update_mask(VERTEX_ARRAY, vertex_format, *vertex_array));
+ vertex_format = vertex_array->get_format();
+}
+
+void VertexSetup::set_instance_array(const VertexArray *a)
+{
+ if(a)
+ {
+ if(!a->get_buffer())
+ throw invalid_argument("VertexSetup::set_instance_array");
+
+ static Require req(ARB_instanced_arrays);
+ }
+
+ inst_array = a;
+ update(get_update_mask(INSTANCE_ARRAY, inst_format, *inst_array));
+ inst_format = inst_array->get_format();
}
void VertexSetup::set_index_buffer(const Buffer &ibuf)
update(INDEX_BUFFER);
}
+void VertexSetup::refresh()
+{
+ if(vertex_array && vertex_array->get_format()!=vertex_format)
+ set_vertex_array(*vertex_array);
+
+ if(inst_array && inst_array->get_format()!=inst_format)
+ set_instance_array(inst_array);
+}
+
+unsigned VertexSetup::get_attribs(const VertexFormat &fmt)
+{
+ unsigned mask = 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);
+ mask |= 1<<t;
+ }
+ return mask;
+}
+
+unsigned VertexSetup::get_update_mask(unsigned base, const VertexFormat &cur_fmt, const VertexArray &new_array)
+{
+ unsigned unused = get_attribs(cur_fmt)&~get_attribs(new_array.get_format());
+ return base | (unused ? UNUSED_ATTRIBS | (unused<<ATTRIB_SHIFT) : 0);
+}
+
void VertexSetup::update(unsigned mask) const
{
static bool direct = ARB_direct_state_access && ARB_vertex_attrib_binding;
return;
}
+ if(mask&UNUSED_ATTRIBS)
+ {
+ for(unsigned i=0, am=mask>>ATTRIB_SHIFT; am; ++i, am>>=1)
+ if(am&1)
+ {
+ if(direct)
+ glDisableVertexArrayAttrib(id, i);
+ else
+ glDisableVertexAttribArray(i);
+ }
+ }
+
if(mask&VERTEX_ARRAY)
- update_vertex_array(direct);
+ update_vertex_array(*vertex_array, 0, 0, direct);
+
+ if((mask&INSTANCE_ARRAY) && inst_array)
+ update_vertex_array(*inst_array, 1, 1, direct);
if(mask&INDEX_BUFFER)
{
}
}
-void VertexSetup::update_vertex_array(bool direct) const
+void VertexSetup::update_vertex_array(const VertexArray &array, unsigned binding, unsigned divisor, bool direct) const
{
- Conditional<Bind> bind_vbuf(!direct, array->get_buffer(), ARRAY_BUFFER);
+ Conditional<Bind> bind_vbuf(!direct, array.get_buffer(), ARRAY_BUFFER);
- const VertexFormat &fmt = array->get_format();
+ const VertexFormat &fmt = array.get_format();
unsigned stride = get_stride(fmt)*sizeof(float);
if(direct)
- glVertexArrayVertexBuffer(id, 0, array->get_buffer()->get_id(), 0, stride);
+ {
+ glVertexArrayVertexBuffer(id, binding, array.get_buffer()->get_id(), 0, stride);
+ glVertexArrayBindingDivisor(id, binding, divisor);
+ }
unsigned offset = 0;
for(const unsigned char *c=fmt.begin(); c!=fmt.end(); ++c)
glVertexArrayAttribFormat(id, t, 4, GL_UNSIGNED_BYTE, true, offset);
else
glVertexArrayAttribFormat(id, t, sz, GL_FLOAT, false, offset);
- glVertexArrayAttribBinding(id, t, 0);
+ glVertexArrayAttribBinding(id, t, binding);
glEnableVertexArrayAttrib(id, t);
}
else
glVertexAttribPointer(t, 4, GL_UNSIGNED_BYTE, true, stride, reinterpret_cast<unsigned char *>(offset));
else
glVertexAttribPointer(t, sz, GL_FLOAT, false, stride, reinterpret_cast<float *>(offset));
+ if(ARB_instanced_arrays)
+ glVertexAttribDivisor(t, divisor);
glEnableVertexAttribArray(t);
}
offset += sz*sizeof(float);
void VertexSetup::bind() const
{
+ if(!vertex_array || !index_buffer)
+ throw invalid_operation("VertexSetup::bind");
+
if(set_current(this))
{
+ vertex_array->refresh();
+ if(inst_array)
+ inst_array->refresh();
glBindVertexArray(id);
if(dirty)
{