+#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 "nv_primitive_restart.h"
#include "renderer.h"
using namespace std;
Mesh::Mesh():
vertices(VERTEX3),
+ vbuf(0),
ibuf(0),
- defer_ibuf(true),
+ vao_id(0),
+ defer_buffers(true),
+ dirty(false),
winding(0)
{ }
Mesh::Mesh(const VertexFormat &f):
vertices(f),
+ vbuf(0),
ibuf(0),
- defer_ibuf(true),
+ vao_id(0),
+ defer_buffers(true),
+ dirty(true),
winding(0)
{ }
Mesh::~Mesh()
{
+ delete vbuf;
delete ibuf;
+ if(vao_id)
+ glDeleteVertexArrays(1, &vao_id);
}
void Mesh::clear()
void Mesh::use_buffers(bool b)
{
+ defer_buffers = false;
if(b)
- {
- vertices.use_vertex_buffer();
- if(!ibuf)
- ibuf = new Buffer(ELEMENT_ARRAY_BUFFER);
- defer_ibuf = false;
- }
+ create_buffers();
else
{
- vertices.use_vertex_buffer(0);
+ vertices.use_buffer(0);
+ delete vbuf;
+ vbuf = 0;
delete ibuf;
ibuf = 0;
- defer_ibuf = false;
}
}
+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 && !vao_id)
+ glGenVertexArrays(1, &vao_id);
+}
+
+void Mesh::setup_vao() const
+{
+ Bind bind_vbuf(vbuf, ARRAY_BUFFER);
+
+ 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());
+
+ dirty = false;
+}
+
unsigned Mesh::get_n_vertices() const
{
return vertices.size();
void Mesh::add_batch(const Batch &b)
{
- bool can_append = false;
- if(!batches.empty())
- {
- PrimitiveType type = b.get_type();
- can_append = (type==batches.back().get_type() &&
- type!=LINE_STRIP && type!=LINE_LOOP && type!=POLYGON &&
- (type!=TRIANGLE_FAN || NV_primitive_restart));
- }
-
- if(defer_ibuf)
- {
- ibuf = new Buffer(ELEMENT_ARRAY_BUFFER);
- defer_ibuf = false;
- }
+ if(defer_buffers)
+ create_buffers();
- if(can_append)
+ dirty |= 1;
+ if(!batches.empty() && batches.back().can_append(b.get_type()))
batches.back().append(b);
else
{
Batch *prev = (batches.empty() ? 0 : &batches.back());
batches.push_back(b);
if(ibuf)
- batches.back().use_index_buffer(ibuf, prev);
+ batches.back().use_buffer(ibuf, prev);
}
}
void Mesh::draw() const
{
- vertices.apply();
+ const Mesh *cur = current();
+ if(cur && cur!=this)
+ throw invalid_operation("Mesh::draw");
- if(ibuf)
- ibuf->bind_to(ELEMENT_ARRAY_BUFFER);
+ if(!current())
+ vertices.apply();
+ Bind bind_ibuf(ibuf, ELEMENT_ARRAY_BUFFER);
Bind bind_winding(winding);
for(list<Batch>::const_iterator i=batches.begin(); i!=batches.end(); ++i)
i->draw();
-
- if(ibuf)
- Buffer::unbind_from(ELEMENT_ARRAY_BUFFER);
}
void Mesh::draw(Renderer &renderer) const
{
- renderer.set_vertex_array(&vertices);
+ renderer.set_mesh(this);
renderer.set_element_buffer(ibuf);
renderer.set_winding_test(winding);
for(list<Batch>::const_iterator i=batches.begin(); i!=batches.end(); ++i)
renderer.draw(*i);
+}
- renderer.set_winding_test(0);
+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);
+ vertices.refresh();
+ if(dirty)
+ setup_vao();
+ }
+}
+
+void Mesh::unbind()
+{
+ if(set_current(0))
+ glBindVertexArray(0);
}
add("winding", &Loader::winding);
}
-void Mesh::Loader::vertices(VertexFormat f)
+void Mesh::Loader::vertices(const vector<VertexComponent> &c)
{
- obj.vertices.reset(f);
+ 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 = true;
load_sub(obj.vertices);
}