+#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(VERTEX3),
- vbuf(0),
- ibuf(0),
- defer_buffers(true),
- winding(0)
-{ }
-
-Mesh::Mesh(const VertexFormat &f):
- vertices(f),
- vbuf(0),
- ibuf(0),
- defer_buffers(true),
- winding(0)
-{ }
+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;
+ dirty = 0;
+ disallow_rendering = false;
+ winding = 0;
+
+ if(rm)
+ set_manager(rm);
+}
Mesh::~Mesh()
{
+ set_manager(0);
delete vbuf;
delete ibuf;
}
batches.clear();
}
-void Mesh::use_buffers(bool b)
+void Mesh::check_buffers(unsigned mask)
{
- defer_buffers = false;
- if(b)
- create_buffers();
- else
+ if(mask&VERTEX_BUFFER)
{
- vertices.use_vertex_buffer(0);
- delete vbuf;
- vbuf = 0;
- delete ibuf;
- ibuf = 0;
+ unsigned req_size = vertices.get_required_buffer_size();
+ if(!vbuf || (vbuf->get_size()>0 && vbuf->get_size()<req_size))
+ {
+ delete vbuf;
+ vbuf = new Buffer(ARRAY_BUFFER);
+ vertices.use_buffer(vbuf);
+ vtx_setup.set_vertex_array(vertices);
+ dirty |= VERTEX_BUFFER;
+ }
}
-}
-
-void Mesh::create_buffers()
-{
- defer_buffers = false;
- if(!vbuf)
- vbuf = new Buffer(ARRAY_BUFFER);
- vertices.use_vertex_buffer(vbuf);
-
- if(!ibuf)
- ibuf = new Buffer(ELEMENT_ARRAY_BUFFER);
+ if(mask&INDEX_BUFFER)
+ {
+ unsigned req_size = (batches.empty() ? 0 : batches.front().get_required_buffer_size());
+ if(!ibuf || (ibuf->get_size()>0 && ibuf->get_size()<req_size))
+ {
+ delete ibuf;
+ ibuf = new Buffer(ELEMENT_ARRAY_BUFFER);
+ if(!batches.empty())
+ batches.front().change_buffer(ibuf);
+ vtx_setup.set_index_buffer(*ibuf);
+ dirty |= INDEX_BUFFER;
+ }
+ }
}
unsigned Mesh::get_n_vertices() const
void Mesh::add_batch(const Batch &b)
{
- if(defer_buffers)
- create_buffers();
-
- if(!batches.empty() && batches.back().can_append(b.get_type()))
+ if(batches.empty())
+ {
+ batches.push_back(b);
+ if(ibuf)
+ batches.back().use_buffer(ibuf);
+ }
+ else if(batches.back().can_append(b.get_type()))
batches.back().append(b);
else
{
- Batch *prev = (batches.empty() ? 0 : &batches.back());
+ bool reallocate = (batches.size()==batches.capacity());
+ if(reallocate)
+ {
+ for(vector<Batch>::iterator i=batches.end(); i!=batches.begin(); )
+ (--i)->use_buffer(0);
+ }
+
+ Batch *prev = &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);
}
+
+ check_buffers(INDEX_BUFFER);
}
void Mesh::set_winding(const WindingTest *w)
winding = w;
}
-void Mesh::draw() const
+void Mesh::draw(Renderer &renderer) const
{
- vertices.apply();
-
- if(ibuf)
- ibuf->bind_to(ELEMENT_ARRAY_BUFFER);
- Bind bind_winding(winding);
+ draw(renderer, 0, 0);
+}
- for(list<Batch>::const_iterator i=batches.begin(); i!=batches.end(); ++i)
- i->draw();
+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(ibuf)
- Buffer::unbind_from(ELEMENT_ARRAY_BUFFER);
+ draw(renderer, &vs, count);
}
-void Mesh::draw(Renderer &renderer) const
+void Mesh::draw(Renderer &renderer, const VertexSetup *vs, unsigned count) const
{
- renderer.set_vertex_array(&vertices);
- renderer.set_element_buffer(ibuf);
+ if(manager)
+ {
+ manager->resource_used(*this);
+ if(disallow_rendering)
+ return;
+ }
+
+ if(dirty)
+ resize_buffers();
+
+ renderer.set_vertex_setup(vs ? vs : &vtx_setup);
renderer.set_winding_test(winding);
- for(list<Batch>::const_iterator i=batches.begin(); i!=batches.end(); ++i)
- renderer.draw(*i);
+ if(!count)
+ {
+ for(vector<Batch>::const_iterator i=batches.begin(); i!=batches.end(); ++i)
+ renderer.draw(*i);
+ }
+ else
+ {
+ for(vector<Batch>::const_iterator i=batches.begin(); i!=batches.end(); ++i)
+ renderer.draw_instanced(*i, count);
+ }
+}
+
+void Mesh::resize_buffers() const
+{
+ if(dirty&VERTEX_BUFFER)
+ vbuf->storage(vertices.get_required_buffer_size());
+ if(dirty&INDEX_BUFFER)
+ ibuf->storage(batches.front().get_required_buffer_size());
+ dirty = 0;
+}
+
+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;
+}
- renderer.set_winding_test(0);
+void Mesh::unload()
+{
+ vertices.clear();
+ vertices.use_buffer(0);
+ batches.clear();
+ delete vbuf;
+ delete ibuf;
+ vbuf = 0;
+ ibuf = 0;
}
fmt = (fmt, *i);
obj.vertices.reset(fmt);
load_sub(obj.vertices);
+ obj.check_buffers(VERTEX_BUFFER);
}
void Mesh::Loader::batch(PrimitiveType p)
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;
+ mesh.check_buffers(VERTEX_BUFFER|INDEX_BUFFER);
+}
+
+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)
+ {
+ mesh.resize_buffers();
+ 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
} // namespace Msp