+#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;
+ 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)
-{
- defer_buffers = false;
- if(b)
- create_buffers();
- else
- {
- vertices.use_vertex_buffer(0);
- delete vbuf;
- vbuf = 0;
- delete ibuf;
- ibuf = 0;
- }
-}
-
void Mesh::create_buffers()
{
- defer_buffers = false;
+ if(vbuf && ibuf)
+ return;
if(!vbuf)
vbuf = new Buffer(ARRAY_BUFFER);
- vertices.use_vertex_buffer(vbuf);
+ vertices.use_buffer(vbuf);
if(!ibuf)
ibuf = new Buffer(ELEMENT_ARRAY_BUFFER);
+
+ vtx_setup.set_vertex_array(vertices);
+ vtx_setup.set_index_buffer(*ibuf);
}
unsigned Mesh::get_n_vertices() const
void Mesh::add_batch(const Batch &b)
{
- if(defer_buffers)
- create_buffers();
+ create_buffers();
if(!batches.empty() && batches.back().can_append(b.get_type()))
batches.back().append(b);
else
{
+ bool reallocate = (batches.size()==batches.capacity());
+ if(reallocate && ibuf)
+ {
+ for(vector<Batch>::iterator i=batches.end(); i!=batches.begin(); )
+ (--i)->use_buffer(0);
+ }
+
Batch *prev = (batches.empty() ? 0 : &batches.back());
batches.push_back(b);
if(ibuf)
- batches.back().use_buffer(ibuf, prev);
+ {
+ 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);
+ }
}
}
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);
+ if(manager)
+ {
+ manager->resource_used(*this);
+ if(disallow_rendering)
+ return;
+ }
- for(list<Batch>::const_iterator i=batches.begin(); i!=batches.end(); ++i)
- i->draw();
+ renderer.set_vertex_setup(&vtx_setup);
+ renderer.set_winding_test(winding);
- if(ibuf)
- Buffer::unbind_from(ELEMENT_ARRAY_BUFFER);
+ for(vector<Batch>::const_iterator i=batches.begin(); i!=batches.end(); ++i)
+ renderer.draw(*i);
}
-void Mesh::draw(Renderer &renderer) const
+void Mesh::draw_instanced(Renderer &renderer, const VertexSetup &vs, unsigned count) const
{
- vertices.apply();
- renderer.set_element_buffer(ibuf);
+ if(vs.get_vertex_array()!=&vertices)
+ throw invalid_argument("Mesh::draw_instanced");
+
+ if(manager)
+ {
+ manager->resource_used(*this);
+ if(disallow_rendering)
+ return;
+ }
+
+ renderer.set_vertex_setup(&vs);
renderer.set_winding_test(winding);
- for(list<Batch>::const_iterator i=batches.begin(); i!=batches.end(); ++i)
- renderer.draw(*i);
+ for(vector<Batch>::const_iterator i=batches.begin(); i!=batches.end(); ++i)
+ renderer.draw_instanced(*i, count);
+}
+
+Resource::AsyncLoader *Mesh::load(IO::Seekable &io, const Resources *)
+{
+ return new AsyncLoader(*this, io);
+}
- renderer.set_winding_test(0);
+UInt64 Mesh::get_data_size() const
+{
+ UInt64 size = 0;
+ if(vbuf)
+ size += vbuf->get_size();
+ if(ibuf)
+ size += ibuf->get_size();
+ return size;
+}
+
+void Mesh::unload()
+{
+ vertices.clear();
+ vertices.use_buffer(0);
+ batches.clear();
+ delete vbuf;
+ delete ibuf;
+ vbuf = 0;
+ ibuf = 0;
}
for(vector<VertexComponent>::const_iterator i=c.begin(); i!=c.end(); ++i)
fmt = (fmt, *i);
obj.vertices.reset(fmt);
+ if(obj.vbuf)
+ // Set it again to force the vertex setup to update
+ obj.vtx_setup.set_vertex_array(obj.vertices);
load_sub(obj.vertices);
}
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.create_buffers();
+}
+
+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)
+ {
+ 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