#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 <msp/gl/extensions/nv_primitive_restart.h>
#include "buffer.h"
#include "error.h"
#include "mesh.h"
#include "renderer.h"
#include "resourcemanager.h"
+#include "vertexsetup.h"
using namespace std;
{
vbuf = 0;
ibuf = 0;
- vao_id = 0;
- defer_buffers = true;
- dirty = true;
+ disallow_rendering = false;
winding = 0;
if(rm)
Mesh::~Mesh()
{
+ set_manager(0);
delete vbuf;
delete ibuf;
- if(vao_id)
- glDeleteVertexArrays(1, &vao_id);
}
void Mesh::clear()
batches.clear();
}
-void Mesh::use_buffers(bool b)
-{
- defer_buffers = false;
- if(b)
- create_buffers();
- else
- {
- vertices.use_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);
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;
+ 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
{
- const Mesh *cur = current();
- if(cur && cur!=this)
- throw invalid_operation("Mesh::draw");
-
if(manager)
{
manager->resource_used(*this);
return;
}
- if(!current())
- vertices.apply();
- Bind bind_ibuf(ibuf, ELEMENT_ARRAY_BUFFER);
- Bind bind_winding(winding);
+ renderer.set_vertex_setup(&vtx_setup);
+ renderer.set_winding_test(winding);
- for(list<Batch>::const_iterator i=batches.begin(); i!=batches.end(); ++i)
- i->draw();
+ 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
{
+ if(vs.get_vertex_array()!=&vertices)
+ throw invalid_argument("Mesh::draw_instanced");
+
if(manager)
{
manager->resource_used(*this);
return;
}
- renderer.set_mesh(this);
- renderer.set_element_buffer(ibuf);
+ 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);
-}
-
-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();
- vertices.apply();
- }
- else if(set_current(this))
- {
- glBindVertexArray(vao_id);
- vertices.refresh();
- if(dirty)
- setup_vao();
- }
-}
-
-void Mesh::unbind()
-{
- if(set_current(0))
- glBindVertexArray(0);
+ for(vector<Batch>::const_iterator i=batches.begin(); i!=batches.end(); ++i)
+ renderer.draw_instanced(*i, count);
}
-Resource::AsyncLoader *Mesh::load(IO::Seekable &io)
+Resource::AsyncLoader *Mesh::load(IO::Seekable &io, const Resources *)
{
return new AsyncLoader(*this, io);
}
batches.clear();
delete vbuf;
delete ibuf;
- defer_buffers = (vbuf || ibuf);
vbuf = 0;
ibuf = 0;
}
for(vector<VertexComponent>::const_iterator i=c.begin(); i!=c.end(); ++i)
fmt = (fmt, *i);
obj.vertices.reset(fmt);
- obj.dirty = true;
+ 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);
}
index_updater(0),
phase(0)
{
- // Make sure the extension is initialized in the rendering thread.
- (bool)NV_primitive_restart;
-
mesh.disallow_rendering = true;
- if(mesh.defer_buffers)
- mesh.create_buffers();
+ mesh.create_buffers();
}
Mesh::AsyncLoader::~AsyncLoader()