+#include <msp/gl/extensions/arb_vertex_array_object.h>
+#include <msp/gl/extensions/arb_vertex_shader.h>
#include "buffer.h"
#include "mesh.h"
#include "renderer.h"
vertices(VERTEX3),
vbuf(0),
ibuf(0),
+ vao_id(0),
defer_buffers(true),
+ dirty(0),
winding(0)
{ }
vertices(f),
vbuf(0),
ibuf(0),
+ vao_id(0),
defer_buffers(true),
+ dirty(2),
winding(0)
{ }
{
delete vbuf;
delete ibuf;
+ if(vao_id)
+ glDeleteVertexArrays(1, &vao_id);
}
void Mesh::clear()
create_buffers();
else
{
- vertices.use_vertex_buffer(0);
+ vertices.use_buffer(0);
delete vbuf;
vbuf = 0;
delete ibuf;
if(!vbuf)
vbuf = new Buffer(ARRAY_BUFFER);
- vertices.use_vertex_buffer(vbuf);
+ 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::refresh() const
+{
+ vertices.refresh();
+ if(dirty)
+ {
+ if(dirty&1)
+ {
+ unbind();
+ for(list<Batch>::const_iterator i=batches.begin(); i!=batches.end(); ++i)
+ i->refresh();
+ }
+
+ if(dirty&2)
+ {
+ glBindVertexArray(vao_id);
+ BufferAlias<ARRAY_BUFFER> vbuf_alias(*vbuf);
+ Bind bind_vbuf(vbuf_alias);
+
+ 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());
+ glBindVertexArray(0);
+ }
+
+ dirty = 0;
+ }
}
unsigned Mesh::get_n_vertices() const
if(defer_buffers)
create_buffers();
+ dirty |= 1;
if(!batches.empty() && batches.back().can_append(b.get_type()))
batches.back().append(b);
else
void Mesh::draw() const
{
- vertices.apply();
+ refresh();
+
+ if(!current())
+ {
+ vertices.apply();
+ if(ibuf)
+ ibuf->bind_to(ELEMENT_ARRAY_BUFFER);
+ }
- if(ibuf)
- ibuf->bind_to(ELEMENT_ARRAY_BUFFER);
Bind bind_winding(winding);
for(list<Batch>::const_iterator i=batches.begin(); i!=batches.end(); ++i)
i->draw();
- if(ibuf)
+ if(!current() && ibuf)
Buffer::unbind_from(ELEMENT_ARRAY_BUFFER);
}
void Mesh::draw(Renderer &renderer) const
{
- renderer.set_vertex_array(&vertices);
+ vertices.apply();
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);
+}
+
+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(Buffer::current(ELEMENT_ARRAY_BUFFER))
+ {
+ unbind();
+ Buffer::unbind_from(ELEMENT_ARRAY_BUFFER);
+ }
+ if(set_current(this))
+ glBindVertexArray(vao_id);
+ }
+}
- renderer.set_winding_test(0);
+void Mesh::unbind()
+{
+ if(set_current(0))
+ glBindVertexArray(0);
}
for(vector<VertexComponent>::const_iterator i=c.begin(); i!=c.end(); ++i)
fmt = (fmt, *i);
obj.vertices.reset(fmt);
+ obj.dirty |= 2;
load_sub(obj.vertices);
}