-#include "arb_multitexture.h"
-#include "arb_vertex_shader.h"
+#include <msp/gl/extensions/arb_multitexture.h>
+#include <msp/gl/extensions/arb_vertex_shader.h>
#include "buffer.h"
#include "error.h"
#include "gl.h"
}
VertexArray::~VertexArray()
-{ }
+{
+ if(current()==this)
+ {
+ /* We must deactivate arrays here, or apply() would try to access deleted
+ data on the next invocation. */
+ set_current(0);
+ apply_arrays(0, &arrays, 0, 0);
+ }
+}
void VertexArray::reset(const VertexFormat &f)
{
arrays.clear();
+ unsigned offset = 0;
for(const unsigned char *c=format.begin(); c!=format.end(); ++c)
{
unsigned slot = get_array_slot(*c);
if(slot>=arrays.size())
arrays.resize(slot+1);
- arrays[slot] = *c;
+
+ Array &arr = arrays[slot];
+ arr.component = *c;
+ arr.offset = offset;
+
+ offset += get_component_size(*c);
}
}
throw invalid_operation("VertexArray::apply");
const VertexArray *old = current();
- if(!set_current(this))
+ /* If the array has been modified, apply it even if it was the last one to
+ be applied. This is necessary to get the data updated to vertex buffer, and
+ to resync things after a format change. Radeon drivers also have some
+ problems with modifying vertex arrays without re-setting the pointers. */
+ if(!set_current(this) && !dirty)
return;
if(vbuf)
}
const float *base = (vbuf ? 0 : &data[0]);
- unsigned offset = 0;
unsigned stride_bytes = stride*sizeof(float);
+ apply_arrays(&arrays, (old ? &old->arrays : 0), base, stride_bytes);
+
+ if(vbuf)
+ Buffer::unbind_from(ARRAY_BUFFER);
+}
+
+void VertexArray::apply_arrays(const vector<Array> *arrays, const vector<Array> *old_arrays, const float *base, unsigned stride_bytes)
+{
unsigned active_tex = 0;
- unsigned n_arrays = arrays.size();
- if(old)
- n_arrays = max(n_arrays, old->arrays.size());
+ unsigned n_arrays = arrays ? arrays->size() : 0;
+ if(old_arrays)
+ n_arrays = max<unsigned>(n_arrays, old_arrays->size());
for(unsigned i=0; i<n_arrays; ++i)
{
- unsigned char arr = (i<arrays.size() ? arrays[i] : 0);
- unsigned char old_arr = (old && i<old->arrays.size() ? old->arrays[i] : 0);
+ const Array *arr = ((arrays && i<arrays->size() && (*arrays)[i].component) ? &(*arrays)[i] : 0);
+ const Array *old_arr = ((old_arrays && i<old_arrays->size() && (*old_arrays)[i].component) ? &(*old_arrays)[i] : 0);
if(!arr && !old_arr)
continue;
- unsigned char comp = (arr ? arr : old_arr);
+ unsigned char comp = (arr ? arr->component : old_arr->component);
unsigned sz = get_component_size(comp);
unsigned t = get_component_type(comp);
GLenum array_type = 0;
if(t==get_component_type(VERTEX3))
{
if(arr)
- glVertexPointer(sz, GL_FLOAT, stride_bytes, base+offset);
+ glVertexPointer(sz, GL_FLOAT, stride_bytes, base+arr->offset);
array_type = GL_VERTEX_ARRAY;
}
else if(t==get_component_type(NORMAL3))
{
if(arr)
- glNormalPointer(GL_FLOAT, stride_bytes, base+offset);
+ glNormalPointer(GL_FLOAT, stride_bytes, base+arr->offset);
array_type = GL_NORMAL_ARRAY;
}
else if(t==get_component_type(COLOR4_FLOAT))
if(arr)
{
if(sz==1)
- glColorPointer(4, GL_UNSIGNED_BYTE, stride_bytes, base+offset);
+ glColorPointer(4, GL_UNSIGNED_BYTE, stride_bytes, base+arr->offset);
else
- glColorPointer(sz, GL_FLOAT, stride_bytes, base+offset);
+ glColorPointer(sz, GL_FLOAT, stride_bytes, base+arr->offset);
}
array_type = GL_COLOR_ARRAY;
}
active_tex = t;
}
if(arr)
- glTexCoordPointer(sz, GL_FLOAT, stride_bytes, base+offset);
+ glTexCoordPointer(sz, GL_FLOAT, stride_bytes, base+arr->offset);
array_type = GL_TEXTURE_COORD_ARRAY;
}
else
if(t>=get_component_type(ATTRIB1))
t -= get_component_type(ATTRIB1);
if(arr)
- glVertexAttribPointer(t, sz, GL_FLOAT, false, stride_bytes, base+offset);
+ glVertexAttribPointer(t, sz, GL_FLOAT, false, stride_bytes, base+arr->offset);
}
// Only change enable state if needed
else
glDisableVertexAttribArray(t);
}
-
- if(arr)
- offset += sz;
}
if(active_tex)
glClientActiveTexture(GL_TEXTURE0);
-
- if(vbuf)
- Buffer::unbind_from(ARRAY_BUFFER);
}
+VertexArray::Array::Array():
+ component(0),
+ offset(0)
+{ }
+
+
VertexArray::Loader::Loader(VertexArray &a):
VertexArrayBuilder(a)
{