-#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 <msp/gl/extensions/msp_legacy_features.h>
#include "buffer.h"
#include "error.h"
#include "gl.h"
+#include "mesh.h"
#include "vertexarray.h"
using namespace std;
namespace Msp {
namespace GL {
-VertexArray::ArrayMask VertexArray::enabled_arrays;
+bool VertexArray::legacy_used = false;
-VertexArray::VertexArray(const VertexFormat &f):
- defer_vbuf(true),
- dirty(false)
+VertexArray::VertexArray(const VertexFormat &f)
{
reset(f);
}
VertexArray::~VertexArray()
-{ }
+{
+ /* Unbind accesses the current VertexArray, so a call from ~Bindable would
+ try to access destroyed data. */
+ if(current()==this)
+ unbind();
+}
void VertexArray::reset(const VertexFormat &f)
{
clear();
format = f;
stride = get_stride(format);
+ legacy = false;
- bool has_multitex = false;
- bool has_gen_attrs = false;
+ arrays.clear();
+
+ unsigned offs = 0;
for(const unsigned char *c=format.begin(); c!=format.end(); ++c)
{
- if(*c>=TEXCOORD1+4 && *c<=TEXCOORD4+12)
- has_multitex = true;
- if(*c>=ATTRIB1)
- has_gen_attrs = true;
- }
- if(has_multitex)
- static Require _req(ARB_multitexture);
- if(has_gen_attrs)
- static Require _req(ARB_vertex_shader);
-}
+ unsigned slot = get_array_slot(*c);
+ if(slot>=arrays.size())
+ arrays.resize(slot+1);
-void VertexArray::use_vertex_buffer()
-{
- if(vbuf)
- return;
+ Array &arr = arrays[slot];
+ arr.component = *c;
+ arr.offset = offs;
- vbuf = new Buffer(ARRAY_BUFFER);
- defer_vbuf = false;
- dirty = true;
+ if(*c<ATTRIB1)
+ legacy = true;
+
+ offs += get_component_size(*c);
+ }
}
-void VertexArray::use_vertex_buffer(Buffer *b)
+unsigned VertexArray::get_array_slot(unsigned char comp)
{
- vbuf = b;
- vbuf.keep();
- defer_vbuf = false;
- dirty = true;
+ unsigned t = get_component_type(comp);
+ if(t==get_component_type(VERTEX3))
+ return 0;
+ else if(t==get_component_type(NORMAL3))
+ return 1;
+ else if(t==get_component_type(COLOR4_FLOAT))
+ return 2;
+ else if(comp>=TEXCOORD1 && comp<=TEXCOORD4+12)
+ {
+ t -= get_component_type(TEXCOORD1);
+ if(t>0)
+ static Require _req(ARB_multitexture);
+ return 3+t;
+ }
+ else
+ {
+ static Require _req(ARB_vertex_shader);
+ if(comp>=ATTRIB1)
+ t -= get_component_type(ATTRIB1);
+ return 7+t;
+ }
}
void VertexArray::clear()
float *VertexArray::append()
{
data.insert(data.end(), stride, 0.0f);
- set_dirty();
+ update_offset();
+ dirty = true;
return &*(data.end()-stride);
}
float *VertexArray::modify(unsigned i)
{
- set_dirty();
+ dirty = true;
return &data[0]+i*stride;
}
-void VertexArray::set_dirty()
+unsigned VertexArray::get_data_size() const
{
- dirty = true;
- if(defer_vbuf)
- {
- vbuf = new Buffer(ARRAY_BUFFER);
- defer_vbuf = false;
- }
+ return data.size()*sizeof(float);
}
-void VertexArray::apply() const
+void VertexArray::apply(bool use_legacy) const
{
if(format.empty())
throw invalid_operation("VertexArray::apply");
+ // Don't mess up the vertex array object of a mesh
+ if(Mesh::current())
+ throw invalid_operation("VertexArray::apply");
- if(vbuf)
- {
- vbuf->bind_to(ARRAY_BUFFER);
- if(dirty)
- {
- vbuf->data(data.size()*sizeof(float), &data[0]);
- dirty = false;
- }
- }
+ /* Unbind first if the legacy flag changes. The logic for supporting it
+ directly in apply_arrays would get too complicated, and this also allows
+ rebinding the same array with different legacy setting. */
+ if(legacy_used!=use_legacy)
+ unbind();
+
+ if(!use_legacy)
+ static Require _req(ARB_vertex_shader);
+ else if(legacy)
+ static Require _req(MSP_legacy_features);
- const float *base = (vbuf ? 0 : &data[0]);
- unsigned offset = 0;
- ArrayMask found;
- unsigned bpv = stride*sizeof(float);
+ const VertexArray *old = current();
+ /* 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;
+
+ Buffer *vbuf = get_buffer();
+ Bind _bind_vbuf(vbuf, ARRAY_BUFFER);
+ if(vbuf && dirty)
+ update_buffer();
+
+ const float *base = (vbuf ? reinterpret_cast<float *>(get_offset()) : &data[0]);
+ unsigned stride_bytes = stride*sizeof(float);
+ apply_arrays(&arrays, (old ? &old->arrays : 0), base, stride_bytes, use_legacy);
+}
+
+void VertexArray::apply_arrays(const vector<Array> *arrays, const vector<Array> *old_arrays, const float *base, unsigned stride_bytes, bool use_legacy)
+{
unsigned active_tex = 0;
- for(const unsigned char *c=format.begin(); c!=format.end(); ++c)
+ 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 sz = get_component_size(*c);
- unsigned t = get_component_type(*c);
- bool en = enabled_arrays.is_set(t);
- if(t==get_component_type(VERTEX3))
- {
- glVertexPointer(sz, GL_FLOAT, bpv, base+offset);
- if(!en)
- glEnableClientState(GL_VERTEX_ARRAY);
- }
- else if(t==get_component_type(NORMAL3))
- {
- glNormalPointer(GL_FLOAT, bpv, base+offset);
- if(!en)
- glEnableClientState(GL_NORMAL_ARRAY);
- }
- else if(t==get_component_type(COLOR4_FLOAT))
- {
- if(sz==1)
- glColorPointer(4, GL_UNSIGNED_BYTE, bpv, base+offset);
- else
- glColorPointer(sz, GL_FLOAT, bpv, base+offset);
- if(!en)
- glEnableClientState(GL_COLOR_ARRAY);
- }
- else if(*c>=TEXCOORD1 && *c<=TEXCOORD4+12)
+ 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->component : old_arr->component);
+ unsigned sz = get_component_size(comp);
+ unsigned t = get_component_type(comp);
+ if(use_legacy)
{
- t -= get_component_type(TEXCOORD1);
- if(t>0 || active_tex)
+ GLenum array_type = 0;
+ if(t==get_component_type(VERTEX3))
{
- glClientActiveTexture(GL_TEXTURE0+t);
- active_tex = t;
+ if(arr)
+ 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+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+arr->offset);
+ else
+ glColorPointer(sz, GL_FLOAT, stride_bytes, base+arr->offset);
+ }
+ array_type = GL_COLOR_ARRAY;
+ }
+ else if(comp>=TEXCOORD1 && comp<=TEXCOORD4+12)
+ {
+ t -= get_component_type(TEXCOORD1);
+ if(t>0 || active_tex)
+ {
+ glClientActiveTexture(GL_TEXTURE0+t);
+ active_tex = t;
+ }
+ if(arr)
+ glTexCoordPointer(sz, GL_FLOAT, stride_bytes, base+arr->offset);
+ array_type = GL_TEXTURE_COORD_ARRAY;
}
- glTexCoordPointer(sz, GL_FLOAT, bpv, base+offset);
- if(!en)
- glEnableClientState(GL_TEXTURE_COORD_ARRAY);
- }
- else
- {
- if(t>=get_component_type(ATTRIB1))
- t -= get_component_type(ATTRIB1);
- glVertexAttribPointer(t, sz, GL_FLOAT, false, bpv, base+offset);
- if(!en)
- glEnableVertexAttribArray(t);
- }
- found.set(t);
- offset += sz;
- }
- for(unsigned i=0; i<64; ++i)
- if(enabled_arrays.is_set(i) && !found.is_set(i))
- {
- if(i==get_component_type(VERTEX3))
- glDisableClientState(GL_VERTEX_ARRAY);
- else if(i==get_component_type(NORMAL3))
- glDisableClientState(GL_NORMAL_ARRAY);
- else if(i==get_component_type(COLOR4_FLOAT))
- glDisableClientState(GL_COLOR_ARRAY);
- else if(i>=get_component_type(TEXCOORD1) && i<=get_component_type(TEXCOORD1)+3)
+ if(array_type)
{
- unsigned j = i-get_component_type(TEXCOORD1);
- if(j>0 || active_tex)
- glClientActiveTexture(GL_TEXTURE0+j);
- glDisableClientState(GL_TEXTURE_COORD_ARRAY);
- active_tex = j;
+ // Only change enable state if needed
+ if(arr && !old_arr)
+ glEnableClientState(array_type);
+ else if(old_arr && !arr)
+ glDisableClientState(array_type);
+
+ continue;
}
- else if(i<get_component_type(ATTRIB1))
- glDisableVertexAttribArray(i);
+ }
+
+ if(t>=get_component_type(ATTRIB1))
+ t -= get_component_type(ATTRIB1);
+ if(arr)
+ {
+ if(arr->component==COLOR4_UBYTE)
+ glVertexAttribPointer(t, 4, GL_UNSIGNED_BYTE, true, stride_bytes, base+arr->offset);
else
- glDisableVertexAttribArray(i-get_component_type(ATTRIB1));
+ glVertexAttribPointer(t, sz, GL_FLOAT, false, stride_bytes, base+arr->offset);
}
- enabled_arrays = found;
+ // Only change enable state if needed
+ if(arr && !old_arr)
+ glEnableVertexAttribArray(t);
+ else if(old_arr && !arr)
+ glDisableVertexAttribArray(t);
+ }
if(active_tex)
glClientActiveTexture(GL_TEXTURE0);
- if(vbuf)
- Buffer::unbind_from(ARRAY_BUFFER);
+ legacy_used = use_legacy;
}
-
-VertexArray::ArrayMask::ArrayMask()
+void VertexArray::unbind()
{
- for(unsigned i=0; i<N; ++i)
- mask[i] = 0;
+ const VertexArray *old = current();
+ if(set_current(0))
+ apply_arrays(0, &old->arrays, 0, 0, legacy_used);
}
-void VertexArray::ArrayMask::set(unsigned bit)
-{
- mask[bit/B] |= 1<<(bit%B);
-}
-bool VertexArray::ArrayMask::is_set(unsigned bit) const
-{
- return mask[bit/B]&(1<<(bit%B));
-}
+VertexArray::Array::Array():
+ component(0),
+ offset(0)
+{ }
VertexArray::Loader::Loader(VertexArray &a):
add("attrib2", static_cast<void (Loader::*)(unsigned, float, float)>(&Loader::attrib));
add("attrib3", static_cast<void (Loader::*)(unsigned, float, float, float)>(&Loader::attrib));
add("attrib4", static_cast<void (Loader::*)(unsigned, float, float, float, float)>(&Loader::attrib));
+ add("tangent3", static_cast<void (Loader::*)(float, float, float)>(&Loader::tangent));
+ add("binormal3", static_cast<void (Loader::*)(float, float, float)>(&Loader::binormal));
}
} // namespace GL