-#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"
+#include "mesh.h"
#include "vertexarray.h"
using namespace std;
namespace Msp {
namespace GL {
-VertexArray::VertexArray(const VertexFormat &f):
- defer_vbuf(true),
- dirty(false)
+VertexArray::VertexArray(const VertexFormat &f)
{
reset(f);
}
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;
+ unsigned offs = 0;
for(const unsigned char *c=format.begin(); c!=format.end(); ++c)
{
unsigned slot = get_array_slot(*c);
Array &arr = arrays[slot];
arr.component = *c;
- arr.offset = offset;
+ arr.offset = offs;
- offset += get_component_size(*c);
+ offs += get_component_size(*c);
}
}
}
}
-void VertexArray::use_vertex_buffer()
-{
- if(vbuf)
- return;
-
- vbuf = new Buffer(ARRAY_BUFFER);
- defer_vbuf = false;
- dirty = true;
-}
-
-void VertexArray::use_vertex_buffer(Buffer *b)
-{
- vbuf = b;
- vbuf.keep();
- defer_vbuf = false;
- dirty = true;
-}
-
void VertexArray::clear()
{
data.clear();
float *VertexArray::append()
{
data.insert(data.end(), stride, 0.0f);
- set_dirty();
+ 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::upload_data() const
+{
+ get_buffer()->sub_data(get_offset(), get_data_size(), &data[0]);
}
void VertexArray::apply() 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");
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)
- {
- vbuf->bind_to(ARRAY_BUFFER);
- if(dirty)
- {
- vbuf->data(data.size()*sizeof(float), &data[0]);
- dirty = false;
- }
- }
+ Buffer *vbuf = get_buffer();
+ Bind _bind_vbuf(vbuf, ARRAY_BUFFER);
+ if(vbuf && dirty)
+ update_buffer();
- const float *base = (vbuf ? 0 : &data[0]);
+ 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);
+}
+
+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)
{
- const Array *arr = ((i<arrays.size() && arrays[i].component) ? &arrays[i] : 0);
- const Array *old_arr = ((old && i<old->arrays.size() && old->arrays[i].component) ? &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;
if(active_tex)
glClientActiveTexture(GL_TEXTURE0);
-
- if(vbuf)
- Buffer::unbind_from(ARRAY_BUFFER);
}