-#include <GL/gl.h>
+/* $Id$
+
+This file is part of libmspgl
+Copyright © 2007 Mikko Rasa, Mikkosoft Productions
+Distributed under the LGPL
+*/
+
+#include "gl.h"
#include "vertexarray.h"
#include "vertexbuffer.h"
namespace Msp {
namespace GL {
-uint get_stride(VertexFormat f)
-{
- uint stride=0;
- for(uint fmt=f; fmt; fmt>>=4)
- stride+=(fmt&3)+1;
- return stride*sizeof(float);
-}
-
-
-VertexArrayBuilder::VertexArrayBuilder(VertexArray &a, vector<float> &d):
- data(d),
- array(a),
- format(array.get_format()),
- stride(get_stride(format)),
- cr(1), cg(1), cb(1), ca(1),
- ts(0), tt(0), tr(0), tq(0),
- nx(0), ny(0), nz(1)
-{ }
-
-void VertexArrayBuilder::vertex(float x, float y, float z, float w)
-{
- for(uint fmt=format; fmt; fmt>>=4)
- {
- uint size=(fmt&3)+1;
- switch(fmt&12)
- {
- case 0:
- data.push_back(x);
- data.push_back(y);
- if(size>=3) data.push_back(z);
- if(size>=4) data.push_back(w);
- break;
- case 4:
- data.push_back(nx);
- data.push_back(ny);
- data.push_back(nz);
- break;
- case 8:
- data.push_back(ts);
- if(size>=2) data.push_back(tt);
- if(size>=3) data.push_back(tr);
- if(size>=4) data.push_back(tq);
- break;
- case 12:
- if(size==1)
- {
- union { ubyte c[4]; float f; } u;
- u.c[0]=(ubyte)(cr*255);
- u.c[1]=(ubyte)(cg*255);
- u.c[2]=(ubyte)(cb*255);
- u.c[3]=(ubyte)(ca*255);
- data.push_back(u.f);
- }
- else
- {
- data.push_back(cr);
- data.push_back(cg);
- data.push_back(cb);
- if(size>=4) data.push_back(ca);
- }
- break;
- }
- }
- //cout<<"Added vertex with "<<data.size()-old_size<<" floats\n";
-}
-
-VertexArrayBuilder::~VertexArrayBuilder()
-{
- array.update_data();
-}
-
-
VertexArray::VertexArray(VertexFormat f):
format(NODATA),
stride(get_stride(f)),
vbuf(0),
own_vbuf(false)
{
- // Reverse the format so the first item is in lowest bits
+ // Reverse the format so the first item is in lowest bits. This makes handling in bind() easier.
for(uint fmt=f; fmt; fmt>>=4)
format=(format, static_cast<VertexFormat>(fmt&15));
}
void VertexArray::use_vertex_buffer()
{
- if(vbuf) return;
+ if(vbuf && own_vbuf)
+ return;
vbuf=new VertexBuffer();
own_vbuf=true;
+
update_data();
}
void VertexArray::use_vertex_buffer(VertexBuffer *b)
{
- if(vbuf) return;
-
+ if(own_vbuf)
+ delete vbuf;
vbuf=b;
+ own_vbuf=false;
+
update_data();
}
+void VertexArray::reserve(unsigned n)
+{
+ data.reserve(n*stride);
+}
+
void VertexArray::clear()
{
data.clear();
}
+void VertexArray::reset(VertexFormat f)
+{
+ clear();
+ format=NODATA;
+ for(uint fmt=f; fmt; fmt>>=4)
+ format=(format, static_cast<VertexFormat>(fmt&15));
+ stride=get_stride(format);
+}
+
+RefPtr<VertexArrayBuilder> VertexArray::modify()
+{
+ return new VertexArrayBuilder(*this);
+}
+
void VertexArray::apply() const
{
- if(vbuf) vbuf->bind();
+ if(format==NODATA)
+ throw InvalidState("Trying to apply a vertex apply of format NODATA");
+
+ if(vbuf)
+ vbuf->bind();
const float *base=vbuf?0:&data[0];
uint offset=0;
uint found=0;
+ uint bpv=stride*sizeof(float);
for(uint fmt=format; fmt; fmt>>=4)
{
- uint size=(fmt&3)+1;
+ uint sz=(fmt&3)+1;
switch(fmt&12)
{
case 0:
- glVertexPointer(size, GL_FLOAT, stride, base+offset);
+ glVertexPointer(sz, GL_FLOAT, bpv, base+offset);
break;
case 4:
- glNormalPointer(GL_FLOAT, stride, base+offset);
+ glNormalPointer(GL_FLOAT, bpv, base+offset);
break;
case 8:
- glTexCoordPointer(size, GL_FLOAT, stride, base+offset);
+ glTexCoordPointer(sz, GL_FLOAT, bpv, base+offset);
break;
case 12:
- if(size==1)
- glColorPointer(4, GL_UNSIGNED_BYTE, stride, base+offset);
+ if(sz==1)
+ glColorPointer(4, GL_UNSIGNED_BYTE, bpv, base+offset);
else
- glColorPointer(size, GL_FLOAT, stride, base+offset);
+ glColorPointer(sz, GL_FLOAT, bpv, base+offset);
break;
}
found|=1<<((fmt&12)>>2);
- offset+=size;
+ offset+=sz;
}
set_array(GL_VERTEX_ARRAY, found&1, 1);
set_array(GL_TEXTURE_COORD_ARRAY, found&4, 4);
set_array(GL_COLOR_ARRAY, found&8, 8);
- VertexBuffer::unbind();
+ if(vbuf)
+ VertexBuffer::unbind();
}
/**
void VertexArray::update_data()
{
if(vbuf)
+ {
vbuf->data(data.size()*sizeof(float), &data[0]);
+ VertexBuffer::unbind();
+ }
}
void VertexArray::set_array(unsigned array, unsigned bit, unsigned mask) const
unsigned VertexArray::enabled_arrays=0;
+VertexArray::Loader::Loader(VertexArray &a):
+ VertexArrayBuilder(a)
+{
+ add("vertex2", static_cast<void (Loader::*)(float, float)>(&Loader::vertex));
+ add("vertex3", static_cast<void (Loader::*)(float, float, float)>(&Loader::vertex));
+ add("vertex4", static_cast<void (Loader::*)(float, float, float, float)>(&Loader::vertex));
+ add("normal3", static_cast<void (Loader::*)(float, float, float)>(&Loader::normal));
+ add("texcoord1", static_cast<void (Loader::*)(float)>(&Loader::texcoord));
+ add("texcoord2", static_cast<void (Loader::*)(float, float)>(&Loader::texcoord));
+ add("texcoord3", static_cast<void (Loader::*)(float, float, float)>(&Loader::texcoord));
+ add("texcoord4", static_cast<void (Loader::*)(float, float, float, float)>(&Loader::texcoord));
+ add("color3", static_cast<void (Loader::*)(float, float, float)>(&Loader::color));
+ add("color4", static_cast<void (Loader::*)(float, float, float, float)>(&Loader::color));
+}
+
} // namespace GL
} // namespace Msp