#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"
namespace Msp {
namespace GL {
-bool VertexArray::legacy_used = false;
-
VertexArray::VertexArray(const VertexFormat &f)
{
reset(f);
clear();
format = f;
stride = get_stride(format);
- legacy = false;
arrays.clear();
arr.component = *c;
arr.offset = offs;
- if(*c<ATTRIB1)
- legacy = true;
-
offs += get_component_size(*c);
}
}
return data.size()*sizeof(float);
}
-void VertexArray::apply(bool use_legacy) const
+void VertexArray::apply() const
{
if(format.empty())
throw invalid_operation("VertexArray::apply");
if(Mesh::current())
throw invalid_operation("VertexArray::apply");
- /* 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);
+ static Require _req(ARB_vertex_shader);
const VertexArray *old = current();
/* If the array has been modified, apply it even if it was the last one to
if(!set_current(this) && !dirty)
return;
- Buffer *vbuf = get_buffer();
+ const 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);
+ 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, bool use_legacy)
+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 ? arrays->size() : 0;
if(old_arrays)
n_arrays = max<unsigned>(n_arrays, old_arrays->size());
unsigned char comp = (arr ? arr->component : old_arr->component);
unsigned sz = get_component_size(comp);
unsigned t = get_component_type(comp);
- if(use_legacy)
- {
- GLenum array_type = 0;
- if(t==get_component_type(VERTEX3))
- {
- 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;
- }
-
- if(array_type)
- {
- // Only change enable state if needed
- if(arr && !old_arr)
- glEnableClientState(array_type);
- else if(old_arr && !arr)
- glDisableClientState(array_type);
-
- continue;
- }
- }
if(t>=get_component_type(ATTRIB1))
t -= get_component_type(ATTRIB1);
else if(old_arr && !arr)
glDisableVertexAttribArray(t);
}
-
- if(active_tex)
- glClientActiveTexture(GL_TEXTURE0);
-
- legacy_used = use_legacy;
}
void VertexArray::unbind()
{
const VertexArray *old = current();
if(set_current(0))
- apply_arrays(0, &old->arrays, 0, 0, legacy_used);
+ apply_arrays(0, &old->arrays, 0, 0);
}