VertexArray::~VertexArray()
{
+ /* Unbind accesses the current VertexArray, so a call from ~Bindable would
+ try to access destroyed data. */
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);
- }
+ unbind();
}
void VertexArray::reset(const VertexFormat &f)
float *VertexArray::append()
{
data.insert(data.end(), stride, 0.0f);
+ update_offset();
dirty = true;
return &*(data.end()-stride);
}
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())
if(Mesh::current())
throw invalid_operation("VertexArray::apply");
+ 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
be applied. This is necessary to get the data updated to vertex buffer, and
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();
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);
- 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;
- }
- else
+
+ if(t>=get_component_type(ATTRIB1))
+ t -= get_component_type(ATTRIB1);
+ if(arr)
{
- 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
glVertexAttribPointer(t, sz, GL_FLOAT, false, stride_bytes, base+arr->offset);
}
// Only change enable state if needed
if(arr && !old_arr)
- {
- if(array_type)
- glEnableClientState(array_type);
- else
- glEnableVertexAttribArray(t);
- }
+ glEnableVertexAttribArray(t);
else if(old_arr && !arr)
- {
- if(array_type)
- glDisableClientState(array_type);
- else
- glDisableVertexAttribArray(t);
- }
+ glDisableVertexAttribArray(t);
}
+}
- if(active_tex)
- glClientActiveTexture(GL_TEXTURE0);
+void VertexArray::unbind()
+{
+ const VertexArray *old = current();
+ if(set_current(0))
+ apply_arrays(0, &old->arrays, 0, 0);
}
VertexArray::Loader::Loader(VertexArray &a):
VertexArrayBuilder(a)
{
+ add("vertex", static_cast<void (Loader::*)(float, float)>(&Loader::vertex));
+ add("vertex", static_cast<void (Loader::*)(float, float, float)>(&Loader::vertex));
+ add("vertex", static_cast<void (Loader::*)(float, float, float, float)>(&Loader::vertex));
+ add("normal", static_cast<void (Loader::*)(float, float, float)>(&Loader::normal));
+ add("texcoord", static_cast<void (Loader::*)(float)>(&Loader::texcoord));
+ add("texcoord", static_cast<void (Loader::*)(float, float)>(&Loader::texcoord));
+ add("texcoord", static_cast<void (Loader::*)(float, float, float)>(&Loader::texcoord));
+ add("texcoord", static_cast<void (Loader::*)(float, float, float, float)>(&Loader::texcoord));
+ add("multitexcoord", static_cast<void (Loader::*)(unsigned, float)>(&Loader::multitexcoord));
+ add("multitexcoord", static_cast<void (Loader::*)(unsigned, float, float)>(&Loader::multitexcoord));
+ add("multitexcoord", static_cast<void (Loader::*)(unsigned, float, float, float)>(&Loader::multitexcoord));
+ add("multitexcoord", static_cast<void (Loader::*)(unsigned, float, float, float, float)>(&Loader::multitexcoord));
+ add("color", static_cast<void (Loader::*)(float, float, float)>(&Loader::color));
+ add("color", static_cast<void (Loader::*)(float, float, float, float)>(&Loader::color));
+ add("attrib", static_cast<void (Loader::*)(unsigned, float)>(&Loader::attrib));
+ add("attrib", static_cast<void (Loader::*)(unsigned, float, float)>(&Loader::attrib));
+ add("attrib", static_cast<void (Loader::*)(unsigned, float, float, float)>(&Loader::attrib));
+ add("attrib", static_cast<void (Loader::*)(unsigned, float, float, float, float)>(&Loader::attrib));
+ add("tangent", static_cast<void (Loader::*)(float, float, float)>(&Loader::tangent));
+ add("binormal", static_cast<void (Loader::*)(float, float, float)>(&Loader::binormal));
+
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));