-/* $Id$
-
-This file is part of libmspgl
-Copyright © 2007 Mikko Rasa, Mikkosoft Productions
-Distributed under the LGPL
-*/
-
+#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"
-#include "vertexbuffer.h"
using namespace std;
namespace Msp {
namespace GL {
-VertexArray::VertexArray(VertexFormat f):
- format(NODATA),
- stride(get_stride(f)),
- vbuf(0),
- own_vbuf(false)
+bool VertexArray::legacy_used = false;
+
+VertexArray::VertexArray(const VertexFormat &f)
{
- // 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));
+ reset(f);
}
VertexArray::~VertexArray()
{
- if(own_vbuf)
- delete vbuf;
+ /* Unbind accesses the current VertexArray, so a call from ~Bindable would
+ try to access destroyed data. */
+ if(current()==this)
+ unbind();
}
-void VertexArray::use_vertex_buffer()
+void VertexArray::reset(const VertexFormat &f)
{
- if(vbuf && own_vbuf)
- return;
+ clear();
+ format = f;
+ stride = get_stride(format);
+ legacy = false;
- vbuf=new VertexBuffer();
- own_vbuf=true;
+ arrays.clear();
- update_data();
+ unsigned offs = 0;
+ for(const unsigned char *c=format.begin(); c!=format.end(); ++c)
+ {
+ unsigned slot = get_array_slot(*c);
+ if(slot>=arrays.size())
+ arrays.resize(slot+1);
+
+ Array &arr = arrays[slot];
+ arr.component = *c;
+ arr.offset = offs;
+
+ if(*c<ATTRIB1)
+ legacy = true;
+
+ offs += get_component_size(*c);
+ }
}
-void VertexArray::use_vertex_buffer(VertexBuffer *b)
+unsigned VertexArray::get_array_slot(unsigned char comp)
{
- if(own_vbuf)
- delete vbuf;
- vbuf=b;
- own_vbuf=false;
+ 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;
+ }
+}
- update_data();
+void VertexArray::clear()
+{
+ data.clear();
}
void VertexArray::reserve(unsigned n)
data.reserve(n*stride);
}
-void VertexArray::clear()
+float *VertexArray::append()
{
- data.clear();
+ data.insert(data.end(), stride, 0.0f);
+ update_offset();
+ dirty = true;
+ return &*(data.end()-stride);
}
-void VertexArray::reset(VertexFormat f)
+float *VertexArray::modify(unsigned i)
{
- clear();
- format=NODATA;
- for(uint fmt=f; fmt; fmt>>=4)
- format=(format, static_cast<VertexFormat>(fmt&15));
- stride=get_stride(format);
+ dirty = true;
+ return &data[0]+i*stride;
}
-RefPtr<VertexArrayBuilder> VertexArray::modify()
+unsigned VertexArray::get_data_size() const
{
- return new VertexArrayBuilder(*this);
+ return data.size()*sizeof(float);
}
-void VertexArray::apply() const
+void VertexArray::apply(bool use_legacy) const
{
- if(format==NODATA)
- throw InvalidState("Trying to apply a vertex apply of format NODATA");
+ 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");
+
+ /* 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(vbuf)
- vbuf->bind();
+ 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];
- uint offset=0;
- uint found=0;
- uint bpv=stride*sizeof(float);
- for(uint fmt=format; fmt; fmt>>=4)
+ 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;
+
+ 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);
+}
+
+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;
+ 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)
{
- uint sz=(fmt&3)+1;
- switch(fmt&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)
+ {
+ 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);
+ if(arr)
{
- case 0:
- glVertexPointer(sz, GL_FLOAT, bpv, base+offset);
- break;
- case 4:
- glNormalPointer(GL_FLOAT, bpv, base+offset);
- break;
- case 8:
- glTexCoordPointer(sz, GL_FLOAT, bpv, base+offset);
- break;
- case 12:
- if(sz==1)
- glColorPointer(4, GL_UNSIGNED_BYTE, bpv, base+offset);
+ if(arr->component==COLOR4_UBYTE)
+ glVertexAttribPointer(t, 4, GL_UNSIGNED_BYTE, true, stride_bytes, base+arr->offset);
else
- glColorPointer(sz, GL_FLOAT, bpv, base+offset);
- break;
+ glVertexAttribPointer(t, sz, GL_FLOAT, false, stride_bytes, base+arr->offset);
}
- found|=1<<((fmt&12)>>2);
- offset+=sz;
+
+ // Only change enable state if needed
+ if(arr && !old_arr)
+ glEnableVertexAttribArray(t);
+ else if(old_arr && !arr)
+ glDisableVertexAttribArray(t);
}
- set_array(GL_VERTEX_ARRAY, found&1, 1);
- set_array(GL_NORMAL_ARRAY, found&2, 2);
- set_array(GL_TEXTURE_COORD_ARRAY, found&4, 4);
- set_array(GL_COLOR_ARRAY, found&8, 8);
+ if(active_tex)
+ glClientActiveTexture(GL_TEXTURE0);
- if(vbuf)
- VertexBuffer::unbind();
+ legacy_used = use_legacy;
}
-/**
-Updates the VertexArray data to the VertexBuffer tied to the array, if any.
-*/
-void VertexArray::update_data()
+void VertexArray::unbind()
{
- if(vbuf)
- {
- vbuf->data(data.size()*sizeof(float), &data[0]);
- VertexBuffer::unbind();
- }
+ const VertexArray *old = current();
+ if(set_current(0))
+ apply_arrays(0, &old->arrays, 0, 0, legacy_used);
}
-void VertexArray::set_array(unsigned array, unsigned bit, unsigned mask) const
-{
- if((enabled_arrays&mask) && !bit)
- {
- glDisableClientState(array);
- enabled_arrays&=~mask;
- }
- else if(!(enabled_arrays&mask) && bit)
- {
- glEnableClientState(array);
- enabled_arrays|=mask;
- }
-}
-unsigned VertexArray::enabled_arrays=0;
+VertexArray::Array::Array():
+ component(0),
+ offset(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));
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("multitexcoord1", static_cast<void (Loader::*)(unsigned, float)>(&Loader::multitexcoord));
+ add("multitexcoord2", static_cast<void (Loader::*)(unsigned, float, float)>(&Loader::multitexcoord));
+ add("multitexcoord3", static_cast<void (Loader::*)(unsigned, float, float, float)>(&Loader::multitexcoord));
+ add("multitexcoord4", static_cast<void (Loader::*)(unsigned, float, float, float, float)>(&Loader::multitexcoord));
add("color3", static_cast<void (Loader::*)(float, float, float)>(&Loader::color));
add("color4", static_cast<void (Loader::*)(float, float, float, float)>(&Loader::color));
+ add("attrib1", static_cast<void (Loader::*)(unsigned, float)>(&Loader::attrib));
+ 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