#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);
}
-VertexArray::~VertexArray()
-{
- /* Unbind accesses the current VertexArray, so a call from ~Bindable would
- try to access destroyed data. */
- if(current()==this)
- unbind();
-}
-
void VertexArray::reset(const VertexFormat &f)
{
clear();
format = f;
stride = get_stride(format);
- legacy = false;
-
- arrays.clear();
-
- 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);
- }
-}
-
-unsigned VertexArray::get_array_slot(unsigned char comp)
-{
- 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;
- }
}
void VertexArray::clear()
return data.size()*sizeof(float);
}
-void VertexArray::apply(bool use_legacy) 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");
-
- /* 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);
-
- 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;
-
- 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)
- {
- 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)
- {
- 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)
- glEnableVertexAttribArray(t);
- 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);
-}
-
-
-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));