-#include <GL/gl.h>
+#include <msp/gl/extensions/arb_multitexture.h>
+#include <msp/gl/extensions/arb_vertex_shader.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 {
-uint get_stride(VertexFormat f)
+VertexArray::VertexArray(const VertexFormat &f)
{
- uint stride=0;
- for(uint fmt=f; fmt; fmt>>=4)
- stride+=(fmt&3)+1;
- return stride*sizeof(float);
+ reset(f);
}
-
-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()
+void VertexArray::reset(const VertexFormat &f)
{
- array.update_data();
+ clear();
+ format = f;
+ stride = get_stride(format);
}
-
-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
- for(uint fmt=f; fmt; fmt>>=4)
- format=(format, static_cast<VertexFormat>(fmt&15));
-}
-
-VertexArray::~VertexArray()
+void VertexArray::clear()
{
- if(own_vbuf)
- delete vbuf;
+ data.clear();
}
-void VertexArray::use_vertex_buffer()
+void VertexArray::reserve(unsigned n)
{
- if(vbuf) return;
-
- vbuf=new VertexBuffer();
- own_vbuf=true;
- update_data();
+ data.reserve(n*stride);
}
-void VertexArray::use_vertex_buffer(VertexBuffer *b)
+float *VertexArray::append()
{
- if(vbuf) return;
-
- vbuf=b;
- update_data();
+ data.insert(data.end(), stride, 0.0f);
+ update_offset();
+ dirty = true;
+ return &*(data.end()-stride);
}
-void VertexArray::clear()
+float *VertexArray::modify(unsigned i)
{
- data.clear();
+ dirty = true;
+ return &data[0]+i*stride;
}
-void VertexArray::apply() const
+unsigned VertexArray::get_data_size() const
{
- if(vbuf) vbuf->bind();
-
- const float *base=vbuf?0:&data[0];
- uint offset=0;
- uint found=0;
- for(uint fmt=format; fmt; fmt>>=4)
- {
- uint size=(fmt&3)+1;
- switch(fmt&12)
- {
- case 0:
- glVertexPointer(size, GL_FLOAT, stride, base+offset);
- break;
- case 4:
- glNormalPointer(GL_FLOAT, stride, base+offset);
- break;
- case 8:
- glTexCoordPointer(size, GL_FLOAT, stride, base+offset);
- break;
- case 12:
- if(size==1)
- glColorPointer(4, GL_UNSIGNED_BYTE, stride, base+offset);
- else
- glColorPointer(size, GL_FLOAT, stride, base+offset);
- break;
- }
- found|=1<<((fmt&12)>>2);
- offset+=size;
- }
-
- 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);
-
- VertexBuffer::unbind();
+ return data.size()*sizeof(float);
}
-/**
-Updates the VertexArray data to the VertexBuffer tied to the array, if any.
-*/
-void VertexArray::update_data()
-{
- if(vbuf)
- vbuf->data(data.size()*sizeof(float), &data[0]);
-}
-void VertexArray::set_array(unsigned array, unsigned bit, unsigned mask) const
+VertexArray::Loader::Loader(VertexArray &a):
+ VertexArrayBuilder(a)
{
- if((enabled_arrays&mask) && !bit)
- {
- glDisableClientState(array);
- enabled_arrays&=~mask;
- }
- else if(!(enabled_arrays&mask) && bit)
- {
- glEnableClientState(array);
- enabled_arrays|=mask;
- }
+ 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("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("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));
}
-unsigned VertexArray::enabled_arrays=0;
-
-
} // namespace GL
} // namespace Msp