-/* $Id$
-
-This file is part of libmspgl
-Copyright © 2007 Mikko Rasa, Mikkosoft Productions
-Distributed under the LGPL
-*/
-
#ifndef MSP_GL_VERTEXARRAY_H_
#define MSP_GL_VERTEXARRAY_H_
+#include <climits>
#include <vector>
#include <msp/core/refptr.h>
#include <msp/datafile/loader.h>
+#include "bindable.h"
+#include "bufferable.h"
+#include "datatype.h"
#include "primitivetype.h"
-#include "types.h"
#include "vertexarraybuilder.h"
#include "vertexformat.h"
namespace Msp {
namespace GL {
-class VertexBuffer;
+class Buffer;
-class VertexArray
+/**
+Stores vertex data. Both legacy and generic attributes are supported. Mixing
+the two is possible but discouraged, as driver-specific issues may arise.
+
+The array's contents can be modified with the append and modify methods. To
+obtain the location of an individual component within the vertex, use
+VertexFormat::offset.
+
+A higher-level interface for filling in vertex data is available in the
+VertexArrayBuilder class.
+*/
+class VertexArray: public Bindable<VertexArray>, public Bufferable
{
public:
class Loader: public DataFile::Loader, public VertexArrayBuilder
};
private:
+ struct Array
+ {
+ unsigned char component;
+ unsigned char offset;
+
+ Array();
+ };
+
VertexFormat format;
std::vector<float> data;
- uint stride;
- VertexBuffer *vbuf;
- bool own_vbuf;
+ unsigned stride;
+ std::vector<Array> arrays;
+ bool legacy;
+
+ static bool legacy_used;
VertexArray(const VertexArray &);
VertexArray &operator=(const VertexArray &);
public:
- VertexArray(VertexFormat);
+ VertexArray(const VertexFormat &);
~VertexArray();
- VertexFormat get_format() const { return format; }
- const std::vector<float> &get_data() const { return data; }
- void use_vertex_buffer();
- void use_vertex_buffer(VertexBuffer *);
- void reserve(unsigned);
- unsigned size() const { return data.size()/stride; }
- void clear();
- void reset(VertexFormat);
- void apply() const;
- void update_data();
- float *append();
- float *operator[](unsigned i) { return &data[0]+i*stride; }
- const float *operator[](unsigned i) const { return &data[0]+i*stride; }
+ /// Resets the VertexArray to a different format. All data is cleared.
+ void reset(const VertexFormat &);
+
+ const VertexFormat &get_format() const { return format; }
private:
- void set_array(unsigned, unsigned, unsigned) const;
+ static unsigned get_array_slot(unsigned char);
- static unsigned enabled_arrays;
-};
+public:
+ /// Clears all vertices from the array.
+ void clear();
-void array_element(int);
-void draw_arrays(PrimitiveType, int, sizei);
-void draw_elements(PrimitiveType, sizei, DataType, const void *);
-void draw_range_elements(PrimitiveType, uint, uint, sizei, DataType, const void *);
+ /// Reserve space for vertices.
+ void reserve(unsigned);
-inline void draw_elements(PrimitiveType mode, sizei count, const unsigned *indices)
-{ draw_elements(mode, count, UNSIGNED_INT, indices); }
+ /// Append a new vertex at the end of the array and return its location.
+ float *append();
-inline void draw_elements(PrimitiveType mode, sizei count, const unsigned short *indices)
-{ draw_elements(mode, count, UNSIGNED_SHORT, indices); }
+ /// Returns the location of a vertex for modification.
+ float *modify(unsigned);
+private:
+ virtual unsigned get_data_size() const;
+ virtual const void *get_data_pointer() const { return &data[0]; }
-inline void draw_range_elements(PrimitiveType mode, uint low, uint high, sizei count, const unsigned short *indices)
-{ draw_range_elements(mode, low, high, count, UNSIGNED_SHORT, indices); }
+public:
+ unsigned size() const { return data.size()/stride; }
+ const std::vector<float> &get_data() const { return data; }
+ const float *operator[](unsigned i) const { return &data[0]+i*stride; }
-inline void draw_range_elements(PrimitiveType mode, uint low, uint high, sizei count, const unsigned *indices)
-{ draw_range_elements(mode, low, high, count, UNSIGNED_INT, indices); }
+ /** Equivalent to apply(true). For compatibility with the Bindable
+ interface. */
+ void bind() const { apply(); }
+
+ /** Applies component arrays to the GL. If legacy is true, they are applied
+ as is. If legacy is false, any legacy attributes are converted to generic
+ attributes. */
+ void apply(bool legacy = true) const;
+
+private:
+ static void apply_arrays(const std::vector<Array> *, const std::vector<Array> *, const float *, unsigned, bool);
+public:
+ static void unbind();
+};
} // namespace GL
} // namespace Msp