X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Fmesh.cpp;h=72936e66fb535a2e0020a896040221df2c60b777;hb=66181b3f47322ffc9b8aebf04a8c222abe1a75a2;hp=b3b719c516942c42e5012a8ad92ad21dec06958d;hpb=90e99be82f2bb48ed950fa067b1da8404c86b152;p=libs%2Fgl.git diff --git a/source/mesh.cpp b/source/mesh.cpp index b3b719c5..72936e66 100644 --- a/source/mesh.cpp +++ b/source/mesh.cpp @@ -1,12 +1,12 @@ #include #include #include -#include #include "buffer.h" #include "error.h" #include "mesh.h" #include "renderer.h" #include "resourcemanager.h" +#include "vertexsetup.h" using namespace std; @@ -29,9 +29,7 @@ void Mesh::init(ResourceManager *rm) { vbuf = 0; ibuf = 0; - vao_id = 0; - defer_buffers = ARB_vertex_buffer_object; - dirty = true; + dirty = 0; disallow_rendering = false; winding = 0; @@ -44,8 +42,6 @@ Mesh::~Mesh() set_manager(0); delete vbuf; delete ibuf; - if(vao_id) - glDeleteVertexArrays(1, &vao_id); } void Mesh::clear() @@ -54,59 +50,34 @@ void Mesh::clear() batches.clear(); } -void Mesh::use_buffers(bool b) +void Mesh::check_buffers(unsigned mask) { - defer_buffers = false; - if(b) - create_buffers(); - else + if(mask&VERTEX_BUFFER) { - vertices.use_buffer(0); - delete vbuf; - vbuf = 0; - delete ibuf; - ibuf = 0; + unsigned req_size = vertices.get_required_buffer_size(); + if(!vbuf || (vbuf->get_size()>0 && vbuf->get_size()=get_component_type(ATTRIB1)) - t -= get_component_type(ATTRIB1); - unsigned sz = get_component_size(*c); - if(*c==COLOR4_UBYTE) - glVertexAttribPointer(t, 4, GL_UNSIGNED_BYTE, true, stride, ptr); - else - glVertexAttribPointer(t, sz, GL_FLOAT, false, stride, ptr); - glEnableVertexAttribArray(t); - ptr += sz; + unsigned req_size = (batches.empty() ? 0 : batches.front().get_required_buffer_size()); + if(!ibuf || (ibuf->get_size()>0 && ibuf->get_size()get_id()); - - dirty = false; } unsigned Mesh::get_n_vertices() const @@ -121,37 +92,39 @@ float *Mesh::modify_vertex(unsigned i) void Mesh::add_batch(const Batch &b) { - if(defer_buffers) - create_buffers(); - - if(!batches.empty() && batches.back().can_append(b.get_type())) + if(batches.empty()) + { + batches.push_back(b); + if(ibuf) + batches.back().use_buffer(ibuf); + } + else if(batches.back().can_append(b.get_type())) batches.back().append(b); else { bool reallocate = (batches.size()==batches.capacity()); - if(reallocate && ibuf) + if(reallocate) { for(vector::iterator i=batches.end(); i!=batches.begin(); ) (--i)->use_buffer(0); } - Batch *prev = (batches.empty() ? 0 : &batches.back()); + Batch *prev = &batches.back(); batches.push_back(b); - if(ibuf) + if(reallocate) { - if(reallocate) + prev = 0; + for(vector::iterator i=batches.begin(); i!=batches.end(); ++i) { - prev = 0; - for(vector::iterator i=batches.begin(); i!=batches.end(); ++i) - { - i->use_buffer(ibuf, prev); - prev = &*i; - } + i->use_buffer(ibuf, prev); + prev = &*i; } - else - batches.back().use_buffer(ibuf, prev); } + else + batches.back().use_buffer(ibuf, prev); } + + check_buffers(INDEX_BUFFER); } void Mesh::set_winding(const WindingTest *w) @@ -159,29 +132,20 @@ void Mesh::set_winding(const WindingTest *w) winding = w; } -void Mesh::draw() const +void Mesh::draw(Renderer &renderer) const { - const Mesh *cur = current(); - if(cur && cur!=this) - throw invalid_operation("Mesh::draw"); - - if(manager) - { - manager->resource_used(*this); - if(disallow_rendering) - return; - } + draw(renderer, 0, 0); +} - if(!current()) - vertices.apply(); - BindRestore bind_ibuf(ibuf, ELEMENT_ARRAY_BUFFER); - Bind bind_winding(winding); +void Mesh::draw_instanced(Renderer &renderer, const VertexSetup &vs, unsigned count) const +{ + if(vs.get_vertex_array()!=&vertices) + throw invalid_argument("Mesh::draw_instanced"); - for(vector::const_iterator i=batches.begin(); i!=batches.end(); ++i) - i->draw(); + draw(renderer, &vs, count); } -void Mesh::draw(Renderer &renderer) const +void Mesh::draw(Renderer &renderer, const VertexSetup *vs, unsigned count) const { if(manager) { @@ -190,35 +154,31 @@ void Mesh::draw(Renderer &renderer) const return; } - renderer.set_mesh(this); - renderer.set_winding_test(winding); + if(dirty) + resize_buffers(); - for(vector::const_iterator i=batches.begin(); i!=batches.end(); ++i) - renderer.draw(*i); -} + renderer.set_vertex_setup(vs ? vs : &vtx_setup); + renderer.set_winding_test(winding); -void Mesh::bind() const -{ - /* If VAOs are not supported, vao_id is zero and set_current won't get - called. Thus unbind won't try to call a null function either. */ - if(!vao_id) + if(!count) { - unbind(); - vertices.apply(false); + for(vector::const_iterator i=batches.begin(); i!=batches.end(); ++i) + renderer.draw(*i); } - else if(set_current(this)) + else { - glBindVertexArray(vao_id); - vertices.refresh(); - if(dirty) - setup_vao(); + for(vector::const_iterator i=batches.begin(); i!=batches.end(); ++i) + renderer.draw_instanced(*i, count); } } -void Mesh::unbind() +void Mesh::resize_buffers() const { - if(set_current(0)) - glBindVertexArray(0); + if(dirty&VERTEX_BUFFER) + vbuf->storage(vertices.get_required_buffer_size()); + if(dirty&INDEX_BUFFER) + ibuf->storage(batches.front().get_required_buffer_size()); + dirty = 0; } Resource::AsyncLoader *Mesh::load(IO::Seekable &io, const Resources *) @@ -243,7 +203,6 @@ void Mesh::unload() batches.clear(); delete vbuf; delete ibuf; - defer_buffers = (vbuf || ibuf); vbuf = 0; ibuf = 0; } @@ -266,8 +225,8 @@ void Mesh::Loader::vertices(const vector &c) for(vector::const_iterator i=c.begin(); i!=c.end(); ++i) fmt = (fmt, *i); obj.vertices.reset(fmt); - obj.dirty = true; load_sub(obj.vertices); + obj.check_buffers(VERTEX_BUFFER); } void Mesh::Loader::batch(PrimitiveType p) @@ -293,12 +252,8 @@ Mesh::AsyncLoader::AsyncLoader(Mesh &m, IO::Seekable &i): index_updater(0), phase(0) { - // Make sure the extension is initialized in the rendering thread. - (void)(bool)NV_primitive_restart; - mesh.disallow_rendering = true; - if(mesh.defer_buffers) - mesh.create_buffers(); + mesh.check_buffers(VERTEX_BUFFER|INDEX_BUFFER); } Mesh::AsyncLoader::~AsyncLoader() @@ -324,6 +279,7 @@ bool Mesh::AsyncLoader::process() } else if(phase==1) { + mesh.resize_buffers(); vertex_updater = mesh.vertices.refresh_async(); if(!mesh.batches.empty()) index_updater = mesh.batches.front().refresh_async();