X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Fmesh.cpp;h=b5535039b44109a2f31ca8cd9c57105001966b64;hb=f5469600171c951438fb62df6427bf968adda28c;hp=b3b719c516942c42e5012a8ad92ad21dec06958d;hpb=90e99be82f2bb48ed950fa067b1da8404c86b152;p=libs%2Fgl.git diff --git a/source/mesh.cpp b/source/mesh.cpp index b3b719c5..b5535039 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 +29,6 @@ void Mesh::init(ResourceManager *rm) { vbuf = 0; ibuf = 0; - vao_id = 0; - defer_buffers = ARB_vertex_buffer_object; - dirty = true; disallow_rendering = false; winding = 0; @@ -44,8 +41,6 @@ Mesh::~Mesh() set_manager(0); delete vbuf; delete ibuf; - if(vao_id) - glDeleteVertexArrays(1, &vao_id); } void Mesh::clear() @@ -54,24 +49,10 @@ void Mesh::clear() batches.clear(); } -void Mesh::use_buffers(bool b) -{ - defer_buffers = false; - if(b) - create_buffers(); - else - { - vertices.use_buffer(0); - delete vbuf; - vbuf = 0; - delete ibuf; - ibuf = 0; - } -} - void Mesh::create_buffers() { - defer_buffers = false; + if(vbuf && ibuf) + return; if(!vbuf) vbuf = new Buffer(ARRAY_BUFFER); @@ -80,33 +61,8 @@ void Mesh::create_buffers() if(!ibuf) ibuf = new Buffer(ELEMENT_ARRAY_BUFFER); - if(ARB_vertex_array_object && !vao_id) - glGenVertexArrays(1, &vao_id); -} - -void Mesh::setup_vao() const -{ - Bind bind_vbuf(vbuf, ARRAY_BUFFER); - - const VertexFormat &fmt = vertices.get_format(); - unsigned stride = get_stride(fmt)*sizeof(float); - float *ptr = 0; - for(const unsigned char *c=fmt.begin(); c!=fmt.end(); ++c) - { - unsigned t = get_component_type(*c); - if(t>=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; - } - glBindBuffer(ELEMENT_ARRAY_BUFFER, ibuf->get_id()); - - dirty = false; + vtx_setup.set_vertex_array(vertices); + vtx_setup.set_index_buffer(*ibuf); } unsigned Mesh::get_n_vertices() const @@ -121,8 +77,7 @@ float *Mesh::modify_vertex(unsigned i) void Mesh::add_batch(const Batch &b) { - if(defer_buffers) - create_buffers(); + create_buffers(); if(!batches.empty() && batches.back().can_append(b.get_type())) batches.back().append(b); @@ -159,29 +114,20 @@ 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) { @@ -190,37 +136,21 @@ void Mesh::draw(Renderer &renderer) const return; } - renderer.set_mesh(this); + renderer.set_vertex_setup(vs ? vs : &vtx_setup); renderer.set_winding_test(winding); - for(vector::const_iterator i=batches.begin(); i!=batches.end(); ++i) - renderer.draw(*i); -} - -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() -{ - if(set_current(0)) - glBindVertexArray(0); -} - Resource::AsyncLoader *Mesh::load(IO::Seekable &io, const Resources *) { return new AsyncLoader(*this, io); @@ -243,7 +173,6 @@ void Mesh::unload() batches.clear(); delete vbuf; delete ibuf; - defer_buffers = (vbuf || ibuf); vbuf = 0; ibuf = 0; } @@ -266,7 +195,9 @@ 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; + if(obj.vbuf) + // Set it again to force the vertex setup to update + obj.vtx_setup.set_vertex_array(obj.vertices); load_sub(obj.vertices); } @@ -293,12 +224,8 @@ 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.create_buffers(); } Mesh::AsyncLoader::~AsyncLoader()