X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Fmesh.cpp;h=d474a27f116cc0c3e7175f7a64488120d4e83805;hb=c233a90fd05f1f5424d7fca94bb6b999f3061271;hp=fec753d0d3938d157b93403cd47716539f30551c;hpb=dc1d1159a61f378bda11e5989ad694a86b9a3c77;p=libs%2Fgl.git diff --git a/source/mesh.cpp b/source/mesh.cpp index fec753d0..d474a27f 100644 --- a/source/mesh.cpp +++ b/source/mesh.cpp @@ -1,11 +1,8 @@ -/* $Id$ - -This file is part of libmspgl -Copyright © 2007 Mikko Rasa, Mikkosoft Productions -Distributed under the LGPL -*/ - +#include +#include +#include "buffer.h" #include "mesh.h" +#include "renderer.h" using namespace std; @@ -13,57 +10,232 @@ namespace Msp { namespace GL { Mesh::Mesh(): - vertices(NODATA) + vertices(VERTEX3), + vbuf(0), + ibuf(0), + vao_id(0), + defer_buffers(true), + dirty(0), + winding(0) { } -Mesh::Mesh(VertexFormat f): - vertices(f) +Mesh::Mesh(const VertexFormat &f): + vertices(f), + vbuf(0), + ibuf(0), + vao_id(0), + defer_buffers(true), + dirty(2), + winding(0) { } -void Mesh::use_vertex_buffer(bool b) +Mesh::~Mesh() +{ + delete vbuf; + delete ibuf; + if(vao_id) + glDeleteVertexArrays(1, &vao_id); +} + +void Mesh::clear() { + vertices.clear(); + batches.clear(); +} + +void Mesh::use_buffers(bool b) +{ + defer_buffers = false; if(b) - vertices.use_vertex_buffer(); + create_buffers(); else - vertices.use_vertex_buffer(0); + { + vertices.use_buffer(0); + delete vbuf; + vbuf = 0; + delete ibuf; + ibuf = 0; + } +} + +void Mesh::create_buffers() +{ + defer_buffers = false; + + if(!vbuf) + vbuf = new Buffer(ARRAY_BUFFER); + vertices.use_buffer(vbuf); + + if(!ibuf) + ibuf = new Buffer(ELEMENT_ARRAY_BUFFER); + + if(ARB_vertex_array_object && !vao_id) + glGenVertexArrays(1, &vao_id); +} + +void Mesh::refresh() const +{ + vertices.refresh(); + if(dirty) + { + if(dirty&1) + { + unbind(); + for(list::const_iterator i=batches.begin(); i!=batches.end(); ++i) + i->refresh(); + } + + if(dirty&2) + { + glBindVertexArray(vao_id); + BufferAlias vbuf_alias(*vbuf); + Bind bind_vbuf(vbuf_alias); + + 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()); + glBindVertexArray(0); + } + + dirty = 0; + } +} + +unsigned Mesh::get_n_vertices() const +{ + return vertices.size(); +} + +float *Mesh::modify_vertex(unsigned i) +{ + return vertices.modify(i); } void Mesh::add_batch(const Batch &b) { - batches.push_back(b); + if(defer_buffers) + create_buffers(); + + dirty |= 1; + if(!batches.empty() && batches.back().can_append(b.get_type())) + batches.back().append(b); + else + { + Batch *prev = (batches.empty() ? 0 : &batches.back()); + batches.push_back(b); + if(ibuf) + batches.back().use_buffer(ibuf, prev); + } } -void Mesh::clear() +void Mesh::set_winding(const WindingTest *w) { - vertices.clear(); - batches.clear(); + winding = w; } void Mesh::draw() const { - vertices.apply(); + refresh(); + + if(!current()) + { + vertices.apply(); + if(ibuf) + ibuf->bind_to(ELEMENT_ARRAY_BUFFER); + } + + Bind bind_winding(winding); + for(list::const_iterator i=batches.begin(); i!=batches.end(); ++i) i->draw(); + + if(!current() && ibuf) + Buffer::unbind_from(ELEMENT_ARRAY_BUFFER); +} + +void Mesh::draw(Renderer &renderer) const +{ + vertices.apply(); + renderer.set_element_buffer(ibuf); + renderer.set_winding_test(winding); + + for(list::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) + unbind(); + else + { + if(Buffer::current(ELEMENT_ARRAY_BUFFER)) + { + unbind(); + Buffer::unbind_from(ELEMENT_ARRAY_BUFFER); + } + if(set_current(this)) + glBindVertexArray(vao_id); + } +} + +void Mesh::unbind() +{ + if(set_current(0)) + glBindVertexArray(0); } Mesh::Loader::Loader(Mesh &m): - mesh(m) + DataFile::ObjectLoader(m) { - add("vertices", &Loader::vertices); add("batch", &Loader::batch); + add("vertices", &Loader::vertices); + add("winding", &Loader::winding); } -void Mesh::Loader::vertices(VertexFormat f) +void Mesh::Loader::vertices(const vector &c) { - mesh.vertices.reset(f); - load_sub(mesh.vertices); + if(c.empty()) + throw invalid_argument("No vertex components"); + + VertexFormat fmt; + for(vector::const_iterator i=c.begin(); i!=c.end(); ++i) + fmt = (fmt, *i); + obj.vertices.reset(fmt); + obj.dirty |= 2; + load_sub(obj.vertices); } void Mesh::Loader::batch(PrimitiveType p) { - mesh.batches.push_back(Batch(p)); - load_sub(mesh.batches.back()); + Batch btc(p); + load_sub(btc); + obj.add_batch(btc); +} + +void Mesh::Loader::winding(FaceWinding w) +{ + if(w==CLOCKWISE) + obj.winding = &WindingTest::clockwise(); + else if(w==COUNTERCLOCKWISE) + obj.winding = &WindingTest::counterclockwise(); } } // namespace GL