X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Fvertexarray.cpp;h=042f58c758b41ac48af3fccd52dcb7ec5f75440b;hb=0ef8e620a008e92069b0dd9ae4e972bc69430fc7;hp=9d8e4477b0ab5a4e3008c72b4f048de2b9d213f7;hpb=2e9f905d2a2b0abdb7902aa3d3416a97666c489a;p=libs%2Fgl.git diff --git a/source/vertexarray.cpp b/source/vertexarray.cpp index 9d8e4477..042f58c7 100644 --- a/source/vertexarray.cpp +++ b/source/vertexarray.cpp @@ -1,8 +1,9 @@ -#include "arb_multitexture.h" -#include "arb_vertex_shader.h" +#include +#include #include "buffer.h" #include "error.h" #include "gl.h" +#include "mesh.h" #include "vertexarray.h" using namespace std; @@ -10,22 +11,17 @@ using namespace std; namespace Msp { namespace GL { -VertexArray::VertexArray(const VertexFormat &f): - defer_vbuf(true), - dirty(false) +VertexArray::VertexArray(const VertexFormat &f) { reset(f); } VertexArray::~VertexArray() { + /* Unbind accesses the current VertexArray, so a call from ~Bindable would + try to access destroyed data. */ if(current()==this) - { - /* We must deactivate arrays here, or apply() would try to access deleted - data on the next invocation. */ - set_current(0); - apply_arrays(0, &arrays, 0, 0); - } + unbind(); } void VertexArray::reset(const VertexFormat &f) @@ -36,7 +32,7 @@ void VertexArray::reset(const VertexFormat &f) arrays.clear(); - unsigned offset = 0; + unsigned offs = 0; for(const unsigned char *c=format.begin(); c!=format.end(); ++c) { unsigned slot = get_array_slot(*c); @@ -45,9 +41,9 @@ void VertexArray::reset(const VertexFormat &f) Array &arr = arrays[slot]; arr.component = *c; - arr.offset = offset; + arr.offset = offs; - offset += get_component_size(*c); + offs += get_component_size(*c); } } @@ -76,24 +72,6 @@ unsigned VertexArray::get_array_slot(unsigned char comp) } } -void VertexArray::use_vertex_buffer() -{ - if(vbuf) - return; - - vbuf = new Buffer(ARRAY_BUFFER); - defer_vbuf = false; - dirty = true; -} - -void VertexArray::use_vertex_buffer(Buffer *b) -{ - vbuf = b; - vbuf.keep(); - defer_vbuf = false; - dirty = true; -} - void VertexArray::clear() { data.clear(); @@ -107,51 +85,45 @@ void VertexArray::reserve(unsigned n) float *VertexArray::append() { data.insert(data.end(), stride, 0.0f); - set_dirty(); + dirty = true; return &*(data.end()-stride); } float *VertexArray::modify(unsigned i) { - set_dirty(); + dirty = true; return &data[0]+i*stride; } -void VertexArray::set_dirty() +unsigned VertexArray::get_data_size() const { - dirty = true; - if(defer_vbuf) - { - vbuf = new Buffer(ARRAY_BUFFER); - defer_vbuf = false; - } + return data.size()*sizeof(float); } -void VertexArray::apply() const +void VertexArray::bind() const { if(format.empty()) throw invalid_operation("VertexArray::apply"); + // Don't mess up the vertex array object of a mesh + if(Mesh::current()) + throw invalid_operation("VertexArray::apply"); const VertexArray *old = current(); - if(!set_current(this)) + /* If the array has been modified, apply it even if it was the last one to + be applied. This is necessary to get the data updated to vertex buffer, and + to resync things after a format change. Radeon drivers also have some + problems with modifying vertex arrays without re-setting the pointers. */ + if(!set_current(this) && !dirty) return; - if(vbuf) - { - vbuf->bind_to(ARRAY_BUFFER); - if(dirty) - { - vbuf->data(data.size()*sizeof(float), &data[0]); - dirty = false; - } - } + Buffer *vbuf = get_buffer(); + Bind _bind_vbuf(vbuf, ARRAY_BUFFER); + if(vbuf && dirty) + update_buffer(); - const float *base = (vbuf ? 0 : &data[0]); + const float *base = (vbuf ? reinterpret_cast(get_offset()) : &data[0]); unsigned stride_bytes = stride*sizeof(float); apply_arrays(&arrays, (old ? &old->arrays : 0), base, stride_bytes); - - if(vbuf) - Buffer::unbind_from(ARRAY_BUFFER); } void VertexArray::apply_arrays(const vector *arrays, const vector *old_arrays, const float *base, unsigned stride_bytes) @@ -235,6 +207,13 @@ void VertexArray::apply_arrays(const vector *arrays, const vector glClientActiveTexture(GL_TEXTURE0); } +void VertexArray::unbind() +{ + const VertexArray *old = current(); + if(set_current(0)) + apply_arrays(0, &old->arrays, 0, 0); +} + VertexArray::Array::Array(): component(0),