X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Fvertexarray.cpp;h=5065f305c3575920411b6d8ebfc707f61b6aabb3;hb=619aae12e01f25e79626a94c973927e5599e99a5;hp=79d6823135c75fe038f8dd7039a32edae6df7d46;hpb=8e9d872c2ba8dc633d29a673ba93adf38d262a5c;p=libs%2Fgl.git diff --git a/source/vertexarray.cpp b/source/vertexarray.cpp index 79d68231..5065f305 100644 --- a/source/vertexarray.cpp +++ b/source/vertexarray.cpp @@ -1,5 +1,5 @@ -#include "arb_multitexture.h" -#include "arb_vertex_shader.h" +#include +#include #include "buffer.h" #include "error.h" #include "gl.h" @@ -10,8 +10,6 @@ using namespace std; namespace Msp { namespace GL { -VertexArray::ArrayMask VertexArray::enabled_arrays; - VertexArray::VertexArray(const VertexFormat &f): defer_vbuf(true), dirty(false) @@ -20,7 +18,15 @@ VertexArray::VertexArray(const VertexFormat &f): } VertexArray::~VertexArray() -{ } +{ + 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); + } +} void VertexArray::reset(const VertexFormat &f) { @@ -28,19 +34,46 @@ void VertexArray::reset(const VertexFormat &f) format = f; stride = get_stride(format); - bool has_multitex = false; - bool has_gen_attrs = false; + arrays.clear(); + + unsigned offset = 0; for(const unsigned char *c=format.begin(); c!=format.end(); ++c) { - if(*c>=TEXCOORD1+4 && *c<=TEXCOORD4+12) - has_multitex = true; - if(*c==TANGENT3 || *c==BINORMAL3 || *c>=ATTRIB1) - has_gen_attrs = true; + unsigned slot = get_array_slot(*c); + if(slot>=arrays.size()) + arrays.resize(slot+1); + + Array &arr = arrays[slot]; + arr.component = *c; + arr.offset = offset; + + offset += get_component_size(*c); } - if(has_multitex) - static Require _req(ARB_multitexture); - if(has_gen_attrs) +} + +unsigned VertexArray::get_array_slot(unsigned char comp) +{ + unsigned t = get_component_type(comp); + if(t==get_component_type(VERTEX3)) + return 0; + else if(t==get_component_type(NORMAL3)) + return 1; + else if(t==get_component_type(COLOR4_FLOAT)) + return 2; + else if(comp>=TEXCOORD1 && comp<=TEXCOORD4+12) + { + t -= get_component_type(TEXCOORD1); + if(t>0) + static Require _req(ARB_multitexture); + return 3+t; + } + else + { static Require _req(ARB_vertex_shader); + if(comp>=ATTRIB1) + t -= get_component_type(ATTRIB1); + return 7+t; + } } void VertexArray::use_vertex_buffer() @@ -99,6 +132,14 @@ void VertexArray::apply() const if(format.empty()) throw invalid_operation("VertexArray::apply"); + const VertexArray *old = current(); + /* 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); @@ -110,37 +151,54 @@ void VertexArray::apply() const } const float *base = (vbuf ? 0 : &data[0]); - unsigned offset = 0; - ArrayMask found; - unsigned bpv = stride*sizeof(float); + 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) +{ unsigned active_tex = 0; - for(const unsigned char *c=format.begin(); c!=format.end(); ++c) + unsigned n_arrays = arrays ? arrays->size() : 0; + if(old_arrays) + n_arrays = max(n_arrays, old_arrays->size()); + for(unsigned i=0; isize() && (*arrays)[i].component) ? &(*arrays)[i] : 0); + const Array *old_arr = ((old_arrays && isize() && (*old_arrays)[i].component) ? &(*old_arrays)[i] : 0); + if(!arr && !old_arr) + continue; + + unsigned char comp = (arr ? arr->component : old_arr->component); + unsigned sz = get_component_size(comp); + unsigned t = get_component_type(comp); + GLenum array_type = 0; if(t==get_component_type(VERTEX3)) { - glVertexPointer(sz, GL_FLOAT, bpv, base+offset); - if(!en) - glEnableClientState(GL_VERTEX_ARRAY); + if(arr) + glVertexPointer(sz, GL_FLOAT, stride_bytes, base+arr->offset); + array_type = GL_VERTEX_ARRAY; } else if(t==get_component_type(NORMAL3)) { - glNormalPointer(GL_FLOAT, bpv, base+offset); - if(!en) - glEnableClientState(GL_NORMAL_ARRAY); + if(arr) + glNormalPointer(GL_FLOAT, stride_bytes, base+arr->offset); + array_type = GL_NORMAL_ARRAY; } else if(t==get_component_type(COLOR4_FLOAT)) { - if(sz==1) - glColorPointer(4, GL_UNSIGNED_BYTE, bpv, base+offset); - else - glColorPointer(sz, GL_FLOAT, bpv, base+offset); - if(!en) - glEnableClientState(GL_COLOR_ARRAY); + if(arr) + { + if(sz==1) + glColorPointer(4, GL_UNSIGNED_BYTE, stride_bytes, base+arr->offset); + else + glColorPointer(sz, GL_FLOAT, stride_bytes, base+arr->offset); + } + array_type = GL_COLOR_ARRAY; } - else if(*c>=TEXCOORD1 && *c<=TEXCOORD4+12) + else if(comp>=TEXCOORD1 && comp<=TEXCOORD4+12) { t -= get_component_type(TEXCOORD1); if(t>0 || active_tex) @@ -148,70 +206,44 @@ void VertexArray::apply() const glClientActiveTexture(GL_TEXTURE0+t); active_tex = t; } - glTexCoordPointer(sz, GL_FLOAT, bpv, base+offset); - if(!en) - glEnableClientState(GL_TEXTURE_COORD_ARRAY); + if(arr) + glTexCoordPointer(sz, GL_FLOAT, stride_bytes, base+arr->offset); + array_type = GL_TEXTURE_COORD_ARRAY; } else { if(t>=get_component_type(ATTRIB1)) t -= get_component_type(ATTRIB1); - glVertexAttribPointer(t, sz, GL_FLOAT, false, bpv, base+offset); - if(!en) - glEnableVertexAttribArray(t); + if(arr) + glVertexAttribPointer(t, sz, GL_FLOAT, false, stride_bytes, base+arr->offset); } - found.set(t); - offset += sz; - } - for(unsigned i=0; i<64; ++i) - if(enabled_arrays.is_set(i) && !found.is_set(i)) + // Only change enable state if needed + if(arr && !old_arr) { - if(i==get_component_type(VERTEX3)) - glDisableClientState(GL_VERTEX_ARRAY); - else if(i==get_component_type(NORMAL3)) - glDisableClientState(GL_NORMAL_ARRAY); - else if(i==get_component_type(COLOR4_FLOAT)) - glDisableClientState(GL_COLOR_ARRAY); - else if(i>=get_component_type(TEXCOORD1) && i<=get_component_type(TEXCOORD1)+3) - { - unsigned j = i-get_component_type(TEXCOORD1); - if(j>0 || active_tex) - glClientActiveTexture(GL_TEXTURE0+j); - glDisableClientState(GL_TEXTURE_COORD_ARRAY); - active_tex = j; - } - else if(i