X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Fvertexarray.cpp;h=72fd8a48ecddc802ec6a1bd0aa2cb985e3c9328a;hb=61ff840cd211f10d45dca8c4dad2cca5f68aaa42;hp=13816a13fc04caf572559d592cd91ad2fe3ccdd0;hpb=6afbace895a7bbcf216ab8e48280ea0303ab5892;p=libs%2Fgl.git diff --git a/source/vertexarray.cpp b/source/vertexarray.cpp index 13816a13..72fd8a48 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; @@ -10,44 +11,20 @@ using namespace std; namespace Msp { namespace GL { -VertexArray::ArrayMask VertexArray::enabled_arrays; - -VertexArray::VertexArray(const VertexFormat &f): - defer_vbuf(true), - dirty(false) +VertexArray::VertexArray(const VertexFormat &f) { reset(f); } VertexArray::~VertexArray() -{ } - -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::reserve(unsigned n) { - data.reserve(n*stride); -} - -void VertexArray::clear() -{ - data.clear(); + 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) @@ -56,160 +33,195 @@ void VertexArray::reset(const VertexFormat &f) format = f; stride = get_stride(format); - bool has_multitex = false; - bool has_gen_attrs = false; + arrays.clear(); + + unsigned offs = 0; for(const unsigned char *c=format.begin(); c!=format.end(); ++c) { - if(*c>=TEXCOORD1+4 && *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 = offs; + + offs += get_component_size(*c); } - if(has_multitex) - static Require _req(ARB_multitexture); - if(has_gen_attrs) - static Require _req(ARB_vertex_shader); } -void VertexArray::apply() const +unsigned VertexArray::get_array_slot(unsigned char comp) { - if(format.empty()) - throw invalid_operation("VertexArray::apply"); - - if(vbuf) + 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) { - vbuf->bind_to(ARRAY_BUFFER); - if(dirty) - { - vbuf->data(data.size()*sizeof(float), &data[0]); - dirty = false; - } + t -= get_component_type(TEXCOORD1); + if(t>0) + static Require _req(ARB_multitexture); + return 3+t; } - - const float *base = (vbuf ? 0 : &data[0]); - unsigned offset = 0; - ArrayMask found; - unsigned bpv = stride*sizeof(float); - unsigned active_tex = 0; - for(const unsigned char *c=format.begin(); c!=format.end(); ++c) + else { - unsigned sz = (*c&3)+1; - unsigned t = *c>>2; - bool en = enabled_arrays.is_set(t); - switch(t) - { - case 0: - glVertexPointer(sz, GL_FLOAT, bpv, base+offset); - if(!en) - glEnableClientState(GL_VERTEX_ARRAY); - break; - case 1: - glNormalPointer(GL_FLOAT, bpv, base+offset); - if(!en) - glEnableClientState(GL_NORMAL_ARRAY); - break; - case 2: - 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); - break; - default: - if(t<11) - { - if(t>3 || active_tex) - { - glClientActiveTexture(GL_TEXTURE0+(t-3)); - active_tex = t-3; - } - glTexCoordPointer(sz, GL_FLOAT, bpv, base+offset); - if(!en) - glEnableClientState(GL_TEXTURE_COORD_ARRAY); - } - else - { - glVertexAttribPointer(t-11, sz, GL_FLOAT, false, bpv, base+offset); - if(!en) - glEnableVertexAttribArray(t-11); - } - break; - } - found.set(t); - offset += sz; + static Require _req(ARB_vertex_shader); + if(comp>=ATTRIB1) + t -= get_component_type(ATTRIB1); + return 7+t; } +} - for(unsigned i=0; i<64; ++i) - if(enabled_arrays.is_set(i) && !found.is_set(i)) - { - if(i==0) - glDisableClientState(GL_VERTEX_ARRAY); - else if(i==1) - glDisableClientState(GL_NORMAL_ARRAY); - else if(i==2) - glDisableClientState(GL_COLOR_ARRAY); - else if(i>=3 && i<11) - { - if(i>3 || active_tex) - glClientActiveTexture(GL_TEXTURE0+(i-3)); - glDisableClientState(GL_TEXTURE_COORD_ARRAY); - active_tex = i-3; - } - else - glDisableVertexAttribArray(i-11); - } - - enabled_arrays = found; - - if(active_tex) - glClientActiveTexture(GL_TEXTURE0); +void VertexArray::clear() +{ + data.clear(); +} - if(vbuf) - Buffer::unbind_from(ARRAY_BUFFER); +void VertexArray::reserve(unsigned n) +{ + data.reserve(n*stride); } 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); } - -VertexArray::ArrayMask::ArrayMask() +void VertexArray::upload_data() const { - for(unsigned i=0; isub_data(get_offset(), get_data_size(), &data[0]); } -void VertexArray::ArrayMask::set(unsigned bit) +void VertexArray::apply() const { - mask[bit/B] |= 1<<(bit%B); + 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 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; + + Buffer *vbuf = get_buffer(); + Bind _bind_vbuf(vbuf, ARRAY_BUFFER); + if(vbuf && dirty) + update_buffer(); + + 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); } -bool VertexArray::ArrayMask::is_set(unsigned bit) const +void VertexArray::apply_arrays(const vector *arrays, const vector *old_arrays, const float *base, unsigned stride_bytes) { - return mask[bit/B]&(1<<(bit%B)); + unsigned active_tex = 0; + 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)) + { + if(arr) + glVertexPointer(sz, GL_FLOAT, stride_bytes, base+arr->offset); + array_type = GL_VERTEX_ARRAY; + } + else if(t==get_component_type(NORMAL3)) + { + if(arr) + glNormalPointer(GL_FLOAT, stride_bytes, base+arr->offset); + array_type = GL_NORMAL_ARRAY; + } + else if(t==get_component_type(COLOR4_FLOAT)) + { + 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(comp>=TEXCOORD1 && comp<=TEXCOORD4+12) + { + t -= get_component_type(TEXCOORD1); + if(t>0 || active_tex) + { + glClientActiveTexture(GL_TEXTURE0+t); + active_tex = t; + } + 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); + if(arr) + glVertexAttribPointer(t, sz, GL_FLOAT, false, stride_bytes, base+arr->offset); + } + + // Only change enable state if needed + if(arr && !old_arr) + { + if(array_type) + glEnableClientState(array_type); + else + glEnableVertexAttribArray(t); + } + else if(old_arr && !arr) + { + if(array_type) + glDisableClientState(array_type); + else + glDisableVertexAttribArray(t); + } + } + + if(active_tex) + glClientActiveTexture(GL_TEXTURE0); } +VertexArray::Array::Array(): + component(0), + offset(0) +{ } + + VertexArray::Loader::Loader(VertexArray &a): VertexArrayBuilder(a) { @@ -231,6 +243,8 @@ VertexArray::Loader::Loader(VertexArray &a): add("attrib2", static_cast(&Loader::attrib)); add("attrib3", static_cast(&Loader::attrib)); add("attrib4", static_cast(&Loader::attrib)); + add("tangent3", static_cast(&Loader::tangent)); + add("binormal3", static_cast(&Loader::binormal)); } } // namespace GL