X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Fvertexarray.cpp;h=79d6823135c75fe038f8dd7039a32edae6df7d46;hb=8e9d872c2ba8dc633d29a673ba93adf38d262a5c;hp=0d4fd919cffa8daa210c416414024357a07d9d59;hpb=99b656a7c44859a038156b82365122a5e336b1e8;p=libs%2Fgl.git diff --git a/source/vertexarray.cpp b/source/vertexarray.cpp index 0d4fd919..79d68231 100644 --- a/source/vertexarray.cpp +++ b/source/vertexarray.cpp @@ -1,55 +1,69 @@ -/* $Id$ - -This file is part of libmspgl -Copyright © 2007 Mikko Rasa, Mikkosoft Productions -Distributed under the LGPL -*/ - +#include "arb_multitexture.h" +#include "arb_vertex_shader.h" +#include "buffer.h" +#include "error.h" #include "gl.h" #include "vertexarray.h" -#include "vertexbuffer.h" using namespace std; namespace Msp { namespace GL { -VertexArray::VertexArray(VertexFormat f): - format(NODATA), - stride(get_stride(f)), - vbuf(0), - own_vbuf(false) +VertexArray::ArrayMask VertexArray::enabled_arrays; + +VertexArray::VertexArray(const VertexFormat &f): + defer_vbuf(true), + dirty(false) { - // Reverse the format so the first item is in lowest bits. This makes handling in bind() easier. - for(uint fmt=f; fmt; fmt>>=4) - format=(format, static_cast(fmt&15)); + reset(f); } VertexArray::~VertexArray() +{ } + +void VertexArray::reset(const VertexFormat &f) { - if(own_vbuf) - delete vbuf; + clear(); + format = f; + stride = get_stride(format); + + bool has_multitex = false; + bool has_gen_attrs = false; + 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; + } + if(has_multitex) + static Require _req(ARB_multitexture); + if(has_gen_attrs) + static Require _req(ARB_vertex_shader); } void VertexArray::use_vertex_buffer() { - if(vbuf && own_vbuf) + if(vbuf) return; - vbuf=new VertexBuffer(); - own_vbuf=true; - - update_data(); + vbuf = new Buffer(ARRAY_BUFFER); + defer_vbuf = false; + dirty = true; } -void VertexArray::use_vertex_buffer(VertexBuffer *b) +void VertexArray::use_vertex_buffer(Buffer *b) { - if(own_vbuf) - delete vbuf; - vbuf=b; - own_vbuf=false; + vbuf = b; + vbuf.keep(); + defer_vbuf = false; + dirty = true; +} - update_data(); +void VertexArray::clear() +{ + data.clear(); } void VertexArray::reserve(unsigned n) @@ -57,94 +71,147 @@ void VertexArray::reserve(unsigned n) data.reserve(n*stride); } -void VertexArray::clear() +float *VertexArray::append() { - data.clear(); + data.insert(data.end(), stride, 0.0f); + set_dirty(); + return &*(data.end()-stride); } -void VertexArray::reset(VertexFormat f) +float *VertexArray::modify(unsigned i) { - clear(); - format=NODATA; - for(uint fmt=f; fmt; fmt>>=4) - format=(format, static_cast(fmt&15)); - stride=get_stride(format); + set_dirty(); + return &data[0]+i*stride; } -RefPtr VertexArray::modify() +void VertexArray::set_dirty() { - return new VertexArrayBuilder(*this); + dirty = true; + if(defer_vbuf) + { + vbuf = new Buffer(ARRAY_BUFFER); + defer_vbuf = false; + } } void VertexArray::apply() const { - if(format==NODATA) - throw InvalidState("Trying to apply a vertex apply of format NODATA"); + if(format.empty()) + throw invalid_operation("VertexArray::apply"); if(vbuf) - vbuf->bind(); + { + vbuf->bind_to(ARRAY_BUFFER); + if(dirty) + { + vbuf->data(data.size()*sizeof(float), &data[0]); + dirty = false; + } + } - const float *base=vbuf?0:&data[0]; - uint offset=0; - uint found=0; - uint bpv=stride*sizeof(float); - for(uint fmt=format; fmt; fmt>>=4) + 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) { - uint sz=(fmt&3)+1; - switch(fmt&12) + unsigned sz = get_component_size(*c); + unsigned t = get_component_type(*c); + bool en = enabled_arrays.is_set(t); + if(t==get_component_type(VERTEX3)) { - case 0: glVertexPointer(sz, GL_FLOAT, bpv, base+offset); - break; - case 4: + if(!en) + glEnableClientState(GL_VERTEX_ARRAY); + } + else if(t==get_component_type(NORMAL3)) + { glNormalPointer(GL_FLOAT, bpv, base+offset); - break; - case 8: - glTexCoordPointer(sz, GL_FLOAT, bpv, base+offset); - break; - case 12: + if(!en) + glEnableClientState(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); - break; + if(!en) + glEnableClientState(GL_COLOR_ARRAY); + } + else if(*c>=TEXCOORD1 && *c<=TEXCOORD4+12) + { + t -= get_component_type(TEXCOORD1); + if(t>0 || active_tex) + { + glClientActiveTexture(GL_TEXTURE0+t); + active_tex = t; + } + glTexCoordPointer(sz, GL_FLOAT, bpv, base+offset); + if(!en) + glEnableClientState(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); } - found|=1<<((fmt&12)>>2); - offset+=sz; + found.set(t); + offset += sz; } - set_array(GL_VERTEX_ARRAY, found&1, 1); - set_array(GL_NORMAL_ARRAY, found&2, 2); - set_array(GL_TEXTURE_COORD_ARRAY, found&4, 4); - set_array(GL_COLOR_ARRAY, found&8, 8); + for(unsigned i=0; i<64; ++i) + if(enabled_arrays.is_set(i) && !found.is_set(i)) + { + 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(idata(data.size()*sizeof(float), &data[0]); + for(unsigned i=0; i(&Loader::texcoord)); add("texcoord3", static_cast(&Loader::texcoord)); add("texcoord4", static_cast(&Loader::texcoord)); + add("multitexcoord1", static_cast(&Loader::multitexcoord)); + add("multitexcoord2", static_cast(&Loader::multitexcoord)); + add("multitexcoord3", static_cast(&Loader::multitexcoord)); + add("multitexcoord4", static_cast(&Loader::multitexcoord)); add("color3", static_cast(&Loader::color)); add("color4", static_cast(&Loader::color)); + add("attrib1", static_cast(&Loader::attrib)); + 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