#include "bindable.h"
#include "buffer.h"
#include "error.h"
+#include "mesh.h"
#include "vertexarray.h"
using namespace std;
if(Buffer *ibuf = get_buffer())
{
- BufferAlias<ELEMENT_ARRAY_BUFFER> alias(*ibuf);
- Bind bind_ibuf(alias, true);
+ bool have_vao = Mesh::current();
+ const Buffer *old_ibuf = 0;
+ if(!have_vao)
+ {
+ old_ibuf = Buffer::current(ELEMENT_ARRAY_BUFFER);
+ ibuf->bind_to(ELEMENT_ARRAY_BUFFER);
+ }
if(dirty)
update_buffer();
glDrawRangeElements(prim_type, min_index, max_index, size(), data_type, reinterpret_cast<void *>(get_offset()));
+ if(!have_vao)
+ {
+ if(old_ibuf)
+ old_ibuf->bind_to(ELEMENT_ARRAY_BUFFER);
+ else
+ Buffer::unbind_from(ELEMENT_ARRAY_BUFFER);
+ }
}
else
glDrawRangeElements(prim_type, min_index, max_index, size(), data_type, &data[0]);
#include <msp/gl/extensions/arb_uniform_buffer_object.h>
#include <msp/gl/extensions/arb_vertex_buffer_object.h>
#include "buffer.h"
+#include "error.h"
+#include "mesh.h"
#include "misc.h"
using namespace std;
{
if(t!=type)
require_buffer_type(t);
+ // Don't change the binding in a mesh's vertex array object
+ if(t==ELEMENT_ARRAY_BUFFER && Mesh::current())
+ throw invalid_operation("Buffer::bind_to(ELEMENT_ARRAY_BUFFER)");
if(set_current(t, this))
glBindBuffer(t, id);
}
void Buffer::unbind_from(BufferType type)
{
+ if(type==ELEMENT_ARRAY_BUFFER && Mesh::current())
+ throw invalid_operation("Buffer::unbind_from(ELEMENT_ARRAY_BUFFER)");
if(set_current(type, 0))
glBindBuffer(type, 0);
}
+#include <msp/gl/extensions/arb_vertex_array_object.h>
+#include <msp/gl/extensions/arb_vertex_shader.h>
#include "buffer.h"
#include "mesh.h"
#include "renderer.h"
vertices(VERTEX3),
vbuf(0),
ibuf(0),
+ vao_id(0),
defer_buffers(true),
+ dirty(0),
winding(0)
{ }
vertices(f),
vbuf(0),
ibuf(0),
+ vao_id(0),
defer_buffers(true),
+ dirty(2),
winding(0)
{ }
{
delete vbuf;
delete ibuf;
+ if(vao_id)
+ glDeleteVertexArrays(1, &vao_id);
}
void Mesh::clear()
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<Batch>::const_iterator i=batches.begin(); i!=batches.end(); ++i)
+ i->refresh();
+ }
+
+ if(dirty&2)
+ {
+ glBindVertexArray(vao_id);
+ BufferAlias<ARRAY_BUFFER> 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
if(defer_buffers)
create_buffers();
+ dirty |= 1;
if(!batches.empty() && batches.back().can_append(b.get_type()))
batches.back().append(b);
else
void Mesh::draw() const
{
- vertices.apply();
+ refresh();
+
+ if(!current())
+ {
+ vertices.apply();
+ if(ibuf)
+ ibuf->bind_to(ELEMENT_ARRAY_BUFFER);
+ }
- if(ibuf)
- ibuf->bind_to(ELEMENT_ARRAY_BUFFER);
Bind bind_winding(winding);
for(list<Batch>::const_iterator i=batches.begin(); i!=batches.end(); ++i)
i->draw();
- if(ibuf)
+ if(!current() && ibuf)
Buffer::unbind_from(ELEMENT_ARRAY_BUFFER);
}
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):
DataFile::ObjectLoader<Mesh>(m)
for(vector<VertexComponent>::const_iterator i=c.begin(); i!=c.end(); ++i)
fmt = (fmt, *i);
obj.vertices.reset(fmt);
+ obj.dirty |= 2;
load_sub(obj.vertices);
}
Mesh can draw itself, it's usually used as part of Renderables rather than on
its own.
*/
-class Mesh
+class Mesh: public Bindable<Mesh>
{
friend class MeshBuilder;
std::list<Batch> batches;
Buffer *vbuf;
Buffer *ibuf;
+ unsigned vao_id;
bool defer_buffers;
+ mutable unsigned char dirty;
const WindingTest *winding;
public:
void use_buffers(bool);
private:
void create_buffers();
+ void refresh() const;
public:
const VertexArray &get_vertices() const { return vertices; }
void draw() const;
void draw(Renderer &) const;
+
+ void bind() const;
+
+ static void unbind();
};
} // namespace GL