ibuf(0),
vao_id(0),
defer_buffers(true),
- dirty(0),
+ dirty(false),
winding(0)
{ }
ibuf(0),
vao_id(0),
defer_buffers(true),
- dirty(2),
+ dirty(true),
winding(0)
{ }
glGenVertexArrays(1, &vao_id);
}
-void Mesh::refresh() const
+void Mesh::setup_vao() const
{
- if(!vbuf)
- return;
+ Bind bind_vbuf(vbuf, ARRAY_BUFFER);
- vertices.refresh();
- if(dirty)
+ 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)
{
- if(dirty&1)
- {
- for(list<Batch>::const_iterator i=batches.begin(); i!=batches.end(); ++i)
- i->refresh();
- }
-
- if(dirty&2)
- {
- Bind bind_vbuf(vbuf, ARRAY_BUFFER);
-
- bool bind_here = !current();
- if(bind_here)
- glBindVertexArray(vao_id);
-
- 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());
-
- if(bind_here)
- glBindVertexArray(0);
- }
-
- dirty = 0;
+ 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());
+
+ dirty = false;
}
unsigned Mesh::get_n_vertices() const
if(cur && cur!=this)
throw invalid_operation("Mesh::draw");
- refresh();
-
if(!current())
vertices.apply();
Bind bind_ibuf(ibuf, ELEMENT_ARRAY_BUFFER);
void Mesh::draw(Renderer &renderer) const
{
- refresh();
-
renderer.set_mesh(this);
renderer.set_element_buffer(ibuf);
renderer.set_winding_test(winding);
if(!vao_id)
unbind();
else if(set_current(this))
+ {
glBindVertexArray(vao_id);
+ vertices.refresh();
+ if(dirty)
+ setup_vao();
+ }
}
void Mesh::unbind()
for(vector<VertexComponent>::const_iterator i=c.begin(); i!=c.end(); ++i)
fmt = (fmt, *i);
obj.vertices.reset(fmt);
- obj.dirty |= 2;
+ obj.dirty = true;
load_sub(obj.vertices);
}