namespace Msp {
namespace GL {
-VertexArray::ArrayMask VertexArray::enabled_arrays;
-
VertexArray::VertexArray(const VertexFormat &f):
defer_vbuf(true),
dirty(false)
format = f;
stride = get_stride(format);
- bool has_multitex = false;
- bool has_gen_attrs = false;
+ arrays.clear();
+
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);
+ arrays[slot] = *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()
if(format.empty())
throw invalid_operation("VertexArray::apply");
+ const VertexArray *old = current();
+ if(!set_current(this))
+ return;
+
if(vbuf)
{
vbuf->bind_to(ARRAY_BUFFER);
const float *base = (vbuf ? 0 : &data[0]);
unsigned offset = 0;
- ArrayMask found;
- unsigned bpv = stride*sizeof(float);
+ unsigned stride_bytes = stride*sizeof(float);
unsigned active_tex = 0;
- for(const unsigned char *c=format.begin(); c!=format.end(); ++c)
+ unsigned n_arrays = arrays.size();
+ if(old)
+ n_arrays = max(n_arrays, old->arrays.size());
+ for(unsigned i=0; i<n_arrays; ++i)
{
- unsigned sz = get_component_size(*c);
- unsigned t = get_component_type(*c);
- bool en = enabled_arrays.is_set(t);
+ unsigned char arr = (i<arrays.size() ? arrays[i] : 0);
+ unsigned char old_arr = (old && i<old->arrays.size() ? old->arrays[i] : 0);
+ if(!arr && !old_arr)
+ continue;
+
+ unsigned char comp = (arr ? arr : old_arr);
+ 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+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+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+offset);
+ else
+ glColorPointer(sz, GL_FLOAT, stride_bytes, base+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)
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+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+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<get_component_type(ATTRIB1))
- glDisableVertexAttribArray(i);
+ if(array_type)
+ glEnableClientState(array_type);
else
- glDisableVertexAttribArray(i-get_component_type(ATTRIB1));
+ glEnableVertexAttribArray(t);
+ }
+ else if(old_arr && !arr)
+ {
+ if(array_type)
+ glDisableClientState(array_type);
+ else
+ glDisableVertexAttribArray(t);
}
- enabled_arrays = found;
+ if(arr)
+ offset += sz;
+ }
if(active_tex)
glClientActiveTexture(GL_TEXTURE0);
}
-VertexArray::ArrayMask::ArrayMask()
-{
- for(unsigned i=0; i<N; ++i)
- mask[i] = 0;
-}
-
-void VertexArray::ArrayMask::set(unsigned bit)
-{
- mask[bit/B] |= 1<<(bit%B);
-}
-
-bool VertexArray::ArrayMask::is_set(unsigned bit) const
-{
- return mask[bit/B]&(1<<(bit%B));
-}
-
-
VertexArray::Loader::Loader(VertexArray &a):
VertexArrayBuilder(a)
{