From c233a90fd05f1f5424d7fca94bb6b999f3061271 Mon Sep 17 00:00:00 2001 From: Mikko Rasa Date: Mon, 16 Dec 2013 01:03:26 +0200 Subject: [PATCH] Add vertex array object support to Mesh Renderer integration to be added soon. --- extensions/arb_vertex_array_object.glext | 1 + source/batch.cpp | 17 ++++- source/buffer.cpp | 7 ++ source/mesh.cpp | 92 ++++++++++++++++++++++-- source/mesh.h | 9 ++- source/vertexarray.cpp | 4 ++ 6 files changed, 123 insertions(+), 7 deletions(-) create mode 100644 extensions/arb_vertex_array_object.glext diff --git a/extensions/arb_vertex_array_object.glext b/extensions/arb_vertex_array_object.glext new file mode 100644 index 00000000..4db9f5d9 --- /dev/null +++ b/extensions/arb_vertex_array_object.glext @@ -0,0 +1 @@ +extension ARB_vertex_array_object diff --git a/source/batch.cpp b/source/batch.cpp index 09a6a611..bca33484 100644 --- a/source/batch.cpp +++ b/source/batch.cpp @@ -4,6 +4,7 @@ #include "bindable.h" #include "buffer.h" #include "error.h" +#include "mesh.h" #include "vertexarray.h" using namespace std; @@ -247,13 +248,25 @@ void Batch::draw() const if(Buffer *ibuf = get_buffer()) { - BufferAlias 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(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]); diff --git a/source/buffer.cpp b/source/buffer.cpp index a502190f..d8bb2802 100644 --- a/source/buffer.cpp +++ b/source/buffer.cpp @@ -3,6 +3,8 @@ #include #include #include "buffer.h" +#include "error.h" +#include "mesh.h" #include "misc.h" using namespace std; @@ -67,12 +69,17 @@ void Buffer::bind_to(BufferType t) const { 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); } diff --git a/source/mesh.cpp b/source/mesh.cpp index f23c56c8..d474a27f 100644 --- a/source/mesh.cpp +++ b/source/mesh.cpp @@ -1,3 +1,5 @@ +#include +#include #include "buffer.h" #include "mesh.h" #include "renderer.h" @@ -11,7 +13,9 @@ Mesh::Mesh(): vertices(VERTEX3), vbuf(0), ibuf(0), + vao_id(0), defer_buffers(true), + dirty(0), winding(0) { } @@ -19,7 +23,9 @@ Mesh::Mesh(const VertexFormat &f): vertices(f), vbuf(0), ibuf(0), + vao_id(0), defer_buffers(true), + dirty(2), winding(0) { } @@ -27,6 +33,8 @@ Mesh::~Mesh() { delete vbuf; delete ibuf; + if(vao_id) + glDeleteVertexArrays(1, &vao_id); } void Mesh::clear() @@ -60,6 +68,51 @@ void Mesh::create_buffers() 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::const_iterator i=batches.begin(); i!=batches.end(); ++i) + i->refresh(); + } + + if(dirty&2) + { + glBindVertexArray(vao_id); + BufferAlias 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 @@ -77,6 +130,7 @@ void Mesh::add_batch(const Batch &b) if(defer_buffers) create_buffers(); + dirty |= 1; if(!batches.empty() && batches.back().can_append(b.get_type())) batches.back().append(b); else @@ -95,16 +149,21 @@ void Mesh::set_winding(const WindingTest *w) 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::const_iterator i=batches.begin(); i!=batches.end(); ++i) i->draw(); - if(ibuf) + if(!current() && ibuf) Buffer::unbind_from(ELEMENT_ARRAY_BUFFER); } @@ -118,6 +177,30 @@ void Mesh::draw(Renderer &renderer) const 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(m) @@ -136,6 +219,7 @@ void Mesh::Loader::vertices(const vector &c) for(vector::const_iterator i=c.begin(); i!=c.end(); ++i) fmt = (fmt, *i); obj.vertices.reset(fmt); + obj.dirty |= 2; load_sub(obj.vertices); } diff --git a/source/mesh.h b/source/mesh.h index 6181d5fb..2aba273e 100644 --- a/source/mesh.h +++ b/source/mesh.h @@ -17,7 +17,7 @@ Raw mesh data, consisting of a VertexArray and one or more Batches. Though a Mesh can draw itself, it's usually used as part of Renderables rather than on its own. */ -class Mesh +class Mesh: public Bindable { friend class MeshBuilder; @@ -37,7 +37,9 @@ private: std::list batches; Buffer *vbuf; Buffer *ibuf; + unsigned vao_id; bool defer_buffers; + mutable unsigned char dirty; const WindingTest *winding; public: @@ -49,6 +51,7 @@ public: void use_buffers(bool); private: void create_buffers(); + void refresh() const; public: const VertexArray &get_vertices() const { return vertices; } @@ -62,6 +65,10 @@ public: void draw() const; void draw(Renderer &) const; + + void bind() const; + + static void unbind(); }; } // namespace GL diff --git a/source/vertexarray.cpp b/source/vertexarray.cpp index e453a3f1..996871c4 100644 --- a/source/vertexarray.cpp +++ b/source/vertexarray.cpp @@ -3,6 +3,7 @@ #include "buffer.h" #include "error.h" #include "gl.h" +#include "mesh.h" #include "vertexarray.h" using namespace std; @@ -112,6 +113,9 @@ void VertexArray::apply() const { 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 -- 2.45.2