]> git.tdb.fi Git - libs/gl.git/blob - source/core/mesh.cpp
Clear VertexSetup state when a Mesh is unloaded
[libs/gl.git] / source / core / mesh.cpp
1 #include <msp/gl/extensions/arb_vertex_array_object.h>
2 #include <msp/gl/extensions/arb_vertex_buffer_object.h>
3 #include <msp/gl/extensions/arb_vertex_shader.h>
4 #include <msp/gl/extensions/khr_debug.h>
5 #include "buffer.h"
6 #include "error.h"
7 #include "mesh.h"
8 #include "renderer.h"
9 #include "resourcemanager.h"
10 #include "vertexsetup.h"
11
12 using namespace std;
13
14 namespace Msp {
15 namespace GL {
16
17 Mesh::Mesh(ResourceManager *rm):
18         vertices(VERTEX3)
19 {
20         init(rm);
21 }
22
23 Mesh::Mesh(const VertexFormat &f, ResourceManager *rm):
24         vertices(f)
25 {
26         init(rm);
27 }
28
29 void Mesh::init(ResourceManager *rm)
30 {
31         vbuf = 0;
32         ibuf = 0;
33         dirty = 0;
34         disallow_rendering = false;
35         winding = 0;
36
37         if(rm)
38                 set_manager(rm);
39 }
40
41 Mesh::~Mesh()
42 {
43         set_manager(0);
44         batches.clear();
45         delete vbuf;
46         delete ibuf;
47 }
48
49 void Mesh::clear()
50 {
51         vertices.clear();
52         batches.clear();
53 }
54
55 void Mesh::check_buffers(unsigned mask)
56 {
57         if(mask&VERTEX_BUFFER)
58         {
59                 unsigned req_size = vertices.get_required_buffer_size();
60                 if(!vbuf || (vbuf->get_size()>0 && vbuf->get_size()<req_size))
61                 {
62                         delete vbuf;
63                         vbuf = new Buffer(ARRAY_BUFFER);
64                         vertices.use_buffer(vbuf);
65                         vtx_setup.set_vertex_array(vertices);
66                         dirty |= VERTEX_BUFFER;
67
68 #ifdef DEBUG
69                         if(!debug_name.empty())
70                                 vbuf->set_debug_name(debug_name+" [VBO]");
71 #endif
72                 }
73         }
74
75         if(mask&INDEX_BUFFER)
76         {
77                 unsigned req_size = (batches.empty() ? 0 : batches.front().get_required_buffer_size());
78                 if(!ibuf || (ibuf->get_size()>0 && ibuf->get_size()<req_size))
79                 {
80                         delete ibuf;
81                         ibuf = new Buffer(ELEMENT_ARRAY_BUFFER);
82                         if(!batches.empty())
83                                 batches.front().change_buffer(ibuf);
84                         vtx_setup.set_index_buffer(*ibuf);
85                         dirty |= INDEX_BUFFER;
86
87 #ifdef DEBUG
88                         if(!debug_name.empty())
89                                 vbuf->set_debug_name(debug_name+" [IBO]");
90 #endif
91                 }
92         }
93 }
94
95 unsigned Mesh::get_n_vertices() const
96 {
97         return vertices.size();
98 }
99
100 float *Mesh::modify_vertex(unsigned i)
101 {
102         return vertices.modify(i);
103 }
104
105 void Mesh::add_batch(const Batch &b)
106 {
107         if(batches.empty())
108         {
109                 batches.push_back(b);
110                 if(ibuf)
111                         batches.back().use_buffer(ibuf);
112         }
113         else if(batches.back().can_append(b.get_type()))
114                 batches.back().append(b);
115         else
116         {
117                 bool reallocate = (batches.size()==batches.capacity());
118                 if(reallocate)
119                 {
120                         for(vector<Batch>::iterator i=batches.end(); i!=batches.begin(); )
121                                 (--i)->use_buffer(0);
122                 }
123
124                 Batch *prev = &batches.back();
125                 batches.push_back(b);
126                 if(reallocate)
127                 {
128                         prev = 0;
129                         for(vector<Batch>::iterator i=batches.begin(); i!=batches.end(); ++i)
130                         {
131                                 i->use_buffer(ibuf, prev);
132                                 prev = &*i;
133                         }
134                 }
135                 else
136                         batches.back().use_buffer(ibuf, prev);
137         }
138
139         check_buffers(INDEX_BUFFER);
140 }
141
142 void Mesh::set_winding(const WindingTest *w)
143 {
144         winding = w;
145 }
146
147 void Mesh::draw(Renderer &renderer) const
148 {
149         draw(renderer, 0, 0);
150 }
151
152 void Mesh::draw_instanced(Renderer &renderer, const VertexSetup &vs, unsigned count) const
153 {
154         if(vs.get_vertex_array()!=&vertices)
155                 throw invalid_argument("Mesh::draw_instanced");
156
157         draw(renderer, &vs, count);
158 }
159
160 void Mesh::draw(Renderer &renderer, const VertexSetup *vs, unsigned count) const
161 {
162         if(manager)
163         {
164                 manager->resource_used(*this);
165                 if(disallow_rendering)
166                         return;
167         }
168
169         if(batches.empty())
170                 return;
171
172         if(dirty)
173                 resize_buffers();
174
175         renderer.set_vertex_setup(vs ? vs : &vtx_setup);
176         renderer.set_winding_test(winding);
177
178         if(!count)
179         {
180                 for(vector<Batch>::const_iterator i=batches.begin(); i!=batches.end(); ++i)
181                         renderer.draw(*i);
182         }
183         else
184         {
185                 for(vector<Batch>::const_iterator i=batches.begin(); i!=batches.end(); ++i)
186                         renderer.draw_instanced(*i, count);
187         }
188 }
189
190 void Mesh::resize_buffers() const
191 {
192         if(dirty&VERTEX_BUFFER)
193                 vbuf->storage(vertices.get_required_buffer_size());
194         if((dirty&INDEX_BUFFER) && !batches.empty())
195                 ibuf->storage(batches.front().get_required_buffer_size());
196         dirty = 0;
197 }
198
199 Resource::AsyncLoader *Mesh::load(IO::Seekable &io, const Resources *)
200 {
201         return new AsyncLoader(*this, io);
202 }
203
204 UInt64 Mesh::get_data_size() const
205 {
206         UInt64 size = 0;
207         if(vbuf)
208                 size += vbuf->get_size();
209         if(ibuf)
210                 size += ibuf->get_size();
211         return size;
212 }
213
214 void Mesh::unload()
215 {
216         vertices.clear();
217         vertices.use_buffer(0);
218         batches.clear();
219         vtx_setup.unload();
220         delete vbuf;
221         delete ibuf;
222         vbuf = 0;
223         ibuf = 0;
224 }
225
226 void Mesh::set_debug_name(const string &name)
227 {
228 #ifdef DEBUG
229         debug_name = name;
230         if(vbuf)
231                 vbuf->set_debug_name(name+" [VBO]");
232         if(ibuf)
233                 ibuf->set_debug_name(name+" [IBO]");
234         vtx_setup.set_debug_name(name+" [VAO]");
235 #else
236         (void)name;
237 #endif
238 }
239
240
241 Mesh::Loader::Loader(Mesh &m, bool g):
242         DataFile::ObjectLoader<Mesh>(m),
243         allow_gl_calls(g)
244 {
245         add("batch",    &Loader::batch);
246         add("vertices", &Loader::vertices);
247         add("winding",  &Loader::winding);
248 }
249
250 void Mesh::Loader::vertices(const vector<VertexAttribute> &a)
251 {
252         if(a.empty())
253                 throw invalid_argument("No vertex attributes");
254
255         VertexFormat fmt;
256         for(vector<VertexAttribute>::const_iterator i=a.begin(); i!=a.end(); ++i)
257                 fmt = (fmt, *i);
258         obj.vertices.reset(fmt);
259         load_sub(obj.vertices);
260         if(allow_gl_calls)
261         {
262                 obj.check_buffers(VERTEX_BUFFER);
263                 obj.vtx_setup.refresh();
264         }
265 }
266
267 void Mesh::Loader::batch(PrimitiveType p)
268 {
269         Batch btc(p);
270         load_sub(btc);
271         obj.add_batch(btc);
272 }
273
274 void Mesh::Loader::winding(FaceWinding w)
275 {
276         if(w==CLOCKWISE)
277                 obj.winding = &WindingTest::clockwise();
278         else if(w==COUNTERCLOCKWISE)
279                 obj.winding = &WindingTest::counterclockwise();
280 }
281
282
283 Mesh::AsyncLoader::AsyncLoader(Mesh &m, IO::Seekable &i):
284         mesh(m),
285         io(i),
286         vertex_updater(0),
287         index_updater(0),
288         phase(0)
289 {
290         mesh.disallow_rendering = true;
291         mesh.check_buffers(VERTEX_BUFFER|INDEX_BUFFER);
292 }
293
294 Mesh::AsyncLoader::~AsyncLoader()
295 {
296         mesh.disallow_rendering = false;
297         delete vertex_updater;
298         delete index_updater;
299 }
300
301 bool Mesh::AsyncLoader::needs_sync() const
302 {
303         return phase%2;
304 }
305
306 bool Mesh::AsyncLoader::process()
307 {
308         if(phase==0)
309         {
310                 // TODO use correct filename
311                 DataFile::Parser parser(io, "async");
312                 Loader loader(mesh, false);
313                 loader.load(parser);
314         }
315         else if(phase==1)
316         {
317                 mesh.resize_buffers();
318                 mesh.vtx_setup.refresh();
319                 vertex_updater = mesh.vertices.refresh_async();
320                 if(!mesh.batches.empty())
321                         index_updater = mesh.batches.front().refresh_async();
322         }
323         else if(phase==2)
324         {
325                 if(vertex_updater)
326                         vertex_updater->upload_data();
327                 if(index_updater)
328                         index_updater->upload_data();
329         }
330         else if(phase==3)
331         {
332                 delete vertex_updater;
333                 vertex_updater = 0;
334                 delete index_updater;
335                 index_updater = 0;
336         }
337
338         ++phase;
339         if(phase==1 && !mesh.vbuf && !mesh.ibuf)
340                 phase += 3;
341         return phase>3;
342 }
343
344 } // namespace GL
345 } // namespace Msp