]> git.tdb.fi Git - libs/gl.git/blob - source/core/mesh.cpp
Set OpenGL debug labels on various objects loaded from Resources
[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         delete vbuf;
220         delete ibuf;
221         vbuf = 0;
222         ibuf = 0;
223 }
224
225 void Mesh::set_debug_name(const string &name)
226 {
227 #ifdef DEBUG
228         debug_name = name;
229         if(vbuf)
230                 vbuf->set_debug_name(name+" [VBO]");
231         if(ibuf)
232                 ibuf->set_debug_name(name+" [IBO]");
233         vtx_setup.set_debug_name(name+" [VAO]");
234 #else
235         (void)name;
236 #endif
237 }
238
239
240 Mesh::Loader::Loader(Mesh &m, bool g):
241         DataFile::ObjectLoader<Mesh>(m),
242         allow_gl_calls(g)
243 {
244         add("batch",    &Loader::batch);
245         add("vertices", &Loader::vertices);
246         add("winding",  &Loader::winding);
247 }
248
249 void Mesh::Loader::vertices(const vector<VertexAttribute> &a)
250 {
251         if(a.empty())
252                 throw invalid_argument("No vertex attributes");
253
254         VertexFormat fmt;
255         for(vector<VertexAttribute>::const_iterator i=a.begin(); i!=a.end(); ++i)
256                 fmt = (fmt, *i);
257         obj.vertices.reset(fmt);
258         load_sub(obj.vertices);
259         if(allow_gl_calls)
260         {
261                 obj.check_buffers(VERTEX_BUFFER);
262                 obj.vtx_setup.refresh();
263         }
264 }
265
266 void Mesh::Loader::batch(PrimitiveType p)
267 {
268         Batch btc(p);
269         load_sub(btc);
270         obj.add_batch(btc);
271 }
272
273 void Mesh::Loader::winding(FaceWinding w)
274 {
275         if(w==CLOCKWISE)
276                 obj.winding = &WindingTest::clockwise();
277         else if(w==COUNTERCLOCKWISE)
278                 obj.winding = &WindingTest::counterclockwise();
279 }
280
281
282 Mesh::AsyncLoader::AsyncLoader(Mesh &m, IO::Seekable &i):
283         mesh(m),
284         io(i),
285         vertex_updater(0),
286         index_updater(0),
287         phase(0)
288 {
289         mesh.disallow_rendering = true;
290         mesh.check_buffers(VERTEX_BUFFER|INDEX_BUFFER);
291 }
292
293 Mesh::AsyncLoader::~AsyncLoader()
294 {
295         mesh.disallow_rendering = false;
296         delete vertex_updater;
297         delete index_updater;
298 }
299
300 bool Mesh::AsyncLoader::needs_sync() const
301 {
302         return phase%2;
303 }
304
305 bool Mesh::AsyncLoader::process()
306 {
307         if(phase==0)
308         {
309                 // TODO use correct filename
310                 DataFile::Parser parser(io, "async");
311                 Loader loader(mesh, false);
312                 loader.load(parser);
313         }
314         else if(phase==1)
315         {
316                 mesh.resize_buffers();
317                 mesh.vtx_setup.refresh();
318                 vertex_updater = mesh.vertices.refresh_async();
319                 if(!mesh.batches.empty())
320                         index_updater = mesh.batches.front().refresh_async();
321         }
322         else if(phase==2)
323         {
324                 if(vertex_updater)
325                         vertex_updater->upload_data();
326                 if(index_updater)
327                         index_updater->upload_data();
328         }
329         else if(phase==3)
330         {
331                 delete vertex_updater;
332                 vertex_updater = 0;
333                 delete index_updater;
334                 index_updater = 0;
335         }
336
337         ++phase;
338         if(phase==1 && !mesh.vbuf && !mesh.ibuf)
339                 phase += 3;
340         return phase>3;
341 }
342
343 } // namespace GL
344 } // namespace Msp