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1 #include <msp/core/algorithm.h>
2 #include <msp/core/maputils.h>
3 #include <msp/gl/extensions/arb_draw_instanced.h>
4 #include <msp/gl/extensions/arb_instanced_arrays.h>
5 #include <msp/gl/extensions/arb_vertex_array_object.h>
6 #include <msp/gl/extensions/arb_vertex_shader.h>
7 #include "buffer.h"
8 #include "camera.h"
9 #include "instancearray.h"
10 #include "mesh.h"
11 #include "object.h"
12 #include "objectinstance.h"
13 #include "renderer.h"
14 #include "technique.h"
15 #include "vertexsetup.h"
16
17 using namespace std;
18
19 namespace Msp {
20 namespace GL {
21
22 InstanceArray::InstanceArray(const Object &o):
23         object(o),
24         instance_data(0),
25         instance_buffer(0),
26         vtx_setup(0),
27         matrix_location(-1),
28         matrix_offset(0)
29 {
30         const Technique *tech = object.get_technique();
31         const Technique::PassMap &passes = tech->get_passes();
32         for(Technique::PassMap::const_iterator i=passes.begin(); i!=passes.end(); ++i)
33         {
34                 const Program *shprog = i->second.get_shader_program();
35                 if(!shprog)
36                         throw invalid_argument("InstanceArray::InstanceArray");
37
38                 int loc = shprog->get_attribute_location("instance_transform");
39                 if(matrix_location<0)
40                         matrix_location = loc;
41                 else if(loc!=matrix_location)
42                         throw invalid_argument("InstanceArray::InstanceArray");
43         }
44
45         if(ARB_vertex_array_object && ARB_instanced_arrays && ARB_draw_instanced)
46         {
47                 instance_data = new VertexArray((ATTRIB4,matrix_location, ATTRIB4,matrix_location+1, ATTRIB4,matrix_location+2));
48                 const VertexFormat &fmt = instance_data->get_format();
49                 matrix_offset = fmt.offset(make_indexed_component(ATTRIB4, matrix_location));
50
51                 instance_buffer = new Buffer(ARRAY_BUFFER);
52                 instance_data->use_buffer(instance_buffer);
53
54                 vtx_setup = new VertexSetup;
55                 vtx_setup->set_vertex_array(object.get_mesh()->get_vertices());
56                 vtx_setup->set_index_buffer(*object.get_mesh()->get_index_buffer());
57                 vtx_setup->set_instance_array(instance_data);
58         }
59         else
60                 static Require req(ARB_vertex_shader);
61 }
62
63 InstanceArray::~InstanceArray()
64 {
65         delete vtx_setup;
66         delete instance_data;
67         delete instance_buffer;
68 }
69
70 void InstanceArray::append(ObjectInstance *inst)
71 {
72         instances.push_back(inst);
73         if(instance_data)
74         {
75                 if(instance_data->size()<instances.size())
76                         instance_data->append();
77                 update_instance_matrix(instances.size()-1);
78         }
79 }
80
81 void InstanceArray::remove(ObjectInstance &inst)
82 {
83         vector<ObjectInstance *>::iterator i = find(instances, &inst);
84         if(i==instances.end())
85                 throw key_error(&inst);
86
87         delete *i;
88         *i = instances.back();
89         instances.pop_back();
90 }
91
92 void InstanceArray::update_instance_matrix(unsigned index)
93 {
94         if(!instance_data)
95                 return;
96
97         const Matrix &m = *instances[index]->get_matrix();
98
99         float *d = instance_data->modify(instances.size()-1);
100         for(unsigned i=0; i<12; ++i)
101                 d[matrix_offset+i] = m(i/4, i%4);
102 }
103
104 void InstanceArray::render(Renderer &renderer, const Tag &tag) const
105 {
106         if(instances.empty())
107                 return;
108
109         if(instance_data)
110         {
111                 const Technique *tech = object.get_technique();
112                 if(!tech)
113                         throw logic_error("no technique");
114                 if(!tech->has_pass(tag))
115                         return;
116                 const RenderPass &pass = tech->get_pass(tag);
117
118                 const Mesh *mesh = object.get_mesh();
119                 mesh->get_vertices().refresh();
120                 instance_data->refresh();
121
122                 Renderer::Push push(renderer);
123                 pass.apply(renderer);
124                 mesh->draw_instanced(renderer, *vtx_setup, instances.size());
125         }
126         else
127         {
128                 for(vector<ObjectInstance *>::const_iterator i=instances.begin(); i!=instances.end(); ++i)
129                 {
130                         const Matrix &m = *(*i)->get_matrix();
131                         for(unsigned j=0; j<3; ++j)
132                                 glVertexAttrib4f(matrix_location+j, m(j, 0), m(j, 1), m(j, 2), m(j, 3));
133                         (*i)->render(renderer, tag);
134                 }
135         }
136 }
137
138 } // namespace GL
139 } // namespace Msp