]> git.tdb.fi Git - libs/gl.git/blob - source/mesh.cpp
Remove some methods that have been deprecated for a long while
[libs/gl.git] / source / 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/nv_primitive_restart.h>
5 #include "buffer.h"
6 #include "error.h"
7 #include "mesh.h"
8 #include "renderer.h"
9 #include "resourcemanager.h"
10
11 using namespace std;
12
13 namespace Msp {
14 namespace GL {
15
16 Mesh::Mesh(ResourceManager *rm):
17         vertices(VERTEX3)
18 {
19         init(rm);
20 }
21
22 Mesh::Mesh(const VertexFormat &f, ResourceManager *rm):
23         vertices(f)
24 {
25         init(rm);
26 }
27
28 void Mesh::init(ResourceManager *rm)
29 {
30         vbuf = 0;
31         ibuf = 0;
32         vao_id = 0;
33         defer_buffers = ARB_vertex_buffer_object;
34         dirty = true;
35         disallow_rendering = false;
36         winding = 0;
37
38         if(rm)
39                 set_manager(rm);
40 }
41
42 Mesh::~Mesh()
43 {
44         set_manager(0);
45         delete vbuf;
46         delete ibuf;
47         if(vao_id)
48                 glDeleteVertexArrays(1, &vao_id);
49 }
50
51 void Mesh::clear()
52 {
53         vertices.clear();
54         batches.clear();
55 }
56
57 void Mesh::use_buffers(bool b)
58 {
59         defer_buffers = false;
60         if(b)
61                 create_buffers();
62         else
63         {
64                 vertices.use_buffer(0);
65                 delete vbuf;
66                 vbuf = 0;
67                 delete ibuf;
68                 ibuf = 0;
69         }
70 }
71
72 void Mesh::create_buffers()
73 {
74         defer_buffers = false;
75
76         if(!vbuf)
77                 vbuf = new Buffer(ARRAY_BUFFER);
78         vertices.use_buffer(vbuf);
79
80         if(!ibuf)
81                 ibuf = new Buffer(ELEMENT_ARRAY_BUFFER);
82
83         if(ARB_vertex_array_object && !vao_id)
84                 glGenVertexArrays(1, &vao_id);
85 }
86
87 void Mesh::setup_vao() const
88 {
89         Bind bind_vbuf(vbuf, ARRAY_BUFFER);
90
91         const VertexFormat &fmt = vertices.get_format();
92         unsigned stride = get_stride(fmt)*sizeof(float);
93         float *ptr = 0;
94         for(const unsigned char *c=fmt.begin(); c!=fmt.end(); ++c)
95         {
96                 unsigned t = get_component_type(*c);
97                 if(t>=get_component_type(ATTRIB1))
98                         t -= get_component_type(ATTRIB1);
99                 unsigned sz = get_component_size(*c);
100                 if(*c==COLOR4_UBYTE)
101                         glVertexAttribPointer(t, 4, GL_UNSIGNED_BYTE, true, stride, ptr);
102                 else
103                         glVertexAttribPointer(t, sz, GL_FLOAT, false, stride, ptr);
104                 glEnableVertexAttribArray(t);
105                 ptr += sz;
106         }
107         glBindBuffer(ELEMENT_ARRAY_BUFFER, ibuf->get_id());
108
109         dirty = false;
110 }
111
112 unsigned Mesh::get_n_vertices() const
113 {
114         return vertices.size();
115 }
116
117 float *Mesh::modify_vertex(unsigned i)
118 {
119         return vertices.modify(i);
120 }
121
122 void Mesh::add_batch(const Batch &b)
123 {
124         if(defer_buffers)
125                 create_buffers();
126
127         if(!batches.empty() && batches.back().can_append(b.get_type()))
128                 batches.back().append(b);
129         else
130         {
131                 Batch *prev = (batches.empty() ? 0 : &batches.back());
132                 batches.push_back(b);
133                 if(ibuf)
134                         batches.back().use_buffer(ibuf, prev);
135         }
136 }
137
138 void Mesh::set_winding(const WindingTest *w)
139 {
140         winding = w;
141 }
142
143 void Mesh::draw() const
144 {
145         const Mesh *cur = current();
146         if(cur && cur!=this)
147                 throw invalid_operation("Mesh::draw");
148
149         if(manager)
150         {
151                 manager->resource_used(*this);
152                 if(disallow_rendering)
153                         return;
154         }
155
156         if(!current())
157                 vertices.apply();
158         BindRestore bind_ibuf(ibuf, ELEMENT_ARRAY_BUFFER);
159         Bind bind_winding(winding);
160
161         for(list<Batch>::const_iterator i=batches.begin(); i!=batches.end(); ++i)
162                 i->draw();
163 }
164
165 void Mesh::draw(Renderer &renderer) const
166 {
167         if(manager)
168         {
169                 manager->resource_used(*this);
170                 if(disallow_rendering)
171                         return;
172         }
173
174         renderer.set_mesh(this);
175         renderer.set_winding_test(winding);
176
177         for(list<Batch>::const_iterator i=batches.begin(); i!=batches.end(); ++i)
178                 renderer.draw(*i);
179 }
180
181 void Mesh::bind() const
182 {
183         /* If VAOs are not supported, vao_id is zero and set_current won't get
184         called.  Thus unbind won't try to call a null function either. */
185         if(!vao_id)
186         {
187                 unbind();
188                 vertices.apply(false);
189         }
190         else if(set_current(this))
191         {
192                 glBindVertexArray(vao_id);
193                 vertices.refresh();
194                 if(dirty)
195                         setup_vao();
196         }
197 }
198
199 void Mesh::unbind()
200 {
201         if(set_current(0))
202                 glBindVertexArray(0);
203 }
204
205 Resource::AsyncLoader *Mesh::load(IO::Seekable &io, const Resources *)
206 {
207         return new AsyncLoader(*this, io);
208 }
209
210 UInt64 Mesh::get_data_size() const
211 {
212         UInt64 size = 0;
213         if(vbuf)
214                 size += vbuf->get_size();
215         if(ibuf)
216                 size += ibuf->get_size();
217         return size;
218 }
219
220 void Mesh::unload()
221 {
222         vertices.clear();
223         vertices.use_buffer(0);
224         batches.clear();
225         delete vbuf;
226         delete ibuf;
227         defer_buffers = (vbuf || ibuf);
228         vbuf = 0;
229         ibuf = 0;
230 }
231
232
233 Mesh::Loader::Loader(Mesh &m):
234         DataFile::ObjectLoader<Mesh>(m)
235 {
236         add("batch",    &Loader::batch);
237         add("vertices", &Loader::vertices);
238         add("winding",  &Loader::winding);
239 }
240
241 void Mesh::Loader::vertices(const vector<VertexComponent> &c)
242 {
243         if(c.empty())
244                 throw invalid_argument("No vertex components");
245
246         VertexFormat fmt;
247         for(vector<VertexComponent>::const_iterator i=c.begin(); i!=c.end(); ++i)
248                 fmt = (fmt, *i);
249         obj.vertices.reset(fmt);
250         obj.dirty = true;
251         load_sub(obj.vertices);
252 }
253
254 void Mesh::Loader::batch(PrimitiveType p)
255 {
256         Batch btc(p);
257         load_sub(btc);
258         obj.add_batch(btc);
259 }
260
261 void Mesh::Loader::winding(FaceWinding w)
262 {
263         if(w==CLOCKWISE)
264                 obj.winding = &WindingTest::clockwise();
265         else if(w==COUNTERCLOCKWISE)
266                 obj.winding = &WindingTest::counterclockwise();
267 }
268
269
270 Mesh::AsyncLoader::AsyncLoader(Mesh &m, IO::Seekable &i):
271         mesh(m),
272         io(i),
273         vertex_updater(0),
274         index_updater(0),
275         phase(0)
276 {
277         // Make sure the extension is initialized in the rendering thread.
278         (bool)NV_primitive_restart;
279
280         mesh.disallow_rendering = true;
281         if(mesh.defer_buffers)
282                 mesh.create_buffers();
283 }
284
285 Mesh::AsyncLoader::~AsyncLoader()
286 {
287         mesh.disallow_rendering = false;
288         delete vertex_updater;
289         delete index_updater;
290 }
291
292 bool Mesh::AsyncLoader::needs_sync() const
293 {
294         return phase%2;
295 }
296
297 bool Mesh::AsyncLoader::process()
298 {
299         if(phase==0)
300         {
301                 // TODO use correct filename
302                 DataFile::Parser parser(io, "async");
303                 Loader loader(mesh);
304                 loader.load(parser);
305         }
306         else if(phase==1)
307         {
308                 vertex_updater = mesh.vertices.refresh_async();
309                 if(!mesh.batches.empty())
310                         index_updater = mesh.batches.front().refresh_async();
311         }
312         else if(phase==2)
313         {
314                 if(vertex_updater)
315                         vertex_updater->upload_data();
316                 if(index_updater)
317                         index_updater->upload_data();
318         }
319         else if(phase==3)
320         {
321                 delete vertex_updater;
322                 vertex_updater = 0;
323                 delete index_updater;
324                 index_updater = 0;
325         }
326
327         ++phase;
328         if(phase==1 && !mesh.vbuf && !mesh.ibuf)
329                 phase += 3;
330         return phase>3;
331 }
332
333 } // namespace GL
334 } // namespace Msp