]> git.tdb.fi Git - libs/gl.git/blob - source/mesh.cpp
Explicitly define the number of mipmap levels in textures
[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                 bool reallocate = (batches.size()==batches.capacity());
132                 if(reallocate && ibuf)
133                 {
134                         for(vector<Batch>::iterator i=batches.end(); i!=batches.begin(); )
135                                 (--i)->use_buffer(0);
136                 }
137
138                 Batch *prev = (batches.empty() ? 0 : &batches.back());
139                 batches.push_back(b);
140                 if(ibuf)
141                 {
142                         if(reallocate)
143                         {
144                                 prev = 0;
145                                 for(vector<Batch>::iterator i=batches.begin(); i!=batches.end(); ++i)
146                                 {
147                                         i->use_buffer(ibuf, prev);
148                                         prev = &*i;
149                                 }
150                         }
151                         else
152                                 batches.back().use_buffer(ibuf, prev);
153                 }
154         }
155 }
156
157 void Mesh::set_winding(const WindingTest *w)
158 {
159         winding = w;
160 }
161
162 void Mesh::draw() const
163 {
164         const Mesh *cur = current();
165         if(cur && cur!=this)
166                 throw invalid_operation("Mesh::draw");
167
168         if(manager)
169         {
170                 manager->resource_used(*this);
171                 if(disallow_rendering)
172                         return;
173         }
174
175         if(!current())
176                 vertices.apply();
177         BindRestore bind_ibuf(ibuf, ELEMENT_ARRAY_BUFFER);
178         Bind bind_winding(winding);
179
180         for(vector<Batch>::const_iterator i=batches.begin(); i!=batches.end(); ++i)
181                 i->draw();
182 }
183
184 void Mesh::draw(Renderer &renderer) const
185 {
186         if(manager)
187         {
188                 manager->resource_used(*this);
189                 if(disallow_rendering)
190                         return;
191         }
192
193         renderer.set_mesh(this);
194         renderer.set_winding_test(winding);
195
196         for(vector<Batch>::const_iterator i=batches.begin(); i!=batches.end(); ++i)
197                 renderer.draw(*i);
198 }
199
200 void Mesh::bind() const
201 {
202         /* If VAOs are not supported, vao_id is zero and set_current won't get
203         called.  Thus unbind won't try to call a null function either. */
204         if(!vao_id)
205         {
206                 unbind();
207                 vertices.apply(false);
208         }
209         else if(set_current(this))
210         {
211                 glBindVertexArray(vao_id);
212                 vertices.refresh();
213                 if(dirty)
214                         setup_vao();
215         }
216 }
217
218 void Mesh::unbind()
219 {
220         if(set_current(0))
221                 glBindVertexArray(0);
222 }
223
224 Resource::AsyncLoader *Mesh::load(IO::Seekable &io, const Resources *)
225 {
226         return new AsyncLoader(*this, io);
227 }
228
229 UInt64 Mesh::get_data_size() const
230 {
231         UInt64 size = 0;
232         if(vbuf)
233                 size += vbuf->get_size();
234         if(ibuf)
235                 size += ibuf->get_size();
236         return size;
237 }
238
239 void Mesh::unload()
240 {
241         vertices.clear();
242         vertices.use_buffer(0);
243         batches.clear();
244         delete vbuf;
245         delete ibuf;
246         defer_buffers = (vbuf || ibuf);
247         vbuf = 0;
248         ibuf = 0;
249 }
250
251
252 Mesh::Loader::Loader(Mesh &m):
253         DataFile::ObjectLoader<Mesh>(m)
254 {
255         add("batch",    &Loader::batch);
256         add("vertices", &Loader::vertices);
257         add("winding",  &Loader::winding);
258 }
259
260 void Mesh::Loader::vertices(const vector<VertexComponent> &c)
261 {
262         if(c.empty())
263                 throw invalid_argument("No vertex components");
264
265         VertexFormat fmt;
266         for(vector<VertexComponent>::const_iterator i=c.begin(); i!=c.end(); ++i)
267                 fmt = (fmt, *i);
268         obj.vertices.reset(fmt);
269         obj.dirty = true;
270         load_sub(obj.vertices);
271 }
272
273 void Mesh::Loader::batch(PrimitiveType p)
274 {
275         Batch btc(p);
276         load_sub(btc);
277         obj.add_batch(btc);
278 }
279
280 void Mesh::Loader::winding(FaceWinding w)
281 {
282         if(w==CLOCKWISE)
283                 obj.winding = &WindingTest::clockwise();
284         else if(w==COUNTERCLOCKWISE)
285                 obj.winding = &WindingTest::counterclockwise();
286 }
287
288
289 Mesh::AsyncLoader::AsyncLoader(Mesh &m, IO::Seekable &i):
290         mesh(m),
291         io(i),
292         vertex_updater(0),
293         index_updater(0),
294         phase(0)
295 {
296         // Make sure the extension is initialized in the rendering thread.
297         (void)(bool)NV_primitive_restart;
298
299         mesh.disallow_rendering = true;
300         if(mesh.defer_buffers)
301                 mesh.create_buffers();
302 }
303
304 Mesh::AsyncLoader::~AsyncLoader()
305 {
306         mesh.disallow_rendering = false;
307         delete vertex_updater;
308         delete index_updater;
309 }
310
311 bool Mesh::AsyncLoader::needs_sync() const
312 {
313         return phase%2;
314 }
315
316 bool Mesh::AsyncLoader::process()
317 {
318         if(phase==0)
319         {
320                 // TODO use correct filename
321                 DataFile::Parser parser(io, "async");
322                 Loader loader(mesh);
323                 loader.load(parser);
324         }
325         else if(phase==1)
326         {
327                 vertex_updater = mesh.vertices.refresh_async();
328                 if(!mesh.batches.empty())
329                         index_updater = mesh.batches.front().refresh_async();
330         }
331         else if(phase==2)
332         {
333                 if(vertex_updater)
334                         vertex_updater->upload_data();
335                 if(index_updater)
336                         index_updater->upload_data();
337         }
338         else if(phase==3)
339         {
340                 delete vertex_updater;
341                 vertex_updater = 0;
342                 delete index_updater;
343                 index_updater = 0;
344         }
345
346         ++phase;
347         if(phase==1 && !mesh.vbuf && !mesh.ibuf)
348                 phase += 3;
349         return phase>3;
350 }
351
352 } // namespace GL
353 } // namespace Msp