]> git.tdb.fi Git - libs/gl.git/blob - source/mesh.cpp
Add support for multiple binding points in the RAII binders
[libs/gl.git] / source / mesh.cpp
1 #include <msp/gl/extensions/arb_vertex_array_object.h>
2 #include <msp/gl/extensions/arb_vertex_shader.h>
3 #include "buffer.h"
4 #include "mesh.h"
5 #include "renderer.h"
6
7 using namespace std;
8
9 namespace Msp {
10 namespace GL {
11
12 Mesh::Mesh():
13         vertices(VERTEX3),
14         vbuf(0),
15         ibuf(0),
16         vao_id(0),
17         defer_buffers(true),
18         dirty(0),
19         winding(0)
20 { }
21
22 Mesh::Mesh(const VertexFormat &f):
23         vertices(f),
24         vbuf(0),
25         ibuf(0),
26         vao_id(0),
27         defer_buffers(true),
28         dirty(2),
29         winding(0)
30 { }
31
32 Mesh::~Mesh()
33 {
34         delete vbuf;
35         delete ibuf;
36         if(vao_id)
37                 glDeleteVertexArrays(1, &vao_id);
38 }
39
40 void Mesh::clear()
41 {
42         vertices.clear();
43         batches.clear();
44 }
45
46 void Mesh::use_buffers(bool b)
47 {
48         defer_buffers = false;
49         if(b)
50                 create_buffers();
51         else
52         {
53                 vertices.use_buffer(0);
54                 delete vbuf;
55                 vbuf = 0;
56                 delete ibuf;
57                 ibuf = 0;
58         }
59 }
60
61 void Mesh::create_buffers()
62 {
63         defer_buffers = false;
64
65         if(!vbuf)
66                 vbuf = new Buffer(ARRAY_BUFFER);
67         vertices.use_buffer(vbuf);
68
69         if(!ibuf)
70                 ibuf = new Buffer(ELEMENT_ARRAY_BUFFER);
71
72         if(ARB_vertex_array_object && !vao_id)
73                 glGenVertexArrays(1, &vao_id);
74 }
75
76 void Mesh::refresh() const
77 {
78         vertices.refresh();
79         if(dirty)
80         {
81                 if(dirty&1)
82                 {
83                         unbind();
84                         for(list<Batch>::const_iterator i=batches.begin(); i!=batches.end(); ++i)
85                                 i->refresh();
86                 }
87
88                 if(dirty&2)
89                 {
90                         glBindVertexArray(vao_id);
91                         Bind bind_vbuf(vbuf, ARRAY_BUFFER);
92
93                         const VertexFormat &fmt = vertices.get_format();
94                         unsigned stride = get_stride(fmt)*sizeof(float);
95                         float *ptr = 0;
96                         for(const unsigned char *c=fmt.begin(); c!=fmt.end(); ++c)
97                         {
98                                 unsigned t = get_component_type(*c);
99                                 if(t>=get_component_type(ATTRIB1))
100                                         t -= get_component_type(ATTRIB1);
101                                 unsigned sz = get_component_size(*c);
102                                 if(*c==COLOR4_UBYTE)
103                                         glVertexAttribPointer(t, 4, GL_UNSIGNED_BYTE, true, stride, ptr);
104                                 else
105                                         glVertexAttribPointer(t, sz, GL_FLOAT, false, stride, ptr);
106                                 glEnableVertexAttribArray(t);
107                                 ptr += sz;
108                         }
109                         glBindBuffer(ELEMENT_ARRAY_BUFFER, ibuf->get_id());
110                         glBindVertexArray(0);
111                 }
112
113                 dirty = 0;
114         }
115 }
116
117 unsigned Mesh::get_n_vertices() const
118 {
119         return vertices.size();
120 }
121
122 float *Mesh::modify_vertex(unsigned i)
123 {
124         return vertices.modify(i);
125 }
126
127 void Mesh::add_batch(const Batch &b)
128 {
129         if(defer_buffers)
130                 create_buffers();
131
132         dirty |= 1;
133         if(!batches.empty() && batches.back().can_append(b.get_type()))
134                 batches.back().append(b);
135         else
136         {
137                 Batch *prev = (batches.empty() ? 0 : &batches.back());
138                 batches.push_back(b);
139                 if(ibuf)
140                         batches.back().use_buffer(ibuf, prev);
141         }
142 }
143
144 void Mesh::set_winding(const WindingTest *w)
145 {
146         winding = w;
147 }
148
149 void Mesh::draw() const
150 {
151         refresh();
152
153         if(!current())
154         {
155                 vertices.apply();
156                 if(ibuf)
157                         ibuf->bind_to(ELEMENT_ARRAY_BUFFER);
158         }
159
160         Bind bind_winding(winding);
161
162         for(list<Batch>::const_iterator i=batches.begin(); i!=batches.end(); ++i)
163                 i->draw();
164
165         if(!current() && ibuf)
166                 Buffer::unbind_from(ELEMENT_ARRAY_BUFFER);
167 }
168
169 void Mesh::draw(Renderer &renderer) const
170 {
171         refresh();
172
173         renderer.set_mesh(this);
174         renderer.set_element_buffer(ibuf);
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                 unbind();
187         else
188         {
189                 if(Buffer::current(ELEMENT_ARRAY_BUFFER))
190                 {
191                         unbind();
192                         Buffer::unbind_from(ELEMENT_ARRAY_BUFFER);
193                 }
194                 if(set_current(this))
195                         glBindVertexArray(vao_id);
196         }
197 }
198
199 void Mesh::unbind()
200 {
201         if(set_current(0))
202                 glBindVertexArray(0);
203 }
204
205
206 Mesh::Loader::Loader(Mesh &m):
207         DataFile::ObjectLoader<Mesh>(m)
208 {
209         add("batch",    &Loader::batch);
210         add("vertices", &Loader::vertices);
211         add("winding",  &Loader::winding);
212 }
213
214 void Mesh::Loader::vertices(const vector<VertexComponent> &c)
215 {
216         if(c.empty())
217                 throw invalid_argument("No vertex components");
218
219         VertexFormat fmt;
220         for(vector<VertexComponent>::const_iterator i=c.begin(); i!=c.end(); ++i)
221                 fmt = (fmt, *i);
222         obj.vertices.reset(fmt);
223         obj.dirty |= 2;
224         load_sub(obj.vertices);
225 }
226
227 void Mesh::Loader::batch(PrimitiveType p)
228 {
229         Batch btc(p);
230         load_sub(btc);
231         obj.add_batch(btc);
232 }
233
234 void Mesh::Loader::winding(FaceWinding w)
235 {
236         if(w==CLOCKWISE)
237                 obj.winding = &WindingTest::clockwise();
238         else if(w==COUNTERCLOCKWISE)
239                 obj.winding = &WindingTest::counterclockwise();
240 }
241
242 } // namespace GL
243 } // namespace Msp