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>
8 #include "resourcemanager.h"
9 #include "vertexsetup.h"
16 Mesh::Mesh(ResourceManager *rm):
22 Mesh::Mesh(const VertexFormat &f, ResourceManager *rm):
28 void Mesh::init(ResourceManager *rm)
33 disallow_rendering = false;
54 void Mesh::create_buffers()
57 vbuf = new Buffer(ARRAY_BUFFER);
58 vertices.use_buffer(vbuf);
61 ibuf = new Buffer(ELEMENT_ARRAY_BUFFER);
63 if(ARB_vertex_array_object && !vtx_setup)
65 vtx_setup = new VertexSetup;
66 vtx_setup->set_vertex_array(vertices);
67 vtx_setup->set_index_buffer(*ibuf);
71 unsigned Mesh::get_n_vertices() const
73 return vertices.size();
76 float *Mesh::modify_vertex(unsigned i)
78 return vertices.modify(i);
81 void Mesh::add_batch(const Batch &b)
85 if(!batches.empty() && batches.back().can_append(b.get_type()))
86 batches.back().append(b);
89 bool reallocate = (batches.size()==batches.capacity());
90 if(reallocate && ibuf)
92 for(vector<Batch>::iterator i=batches.end(); i!=batches.begin(); )
96 Batch *prev = (batches.empty() ? 0 : &batches.back());
103 for(vector<Batch>::iterator i=batches.begin(); i!=batches.end(); ++i)
105 i->use_buffer(ibuf, prev);
110 batches.back().use_buffer(ibuf, prev);
115 void Mesh::set_winding(const WindingTest *w)
120 void Mesh::draw() const
122 const Mesh *cur = current();
124 throw invalid_operation("Mesh::draw");
128 manager->resource_used(*this);
129 if(disallow_rendering)
135 BindRestore bind_ibuf(ibuf, ELEMENT_ARRAY_BUFFER);
136 Bind bind_winding(winding);
138 for(vector<Batch>::const_iterator i=batches.begin(); i!=batches.end(); ++i)
142 void Mesh::draw(Renderer &renderer) const
146 manager->resource_used(*this);
147 if(disallow_rendering)
151 renderer.set_mesh(this);
152 renderer.set_winding_test(winding);
154 for(vector<Batch>::const_iterator i=batches.begin(); i!=batches.end(); ++i)
158 void Mesh::draw_instanced(Renderer &renderer, const VertexSetup &vs, unsigned count) const
160 if(vs.get_vertex_array()!=&vertices)
161 throw invalid_argument("Mesh::draw_instanced");
165 manager->resource_used(*this);
166 if(disallow_rendering)
170 renderer.set_vertex_setup(&vs);
171 renderer.set_winding_test(winding);
173 for(vector<Batch>::const_iterator i=batches.begin(); i!=batches.end(); ++i)
174 renderer.draw_instanced(*i, count);
177 void Mesh::bind() const
179 /* If VAOs are not supported, vtx_setup is zero and set_current won't get
180 called. Thus unbind won't try to call a null function either. */
186 else if(set_current(this))
196 VertexSetup::unbind();
199 Resource::AsyncLoader *Mesh::load(IO::Seekable &io, const Resources *)
201 return new AsyncLoader(*this, io);
204 UInt64 Mesh::get_data_size() const
208 size += vbuf->get_size();
210 size += ibuf->get_size();
217 vertices.use_buffer(0);
226 Mesh::Loader::Loader(Mesh &m):
227 DataFile::ObjectLoader<Mesh>(m)
229 add("batch", &Loader::batch);
230 add("vertices", &Loader::vertices);
231 add("winding", &Loader::winding);
234 void Mesh::Loader::vertices(const vector<VertexComponent> &c)
237 throw invalid_argument("No vertex components");
240 for(vector<VertexComponent>::const_iterator i=c.begin(); i!=c.end(); ++i)
242 obj.vertices.reset(fmt);
244 // Set it again to force the vertex setup to update
245 obj.vtx_setup->set_vertex_array(obj.vertices);
246 load_sub(obj.vertices);
249 void Mesh::Loader::batch(PrimitiveType p)
256 void Mesh::Loader::winding(FaceWinding w)
259 obj.winding = &WindingTest::clockwise();
260 else if(w==COUNTERCLOCKWISE)
261 obj.winding = &WindingTest::counterclockwise();
265 Mesh::AsyncLoader::AsyncLoader(Mesh &m, IO::Seekable &i):
272 mesh.disallow_rendering = true;
273 mesh.create_buffers();
276 Mesh::AsyncLoader::~AsyncLoader()
278 mesh.disallow_rendering = false;
279 delete vertex_updater;
280 delete index_updater;
283 bool Mesh::AsyncLoader::needs_sync() const
288 bool Mesh::AsyncLoader::process()
292 // TODO use correct filename
293 DataFile::Parser parser(io, "async");
299 vertex_updater = mesh.vertices.refresh_async();
300 if(!mesh.batches.empty())
301 index_updater = mesh.batches.front().refresh_async();
306 vertex_updater->upload_data();
308 index_updater->upload_data();
312 delete vertex_updater;
314 delete index_updater;
319 if(phase==1 && !mesh.vbuf && !mesh.ibuf)