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Always use buffers in Mesh
[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 "buffer.h"
5 #include "error.h"
6 #include "mesh.h"
7 #include "renderer.h"
8 #include "resourcemanager.h"
9 #include "vertexsetup.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         vtx_setup = 0;
33         disallow_rendering = false;
34         winding = 0;
35
36         if(rm)
37                 set_manager(rm);
38 }
39
40 Mesh::~Mesh()
41 {
42         set_manager(0);
43         delete vtx_setup;
44         delete vbuf;
45         delete ibuf;
46 }
47
48 void Mesh::clear()
49 {
50         vertices.clear();
51         batches.clear();
52 }
53
54 void Mesh::create_buffers()
55 {
56         if(!vbuf)
57                 vbuf = new Buffer(ARRAY_BUFFER);
58         vertices.use_buffer(vbuf);
59
60         if(!ibuf)
61                 ibuf = new Buffer(ELEMENT_ARRAY_BUFFER);
62
63         if(ARB_vertex_array_object && !vtx_setup)
64         {
65                 vtx_setup = new VertexSetup;
66                 vtx_setup->set_vertex_array(vertices);
67                 vtx_setup->set_index_buffer(*ibuf);
68         }
69 }
70
71 unsigned Mesh::get_n_vertices() const
72 {
73         return vertices.size();
74 }
75
76 float *Mesh::modify_vertex(unsigned i)
77 {
78         return vertices.modify(i);
79 }
80
81 void Mesh::add_batch(const Batch &b)
82 {
83         create_buffers();
84
85         if(!batches.empty() && batches.back().can_append(b.get_type()))
86                 batches.back().append(b);
87         else
88         {
89                 bool reallocate = (batches.size()==batches.capacity());
90                 if(reallocate && ibuf)
91                 {
92                         for(vector<Batch>::iterator i=batches.end(); i!=batches.begin(); )
93                                 (--i)->use_buffer(0);
94                 }
95
96                 Batch *prev = (batches.empty() ? 0 : &batches.back());
97                 batches.push_back(b);
98                 if(ibuf)
99                 {
100                         if(reallocate)
101                         {
102                                 prev = 0;
103                                 for(vector<Batch>::iterator i=batches.begin(); i!=batches.end(); ++i)
104                                 {
105                                         i->use_buffer(ibuf, prev);
106                                         prev = &*i;
107                                 }
108                         }
109                         else
110                                 batches.back().use_buffer(ibuf, prev);
111                 }
112         }
113 }
114
115 void Mesh::set_winding(const WindingTest *w)
116 {
117         winding = w;
118 }
119
120 void Mesh::draw() const
121 {
122         const Mesh *cur = current();
123         if(cur && cur!=this)
124                 throw invalid_operation("Mesh::draw");
125
126         if(manager)
127         {
128                 manager->resource_used(*this);
129                 if(disallow_rendering)
130                         return;
131         }
132
133         if(!current())
134                 vertices.apply();
135         BindRestore bind_ibuf(ibuf, ELEMENT_ARRAY_BUFFER);
136         Bind bind_winding(winding);
137
138         for(vector<Batch>::const_iterator i=batches.begin(); i!=batches.end(); ++i)
139                 i->draw();
140 }
141
142 void Mesh::draw(Renderer &renderer) const
143 {
144         if(manager)
145         {
146                 manager->resource_used(*this);
147                 if(disallow_rendering)
148                         return;
149         }
150
151         renderer.set_mesh(this);
152         renderer.set_winding_test(winding);
153
154         for(vector<Batch>::const_iterator i=batches.begin(); i!=batches.end(); ++i)
155                 renderer.draw(*i);
156 }
157
158 void Mesh::draw_instanced(Renderer &renderer, const VertexSetup &vs, unsigned count) const
159 {
160         if(vs.get_vertex_array()!=&vertices)
161                 throw invalid_argument("Mesh::draw_instanced");
162
163         if(manager)
164         {
165                 manager->resource_used(*this);
166                 if(disallow_rendering)
167                         return;
168         }
169
170         renderer.set_vertex_setup(&vs);
171         renderer.set_winding_test(winding);
172
173         for(vector<Batch>::const_iterator i=batches.begin(); i!=batches.end(); ++i)
174                 renderer.draw_instanced(*i, count);
175 }
176
177 void Mesh::bind() const
178 {
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. */
181         if(!vtx_setup)
182         {
183                 unbind();
184                 vertices.apply();
185         }
186         else if(set_current(this))
187         {
188                 vtx_setup->bind();
189                 vertices.refresh();
190         }
191 }
192
193 void Mesh::unbind()
194 {
195         if(set_current(0))
196                 VertexSetup::unbind();
197 }
198
199 Resource::AsyncLoader *Mesh::load(IO::Seekable &io, const Resources *)
200 {
201         return new AsyncLoader(*this, io);
202 }
203
204 UInt64 Mesh::get_data_size() const
205 {
206         UInt64 size = 0;
207         if(vbuf)
208                 size += vbuf->get_size();
209         if(ibuf)
210                 size += ibuf->get_size();
211         return size;
212 }
213
214 void Mesh::unload()
215 {
216         vertices.clear();
217         vertices.use_buffer(0);
218         batches.clear();
219         delete vbuf;
220         delete ibuf;
221         vbuf = 0;
222         ibuf = 0;
223 }
224
225
226 Mesh::Loader::Loader(Mesh &m):
227         DataFile::ObjectLoader<Mesh>(m)
228 {
229         add("batch",    &Loader::batch);
230         add("vertices", &Loader::vertices);
231         add("winding",  &Loader::winding);
232 }
233
234 void Mesh::Loader::vertices(const vector<VertexComponent> &c)
235 {
236         if(c.empty())
237                 throw invalid_argument("No vertex components");
238
239         VertexFormat fmt;
240         for(vector<VertexComponent>::const_iterator i=c.begin(); i!=c.end(); ++i)
241                 fmt = (fmt, *i);
242         obj.vertices.reset(fmt);
243         if(obj.vtx_setup)
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);
247 }
248
249 void Mesh::Loader::batch(PrimitiveType p)
250 {
251         Batch btc(p);
252         load_sub(btc);
253         obj.add_batch(btc);
254 }
255
256 void Mesh::Loader::winding(FaceWinding w)
257 {
258         if(w==CLOCKWISE)
259                 obj.winding = &WindingTest::clockwise();
260         else if(w==COUNTERCLOCKWISE)
261                 obj.winding = &WindingTest::counterclockwise();
262 }
263
264
265 Mesh::AsyncLoader::AsyncLoader(Mesh &m, IO::Seekable &i):
266         mesh(m),
267         io(i),
268         vertex_updater(0),
269         index_updater(0),
270         phase(0)
271 {
272         mesh.disallow_rendering = true;
273         mesh.create_buffers();
274 }
275
276 Mesh::AsyncLoader::~AsyncLoader()
277 {
278         mesh.disallow_rendering = false;
279         delete vertex_updater;
280         delete index_updater;
281 }
282
283 bool Mesh::AsyncLoader::needs_sync() const
284 {
285         return phase%2;
286 }
287
288 bool Mesh::AsyncLoader::process()
289 {
290         if(phase==0)
291         {
292                 // TODO use correct filename
293                 DataFile::Parser parser(io, "async");
294                 Loader loader(mesh);
295                 loader.load(parser);
296         }
297         else if(phase==1)
298         {
299                 vertex_updater = mesh.vertices.refresh_async();
300                 if(!mesh.batches.empty())
301                         index_updater = mesh.batches.front().refresh_async();
302         }
303         else if(phase==2)
304         {
305                 if(vertex_updater)
306                         vertex_updater->upload_data();
307                 if(index_updater)
308                         index_updater->upload_data();
309         }
310         else if(phase==3)
311         {
312                 delete vertex_updater;
313                 vertex_updater = 0;
314                 delete index_updater;
315                 index_updater = 0;
316         }
317
318         ++phase;
319         if(phase==1 && !mesh.vbuf && !mesh.ibuf)
320                 phase += 3;
321         return phase>3;
322 }
323
324 } // namespace GL
325 } // namespace Msp