]> git.tdb.fi Git - libs/gl.git/blob - source/mesh.cpp
Avoid segfault for trying to refresh a Mesh with no buffers
[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 "error.h"
5 #include "mesh.h"
6 #include "renderer.h"
7
8 using namespace std;
9
10 namespace Msp {
11 namespace GL {
12
13 Mesh::Mesh():
14         vertices(VERTEX3),
15         vbuf(0),
16         ibuf(0),
17         vao_id(0),
18         defer_buffers(true),
19         dirty(0),
20         winding(0)
21 { }
22
23 Mesh::Mesh(const VertexFormat &f):
24         vertices(f),
25         vbuf(0),
26         ibuf(0),
27         vao_id(0),
28         defer_buffers(true),
29         dirty(2),
30         winding(0)
31 { }
32
33 Mesh::~Mesh()
34 {
35         delete vbuf;
36         delete ibuf;
37         if(vao_id)
38                 glDeleteVertexArrays(1, &vao_id);
39 }
40
41 void Mesh::clear()
42 {
43         vertices.clear();
44         batches.clear();
45 }
46
47 void Mesh::use_buffers(bool b)
48 {
49         defer_buffers = false;
50         if(b)
51                 create_buffers();
52         else
53         {
54                 vertices.use_buffer(0);
55                 delete vbuf;
56                 vbuf = 0;
57                 delete ibuf;
58                 ibuf = 0;
59         }
60 }
61
62 void Mesh::create_buffers()
63 {
64         defer_buffers = false;
65
66         if(!vbuf)
67                 vbuf = new Buffer(ARRAY_BUFFER);
68         vertices.use_buffer(vbuf);
69
70         if(!ibuf)
71                 ibuf = new Buffer(ELEMENT_ARRAY_BUFFER);
72
73         if(ARB_vertex_array_object && !vao_id)
74                 glGenVertexArrays(1, &vao_id);
75 }
76
77 void Mesh::refresh() const
78 {
79         if(!vbuf)
80                 return;
81
82         vertices.refresh();
83         if(dirty)
84         {
85                 if(dirty&1)
86                 {
87                         for(list<Batch>::const_iterator i=batches.begin(); i!=batches.end(); ++i)
88                                 i->refresh();
89                 }
90
91                 if(dirty&2)
92                 {
93                         Bind bind_vbuf(vbuf, ARRAY_BUFFER);
94
95                         bool bind_here = !current();
96                         if(bind_here)
97                                 glBindVertexArray(vao_id);
98
99                         const VertexFormat &fmt = vertices.get_format();
100                         unsigned stride = get_stride(fmt)*sizeof(float);
101                         float *ptr = 0;
102                         for(const unsigned char *c=fmt.begin(); c!=fmt.end(); ++c)
103                         {
104                                 unsigned t = get_component_type(*c);
105                                 if(t>=get_component_type(ATTRIB1))
106                                         t -= get_component_type(ATTRIB1);
107                                 unsigned sz = get_component_size(*c);
108                                 if(*c==COLOR4_UBYTE)
109                                         glVertexAttribPointer(t, 4, GL_UNSIGNED_BYTE, true, stride, ptr);
110                                 else
111                                         glVertexAttribPointer(t, sz, GL_FLOAT, false, stride, ptr);
112                                 glEnableVertexAttribArray(t);
113                                 ptr += sz;
114                         }
115                         glBindBuffer(ELEMENT_ARRAY_BUFFER, ibuf->get_id());
116
117                         if(bind_here)
118                                 glBindVertexArray(0);
119                 }
120
121                 dirty = 0;
122         }
123 }
124
125 unsigned Mesh::get_n_vertices() const
126 {
127         return vertices.size();
128 }
129
130 float *Mesh::modify_vertex(unsigned i)
131 {
132         return vertices.modify(i);
133 }
134
135 void Mesh::add_batch(const Batch &b)
136 {
137         if(defer_buffers)
138                 create_buffers();
139
140         dirty |= 1;
141         if(!batches.empty() && batches.back().can_append(b.get_type()))
142                 batches.back().append(b);
143         else
144         {
145                 Batch *prev = (batches.empty() ? 0 : &batches.back());
146                 batches.push_back(b);
147                 if(ibuf)
148                         batches.back().use_buffer(ibuf, prev);
149         }
150 }
151
152 void Mesh::set_winding(const WindingTest *w)
153 {
154         winding = w;
155 }
156
157 void Mesh::draw() const
158 {
159         const Mesh *cur = current();
160         if(cur && cur!=this)
161                 throw invalid_operation("Mesh::draw");
162
163         refresh();
164
165         if(!current())
166                 vertices.apply();
167         Bind bind_ibuf(ibuf, ELEMENT_ARRAY_BUFFER);
168         Bind bind_winding(winding);
169
170         for(list<Batch>::const_iterator i=batches.begin(); i!=batches.end(); ++i)
171                 i->draw();
172 }
173
174 void Mesh::draw(Renderer &renderer) const
175 {
176         refresh();
177
178         renderer.set_mesh(this);
179         renderer.set_element_buffer(ibuf);
180         renderer.set_winding_test(winding);
181
182         for(list<Batch>::const_iterator i=batches.begin(); i!=batches.end(); ++i)
183                 renderer.draw(*i);
184 }
185
186 void Mesh::bind() const
187 {
188         /* If VAOs are not supported, vao_id is zero and set_current won't get
189         called.  Thus unbind won't try to call a null function either. */
190         if(!vao_id)
191                 unbind();
192         else if(set_current(this))
193                 glBindVertexArray(vao_id);
194 }
195
196 void Mesh::unbind()
197 {
198         if(set_current(0))
199                 glBindVertexArray(0);
200 }
201
202
203 Mesh::Loader::Loader(Mesh &m):
204         DataFile::ObjectLoader<Mesh>(m)
205 {
206         add("batch",    &Loader::batch);
207         add("vertices", &Loader::vertices);
208         add("winding",  &Loader::winding);
209 }
210
211 void Mesh::Loader::vertices(const vector<VertexComponent> &c)
212 {
213         if(c.empty())
214                 throw invalid_argument("No vertex components");
215
216         VertexFormat fmt;
217         for(vector<VertexComponent>::const_iterator i=c.begin(); i!=c.end(); ++i)
218                 fmt = (fmt, *i);
219         obj.vertices.reset(fmt);
220         obj.dirty |= 2;
221         load_sub(obj.vertices);
222 }
223
224 void Mesh::Loader::batch(PrimitiveType p)
225 {
226         Batch btc(p);
227         load_sub(btc);
228         obj.add_batch(btc);
229 }
230
231 void Mesh::Loader::winding(FaceWinding w)
232 {
233         if(w==CLOCKWISE)
234                 obj.winding = &WindingTest::clockwise();
235         else if(w==COUNTERCLOCKWISE)
236                 obj.winding = &WindingTest::counterclockwise();
237 }
238
239 } // namespace GL
240 } // namespace Msp