1 #include <msp/gl/extensions/arb_vertex_array_object.h>
2 #include <msp/gl/extensions/arb_vertex_shader.h>
23 Mesh::Mesh(const VertexFormat &f):
38 glDeleteVertexArrays(1, &vao_id);
47 void Mesh::use_buffers(bool b)
49 defer_buffers = false;
54 vertices.use_buffer(0);
62 void Mesh::create_buffers()
64 defer_buffers = false;
67 vbuf = new Buffer(ARRAY_BUFFER);
68 vertices.use_buffer(vbuf);
71 ibuf = new Buffer(ELEMENT_ARRAY_BUFFER);
73 if(ARB_vertex_array_object && !vao_id)
74 glGenVertexArrays(1, &vao_id);
77 void Mesh::refresh() const
87 for(list<Batch>::const_iterator i=batches.begin(); i!=batches.end(); ++i)
93 Bind bind_vbuf(vbuf, ARRAY_BUFFER);
95 bool bind_here = !current();
97 glBindVertexArray(vao_id);
99 const VertexFormat &fmt = vertices.get_format();
100 unsigned stride = get_stride(fmt)*sizeof(float);
102 for(const unsigned char *c=fmt.begin(); c!=fmt.end(); ++c)
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);
109 glVertexAttribPointer(t, 4, GL_UNSIGNED_BYTE, true, stride, ptr);
111 glVertexAttribPointer(t, sz, GL_FLOAT, false, stride, ptr);
112 glEnableVertexAttribArray(t);
115 glBindBuffer(ELEMENT_ARRAY_BUFFER, ibuf->get_id());
118 glBindVertexArray(0);
125 unsigned Mesh::get_n_vertices() const
127 return vertices.size();
130 float *Mesh::modify_vertex(unsigned i)
132 return vertices.modify(i);
135 void Mesh::add_batch(const Batch &b)
141 if(!batches.empty() && batches.back().can_append(b.get_type()))
142 batches.back().append(b);
145 Batch *prev = (batches.empty() ? 0 : &batches.back());
146 batches.push_back(b);
148 batches.back().use_buffer(ibuf, prev);
152 void Mesh::set_winding(const WindingTest *w)
157 void Mesh::draw() const
159 const Mesh *cur = current();
161 throw invalid_operation("Mesh::draw");
167 Bind bind_ibuf(ibuf, ELEMENT_ARRAY_BUFFER);
168 Bind bind_winding(winding);
170 for(list<Batch>::const_iterator i=batches.begin(); i!=batches.end(); ++i)
174 void Mesh::draw(Renderer &renderer) const
178 renderer.set_mesh(this);
179 renderer.set_element_buffer(ibuf);
180 renderer.set_winding_test(winding);
182 for(list<Batch>::const_iterator i=batches.begin(); i!=batches.end(); ++i)
186 void Mesh::bind() const
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. */
192 else if(set_current(this))
193 glBindVertexArray(vao_id);
199 glBindVertexArray(0);
203 Mesh::Loader::Loader(Mesh &m):
204 DataFile::ObjectLoader<Mesh>(m)
206 add("batch", &Loader::batch);
207 add("vertices", &Loader::vertices);
208 add("winding", &Loader::winding);
211 void Mesh::Loader::vertices(const vector<VertexComponent> &c)
214 throw invalid_argument("No vertex components");
217 for(vector<VertexComponent>::const_iterator i=c.begin(); i!=c.end(); ++i)
219 obj.vertices.reset(fmt);
221 load_sub(obj.vertices);
224 void Mesh::Loader::batch(PrimitiveType p)
231 void Mesh::Loader::winding(FaceWinding w)
234 obj.winding = &WindingTest::clockwise();
235 else if(w==COUNTERCLOCKWISE)
236 obj.winding = &WindingTest::counterclockwise();