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;
53 void Mesh::check_buffers(unsigned mask)
55 if(mask&VERTEX_BUFFER)
59 vbuf = new Buffer(ARRAY_BUFFER);
60 vertices.use_buffer(vbuf);
61 vtx_setup.set_vertex_array(vertices);
63 unsigned req_size = vertices.get_required_buffer_size();
64 if(vbuf->get_size()<req_size)
66 dirty |= VERTEX_BUFFER;
67 vertices.buffer_resized();
75 ibuf = new Buffer(ELEMENT_ARRAY_BUFFER);
77 batches.front().use_buffer(ibuf);
78 vtx_setup.set_index_buffer(*ibuf);
80 unsigned req_size = (batches.empty() ? 0 : batches.front().get_required_buffer_size());
81 if(ibuf->get_size()<req_size)
83 dirty |= INDEX_BUFFER;
85 batches.front().buffer_resized();
90 unsigned Mesh::get_n_vertices() const
92 return vertices.size();
95 float *Mesh::modify_vertex(unsigned i)
97 return vertices.modify(i);
100 void Mesh::add_batch(const Batch &b)
104 batches.push_back(b);
106 batches.back().use_buffer(ibuf);
108 else if(batches.back().can_append(b.get_type()))
109 batches.back().append(b);
112 bool reallocate = (batches.size()==batches.capacity());
115 for(vector<Batch>::iterator i=batches.end(); i!=batches.begin(); )
116 (--i)->use_buffer(0);
119 Batch *prev = &batches.back();
120 batches.push_back(b);
124 for(vector<Batch>::iterator i=batches.begin(); i!=batches.end(); ++i)
126 i->use_buffer(ibuf, prev);
131 batches.back().use_buffer(ibuf, prev);
134 check_buffers(INDEX_BUFFER);
137 void Mesh::set_winding(const WindingTest *w)
142 void Mesh::draw(Renderer &renderer) const
144 draw(renderer, 0, 0);
147 void Mesh::draw_instanced(Renderer &renderer, const VertexSetup &vs, unsigned count) const
149 if(vs.get_vertex_array()!=&vertices)
150 throw invalid_argument("Mesh::draw_instanced");
152 draw(renderer, &vs, count);
155 void Mesh::draw(Renderer &renderer, const VertexSetup *vs, unsigned count) const
159 manager->resource_used(*this);
160 if(disallow_rendering)
167 renderer.set_vertex_setup(vs ? vs : &vtx_setup);
168 renderer.set_winding_test(winding);
172 for(vector<Batch>::const_iterator i=batches.begin(); i!=batches.end(); ++i)
177 for(vector<Batch>::const_iterator i=batches.begin(); i!=batches.end(); ++i)
178 renderer.draw_instanced(*i, count);
182 void Mesh::resize_buffers() const
184 if(dirty&VERTEX_BUFFER)
185 vbuf->data(vertices.get_required_buffer_size(), 0);
186 if(dirty&INDEX_BUFFER)
187 ibuf->data(batches.front().get_required_buffer_size(), 0);
191 Resource::AsyncLoader *Mesh::load(IO::Seekable &io, const Resources *)
193 return new AsyncLoader(*this, io);
196 UInt64 Mesh::get_data_size() const
200 size += vbuf->get_size();
202 size += ibuf->get_size();
209 vertices.use_buffer(0);
218 Mesh::Loader::Loader(Mesh &m):
219 DataFile::ObjectLoader<Mesh>(m)
221 add("batch", &Loader::batch);
222 add("vertices", &Loader::vertices);
223 add("winding", &Loader::winding);
226 void Mesh::Loader::vertices(const vector<VertexComponent> &c)
229 throw invalid_argument("No vertex components");
232 for(vector<VertexComponent>::const_iterator i=c.begin(); i!=c.end(); ++i)
234 obj.vertices.reset(fmt);
235 load_sub(obj.vertices);
236 obj.check_buffers(VERTEX_BUFFER);
239 void Mesh::Loader::batch(PrimitiveType p)
246 void Mesh::Loader::winding(FaceWinding w)
249 obj.winding = &WindingTest::clockwise();
250 else if(w==COUNTERCLOCKWISE)
251 obj.winding = &WindingTest::counterclockwise();
255 Mesh::AsyncLoader::AsyncLoader(Mesh &m, IO::Seekable &i):
262 mesh.disallow_rendering = true;
263 mesh.check_buffers(VERTEX_BUFFER|INDEX_BUFFER);
266 Mesh::AsyncLoader::~AsyncLoader()
268 mesh.disallow_rendering = false;
269 delete vertex_updater;
270 delete index_updater;
273 bool Mesh::AsyncLoader::needs_sync() const
278 bool Mesh::AsyncLoader::process()
282 // TODO use correct filename
283 DataFile::Parser parser(io, "async");
289 mesh.resize_buffers();
290 vertex_updater = mesh.vertices.refresh_async();
291 if(!mesh.batches.empty())
292 index_updater = mesh.batches.front().refresh_async();
297 vertex_updater->upload_data();
299 index_updater->upload_data();
303 delete vertex_updater;
305 delete index_updater;
310 if(phase==1 && !mesh.vbuf && !mesh.ibuf)