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)
32 disallow_rendering = false;
52 void Mesh::create_buffers()
58 vbuf = new Buffer(ARRAY_BUFFER);
59 vertices.use_buffer(vbuf);
62 ibuf = new Buffer(ELEMENT_ARRAY_BUFFER);
64 vtx_setup.set_vertex_array(vertices);
65 vtx_setup.set_index_buffer(*ibuf);
68 unsigned Mesh::get_n_vertices() const
70 return vertices.size();
73 float *Mesh::modify_vertex(unsigned i)
75 return vertices.modify(i);
78 void Mesh::add_batch(const Batch &b)
85 batches.back().use_buffer(ibuf);
87 else if(batches.back().can_append(b.get_type()))
88 batches.back().append(b);
91 bool reallocate = (batches.size()==batches.capacity());
94 for(vector<Batch>::iterator i=batches.end(); i!=batches.begin(); )
98 Batch *prev = &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);
114 void Mesh::set_winding(const WindingTest *w)
119 void Mesh::draw(Renderer &renderer) const
121 draw(renderer, 0, 0);
124 void Mesh::draw_instanced(Renderer &renderer, const VertexSetup &vs, unsigned count) const
126 if(vs.get_vertex_array()!=&vertices)
127 throw invalid_argument("Mesh::draw_instanced");
129 draw(renderer, &vs, count);
132 void Mesh::draw(Renderer &renderer, const VertexSetup *vs, unsigned count) const
136 manager->resource_used(*this);
137 if(disallow_rendering)
141 renderer.set_vertex_setup(vs ? vs : &vtx_setup);
142 renderer.set_winding_test(winding);
146 for(vector<Batch>::const_iterator i=batches.begin(); i!=batches.end(); ++i)
151 for(vector<Batch>::const_iterator i=batches.begin(); i!=batches.end(); ++i)
152 renderer.draw_instanced(*i, count);
156 Resource::AsyncLoader *Mesh::load(IO::Seekable &io, const Resources *)
158 return new AsyncLoader(*this, io);
161 UInt64 Mesh::get_data_size() const
165 size += vbuf->get_size();
167 size += ibuf->get_size();
174 vertices.use_buffer(0);
183 Mesh::Loader::Loader(Mesh &m):
184 DataFile::ObjectLoader<Mesh>(m)
186 add("batch", &Loader::batch);
187 add("vertices", &Loader::vertices);
188 add("winding", &Loader::winding);
191 void Mesh::Loader::vertices(const vector<VertexComponent> &c)
194 throw invalid_argument("No vertex components");
197 for(vector<VertexComponent>::const_iterator i=c.begin(); i!=c.end(); ++i)
199 obj.vertices.reset(fmt);
201 // Set it again to force the vertex setup to update
202 obj.vtx_setup.set_vertex_array(obj.vertices);
203 load_sub(obj.vertices);
206 void Mesh::Loader::batch(PrimitiveType p)
213 void Mesh::Loader::winding(FaceWinding w)
216 obj.winding = &WindingTest::clockwise();
217 else if(w==COUNTERCLOCKWISE)
218 obj.winding = &WindingTest::counterclockwise();
222 Mesh::AsyncLoader::AsyncLoader(Mesh &m, IO::Seekable &i):
229 mesh.disallow_rendering = true;
230 mesh.create_buffers();
233 Mesh::AsyncLoader::~AsyncLoader()
235 mesh.disallow_rendering = false;
236 delete vertex_updater;
237 delete index_updater;
240 bool Mesh::AsyncLoader::needs_sync() const
245 bool Mesh::AsyncLoader::process()
249 // TODO use correct filename
250 DataFile::Parser parser(io, "async");
256 vertex_updater = mesh.vertices.refresh_async();
257 if(!mesh.batches.empty())
258 index_updater = mesh.batches.front().refresh_async();
263 vertex_updater->upload_data();
265 index_updater->upload_data();
269 delete vertex_updater;
271 delete index_updater;
276 if(phase==1 && !mesh.vbuf && !mesh.ibuf)