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