]> git.tdb.fi Git - libs/gl.git/blob - source/mesh.cpp
Remove support for legacy OpenGL features
[libs/gl.git] / source / mesh.cpp
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>
4 #include "buffer.h"
5 #include "error.h"
6 #include "mesh.h"
7 #include "renderer.h"
8 #include "resourcemanager.h"
9 #include "vertexsetup.h"
10
11 using namespace std;
12
13 namespace Msp {
14 namespace GL {
15
16 Mesh::Mesh(ResourceManager *rm):
17         vertices(VERTEX3)
18 {
19         init(rm);
20 }
21
22 Mesh::Mesh(const VertexFormat &f, ResourceManager *rm):
23         vertices(f)
24 {
25         init(rm);
26 }
27
28 void Mesh::init(ResourceManager *rm)
29 {
30         vbuf = 0;
31         ibuf = 0;
32         vtx_setup = 0;
33         defer_buffers = ARB_vertex_buffer_object;
34         disallow_rendering = false;
35         winding = 0;
36
37         if(rm)
38                 set_manager(rm);
39 }
40
41 Mesh::~Mesh()
42 {
43         set_manager(0);
44         delete vtx_setup;
45         delete vbuf;
46         delete ibuf;
47 }
48
49 void Mesh::clear()
50 {
51         vertices.clear();
52         batches.clear();
53 }
54
55 void Mesh::use_buffers(bool b)
56 {
57         defer_buffers = false;
58         if(b)
59                 create_buffers();
60         else
61         {
62                 vertices.use_buffer(0);
63                 delete vbuf;
64                 vbuf = 0;
65                 delete ibuf;
66                 ibuf = 0;
67         }
68 }
69
70 void Mesh::create_buffers()
71 {
72         defer_buffers = false;
73
74         if(!vbuf)
75                 vbuf = new Buffer(ARRAY_BUFFER);
76         vertices.use_buffer(vbuf);
77
78         if(!ibuf)
79                 ibuf = new Buffer(ELEMENT_ARRAY_BUFFER);
80
81         if(ARB_vertex_array_object && !vtx_setup)
82         {
83                 vtx_setup = new VertexSetup;
84                 vtx_setup->set_vertex_array(vertices);
85                 vtx_setup->set_index_buffer(*ibuf);
86         }
87 }
88
89 unsigned Mesh::get_n_vertices() const
90 {
91         return vertices.size();
92 }
93
94 float *Mesh::modify_vertex(unsigned i)
95 {
96         return vertices.modify(i);
97 }
98
99 void Mesh::add_batch(const Batch &b)
100 {
101         if(defer_buffers)
102                 create_buffers();
103
104         if(!batches.empty() && batches.back().can_append(b.get_type()))
105                 batches.back().append(b);
106         else
107         {
108                 bool reallocate = (batches.size()==batches.capacity());
109                 if(reallocate && ibuf)
110                 {
111                         for(vector<Batch>::iterator i=batches.end(); i!=batches.begin(); )
112                                 (--i)->use_buffer(0);
113                 }
114
115                 Batch *prev = (batches.empty() ? 0 : &batches.back());
116                 batches.push_back(b);
117                 if(ibuf)
118                 {
119                         if(reallocate)
120                         {
121                                 prev = 0;
122                                 for(vector<Batch>::iterator i=batches.begin(); i!=batches.end(); ++i)
123                                 {
124                                         i->use_buffer(ibuf, prev);
125                                         prev = &*i;
126                                 }
127                         }
128                         else
129                                 batches.back().use_buffer(ibuf, prev);
130                 }
131         }
132 }
133
134 void Mesh::set_winding(const WindingTest *w)
135 {
136         winding = w;
137 }
138
139 void Mesh::draw() const
140 {
141         const Mesh *cur = current();
142         if(cur && cur!=this)
143                 throw invalid_operation("Mesh::draw");
144
145         if(manager)
146         {
147                 manager->resource_used(*this);
148                 if(disallow_rendering)
149                         return;
150         }
151
152         if(!current())
153                 vertices.apply();
154         BindRestore bind_ibuf(ibuf, ELEMENT_ARRAY_BUFFER);
155         Bind bind_winding(winding);
156
157         for(vector<Batch>::const_iterator i=batches.begin(); i!=batches.end(); ++i)
158                 i->draw();
159 }
160
161 void Mesh::draw(Renderer &renderer) const
162 {
163         if(manager)
164         {
165                 manager->resource_used(*this);
166                 if(disallow_rendering)
167                         return;
168         }
169
170         renderer.set_mesh(this);
171         renderer.set_winding_test(winding);
172
173         for(vector<Batch>::const_iterator i=batches.begin(); i!=batches.end(); ++i)
174                 renderer.draw(*i);
175 }
176
177 void Mesh::draw_instanced(Renderer &renderer, const VertexSetup &vs, unsigned count) const
178 {
179         if(vs.get_vertex_array()!=&vertices)
180                 throw invalid_argument("Mesh::draw_instanced");
181
182         if(manager)
183         {
184                 manager->resource_used(*this);
185                 if(disallow_rendering)
186                         return;
187         }
188
189         renderer.set_vertex_setup(&vs);
190         renderer.set_winding_test(winding);
191
192         for(vector<Batch>::const_iterator i=batches.begin(); i!=batches.end(); ++i)
193                 renderer.draw_instanced(*i, count);
194 }
195
196 void Mesh::bind() const
197 {
198         /* If VAOs are not supported, vtx_setup is zero and set_current won't get
199         called.  Thus unbind won't try to call a null function either. */
200         if(!vtx_setup)
201         {
202                 unbind();
203                 vertices.apply();
204         }
205         else if(set_current(this))
206         {
207                 vtx_setup->bind();
208                 vertices.refresh();
209         }
210 }
211
212 void Mesh::unbind()
213 {
214         if(set_current(0))
215                 VertexSetup::unbind();
216 }
217
218 Resource::AsyncLoader *Mesh::load(IO::Seekable &io, const Resources *)
219 {
220         return new AsyncLoader(*this, io);
221 }
222
223 UInt64 Mesh::get_data_size() const
224 {
225         UInt64 size = 0;
226         if(vbuf)
227                 size += vbuf->get_size();
228         if(ibuf)
229                 size += ibuf->get_size();
230         return size;
231 }
232
233 void Mesh::unload()
234 {
235         vertices.clear();
236         vertices.use_buffer(0);
237         batches.clear();
238         delete vbuf;
239         delete ibuf;
240         defer_buffers = (vbuf || ibuf);
241         vbuf = 0;
242         ibuf = 0;
243 }
244
245
246 Mesh::Loader::Loader(Mesh &m):
247         DataFile::ObjectLoader<Mesh>(m)
248 {
249         add("batch",    &Loader::batch);
250         add("vertices", &Loader::vertices);
251         add("winding",  &Loader::winding);
252 }
253
254 void Mesh::Loader::vertices(const vector<VertexComponent> &c)
255 {
256         if(c.empty())
257                 throw invalid_argument("No vertex components");
258
259         VertexFormat fmt;
260         for(vector<VertexComponent>::const_iterator i=c.begin(); i!=c.end(); ++i)
261                 fmt = (fmt, *i);
262         obj.vertices.reset(fmt);
263         if(obj.vtx_setup)
264                 // Set it again to force the vertex setup to update
265                 obj.vtx_setup->set_vertex_array(obj.vertices);
266         load_sub(obj.vertices);
267 }
268
269 void Mesh::Loader::batch(PrimitiveType p)
270 {
271         Batch btc(p);
272         load_sub(btc);
273         obj.add_batch(btc);
274 }
275
276 void Mesh::Loader::winding(FaceWinding w)
277 {
278         if(w==CLOCKWISE)
279                 obj.winding = &WindingTest::clockwise();
280         else if(w==COUNTERCLOCKWISE)
281                 obj.winding = &WindingTest::counterclockwise();
282 }
283
284
285 Mesh::AsyncLoader::AsyncLoader(Mesh &m, IO::Seekable &i):
286         mesh(m),
287         io(i),
288         vertex_updater(0),
289         index_updater(0),
290         phase(0)
291 {
292         mesh.disallow_rendering = true;
293         if(mesh.defer_buffers)
294                 mesh.create_buffers();
295 }
296
297 Mesh::AsyncLoader::~AsyncLoader()
298 {
299         mesh.disallow_rendering = false;
300         delete vertex_updater;
301         delete index_updater;
302 }
303
304 bool Mesh::AsyncLoader::needs_sync() const
305 {
306         return phase%2;
307 }
308
309 bool Mesh::AsyncLoader::process()
310 {
311         if(phase==0)
312         {
313                 // TODO use correct filename
314                 DataFile::Parser parser(io, "async");
315                 Loader loader(mesh);
316                 loader.load(parser);
317         }
318         else if(phase==1)
319         {
320                 vertex_updater = mesh.vertices.refresh_async();
321                 if(!mesh.batches.empty())
322                         index_updater = mesh.batches.front().refresh_async();
323         }
324         else if(phase==2)
325         {
326                 if(vertex_updater)
327                         vertex_updater->upload_data();
328                 if(index_updater)
329                         index_updater->upload_data();
330         }
331         else if(phase==3)
332         {
333                 delete vertex_updater;
334                 vertex_updater = 0;
335                 delete index_updater;
336                 index_updater = 0;
337         }
338
339         ++phase;
340         if(phase==1 && !mesh.vbuf && !mesh.ibuf)
341                 phase += 3;
342         return phase>3;
343 }
344
345 } // namespace GL
346 } // namespace Msp