]> git.tdb.fi Git - libs/gl.git/blob - source/mesh.cpp
Pass the resource collection to async loaders
[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 <msp/gl/extensions/nv_primitive_restart.h>
4 #include "buffer.h"
5 #include "error.h"
6 #include "mesh.h"
7 #include "renderer.h"
8 #include "resourcemanager.h"
9
10 using namespace std;
11
12 namespace Msp {
13 namespace GL {
14
15 Mesh::Mesh(ResourceManager *rm):
16         vertices(VERTEX3)
17 {
18         init(rm);
19 }
20
21 Mesh::Mesh(const VertexFormat &f, ResourceManager *rm):
22         vertices(f)
23 {
24         init(rm);
25 }
26
27 void Mesh::init(ResourceManager *rm)
28 {
29         vbuf = 0;
30         ibuf = 0;
31         vao_id = 0;
32         defer_buffers = true;
33         dirty = true;
34         disallow_rendering = false;
35         winding = 0;
36
37         if(rm)
38                 set_manager(rm);
39 }
40
41 Mesh::~Mesh()
42 {
43         delete vbuf;
44         delete ibuf;
45         if(vao_id)
46                 glDeleteVertexArrays(1, &vao_id);
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 && !vao_id)
82                 glGenVertexArrays(1, &vao_id);
83 }
84
85 void Mesh::setup_vao() const
86 {
87         Bind bind_vbuf(vbuf, ARRAY_BUFFER);
88
89         const VertexFormat &fmt = vertices.get_format();
90         unsigned stride = get_stride(fmt)*sizeof(float);
91         float *ptr = 0;
92         for(const unsigned char *c=fmt.begin(); c!=fmt.end(); ++c)
93         {
94                 unsigned t = get_component_type(*c);
95                 if(t>=get_component_type(ATTRIB1))
96                         t -= get_component_type(ATTRIB1);
97                 unsigned sz = get_component_size(*c);
98                 if(*c==COLOR4_UBYTE)
99                         glVertexAttribPointer(t, 4, GL_UNSIGNED_BYTE, true, stride, ptr);
100                 else
101                         glVertexAttribPointer(t, sz, GL_FLOAT, false, stride, ptr);
102                 glEnableVertexAttribArray(t);
103                 ptr += sz;
104         }
105         glBindBuffer(ELEMENT_ARRAY_BUFFER, ibuf->get_id());
106
107         dirty = false;
108 }
109
110 unsigned Mesh::get_n_vertices() const
111 {
112         return vertices.size();
113 }
114
115 float *Mesh::modify_vertex(unsigned i)
116 {
117         return vertices.modify(i);
118 }
119
120 void Mesh::add_batch(const Batch &b)
121 {
122         if(defer_buffers)
123                 create_buffers();
124
125         if(!batches.empty() && batches.back().can_append(b.get_type()))
126                 batches.back().append(b);
127         else
128         {
129                 Batch *prev = (batches.empty() ? 0 : &batches.back());
130                 batches.push_back(b);
131                 if(ibuf)
132                         batches.back().use_buffer(ibuf, prev);
133         }
134 }
135
136 void Mesh::set_winding(const WindingTest *w)
137 {
138         winding = w;
139 }
140
141 void Mesh::draw() const
142 {
143         const Mesh *cur = current();
144         if(cur && cur!=this)
145                 throw invalid_operation("Mesh::draw");
146
147         if(manager)
148         {
149                 manager->resource_used(*this);
150                 if(disallow_rendering)
151                         return;
152         }
153
154         if(!current())
155                 vertices.apply();
156         BindRestore bind_ibuf(ibuf, ELEMENT_ARRAY_BUFFER);
157         Bind bind_winding(winding);
158
159         for(list<Batch>::const_iterator i=batches.begin(); i!=batches.end(); ++i)
160                 i->draw();
161 }
162
163 void Mesh::draw(Renderer &renderer) const
164 {
165         if(manager)
166         {
167                 manager->resource_used(*this);
168                 if(disallow_rendering)
169                         return;
170         }
171
172         renderer.set_mesh(this);
173         renderer.set_winding_test(winding);
174
175         for(list<Batch>::const_iterator i=batches.begin(); i!=batches.end(); ++i)
176                 renderer.draw(*i);
177 }
178
179 void Mesh::bind() const
180 {
181         /* If VAOs are not supported, vao_id is zero and set_current won't get
182         called.  Thus unbind won't try to call a null function either. */
183         if(!vao_id)
184         {
185                 unbind();
186                 vertices.apply(false);
187         }
188         else if(set_current(this))
189         {
190                 glBindVertexArray(vao_id);
191                 vertices.refresh();
192                 if(dirty)
193                         setup_vao();
194         }
195 }
196
197 void Mesh::unbind()
198 {
199         if(set_current(0))
200                 glBindVertexArray(0);
201 }
202
203 Resource::AsyncLoader *Mesh::load(IO::Seekable &io, const Resources *)
204 {
205         return new AsyncLoader(*this, io);
206 }
207
208 UInt64 Mesh::get_data_size() const
209 {
210         UInt64 size = 0;
211         if(vbuf)
212                 size += vbuf->get_size();
213         if(ibuf)
214                 size += ibuf->get_size();
215         return size;
216 }
217
218 void Mesh::unload()
219 {
220         vertices.clear();
221         vertices.use_buffer(0);
222         batches.clear();
223         delete vbuf;
224         delete ibuf;
225         defer_buffers = (vbuf || ibuf);
226         vbuf = 0;
227         ibuf = 0;
228 }
229
230
231 Mesh::Loader::Loader(Mesh &m):
232         DataFile::ObjectLoader<Mesh>(m)
233 {
234         add("batch",    &Loader::batch);
235         add("vertices", &Loader::vertices);
236         add("winding",  &Loader::winding);
237 }
238
239 void Mesh::Loader::vertices(const vector<VertexComponent> &c)
240 {
241         if(c.empty())
242                 throw invalid_argument("No vertex components");
243
244         VertexFormat fmt;
245         for(vector<VertexComponent>::const_iterator i=c.begin(); i!=c.end(); ++i)
246                 fmt = (fmt, *i);
247         obj.vertices.reset(fmt);
248         obj.dirty = true;
249         load_sub(obj.vertices);
250 }
251
252 void Mesh::Loader::batch(PrimitiveType p)
253 {
254         Batch btc(p);
255         load_sub(btc);
256         obj.add_batch(btc);
257 }
258
259 void Mesh::Loader::winding(FaceWinding w)
260 {
261         if(w==CLOCKWISE)
262                 obj.winding = &WindingTest::clockwise();
263         else if(w==COUNTERCLOCKWISE)
264                 obj.winding = &WindingTest::counterclockwise();
265 }
266
267
268 Mesh::AsyncLoader::AsyncLoader(Mesh &m, IO::Seekable &i):
269         mesh(m),
270         io(i),
271         vertex_updater(0),
272         index_updater(0),
273         phase(0)
274 {
275         // Make sure the extension is initialized in the rendering thread.
276         (bool)NV_primitive_restart;
277
278         mesh.disallow_rendering = true;
279         if(mesh.defer_buffers)
280                 mesh.create_buffers();
281 }
282
283 Mesh::AsyncLoader::~AsyncLoader()
284 {
285         mesh.disallow_rendering = false;
286         delete vertex_updater;
287         delete index_updater;
288 }
289
290 bool Mesh::AsyncLoader::needs_sync() const
291 {
292         return phase%2;
293 }
294
295 bool Mesh::AsyncLoader::process()
296 {
297         if(phase==0)
298         {
299                 // TODO use correct filename
300                 DataFile::Parser parser(io, "async");
301                 Loader loader(mesh);
302                 loader.load(parser);
303         }
304         else if(phase==1)
305         {
306                 vertex_updater = mesh.vertices.refresh_async();
307                 if(!mesh.batches.empty())
308                         index_updater = mesh.batches.front().refresh_async();
309         }
310         else if(phase==2)
311         {
312                 if(vertex_updater)
313                         vertex_updater->upload_data();
314                 if(index_updater)
315                         index_updater->upload_data();
316         }
317         else if(phase==3)
318         {
319                 delete vertex_updater;
320                 vertex_updater = 0;
321                 delete index_updater;
322                 index_updater = 0;
323         }
324
325         ++phase;
326         if(phase==1 && !mesh.vbuf && !mesh.ibuf)
327                 phase += 3;
328         return phase>3;
329 }
330
331 } // namespace GL
332 } // namespace Msp