]> git.tdb.fi Git - libs/gl.git/blobdiff - source/mesh.cpp
Simplify VAO setup code
[libs/gl.git] / source / mesh.cpp
index 9757df5cc9e20f364ff96880f115b1707a1f8f5e..45c550a0333ed4244de41b976cca39f8f4d905fa 100644 (file)
@@ -1,6 +1,8 @@
+#include <msp/gl/extensions/arb_vertex_array_object.h>
+#include <msp/gl/extensions/arb_vertex_shader.h>
 #include "buffer.h"
+#include "error.h"
 #include "mesh.h"
-#include "nv_primitive_restart.h"
 #include "renderer.h"
 
 using namespace std;
@@ -10,21 +12,30 @@ namespace GL {
 
 Mesh::Mesh():
        vertices(VERTEX3),
+       vbuf(0),
        ibuf(0),
-       defer_ibuf(true),
+       vao_id(0),
+       defer_buffers(true),
+       dirty(false),
        winding(0)
 { }
 
 Mesh::Mesh(const VertexFormat &f):
        vertices(f),
+       vbuf(0),
        ibuf(0),
-       defer_ibuf(true),
+       vao_id(0),
+       defer_buffers(true),
+       dirty(true),
        winding(0)
 { }
 
 Mesh::~Mesh()
 {
+       delete vbuf;
        delete ibuf;
+       if(vao_id)
+               glDeleteVertexArrays(1, &vao_id);
 }
 
 void Mesh::clear()
@@ -35,22 +46,59 @@ void Mesh::clear()
 
 void Mesh::use_buffers(bool b)
 {
+       defer_buffers = false;
        if(b)
-       {
-               vertices.use_vertex_buffer();
-               if(!ibuf)
-                       ibuf = new Buffer(ELEMENT_ARRAY_BUFFER);
-               defer_ibuf = false;
-       }
+               create_buffers();
        else
        {
-               vertices.use_vertex_buffer(0);
+               vertices.use_buffer(0);
+               delete vbuf;
+               vbuf = 0;
                delete ibuf;
                ibuf = 0;
-               defer_ibuf = false;
        }
 }
 
+void Mesh::create_buffers()
+{
+       defer_buffers = false;
+
+       if(!vbuf)
+               vbuf = new Buffer(ARRAY_BUFFER);
+       vertices.use_buffer(vbuf);
+
+       if(!ibuf)
+               ibuf = new Buffer(ELEMENT_ARRAY_BUFFER);
+
+       if(ARB_vertex_array_object && !vao_id)
+               glGenVertexArrays(1, &vao_id);
+}
+
+void Mesh::setup_vao() const
+{
+       Bind bind_vbuf(vbuf, ARRAY_BUFFER);
+
+       const VertexFormat &fmt = vertices.get_format();
+       unsigned stride = get_stride(fmt)*sizeof(float);
+       float *ptr = 0;
+       for(const unsigned char *c=fmt.begin(); c!=fmt.end(); ++c)
+       {
+               unsigned t = get_component_type(*c);
+               if(t>=get_component_type(ATTRIB1))
+                       t -= get_component_type(ATTRIB1);
+               unsigned sz = get_component_size(*c);
+               if(*c==COLOR4_UBYTE)
+                       glVertexAttribPointer(t, 4, GL_UNSIGNED_BYTE, true, stride, ptr);
+               else
+                       glVertexAttribPointer(t, sz, GL_FLOAT, false, stride, ptr);
+               glEnableVertexAttribArray(t);
+               ptr += sz;
+       }
+       glBindBuffer(ELEMENT_ARRAY_BUFFER, ibuf->get_id());
+
+       dirty = false;
+}
+
 unsigned Mesh::get_n_vertices() const
 {
        return vertices.size();
@@ -63,29 +111,18 @@ float *Mesh::modify_vertex(unsigned i)
 
 void Mesh::add_batch(const Batch &b)
 {
-       bool can_append = false;
-       if(!batches.empty())
-       {
-               PrimitiveType type = b.get_type();
-               can_append = (type==batches.back().get_type() &&
-                       type!=LINE_STRIP && type!=LINE_LOOP && type!=POLYGON &&
-                       (type!=TRIANGLE_FAN || NV_primitive_restart));
-       }
-
-       if(defer_ibuf)
-       {
-               ibuf = new Buffer(ELEMENT_ARRAY_BUFFER);
-               defer_ibuf = false;
-       }
+       if(defer_buffers)
+               create_buffers();
 
-       if(can_append)
+       dirty |= 1;
+       if(!batches.empty() && batches.back().can_append(b.get_type()))
                batches.back().append(b);
        else
        {
                Batch *prev = (batches.empty() ? 0 : &batches.back());
                batches.push_back(b);
                if(ibuf)
-                       batches.back().use_index_buffer(ibuf, prev);
+                       batches.back().use_buffer(ibuf, prev);
        }
 }
 
@@ -96,29 +133,48 @@ void Mesh::set_winding(const WindingTest *w)
 
 void Mesh::draw() const
 {
-       vertices.apply();
+       const Mesh *cur = current();
+       if(cur && cur!=this)
+               throw invalid_operation("Mesh::draw");
 
-       if(ibuf)
-               ibuf->bind_to(ELEMENT_ARRAY_BUFFER);
+       if(!current())
+               vertices.apply();
+       Bind bind_ibuf(ibuf, ELEMENT_ARRAY_BUFFER);
        Bind bind_winding(winding);
 
        for(list<Batch>::const_iterator i=batches.begin(); i!=batches.end(); ++i)
                i->draw();
-
-       if(ibuf)
-               Buffer::unbind_from(ELEMENT_ARRAY_BUFFER);
 }
 
 void Mesh::draw(Renderer &renderer) const
 {
-       renderer.set_vertex_array(&vertices);
+       renderer.set_mesh(this);
        renderer.set_element_buffer(ibuf);
        renderer.set_winding_test(winding);
 
        for(list<Batch>::const_iterator i=batches.begin(); i!=batches.end(); ++i)
                renderer.draw(*i);
+}
 
-       renderer.set_winding_test(0);
+void Mesh::bind() const
+{
+       /* If VAOs are not supported, vao_id is zero and set_current won't get
+       called.  Thus unbind won't try to call a null function either. */
+       if(!vao_id)
+               unbind();
+       else if(set_current(this))
+       {
+               glBindVertexArray(vao_id);
+               vertices.refresh();
+               if(dirty)
+                       setup_vao();
+       }
+}
+
+void Mesh::unbind()
+{
+       if(set_current(0))
+               glBindVertexArray(0);
 }
 
 
@@ -130,9 +186,16 @@ Mesh::Loader::Loader(Mesh &m):
        add("winding",  &Loader::winding);
 }
 
-void Mesh::Loader::vertices(VertexFormat f)
+void Mesh::Loader::vertices(const vector<VertexComponent> &c)
 {
-       obj.vertices.reset(f);
+       if(c.empty())
+               throw invalid_argument("No vertex components");
+
+       VertexFormat fmt;
+       for(vector<VertexComponent>::const_iterator i=c.begin(); i!=c.end(); ++i)
+               fmt = (fmt, *i);
+       obj.vertices.reset(fmt);
+       obj.dirty = true;
        load_sub(obj.vertices);
 }