+++ /dev/null
-#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 "renderer.h"
-
-using namespace std;
-
-namespace Msp {
-namespace GL {
-
-Mesh::Mesh():
- vertices(VERTEX3),
- vbuf(0),
- ibuf(0),
- vao_id(0),
- defer_buffers(true),
- dirty(false),
- winding(0)
-{ }
-
-Mesh::Mesh(const VertexFormat &f):
- vertices(f),
- vbuf(0),
- ibuf(0),
- 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()
-{
- vertices.clear();
- batches.clear();
-}
-
-void Mesh::use_buffers(bool b)
-{
- defer_buffers = false;
- if(b)
- create_buffers();
- else
- {
- vertices.use_buffer(0);
- delete vbuf;
- vbuf = 0;
- delete ibuf;
- ibuf = 0;
- }
-}
-
-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();
-}
-
-float *Mesh::modify_vertex(unsigned i)
-{
- return vertices.modify(i);
-}
-
-void Mesh::add_batch(const Batch &b)
-{
- if(defer_buffers)
- create_buffers();
-
- 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_buffer(ibuf, prev);
- }
-}
-
-void Mesh::set_winding(const WindingTest *w)
-{
- winding = w;
-}
-
-void Mesh::draw() const
-{
- const Mesh *cur = current();
- if(cur && cur!=this)
- throw invalid_operation("Mesh::draw");
-
- 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();
-}
-
-void Mesh::draw(Renderer &renderer) const
-{
- 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);
-}
-
-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);
-}
-
-
-Mesh::Loader::Loader(Mesh &m):
- DataFile::ObjectLoader<Mesh>(m)
-{
- add("batch", &Loader::batch);
- add("vertices", &Loader::vertices);
- add("winding", &Loader::winding);
-}
-
-void Mesh::Loader::vertices(const vector<VertexComponent> &c)
-{
- 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);
-}
-
-void Mesh::Loader::batch(PrimitiveType p)
-{
- Batch btc(p);
- load_sub(btc);
- obj.add_batch(btc);
-}
-
-void Mesh::Loader::winding(FaceWinding w)
-{
- if(w==CLOCKWISE)
- obj.winding = &WindingTest::clockwise();
- else if(w==COUNTERCLOCKWISE)
- obj.winding = &WindingTest::counterclockwise();
-}
-
-} // namespace GL
-} // namespace Msp