]> git.tdb.fi Git - libs/gl.git/blobdiff - source/mesh.cpp
Require import module names to be identifiers
[libs/gl.git] / source / mesh.cpp
index b3b719c516942c42e5012a8ad92ad21dec06958d..5f9c60d03919e2fe262d4bf848325eaee30dd6e5 100644 (file)
@@ -7,6 +7,7 @@
 #include "mesh.h"
 #include "renderer.h"
 #include "resourcemanager.h"
+#include "vertexsetup.h"
 
 using namespace std;
 
@@ -29,9 +30,8 @@ void Mesh::init(ResourceManager *rm)
 {
        vbuf = 0;
        ibuf = 0;
-       vao_id = 0;
+       vtx_setup = 0;
        defer_buffers = ARB_vertex_buffer_object;
-       dirty = true;
        disallow_rendering = false;
        winding = 0;
 
@@ -42,10 +42,9 @@ void Mesh::init(ResourceManager *rm)
 Mesh::~Mesh()
 {
        set_manager(0);
+       delete vtx_setup;
        delete vbuf;
        delete ibuf;
-       if(vao_id)
-               glDeleteVertexArrays(1, &vao_id);
 }
 
 void Mesh::clear()
@@ -80,33 +79,12 @@ void Mesh::create_buffers()
        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)
+       if(ARB_vertex_array_object && !vtx_setup)
        {
-               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;
+               vtx_setup = new VertexSetup;
+               vtx_setup->set_vertex_array(vertices);
+               vtx_setup->set_index_buffer(*ibuf);
        }
-       glBindBuffer(ELEMENT_ARRAY_BUFFER, ibuf->get_id());
-
-       dirty = false;
 }
 
 unsigned Mesh::get_n_vertices() const
@@ -197,28 +175,45 @@ void Mesh::draw(Renderer &renderer) const
                renderer.draw(*i);
 }
 
+void Mesh::draw_instanced(Renderer &renderer, const VertexSetup &vs, unsigned count) const
+{
+       if(vs.get_vertex_array()!=&vertices)
+               throw invalid_argument("Mesh::draw_instanced");
+
+       if(manager)
+       {
+               manager->resource_used(*this);
+               if(disallow_rendering)
+                       return;
+       }
+
+       renderer.set_vertex_setup(&vs);
+       renderer.set_winding_test(winding);
+
+       for(vector<Batch>::const_iterator i=batches.begin(); i!=batches.end(); ++i)
+               renderer.draw_instanced(*i, count);
+}
+
 void Mesh::bind() const
 {
-       /* If VAOs are not supported, vao_id is zero and set_current won't get
+       /* If VAOs are not supported, vtx_setup is zero and set_current won't get
        called.  Thus unbind won't try to call a null function either. */
-       if(!vao_id)
+       if(!vtx_setup)
        {
                unbind();
                vertices.apply(false);
        }
        else if(set_current(this))
        {
-               glBindVertexArray(vao_id);
+               vtx_setup->bind();
                vertices.refresh();
-               if(dirty)
-                       setup_vao();
        }
 }
 
 void Mesh::unbind()
 {
        if(set_current(0))
-               glBindVertexArray(0);
+               VertexSetup::unbind();
 }
 
 Resource::AsyncLoader *Mesh::load(IO::Seekable &io, const Resources *)
@@ -266,7 +261,9 @@ void Mesh::Loader::vertices(const vector<VertexComponent> &c)
        for(vector<VertexComponent>::const_iterator i=c.begin(); i!=c.end(); ++i)
                fmt = (fmt, *i);
        obj.vertices.reset(fmt);
-       obj.dirty = true;
+       if(obj.vtx_setup)
+               // Set it again to force the vertex setup to update
+               obj.vtx_setup->set_vertex_array(obj.vertices);
        load_sub(obj.vertices);
 }