]> git.tdb.fi Git - libs/gl.git/blobdiff - source/mesh.cpp
Support the sample sampling qualifier
[libs/gl.git] / source / mesh.cpp
index 3a275e5b0731a3332e08fdbfb5e9e76f14be0339..b3b719c516942c42e5012a8ad92ad21dec06958d 100644 (file)
-/* $Id$
-
-This file is part of libmspgl
-Copyright © 2007  Mikko Rasa, Mikkosoft Productions
-Distributed under the LGPL
-*/
-
+#include <msp/gl/extensions/arb_vertex_array_object.h>
+#include <msp/gl/extensions/arb_vertex_buffer_object.h>
+#include <msp/gl/extensions/arb_vertex_shader.h>
+#include <msp/gl/extensions/nv_primitive_restart.h>
+#include "buffer.h"
+#include "error.h"
 #include "mesh.h"
+#include "renderer.h"
+#include "resourcemanager.h"
 
 using namespace std;
 
 namespace Msp {
 namespace GL {
 
-Mesh::Mesh():
-       vertices(NODATA)
-{ }
+Mesh::Mesh(ResourceManager *rm):
+       vertices(VERTEX3)
+{
+       init(rm);
+}
 
-Mesh::Mesh(VertexFormat f):
+Mesh::Mesh(const VertexFormat &f, ResourceManager *rm):
        vertices(f)
-{ }
+{
+       init(rm);
+}
 
-void Mesh::use_vertex_buffer(bool b)
+void Mesh::init(ResourceManager *rm)
 {
+       vbuf = 0;
+       ibuf = 0;
+       vao_id = 0;
+       defer_buffers = ARB_vertex_buffer_object;
+       dirty = true;
+       disallow_rendering = false;
+       winding = 0;
+
+       if(rm)
+               set_manager(rm);
+}
+
+Mesh::~Mesh()
+{
+       set_manager(0);
+       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)
-               vertices.use_vertex_buffer();
+               create_buffers();
        else
-               vertices.use_vertex_buffer(0);
+       {
+               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)
 {
-       batches.push_back(b);
+       if(defer_buffers)
+               create_buffers();
+
+       if(!batches.empty() && batches.back().can_append(b.get_type()))
+               batches.back().append(b);
+       else
+       {
+               bool reallocate = (batches.size()==batches.capacity());
+               if(reallocate && ibuf)
+               {
+                       for(vector<Batch>::iterator i=batches.end(); i!=batches.begin(); )
+                               (--i)->use_buffer(0);
+               }
+
+               Batch *prev = (batches.empty() ? 0 : &batches.back());
+               batches.push_back(b);
+               if(ibuf)
+               {
+                       if(reallocate)
+                       {
+                               prev = 0;
+                               for(vector<Batch>::iterator i=batches.begin(); i!=batches.end(); ++i)
+                               {
+                                       i->use_buffer(ibuf, prev);
+                                       prev = &*i;
+                               }
+                       }
+                       else
+                               batches.back().use_buffer(ibuf, prev);
+               }
+       }
+}
+
+void Mesh::set_winding(const WindingTest *w)
+{
+       winding = w;
 }
 
 void Mesh::draw() const
 {
-       vertices.apply();
-       for(list<Batch>::const_iterator i=batches.begin(); i!=batches.end(); ++i)
+       const Mesh *cur = current();
+       if(cur && cur!=this)
+               throw invalid_operation("Mesh::draw");
+
+       if(manager)
+       {
+               manager->resource_used(*this);
+               if(disallow_rendering)
+                       return;
+       }
+
+       if(!current())
+               vertices.apply();
+       BindRestore bind_ibuf(ibuf, ELEMENT_ARRAY_BUFFER);
+       Bind bind_winding(winding);
+
+       for(vector<Batch>::const_iterator i=batches.begin(); i!=batches.end(); ++i)
                i->draw();
 }
 
+void Mesh::draw(Renderer &renderer) const
+{
+       if(manager)
+       {
+               manager->resource_used(*this);
+               if(disallow_rendering)
+                       return;
+       }
+
+       renderer.set_mesh(this);
+       renderer.set_winding_test(winding);
+
+       for(vector<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();
+               vertices.apply(false);
+       }
+       else if(set_current(this))
+       {
+               glBindVertexArray(vao_id);
+               vertices.refresh();
+               if(dirty)
+                       setup_vao();
+       }
+}
+
+void Mesh::unbind()
+{
+       if(set_current(0))
+               glBindVertexArray(0);
+}
+
+Resource::AsyncLoader *Mesh::load(IO::Seekable &io, const Resources *)
+{
+       return new AsyncLoader(*this, io);
+}
+
+UInt64 Mesh::get_data_size() const
+{
+       UInt64 size = 0;
+       if(vbuf)
+               size += vbuf->get_size();
+       if(ibuf)
+               size += ibuf->get_size();
+       return size;
+}
+
+void Mesh::unload()
+{
+       vertices.clear();
+       vertices.use_buffer(0);
+       batches.clear();
+       delete vbuf;
+       delete ibuf;
+       defer_buffers = (vbuf || ibuf);
+       vbuf = 0;
+       ibuf = 0;
+}
+
 
 Mesh::Loader::Loader(Mesh &m):
-       mesh(m)
+       DataFile::ObjectLoader<Mesh>(m)
 {
-       add("vertices", &Loader::vertices);
        add("batch",    &Loader::batch);
+       add("vertices", &Loader::vertices);
+       add("winding",  &Loader::winding);
 }
 
-void Mesh::Loader::vertices(VertexFormat f)
+void Mesh::Loader::vertices(const vector<VertexComponent> &c)
 {
-       mesh.vertices.reset(f);
-       load_sub(mesh.vertices);
+       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)
 {
-       mesh.batches.push_back(Batch(p));
-       load_sub(mesh.batches.back());
+       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();
+}
+
+
+Mesh::AsyncLoader::AsyncLoader(Mesh &m, IO::Seekable &i):
+       mesh(m),
+       io(i),
+       vertex_updater(0),
+       index_updater(0),
+       phase(0)
+{
+       // Make sure the extension is initialized in the rendering thread.
+       (void)(bool)NV_primitive_restart;
+
+       mesh.disallow_rendering = true;
+       if(mesh.defer_buffers)
+               mesh.create_buffers();
+}
+
+Mesh::AsyncLoader::~AsyncLoader()
+{
+       mesh.disallow_rendering = false;
+       delete vertex_updater;
+       delete index_updater;
+}
+
+bool Mesh::AsyncLoader::needs_sync() const
+{
+       return phase%2;
+}
+
+bool Mesh::AsyncLoader::process()
+{
+       if(phase==0)
+       {
+               // TODO use correct filename
+               DataFile::Parser parser(io, "async");
+               Loader loader(mesh);
+               loader.load(parser);
+       }
+       else if(phase==1)
+       {
+               vertex_updater = mesh.vertices.refresh_async();
+               if(!mesh.batches.empty())
+                       index_updater = mesh.batches.front().refresh_async();
+       }
+       else if(phase==2)
+       {
+               if(vertex_updater)
+                       vertex_updater->upload_data();
+               if(index_updater)
+                       index_updater->upload_data();
+       }
+       else if(phase==3)
+       {
+               delete vertex_updater;
+               vertex_updater = 0;
+               delete index_updater;
+               index_updater = 0;
+       }
+
+       ++phase;
+       if(phase==1 && !mesh.vbuf && !mesh.ibuf)
+               phase += 3;
+       return phase>3;
 }
 
 } // namespace GL