]> git.tdb.fi Git - libs/gl.git/blobdiff - source/mesh.cpp
Add vertex array object support to Mesh
[libs/gl.git] / source / mesh.cpp
index f23c56c8b80c54e30b645984cc3d0b8d7747f7e5..d474a27f116cc0c3e7175f7a64488120d4e83805 100644 (file)
@@ -1,3 +1,5 @@
+#include <msp/gl/extensions/arb_vertex_array_object.h>
+#include <msp/gl/extensions/arb_vertex_shader.h>
 #include "buffer.h"
 #include "mesh.h"
 #include "renderer.h"
@@ -11,7 +13,9 @@ Mesh::Mesh():
        vertices(VERTEX3),
        vbuf(0),
        ibuf(0),
+       vao_id(0),
        defer_buffers(true),
+       dirty(0),
        winding(0)
 { }
 
@@ -19,7 +23,9 @@ Mesh::Mesh(const VertexFormat &f):
        vertices(f),
        vbuf(0),
        ibuf(0),
+       vao_id(0),
        defer_buffers(true),
+       dirty(2),
        winding(0)
 { }
 
@@ -27,6 +33,8 @@ Mesh::~Mesh()
 {
        delete vbuf;
        delete ibuf;
+       if(vao_id)
+               glDeleteVertexArrays(1, &vao_id);
 }
 
 void Mesh::clear()
@@ -60,6 +68,51 @@ 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::refresh() const
+{
+       vertices.refresh();
+       if(dirty)
+       {
+               if(dirty&1)
+               {
+                       unbind();
+                       for(list<Batch>::const_iterator i=batches.begin(); i!=batches.end(); ++i)
+                               i->refresh();
+               }
+
+               if(dirty&2)
+               {
+                       glBindVertexArray(vao_id);
+                       BufferAlias<ARRAY_BUFFER> vbuf_alias(*vbuf);
+                       Bind bind_vbuf(vbuf_alias);
+
+                       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());
+                       glBindVertexArray(0);
+               }
+
+               dirty = 0;
+       }
 }
 
 unsigned Mesh::get_n_vertices() const
@@ -77,6 +130,7 @@ 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
@@ -95,16 +149,21 @@ void Mesh::set_winding(const WindingTest *w)
 
 void Mesh::draw() const
 {
-       vertices.apply();
+       refresh();
+
+       if(!current())
+       {
+               vertices.apply();
+               if(ibuf)
+                       ibuf->bind_to(ELEMENT_ARRAY_BUFFER);
+       }
 
-       if(ibuf)
-               ibuf->bind_to(ELEMENT_ARRAY_BUFFER);
        Bind bind_winding(winding);
 
        for(list<Batch>::const_iterator i=batches.begin(); i!=batches.end(); ++i)
                i->draw();
 
-       if(ibuf)
+       if(!current() && ibuf)
                Buffer::unbind_from(ELEMENT_ARRAY_BUFFER);
 }
 
@@ -118,6 +177,30 @@ void Mesh::draw(Renderer &renderer) const
                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(Buffer::current(ELEMENT_ARRAY_BUFFER))
+               {
+                       unbind();
+                       Buffer::unbind_from(ELEMENT_ARRAY_BUFFER);
+               }
+               if(set_current(this))
+                       glBindVertexArray(vao_id);
+       }
+}
+
+void Mesh::unbind()
+{
+       if(set_current(0))
+               glBindVertexArray(0);
+}
+
 
 Mesh::Loader::Loader(Mesh &m):
        DataFile::ObjectLoader<Mesh>(m)
@@ -136,6 +219,7 @@ 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 |= 2;
        load_sub(obj.vertices);
 }