]> git.tdb.fi Git - libs/gl.git/blobdiff - source/mesh.cpp
Remove the deprecated ProgramBuilder class
[libs/gl.git] / source / mesh.cpp
index 67f9698cfa36468d5fb6955f49b5ce5774b95e0f..dba8a9915489aede7906f8a684b9d59e288428b5 100644 (file)
@@ -1,36 +1,47 @@
-/* $Id$
-
-This file is part of libmspgl
-Copyright © 2007-2011  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 "buffer.h"
-#include "extension.h"
+#include "error.h"
 #include "mesh.h"
 #include "renderer.h"
+#include "resourcemanager.h"
+#include "vertexsetup.h"
 
 using namespace std;
 
 namespace Msp {
 namespace GL {
 
-Mesh::Mesh():
-       vertices(VERTEX3),
-       ibuf(0),
-       defer_ibuf(true),
-       winding(0)
-{ }
+Mesh::Mesh(ResourceManager *rm):
+       vertices(VERTEX3)
+{
+       init(rm);
+}
 
-Mesh::Mesh(const VertexFormat &f):
-       vertices(f),
-       ibuf(0),
-       defer_ibuf(true),
-       winding(0)
-{ }
+Mesh::Mesh(const VertexFormat &f, ResourceManager *rm):
+       vertices(f)
+{
+       init(rm);
+}
+
+void Mesh::init(ResourceManager *rm)
+{
+       vbuf = 0;
+       ibuf = 0;
+       dirty = 0;
+       disallow_rendering = false;
+       winding = 0;
+
+       if(rm)
+               set_manager(rm);
+}
 
 Mesh::~Mesh()
 {
+       set_manager(0);
+       batches.clear();
+       delete vbuf;
        delete ibuf;
 }
 
@@ -40,21 +51,33 @@ void Mesh::clear()
        batches.clear();
 }
 
-void Mesh::use_buffers(bool b)
+void Mesh::check_buffers(unsigned mask)
 {
-       if(b)
+       if(mask&VERTEX_BUFFER)
        {
-               vertices.use_vertex_buffer();
-               if(!ibuf)
-                       ibuf = new Buffer(ELEMENT_ARRAY_BUFFER);
-               defer_ibuf = false;
+               unsigned req_size = vertices.get_required_buffer_size();
+               if(!vbuf || (vbuf->get_size()>0 && vbuf->get_size()<req_size))
+               {
+                       delete vbuf;
+                       vbuf = new Buffer(ARRAY_BUFFER);
+                       vertices.use_buffer(vbuf);
+                       vtx_setup.set_vertex_array(vertices);
+                       dirty |= VERTEX_BUFFER;
+               }
        }
-       else
+
+       if(mask&INDEX_BUFFER)
        {
-               vertices.use_vertex_buffer(0);
-               delete ibuf;
-               ibuf = 0;
-               defer_ibuf = false;
+               unsigned req_size = (batches.empty() ? 0 : batches.front().get_required_buffer_size());
+               if(!ibuf || (ibuf->get_size()>0 && ibuf->get_size()<req_size))
+               {
+                       delete ibuf;
+                       ibuf = new Buffer(ELEMENT_ARRAY_BUFFER);
+                       if(!batches.empty())
+                               batches.front().change_buffer(ibuf);
+                       vtx_setup.set_index_buffer(*ibuf);
+                       dirty |= INDEX_BUFFER;
+               }
        }
 }
 
@@ -70,30 +93,39 @@ 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 || is_supported("GL_NV_primitive_restart")));
-       }
-
-       if(defer_ibuf)
+       if(batches.empty())
        {
-               ibuf = new Buffer(ELEMENT_ARRAY_BUFFER);
-               defer_ibuf = false;
+               batches.push_back(b);
+               if(ibuf)
+                       batches.back().use_buffer(ibuf);
        }
-
-       if(can_append)
+       else if(batches.back().can_append(b.get_type()))
                batches.back().append(b);
        else
        {
-               Batch *prev = (batches.empty() ? 0 : &batches.back());
+               bool reallocate = (batches.size()==batches.capacity());
+               if(reallocate)
+               {
+                       for(vector<Batch>::iterator i=batches.end(); i!=batches.begin(); )
+                               (--i)->use_buffer(0);
+               }
+
+               Batch *prev = &batches.back();
                batches.push_back(b);
-               if(ibuf)
-                       batches.back().use_index_buffer(ibuf, prev);
+               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);
        }
+
+       check_buffers(INDEX_BUFFER);
 }
 
 void Mesh::set_winding(const WindingTest *w)
@@ -101,44 +133,106 @@ void Mesh::set_winding(const WindingTest *w)
        winding = w;
 }
 
-void Mesh::draw() const
+void Mesh::draw(Renderer &renderer) const
 {
-       vertices.apply();
-
-       if(ibuf)
-               ibuf->bind_to(ELEMENT_ARRAY_BUFFER);
-       Bind bind_winding(winding);
+       draw(renderer, 0, 0);
+}
 
-       for(list<Batch>::const_iterator i=batches.begin(); i!=batches.end(); ++i)
-               i->draw();
+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(ibuf)
-               Buffer::unbind_from(ELEMENT_ARRAY_BUFFER);
+       draw(renderer, &vs, count);
 }
 
-void Mesh::draw(Renderer &renderer) const
+void Mesh::draw(Renderer &renderer, const VertexSetup *vs, unsigned count) const
 {
-       renderer.set_vertex_array(&vertices);
-       renderer.set_element_buffer(ibuf);
+       if(manager)
+       {
+               manager->resource_used(*this);
+               if(disallow_rendering)
+                       return;
+       }
+
+       if(dirty)
+               resize_buffers();
+
+       renderer.set_vertex_setup(vs ? vs : &vtx_setup);
        renderer.set_winding_test(winding);
 
-       for(list<Batch>::const_iterator i=batches.begin(); i!=batches.end(); ++i)
-               renderer.draw(*i);
+       if(!count)
+       {
+               for(vector<Batch>::const_iterator i=batches.begin(); i!=batches.end(); ++i)
+                       renderer.draw(*i);
+       }
+       else
+       {
+               for(vector<Batch>::const_iterator i=batches.begin(); i!=batches.end(); ++i)
+                       renderer.draw_instanced(*i, count);
+       }
+}
+
+void Mesh::resize_buffers() const
+{
+       if(dirty&VERTEX_BUFFER)
+               vbuf->storage(vertices.get_required_buffer_size());
+       if(dirty&INDEX_BUFFER)
+               ibuf->storage(batches.front().get_required_buffer_size());
+       dirty = 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;
+       vbuf = 0;
+       ibuf = 0;
 }
 
 
-Mesh::Loader::Loader(Mesh &m):
-       DataFile::ObjectLoader<Mesh>(m)
+Mesh::Loader::Loader(Mesh &m, bool g):
+       DataFile::ObjectLoader<Mesh>(m),
+       allow_gl_calls(g)
 {
        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)
 {
-       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);
        load_sub(obj.vertices);
+       if(allow_gl_calls)
+       {
+               obj.check_buffers(VERTEX_BUFFER);
+               obj.vtx_setup.refresh();
+       }
 }
 
 void Mesh::Loader::batch(PrimitiveType p)
@@ -156,5 +250,67 @@ void Mesh::Loader::winding(FaceWinding w)
                obj.winding = &WindingTest::counterclockwise();
 }
 
+
+Mesh::AsyncLoader::AsyncLoader(Mesh &m, IO::Seekable &i):
+       mesh(m),
+       io(i),
+       vertex_updater(0),
+       index_updater(0),
+       phase(0)
+{
+       mesh.disallow_rendering = true;
+       mesh.check_buffers(VERTEX_BUFFER|INDEX_BUFFER);
+}
+
+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, false);
+               loader.load(parser);
+       }
+       else if(phase==1)
+       {
+               mesh.resize_buffers();
+               mesh.vtx_setup.refresh();
+               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
 } // namespace Msp