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[libs/gl.git] / source / vertexarray.cpp
index 81a2acd5182a413777c39f0ebe944fe617b79b22..0ebd4f0fef4e9855a650b53280ddfbac1ffbcd99 100644 (file)
@@ -1,55 +1,87 @@
-/* $Id$
-
-This file is part of libmspgl
-Copyright © 2007  Mikko Rasa, Mikkosoft Productions
-Distributed under the LGPL
-*/
-
+#include <msp/gl/extensions/arb_multitexture.h>
+#include <msp/gl/extensions/arb_vertex_shader.h>
+#include <msp/gl/extensions/msp_legacy_features.h>
+#include "buffer.h"
+#include "error.h"
 #include "gl.h"
+#include "mesh.h"
 #include "vertexarray.h"
-#include "vertexbuffer.h"
 
 using namespace std;
 
 namespace Msp {
 namespace GL {
 
-VertexArray::VertexArray(VertexFormat f):
-       format(NODATA),
-       stride(get_stride(f)),
-       vbuf(0),
-       own_vbuf(false)
+bool VertexArray::legacy_used = false;
+
+VertexArray::VertexArray(const VertexFormat &f)
 {
-       // Reverse the format so the first item is in lowest bits.  This makes handling in bind() easier.
-       for(uint fmt=f; fmt; fmt>>=4)
-               format=(format, static_cast<VertexFormat>(fmt&15));
+       reset(f);
 }
 
 VertexArray::~VertexArray()
 {
-       if(own_vbuf)
-               delete vbuf;
+       /* Unbind accesses the current VertexArray, so a call from ~Bindable would
+       try to access destroyed data. */
+       if(current()==this)
+               unbind();
 }
 
-void VertexArray::use_vertex_buffer()
+void VertexArray::reset(const VertexFormat &f)
 {
-       if(vbuf && own_vbuf)
-               return;
+       clear();
+       format = f;
+       stride = get_stride(format);
+       legacy = false;
 
-       vbuf=new VertexBuffer();
-       own_vbuf=true;
+       arrays.clear();
 
-       update_data();
+       unsigned offs = 0;
+       for(const unsigned char *c=format.begin(); c!=format.end(); ++c)
+       {
+               unsigned slot = get_array_slot(*c);
+               if(slot>=arrays.size())
+                       arrays.resize(slot+1);
+
+               Array &arr = arrays[slot];
+               arr.component = *c;
+               arr.offset = offs;
+
+               if(*c<ATTRIB1)
+                       legacy = true;
+
+               offs += get_component_size(*c);
+       }
 }
 
-void VertexArray::use_vertex_buffer(VertexBuffer *b)
+unsigned VertexArray::get_array_slot(unsigned char comp)
 {
-       if(own_vbuf)
-               delete vbuf;
-       vbuf=b;
-       own_vbuf=false;
+       unsigned t = get_component_type(comp);
+       if(t==get_component_type(VERTEX3))
+               return 0;
+       else if(t==get_component_type(NORMAL3))
+               return 1;
+       else if(t==get_component_type(COLOR4_FLOAT))
+               return 2;
+       else if(comp>=TEXCOORD1 && comp<=TEXCOORD4+12)
+       {
+               t -= get_component_type(TEXCOORD1);
+               if(t>0)
+                       static Require _req(ARB_multitexture);
+               return 3+t;
+       }
+       else
+       {
+               static Require _req(ARB_vertex_shader);
+               if(comp>=ATTRIB1)
+                       t -= get_component_type(ATTRIB1);
+               return 7+t;
+       }
+}
 
-       update_data();
+void VertexArray::clear()
+{
+       data.clear();
 }
 
 void VertexArray::reserve(unsigned n)
@@ -57,103 +89,190 @@ void VertexArray::reserve(unsigned n)
        data.reserve(n*stride);
 }
 
-void VertexArray::clear()
+float *VertexArray::append()
 {
-       data.clear();
+       data.insert(data.end(), stride, 0.0f);
+       update_offset();
+       dirty = true;
+       return &*(data.end()-stride);
 }
 
-void VertexArray::reset(VertexFormat f)
+float *VertexArray::modify(unsigned i)
 {
-       clear();
-       format=NODATA;
-       for(uint fmt=f; fmt; fmt>>=4)
-               format=(format, static_cast<VertexFormat>(fmt&15));
-       stride=get_stride(format);
+       dirty = true;
+       return &data[0]+i*stride;
 }
 
-RefPtr<VertexArrayBuilder> VertexArray::modify()
+unsigned VertexArray::get_data_size() const
 {
-       return new VertexArrayBuilder(*this);
+       return data.size()*sizeof(float);
 }
 
-void VertexArray::apply() const
+void VertexArray::apply(bool use_legacy) const
 {
-       if(format==NODATA)
-               throw InvalidState("Trying to apply a vertex apply of format NODATA");
+       if(format.empty())
+               throw invalid_operation("VertexArray::apply");
+       // Don't mess up the vertex array object of a mesh
+       if(Mesh::current())
+               throw invalid_operation("VertexArray::apply");
+
+       /* Unbind first if the legacy flag changes.  The logic for supporting it
+       directly in apply_arrays would get too complicated, and this also allows
+       rebinding the same array with different legacy setting. */
+       if(legacy_used!=use_legacy)
+               unbind();
 
-       if(vbuf)
-               vbuf->bind();
+       if(!use_legacy)
+               static Require _req(ARB_vertex_shader);
+       else if(legacy)
+               static Require _req(MSP_legacy_features);
 
-       const float *base=vbuf?0:&data[0];
-       uint offset=0;
-       uint found=0;
-       uint bpv=stride*sizeof(float);
-       for(uint fmt=format; fmt; fmt>>=4)
+       const VertexArray *old = current();
+       /* If the array has been modified, apply it even if it was the last one to
+       be applied.  This is necessary to get the data updated to vertex buffer, and
+       to resync things after a format change.  Radeon drivers also have some
+       problems with modifying vertex arrays without re-setting the pointers. */
+       if(!set_current(this) && !dirty)
+               return;
+
+       Buffer *vbuf = get_buffer();
+       Bind _bind_vbuf(vbuf, ARRAY_BUFFER);
+       if(vbuf && dirty)
+               update_buffer();
+
+       const float *base = (vbuf ? reinterpret_cast<float *>(get_offset()) : &data[0]);
+       unsigned stride_bytes = stride*sizeof(float);
+       apply_arrays(&arrays, (old ? &old->arrays : 0), base, stride_bytes, use_legacy);
+}
+
+void VertexArray::apply_arrays(const vector<Array> *arrays, const vector<Array> *old_arrays, const float *base, unsigned stride_bytes, bool use_legacy)
+{
+       unsigned active_tex = 0;
+       unsigned n_arrays = arrays ? arrays->size() : 0;
+       if(old_arrays)
+               n_arrays = max<unsigned>(n_arrays, old_arrays->size());
+       for(unsigned i=0; i<n_arrays; ++i)
        {
-               uint sz=(fmt&3)+1;
-               switch(fmt&12)
+               const Array *arr = ((arrays && i<arrays->size() && (*arrays)[i].component) ? &(*arrays)[i] : 0);
+               const Array *old_arr = ((old_arrays && i<old_arrays->size() && (*old_arrays)[i].component) ? &(*old_arrays)[i] : 0);
+               if(!arr && !old_arr)
+                       continue;
+
+               unsigned char comp = (arr ? arr->component : old_arr->component);
+               unsigned sz = get_component_size(comp);
+               unsigned t = get_component_type(comp);
+               if(use_legacy)
+               {
+                       GLenum array_type = 0;
+                       if(t==get_component_type(VERTEX3))
+                       {
+                               if(arr)
+                                       glVertexPointer(sz, GL_FLOAT, stride_bytes, base+arr->offset);
+                               array_type = GL_VERTEX_ARRAY;
+                       }
+                       else if(t==get_component_type(NORMAL3))
+                       {
+                               if(arr)
+                                       glNormalPointer(GL_FLOAT, stride_bytes, base+arr->offset);
+                               array_type = GL_NORMAL_ARRAY;
+                       }
+                       else if(t==get_component_type(COLOR4_FLOAT))
+                       {
+                               if(arr)
+                               {
+                                       if(sz==1)
+                                               glColorPointer(4, GL_UNSIGNED_BYTE, stride_bytes, base+arr->offset);
+                                       else
+                                               glColorPointer(sz, GL_FLOAT, stride_bytes, base+arr->offset);
+                               }
+                               array_type = GL_COLOR_ARRAY;
+                       }
+                       else if(comp>=TEXCOORD1 && comp<=TEXCOORD4+12)
+                       {
+                               t -= get_component_type(TEXCOORD1);
+                               if(t>0 || active_tex)
+                               {
+                                       glClientActiveTexture(GL_TEXTURE0+t);
+                                       active_tex = t;
+                               }
+                               if(arr)
+                                       glTexCoordPointer(sz, GL_FLOAT, stride_bytes, base+arr->offset);
+                               array_type = GL_TEXTURE_COORD_ARRAY;
+                       }
+
+                       if(array_type)
+                       {
+                               // Only change enable state if needed
+                               if(arr && !old_arr)
+                                       glEnableClientState(array_type);
+                               else if(old_arr && !arr)
+                                       glDisableClientState(array_type);
+
+                               continue;
+                       }
+               }
+
+               if(t>=get_component_type(ATTRIB1))
+                       t -= get_component_type(ATTRIB1);
+               if(arr)
                {
-               case 0:
-                       glVertexPointer(sz, GL_FLOAT, bpv, base+offset);
-                       break;
-               case 4:
-                       glNormalPointer(GL_FLOAT, bpv, base+offset);
-                       break;
-               case 8:
-                       glTexCoordPointer(sz, GL_FLOAT, bpv, base+offset);
-                       break;
-               case 12:
-                       if(sz==1)
-                               glColorPointer(4, GL_UNSIGNED_BYTE, bpv, base+offset);
+                       if(arr->component==COLOR4_UBYTE)
+                               glVertexAttribPointer(t, 4, GL_UNSIGNED_BYTE, true, stride_bytes, base+arr->offset);
                        else
-                               glColorPointer(sz, GL_FLOAT, bpv, base+offset);
-                       break;
+                               glVertexAttribPointer(t, sz, GL_FLOAT, false, stride_bytes, base+arr->offset);
                }
-               found|=1<<((fmt&12)>>2);
-               offset+=sz;
+
+               // Only change enable state if needed
+               if(arr && !old_arr)
+                       glEnableVertexAttribArray(t);
+               else if(old_arr && !arr)
+                       glDisableVertexAttribArray(t);
        }
 
-       set_array(GL_VERTEX_ARRAY, found&1, 1);
-       set_array(GL_NORMAL_ARRAY, found&2, 2);
-       set_array(GL_TEXTURE_COORD_ARRAY, found&4, 4);
-       set_array(GL_COLOR_ARRAY, found&8, 8);
+       if(active_tex)
+               glClientActiveTexture(GL_TEXTURE0);
 
-       if(vbuf)
-               VertexBuffer::unbind();
+       legacy_used = use_legacy;
 }
 
-/**
-Updates the VertexArray data to the VertexBuffer tied to the array, if any.
-*/
-void VertexArray::update_data()
+void VertexArray::unbind()
 {
-       if(vbuf)
-       {
-               vbuf->data(data.size()*sizeof(float), &data[0]);
-               VertexBuffer::unbind();
-       }
+       const VertexArray *old = current();
+       if(set_current(0))
+               apply_arrays(0, &old->arrays, 0, 0, legacy_used);
 }
 
-void VertexArray::set_array(unsigned array, unsigned bit, unsigned mask) const
-{
-       if((enabled_arrays&mask) && !bit)
-       {
-               glDisableClientState(array);
-               enabled_arrays&=~mask;
-       }
-       else if(!(enabled_arrays&mask) && bit)
-       {
-               glEnableClientState(array);
-               enabled_arrays|=mask;
-       }
-}
 
-unsigned VertexArray::enabled_arrays=0;
+VertexArray::Array::Array():
+       component(0),
+       offset(0)
+{ }
 
 
 VertexArray::Loader::Loader(VertexArray &a):
        VertexArrayBuilder(a)
 {
+       add("vertex", static_cast<void (Loader::*)(float, float)>(&Loader::vertex));
+       add("vertex", static_cast<void (Loader::*)(float, float, float)>(&Loader::vertex));
+       add("vertex", static_cast<void (Loader::*)(float, float, float, float)>(&Loader::vertex));
+       add("normal", static_cast<void (Loader::*)(float, float, float)>(&Loader::normal));
+       add("texcoord", static_cast<void (Loader::*)(float)>(&Loader::texcoord));
+       add("texcoord", static_cast<void (Loader::*)(float, float)>(&Loader::texcoord));
+       add("texcoord", static_cast<void (Loader::*)(float, float, float)>(&Loader::texcoord));
+       add("texcoord", static_cast<void (Loader::*)(float, float, float, float)>(&Loader::texcoord));
+       add("multitexcoord", static_cast<void (Loader::*)(unsigned, float)>(&Loader::multitexcoord));
+       add("multitexcoord", static_cast<void (Loader::*)(unsigned, float, float)>(&Loader::multitexcoord));
+       add("multitexcoord", static_cast<void (Loader::*)(unsigned, float, float, float)>(&Loader::multitexcoord));
+       add("multitexcoord", static_cast<void (Loader::*)(unsigned, float, float, float, float)>(&Loader::multitexcoord));
+       add("color", static_cast<void (Loader::*)(float, float, float)>(&Loader::color));
+       add("color", static_cast<void (Loader::*)(float, float, float, float)>(&Loader::color));
+       add("attrib", static_cast<void (Loader::*)(unsigned, float)>(&Loader::attrib));
+       add("attrib", static_cast<void (Loader::*)(unsigned, float, float)>(&Loader::attrib));
+       add("attrib", static_cast<void (Loader::*)(unsigned, float, float, float)>(&Loader::attrib));
+       add("attrib", static_cast<void (Loader::*)(unsigned, float, float, float, float)>(&Loader::attrib));
+       add("tangent", static_cast<void (Loader::*)(float, float, float)>(&Loader::tangent));
+       add("binormal", static_cast<void (Loader::*)(float, float, float)>(&Loader::binormal));
+
        add("vertex2",   static_cast<void (Loader::*)(float, float)>(&Loader::vertex));
        add("vertex3",   static_cast<void (Loader::*)(float, float, float)>(&Loader::vertex));
        add("vertex4",   static_cast<void (Loader::*)(float, float, float, float)>(&Loader::vertex));
@@ -162,8 +281,18 @@ VertexArray::Loader::Loader(VertexArray &a):
        add("texcoord2", static_cast<void (Loader::*)(float, float)>(&Loader::texcoord));
        add("texcoord3", static_cast<void (Loader::*)(float, float, float)>(&Loader::texcoord));
        add("texcoord4", static_cast<void (Loader::*)(float, float, float, float)>(&Loader::texcoord));
+       add("multitexcoord1", static_cast<void (Loader::*)(unsigned, float)>(&Loader::multitexcoord));
+       add("multitexcoord2", static_cast<void (Loader::*)(unsigned, float, float)>(&Loader::multitexcoord));
+       add("multitexcoord3", static_cast<void (Loader::*)(unsigned, float, float, float)>(&Loader::multitexcoord));
+       add("multitexcoord4", static_cast<void (Loader::*)(unsigned, float, float, float, float)>(&Loader::multitexcoord));
        add("color3",    static_cast<void (Loader::*)(float, float, float)>(&Loader::color));
        add("color4",    static_cast<void (Loader::*)(float, float, float, float)>(&Loader::color));
+       add("attrib1",   static_cast<void (Loader::*)(unsigned, float)>(&Loader::attrib));
+       add("attrib2",   static_cast<void (Loader::*)(unsigned, float, float)>(&Loader::attrib));
+       add("attrib3",   static_cast<void (Loader::*)(unsigned, float, float, float)>(&Loader::attrib));
+       add("attrib4",   static_cast<void (Loader::*)(unsigned, float, float, float, float)>(&Loader::attrib));
+       add("tangent3",  static_cast<void (Loader::*)(float, float, float)>(&Loader::tangent));
+       add("binormal3", static_cast<void (Loader::*)(float, float, float)>(&Loader::binormal));
 }
 
 } // namespace GL