]> git.tdb.fi Git - libs/gl.git/blobdiff - source/vertexarray.cpp
Add const overload for AnimatedObject::get_shader_data
[libs/gl.git] / source / vertexarray.cpp
index d834ab7c7f3044d8aa691d34288bd7f1805050a6..5674bbe0ddda48472cc0423b5230fe754710b3fc 100644 (file)
@@ -1,8 +1,10 @@
-#include "arb_multitexture.h"
-#include "arb_vertex_shader.h"
+#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"
 
 using namespace std;
@@ -10,30 +12,45 @@ using namespace std;
 namespace Msp {
 namespace GL {
 
-VertexArray::VertexArray(const VertexFormat &f):
-       defer_vbuf(true),
-       dirty(false)
+bool VertexArray::legacy_used = false;
+
+VertexArray::VertexArray(const VertexFormat &f)
 {
        reset(f);
 }
 
 VertexArray::~VertexArray()
-{ }
+{
+       /* Unbind accesses the current VertexArray, so a call from ~Bindable would
+       try to access destroyed data. */
+       if(current()==this)
+               unbind();
+}
 
 void VertexArray::reset(const VertexFormat &f)
 {
        clear();
        format = f;
        stride = get_stride(format);
+       legacy = false;
 
        arrays.clear();
 
+       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);
-               arrays[slot] = *c;
+
+               Array &arr = arrays[slot];
+               arr.component = *c;
+               arr.offset = offs;
+
+               if(*c<ATTRIB1)
+                       legacy = true;
+
+               offs += get_component_size(*c);
        }
 }
 
@@ -62,24 +79,6 @@ unsigned VertexArray::get_array_slot(unsigned char comp)
        }
 }
 
-void VertexArray::use_vertex_buffer()
-{
-       if(vbuf)
-               return;
-
-       vbuf = new Buffer(ARRAY_BUFFER);
-       defer_vbuf = false;
-       dirty = true;
-}
-
-void VertexArray::use_vertex_buffer(Buffer *b)
-{
-       vbuf = b;
-       vbuf.keep();
-       defer_vbuf = false;
-       dirty = true;
-}
-
 void VertexArray::clear()
 {
        data.clear();
@@ -93,134 +92,163 @@ void VertexArray::reserve(unsigned n)
 float *VertexArray::append()
 {
        data.insert(data.end(), stride, 0.0f);
-       set_dirty();
+       update_offset();
+       dirty = true;
        return &*(data.end()-stride);
 }
 
 float *VertexArray::modify(unsigned i)
 {
-       set_dirty();
+       dirty = true;
        return &data[0]+i*stride;
 }
 
-void VertexArray::set_dirty()
+unsigned VertexArray::get_data_size() const
 {
-       dirty = true;
-       if(defer_vbuf)
-       {
-               vbuf = new Buffer(ARRAY_BUFFER);
-               defer_vbuf = false;
-       }
+       return data.size()*sizeof(float);
 }
 
-void VertexArray::apply() const
+void VertexArray::apply(bool use_legacy) const
 {
        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(!use_legacy)
+               static Require _req(ARB_vertex_shader);
+       else if(legacy)
+               static Require _req(MSP_legacy_features);
 
        const VertexArray *old = current();
-       if(!set_current(this))
+       /* 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;
 
-       if(vbuf)
-       {
-               vbuf->bind_to(ARRAY_BUFFER);
-               if(dirty)
-               {
-                       vbuf->data(data.size()*sizeof(float), &data[0]);
-                       dirty = false;
-               }
-       }
+       Buffer *vbuf = get_buffer();
+       Bind _bind_vbuf(vbuf, ARRAY_BUFFER);
+       if(vbuf && dirty)
+               update_buffer();
 
-       const float *base = (vbuf ? 0 : &data[0]);
-       unsigned offset = 0;
+       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.size();
-       if(old)
-               n_arrays = max(n_arrays, old->arrays.size());
+       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)
        {
-               unsigned char arr = (i<arrays.size() ? arrays[i] : 0);
-               unsigned char old_arr = (old && i<old->arrays.size() ? old->arrays[i] : 0);
+               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 : old_arr);
+               unsigned char comp = (arr ? arr->component : old_arr->component);
                unsigned sz = get_component_size(comp);
                unsigned t = get_component_type(comp);
-               GLenum array_type = 0;
-               if(t==get_component_type(VERTEX3))
-               {
-                       if(arr)
-                               glVertexPointer(sz, GL_FLOAT, stride_bytes, base+offset);
-                       array_type = GL_VERTEX_ARRAY;
-               }
-               else if(t==get_component_type(NORMAL3))
+               if(use_legacy)
                {
-                       if(arr)
-                               glNormalPointer(GL_FLOAT, stride_bytes, base+offset);
-                       array_type = GL_NORMAL_ARRAY;
-               }
-               else if(t==get_component_type(COLOR4_FLOAT))
-               {
-                       if(arr)
+                       GLenum array_type = 0;
+                       if(t==get_component_type(VERTEX3))
                        {
-                               if(sz==1)
-                                       glColorPointer(4, GL_UNSIGNED_BYTE, stride_bytes, base+offset);
-                               else
-                                       glColorPointer(sz, GL_FLOAT, stride_bytes, base+offset);
+                               if(arr)
+                                       glVertexPointer(sz, GL_FLOAT, stride_bytes, base+arr->offset);
+                               array_type = GL_VERTEX_ARRAY;
                        }
-                       array_type = GL_COLOR_ARRAY;
-               }
-               else if(comp>=TEXCOORD1 && comp<=TEXCOORD4+12)
-               {
-                       t -= get_component_type(TEXCOORD1);
-                       if(t>0 || active_tex)
+                       else if(t==get_component_type(NORMAL3))
                        {
-                               glClientActiveTexture(GL_TEXTURE0+t);
-                               active_tex = t;
+                               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(arr)
-                               glTexCoordPointer(sz, GL_FLOAT, stride_bytes, base+offset);
-                       array_type = GL_TEXTURE_COORD_ARRAY;
-               }
-               else
-               {
-                       if(t>=get_component_type(ATTRIB1))
-                               t -= get_component_type(ATTRIB1);
-                       if(arr)
-                               glVertexAttribPointer(t, sz, GL_FLOAT, false, stride_bytes, base+offset);
-               }
 
-               // Only change enable state if needed
-               if(arr && !old_arr)
-               {
                        if(array_type)
-                               glEnableClientState(array_type);
-                       else
-                               glEnableVertexAttribArray(t);
+                       {
+                               // Only change enable state if needed
+                               if(arr && !old_arr)
+                                       glEnableClientState(array_type);
+                               else if(old_arr && !arr)
+                                       glDisableClientState(array_type);
+
+                               continue;
+                       }
                }
-               else if(old_arr && !arr)
+
+               if(t>=get_component_type(ATTRIB1))
+                       t -= get_component_type(ATTRIB1);
+               if(arr)
                {
-                       if(array_type)
-                               glDisableClientState(array_type);
+                       if(arr->component==COLOR4_UBYTE)
+                               glVertexAttribPointer(t, 4, GL_UNSIGNED_BYTE, true, stride_bytes, base+arr->offset);
                        else
-                               glDisableVertexAttribArray(t);
+                               glVertexAttribPointer(t, sz, GL_FLOAT, false, stride_bytes, base+arr->offset);
                }
 
-               if(arr)
-                       offset += sz;
+               // Only change enable state if needed
+               if(arr && !old_arr)
+                       glEnableVertexAttribArray(t);
+               else if(old_arr && !arr)
+                       glDisableVertexAttribArray(t);
        }
 
        if(active_tex)
                glClientActiveTexture(GL_TEXTURE0);
 
-       if(vbuf)
-               Buffer::unbind_from(ARRAY_BUFFER);
+       legacy_used = use_legacy;
+}
+
+void VertexArray::unbind()
+{
+       const VertexArray *old = current();
+       if(set_current(0))
+               apply_arrays(0, &old->arrays, 0, 0, legacy_used);
 }
 
 
+VertexArray::Array::Array():
+       component(0),
+       offset(0)
+{ }
+
+
 VertexArray::Loader::Loader(VertexArray &a):
        VertexArrayBuilder(a)
 {