]> git.tdb.fi Git - libs/gl.git/blobdiff - source/vertexarray.cpp
Standard vertex components for tangent and binormal vectors
[libs/gl.git] / source / vertexarray.cpp
index e7d7386509d6208b2b5130be5bb780f3bc757521..79d6823135c75fe038f8dd7039a32edae6df7d46 100644 (file)
@@ -1,51 +1,64 @@
-/* $Id$
-
-This file is part of libmspgl
-Copyright © 2007  Mikko Rasa, Mikkosoft Productions
-Distributed under the LGPL
-*/
-
-#include <GL/gl.h>
+#include "arb_multitexture.h"
+#include "arb_vertex_shader.h"
+#include "buffer.h"
+#include "error.h"
+#include "gl.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)
+VertexArray::ArrayMask VertexArray::enabled_arrays;
+
+VertexArray::VertexArray(const VertexFormat &f):
+       defer_vbuf(true),
+       dirty(false)
 {
-       // 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()
+{ }
+
+void VertexArray::reset(const VertexFormat &f)
 {
-       if(own_vbuf)
-               delete vbuf;
+       clear();
+       format = f;
+       stride = get_stride(format);
+
+       bool has_multitex = false;
+       bool has_gen_attrs = false;
+       for(const unsigned char *c=format.begin(); c!=format.end(); ++c)
+       {
+               if(*c>=TEXCOORD1+4 && *c<=TEXCOORD4+12)
+                       has_multitex = true;
+               if(*c==TANGENT3 || *c==BINORMAL3 || *c>=ATTRIB1)
+                       has_gen_attrs = true;
+       }
+       if(has_multitex)
+               static Require _req(ARB_multitexture);
+       if(has_gen_attrs)
+               static Require _req(ARB_vertex_shader);
 }
 
 void VertexArray::use_vertex_buffer()
 {
-       if(vbuf) return;
+       if(vbuf)
+               return;
 
-       vbuf=new VertexBuffer();
-       own_vbuf=true;
-       update_data();
+       vbuf = new Buffer(ARRAY_BUFFER);
+       defer_vbuf = false;
+       dirty = true;
 }
 
-void VertexArray::use_vertex_buffer(VertexBuffer *b)
+void VertexArray::use_vertex_buffer(Buffer *b)
 {
-       if(vbuf) return;
-
-       vbuf=b;
-       update_data();
+       vbuf = b;
+       vbuf.keep();
+       defer_vbuf = false;
+       dirty = true;
 }
 
 void VertexArray::clear()
@@ -53,88 +66,156 @@ void VertexArray::clear()
        data.clear();
 }
 
-void VertexArray::reset(VertexFormat f)
+void VertexArray::reserve(unsigned n)
 {
-       clear();
-       format=NODATA;
-       for(uint fmt=f; fmt; fmt>>=4)
-               format=(format, static_cast<VertexFormat>(fmt&15));
-       stride=get_stride(format);
+       data.reserve(n*stride);
+}
+
+float *VertexArray::append()
+{
+       data.insert(data.end(), stride, 0.0f);
+       set_dirty();
+       return &*(data.end()-stride);
+}
+
+float *VertexArray::modify(unsigned i)
+{
+       set_dirty();
+       return &data[0]+i*stride;
 }
 
-RefPtr<VertexArrayBuilder> VertexArray::modify()
+void VertexArray::set_dirty()
 {
-       return new VertexArrayBuilder(*this, data);
+       dirty = true;
+       if(defer_vbuf)
+       {
+               vbuf = new Buffer(ARRAY_BUFFER);
+               defer_vbuf = false;
+       }
 }
 
 void VertexArray::apply() const
 {
-       if(vbuf) vbuf->bind();
+       if(format.empty())
+               throw invalid_operation("VertexArray::apply");
 
-       const float *base=vbuf?0:&data[0];
-       uint offset=0;
-       uint found=0;
-       for(uint fmt=format; fmt; fmt>>=4)
+       if(vbuf)
        {
-               uint size=(fmt&3)+1;
-               switch(fmt&12)
+               vbuf->bind_to(ARRAY_BUFFER);
+               if(dirty)
                {
-               case 0:
-                       glVertexPointer(size, GL_FLOAT, stride, base+offset);
-                       break;
-               case 4:
-                       glNormalPointer(GL_FLOAT, stride, base+offset);
-                       break;
-               case 8:
-                       glTexCoordPointer(size, GL_FLOAT, stride, base+offset);
-                       break;
-               case 12:
-                       if(size==1)
-                               glColorPointer(4, GL_UNSIGNED_BYTE, stride, base+offset);
+                       vbuf->data(data.size()*sizeof(float), &data[0]);
+                       dirty = false;
+               }
+       }
+
+       const float *base = (vbuf ? 0 : &data[0]);
+       unsigned offset = 0;
+       ArrayMask found;
+       unsigned bpv = stride*sizeof(float);
+       unsigned active_tex = 0;
+       for(const unsigned char *c=format.begin(); c!=format.end(); ++c)
+       {
+               unsigned sz = get_component_size(*c);
+               unsigned t = get_component_type(*c);
+               bool en = enabled_arrays.is_set(t);
+               if(t==get_component_type(VERTEX3))
+               {
+                       glVertexPointer(sz, GL_FLOAT, bpv, base+offset);
+                       if(!en)
+                               glEnableClientState(GL_VERTEX_ARRAY);
+               }
+               else if(t==get_component_type(NORMAL3))
+               {
+                       glNormalPointer(GL_FLOAT, bpv, base+offset);
+                       if(!en)
+                               glEnableClientState(GL_NORMAL_ARRAY);
+               }
+               else if(t==get_component_type(COLOR4_FLOAT))
+               {
+                       if(sz==1)
+                               glColorPointer(4, GL_UNSIGNED_BYTE, bpv, base+offset);
                        else
-                               glColorPointer(size, GL_FLOAT, stride, base+offset);
-                       break;
+                               glColorPointer(sz, GL_FLOAT, bpv, base+offset);
+                       if(!en)
+                               glEnableClientState(GL_COLOR_ARRAY);
+               }
+               else if(*c>=TEXCOORD1 && *c<=TEXCOORD4+12)
+               {
+                       t -= get_component_type(TEXCOORD1);
+                       if(t>0 || active_tex)
+                       {
+                               glClientActiveTexture(GL_TEXTURE0+t);
+                               active_tex = t;
+                       }
+                       glTexCoordPointer(sz, GL_FLOAT, bpv, base+offset);
+                       if(!en)
+                               glEnableClientState(GL_TEXTURE_COORD_ARRAY);
+               }
+               else
+               {
+                       if(t>=get_component_type(ATTRIB1))
+                               t -= get_component_type(ATTRIB1);
+                       glVertexAttribPointer(t, sz, GL_FLOAT, false, bpv, base+offset);
+                       if(!en)
+                               glEnableVertexAttribArray(t);
                }
-               found|=1<<((fmt&12)>>2);
-               offset+=size;
+               found.set(t);
+               offset += sz;
        }
 
-       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);
+       for(unsigned i=0; i<64; ++i)
+               if(enabled_arrays.is_set(i) && !found.is_set(i))
+               {
+                       if(i==get_component_type(VERTEX3))
+                               glDisableClientState(GL_VERTEX_ARRAY);
+                       else if(i==get_component_type(NORMAL3))
+                               glDisableClientState(GL_NORMAL_ARRAY);
+                       else if(i==get_component_type(COLOR4_FLOAT))
+                               glDisableClientState(GL_COLOR_ARRAY);
+                       else if(i>=get_component_type(TEXCOORD1) && i<=get_component_type(TEXCOORD1)+3)
+                       {
+                               unsigned j = i-get_component_type(TEXCOORD1);
+                               if(j>0 || active_tex)
+                                       glClientActiveTexture(GL_TEXTURE0+j);
+                               glDisableClientState(GL_TEXTURE_COORD_ARRAY);
+                               active_tex = j;
+                       }
+                       else if(i<get_component_type(ATTRIB1))
+                               glDisableVertexAttribArray(i);
+                       else
+                               glDisableVertexAttribArray(i-get_component_type(ATTRIB1));
+               }
 
-       VertexBuffer::unbind();
+       enabled_arrays = found;
+
+       if(active_tex)
+               glClientActiveTexture(GL_TEXTURE0);
+
+       if(vbuf)
+               Buffer::unbind_from(ARRAY_BUFFER);
 }
 
-/**
-Updates the VertexArray data to the VertexBuffer tied to the array, if any.
-*/
-void VertexArray::update_data()
+
+VertexArray::ArrayMask::ArrayMask()
 {
-       if(vbuf)
-               vbuf->data(data.size()*sizeof(float), &data[0]);
+       for(unsigned i=0; i<N; ++i)
+               mask[i] = 0;
 }
 
-void VertexArray::set_array(unsigned array, unsigned bit, unsigned mask) const
+void VertexArray::ArrayMask::set(unsigned bit)
 {
-       if((enabled_arrays&mask) && !bit)
-       {
-               glDisableClientState(array);
-               enabled_arrays&=~mask;
-       }
-       else if(!(enabled_arrays&mask) && bit)
-       {
-               glEnableClientState(array);
-               enabled_arrays|=mask;
-       }
+       mask[bit/B] |= 1<<(bit%B);
 }
 
-unsigned VertexArray::enabled_arrays=0;
+bool VertexArray::ArrayMask::is_set(unsigned bit) const
+{
+       return mask[bit/B]&(1<<(bit%B));
+}
 
 
 VertexArray::Loader::Loader(VertexArray &a):
-       VertexArrayBuilder(a, a.data)
+       VertexArrayBuilder(a)
 {
        add("vertex2",   static_cast<void (Loader::*)(float, float)>(&Loader::vertex));
        add("vertex3",   static_cast<void (Loader::*)(float, float, float)>(&Loader::vertex));
@@ -144,8 +225,18 @@ 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