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[libs/gl.git] / source / vertexarray.cpp
index 5d5c244a04b6863c3b748c03197a65c97246408b..f3476268b8c5c30071ba70a7c14c9e349d6a9359 100644 (file)
-#include <GL/gl.h>
+#include "arb_vertex_program.h"
+#include "buffer.h"
+#include "extension.h"
+#include "gl.h"
+#include "version_1_2.h"
+#include "version_1_3.h"
 #include "vertexarray.h"
-#include "vertexbuffer.h"
 
 using namespace std;
 
 namespace Msp {
 namespace GL {
 
-uint get_stride(VertexFormat f)
+VertexArray::ArrayMask VertexArray::enabled_arrays;
+
+VertexArray::VertexArray(const VertexFormat &f):
+       defer_vbuf(true),
+       dirty(false)
 {
-       uint stride=0;
-       for(uint fmt=f; fmt; fmt>>=4)
-               stride+=(fmt&3)+1;
-       return stride*sizeof(float);
+       reset(f);
 }
 
-
-VertexArrayBuilder::VertexArrayBuilder(VertexArray &a, vector<float> &d):
-       data(d),
-       array(a),
-       format(array.get_format()),
-       stride(get_stride(format)),
-       cr(1), cg(1), cb(1), ca(1),
-       ts(0), tt(0), tr(0), tq(0),
-       nx(0), ny(0), nz(1)
+VertexArray::~VertexArray()
 { }
 
-void VertexArrayBuilder::vertex(float x, float y, float z, float w)
+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::reserve(unsigned n)
+{
+       data.reserve(n*stride);
+}
+
+void VertexArray::clear()
+{
+       data.clear();
+}
+
+void VertexArray::reset(const VertexFormat &f)
 {
-       for(uint fmt=format; fmt; fmt>>=4)
+       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<ATTRIB1)
+                       has_multitex = true;
+               if(*c>=ATTRIB1)
+                       has_gen_attrs = true;
+       }
+       if(has_multitex)
+               static RequireVersion _ver(1, 3);
+       if(has_gen_attrs)
+               static RequireExtension _ext("GL_ARB_vertex_program");
+}
+
+void VertexArray::apply() const
+{
+       if(format.empty())
+               throw InvalidState("Trying to apply a vertex array with no data");
+
+       if(vbuf)
        {
-               uint size=(fmt&3)+1;
-               switch(fmt&12)
+               vbuf->bind_to(ARRAY_BUFFER);
+               if(dirty)
+               {
+                       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 = (*c&3)+1;
+               unsigned t = *c>>2;
+               bool en = enabled_arrays.is_set(t);
+               switch(t)
                {
                case 0:
-                       data.push_back(x);
-                       data.push_back(y);
-                       if(size>=3) data.push_back(z);
-                       if(size>=4) data.push_back(w);
+                       glVertexPointer(sz, GL_FLOAT, bpv, base+offset);
+                       if(!en)
+                               glEnableClientState(GL_VERTEX_ARRAY);
                        break;
-               case 4:
-                       data.push_back(nx);
-                       data.push_back(ny);
-                       data.push_back(nz);
+               case 1:
+                       glNormalPointer(GL_FLOAT, bpv, base+offset);
+                       if(!en)
+                               glEnableClientState(GL_NORMAL_ARRAY);
                        break;
-               case 8:
-                       data.push_back(ts);
-                       if(size>=2) data.push_back(tt);
-                       if(size>=3) data.push_back(tr);
-                       if(size>=4) data.push_back(tq);
+               case 2:
+                       if(sz==1)
+                               glColorPointer(4, GL_UNSIGNED_BYTE, bpv, base+offset);
+                       else
+                               glColorPointer(sz, GL_FLOAT, bpv, base+offset);
+                       if(!en)
+                               glEnableClientState(GL_COLOR_ARRAY);
                        break;
-               case 12:
-                       if(size==1)
+               default:
+                       if(t<11)
                        {
-                               union { ubyte c[4]; float f; } u;
-                               u.c[0]=(ubyte)(cr*255);
-                               u.c[1]=(ubyte)(cg*255);
-                               u.c[2]=(ubyte)(cb*255);
-                               u.c[3]=(ubyte)(ca*255);
-                               data.push_back(u.f);
+                               if(t>3 || active_tex)
+                               {
+                                       glClientActiveTexture(GL_TEXTURE0+(t-3));
+                                       active_tex = t-3;
+                               }
+                               glTexCoordPointer(sz, GL_FLOAT, bpv, base+offset);
+                               if(!en)
+                                       glEnableClientState(GL_TEXTURE_COORD_ARRAY);
                        }
                        else
                        {
-                               data.push_back(cr);
-                               data.push_back(cg);
-                               data.push_back(cb);
-                               if(size>=4) data.push_back(ca);
+                               glVertexAttribPointerARB(t-11, sz, GL_FLOAT, false, bpv, base+offset);
+                               if(!en)
+                                       glEnableVertexAttribArrayARB(t-11);
                        }
                        break;
                }
+               found.set(t);
+               offset += sz;
        }
-       //cout<<"Added vertex with "<<data.size()-old_size<<" floats\n";
+
+       for(unsigned i=0; i<64; ++i)
+               if(enabled_arrays.is_set(i) && !found.is_set(i))
+               {
+                       if(i==0)
+                               glDisableClientState(GL_VERTEX_ARRAY);
+                       else if(i==1)
+                               glDisableClientState(GL_NORMAL_ARRAY);
+                       else if(i==2)
+                               glDisableClientState(GL_COLOR_ARRAY);
+                       else if(i>=3 && i<11)
+                       {
+                               if(i>3 || active_tex)
+                                       glClientActiveTexture(GL_TEXTURE0+(i-3));
+                               glDisableClientState(GL_TEXTURE_COORD_ARRAY);
+                               active_tex = i-3;
+                       }
+                       else
+                               glDisableVertexAttribArrayARB(i-11);
+               }
+
+       enabled_arrays = found;
+
+       if(active_tex)
+               glClientActiveTexture(GL_TEXTURE0);
+
+       if(vbuf)
+               Buffer::unbind_from(ARRAY_BUFFER);
 }
 
-VertexArrayBuilder::~VertexArrayBuilder()
+float *VertexArray::append()
 {
-       array.update_data();
+       data.insert(data.end(), stride, 0.0f);
+       set_dirty();
+       return &*(data.end()-stride);
 }
 
-
-VertexArray::VertexArray(VertexFormat f):
-       format(NODATA),
-       stride(get_stride(f)),
-       vbuf(0),
-       own_vbuf(false)
+float *VertexArray::modify(unsigned i)
 {
-       // Reverse the format so the first item is in lowest bits
-       for(uint fmt=f; fmt; fmt>>=4)
-               format=(format, static_cast<VertexFormat>(fmt&15));
+       set_dirty();
+       return &data[0]+i*stride;
 }
 
-VertexArray::~VertexArray()
+void VertexArray::set_dirty()
 {
-       if(own_vbuf)
-               delete vbuf;
+       dirty = true;
+       if(defer_vbuf)
+       {
+               vbuf = new Buffer(ARRAY_BUFFER);
+               defer_vbuf = false;
+       }
 }
 
-void VertexArray::use_vertex_buffer()
-{
-       if(vbuf) return;
 
-       vbuf=new VertexBuffer();
-       own_vbuf=true;
-       update_data();
+VertexArray::ArrayMask::ArrayMask()
+{
+       for(unsigned i=0; i<N; ++i)
+               mask[i] = 0;
 }
 
-void VertexArray::use_vertex_buffer(VertexBuffer *b)
+void VertexArray::ArrayMask::set(unsigned bit)
 {
-       if(vbuf) return;
-
-       vbuf=b;
-       update_data();
+       mask[bit/B] |= 1<<(bit%B);
 }
 
-void VertexArray::clear()
+bool VertexArray::ArrayMask::is_set(unsigned bit) const
 {
-       data.clear();
+       return mask[bit/B]&(1<<(bit%B));
 }
 
-void VertexArray::apply() const
-{
-       if(vbuf) vbuf->bind();
 
-       const float *base=vbuf?0:&data[0];
-       uint offset=0;
-       uint found=0;
-       for(uint fmt=format; fmt; fmt>>=4)
-       {
-               uint size=(fmt&3)+1;
-               switch(fmt&12)
-               {
-               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);
-                       else
-                               glColorPointer(size, GL_FLOAT, stride, base+offset);
-                       break;
-               }
-               found|=1<<((fmt&12)>>2);
-               offset+=size;
-       }
+VertexArray::Loader::Loader(VertexArray &a):
+       VertexArrayBuilder(a)
+{
+       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));
+       add("normal3",   static_cast<void (Loader::*)(float, float, float)>(&Loader::normal));
+       add("texcoord1", static_cast<void (Loader::*)(float)>(&Loader::texcoord));
+       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));
+}
 
-       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);
 
-       VertexBuffer::unbind();
+void array_element(int i)
+{
+       glArrayElement(i);
 }
 
-/**
-Updates the VertexArray data to the VertexBuffer tied to the array, if any.
-*/
-void VertexArray::update_data()
+void draw_arrays(PrimitiveType mode, int first, unsigned count)
 {
-       if(vbuf)
-               vbuf->data(data.size()*sizeof(float), &data[0]);
+       glDrawArrays(mode, first, count);
 }
 
-void VertexArray::set_array(unsigned array, unsigned bit, unsigned mask) const
+void draw_elements(PrimitiveType mode, unsigned count, DataType type, const void *indices)
 {
-       if((enabled_arrays&mask) && !bit)
-       {
-               glDisableClientState(array);
-               enabled_arrays&=~mask;
-       }
-       else if(!(enabled_arrays&mask) && bit)
-       {
-               glEnableClientState(array);
-               enabled_arrays|=mask;
-       }
+       glDrawElements(mode, count, type, indices);
 }
 
-unsigned VertexArray::enabled_arrays=0;
-
+void draw_range_elements(PrimitiveType mode, unsigned low, unsigned high, unsigned count, DataType type, const void *indices)
+{
+       static RequireVersion _ver(1, 2);
+       glDrawRangeElements(mode, low, high, count, type, indices);
+}
 
 } // namespace GL
 } // namespace Msp