X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=blobdiff_plain;f=source%2Fmesh.cpp;h=b3b719c516942c42e5012a8ad92ad21dec06958d;hp=3a275e5b0731a3332e08fdbfb5e9e76f14be0339;hb=a9c375e17065bcc429b430bd8211a9ee845159a5;hpb=16f6f15328b3a6eec87b1b5e5822368966d44a38 diff --git a/source/mesh.cpp b/source/mesh.cpp index 3a275e5b..b3b719c5 100644 --- a/source/mesh.cpp +++ b/source/mesh.cpp @@ -1,63 +1,352 @@ -/* $Id$ - -This file is part of libmspgl -Copyright © 2007 Mikko Rasa, Mikkosoft Productions -Distributed under the LGPL -*/ - +#include +#include +#include +#include +#include "buffer.h" +#include "error.h" #include "mesh.h" +#include "renderer.h" +#include "resourcemanager.h" using namespace std; namespace Msp { namespace GL { -Mesh::Mesh(): - vertices(NODATA) -{ } +Mesh::Mesh(ResourceManager *rm): + vertices(VERTEX3) +{ + init(rm); +} -Mesh::Mesh(VertexFormat f): +Mesh::Mesh(const VertexFormat &f, ResourceManager *rm): vertices(f) -{ } +{ + init(rm); +} -void Mesh::use_vertex_buffer(bool b) +void Mesh::init(ResourceManager *rm) { + vbuf = 0; + ibuf = 0; + vao_id = 0; + defer_buffers = ARB_vertex_buffer_object; + dirty = true; + disallow_rendering = false; + winding = 0; + + if(rm) + set_manager(rm); +} + +Mesh::~Mesh() +{ + set_manager(0); + delete vbuf; + delete ibuf; + if(vao_id) + glDeleteVertexArrays(1, &vao_id); +} + +void Mesh::clear() +{ + vertices.clear(); + batches.clear(); +} + +void Mesh::use_buffers(bool b) +{ + defer_buffers = false; if(b) - vertices.use_vertex_buffer(); + create_buffers(); else - vertices.use_vertex_buffer(0); + { + vertices.use_buffer(0); + delete vbuf; + vbuf = 0; + delete ibuf; + ibuf = 0; + } +} + +void Mesh::create_buffers() +{ + defer_buffers = false; + + if(!vbuf) + vbuf = new Buffer(ARRAY_BUFFER); + vertices.use_buffer(vbuf); + + if(!ibuf) + ibuf = new Buffer(ELEMENT_ARRAY_BUFFER); + + if(ARB_vertex_array_object && !vao_id) + glGenVertexArrays(1, &vao_id); +} + +void Mesh::setup_vao() const +{ + Bind bind_vbuf(vbuf, ARRAY_BUFFER); + + const VertexFormat &fmt = vertices.get_format(); + unsigned stride = get_stride(fmt)*sizeof(float); + float *ptr = 0; + for(const unsigned char *c=fmt.begin(); c!=fmt.end(); ++c) + { + unsigned t = get_component_type(*c); + if(t>=get_component_type(ATTRIB1)) + t -= get_component_type(ATTRIB1); + unsigned sz = get_component_size(*c); + if(*c==COLOR4_UBYTE) + glVertexAttribPointer(t, 4, GL_UNSIGNED_BYTE, true, stride, ptr); + else + glVertexAttribPointer(t, sz, GL_FLOAT, false, stride, ptr); + glEnableVertexAttribArray(t); + ptr += sz; + } + glBindBuffer(ELEMENT_ARRAY_BUFFER, ibuf->get_id()); + + dirty = false; +} + +unsigned Mesh::get_n_vertices() const +{ + return vertices.size(); +} + +float *Mesh::modify_vertex(unsigned i) +{ + return vertices.modify(i); } void Mesh::add_batch(const Batch &b) { - batches.push_back(b); + if(defer_buffers) + create_buffers(); + + if(!batches.empty() && batches.back().can_append(b.get_type())) + batches.back().append(b); + else + { + bool reallocate = (batches.size()==batches.capacity()); + if(reallocate && ibuf) + { + for(vector::iterator i=batches.end(); i!=batches.begin(); ) + (--i)->use_buffer(0); + } + + Batch *prev = (batches.empty() ? 0 : &batches.back()); + batches.push_back(b); + if(ibuf) + { + if(reallocate) + { + prev = 0; + for(vector::iterator i=batches.begin(); i!=batches.end(); ++i) + { + i->use_buffer(ibuf, prev); + prev = &*i; + } + } + else + batches.back().use_buffer(ibuf, prev); + } + } +} + +void Mesh::set_winding(const WindingTest *w) +{ + winding = w; } void Mesh::draw() const { - vertices.apply(); - for(list::const_iterator i=batches.begin(); i!=batches.end(); ++i) + const Mesh *cur = current(); + if(cur && cur!=this) + throw invalid_operation("Mesh::draw"); + + if(manager) + { + manager->resource_used(*this); + if(disallow_rendering) + return; + } + + if(!current()) + vertices.apply(); + BindRestore bind_ibuf(ibuf, ELEMENT_ARRAY_BUFFER); + Bind bind_winding(winding); + + for(vector::const_iterator i=batches.begin(); i!=batches.end(); ++i) i->draw(); } +void Mesh::draw(Renderer &renderer) const +{ + if(manager) + { + manager->resource_used(*this); + if(disallow_rendering) + return; + } + + renderer.set_mesh(this); + renderer.set_winding_test(winding); + + for(vector::const_iterator i=batches.begin(); i!=batches.end(); ++i) + renderer.draw(*i); +} + +void Mesh::bind() const +{ + /* If VAOs are not supported, vao_id is zero and set_current won't get + called. Thus unbind won't try to call a null function either. */ + if(!vao_id) + { + unbind(); + vertices.apply(false); + } + else if(set_current(this)) + { + glBindVertexArray(vao_id); + vertices.refresh(); + if(dirty) + setup_vao(); + } +} + +void Mesh::unbind() +{ + if(set_current(0)) + glBindVertexArray(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; + defer_buffers = (vbuf || ibuf); + vbuf = 0; + ibuf = 0; +} + Mesh::Loader::Loader(Mesh &m): - mesh(m) + DataFile::ObjectLoader(m) { - add("vertices", &Loader::vertices); add("batch", &Loader::batch); + add("vertices", &Loader::vertices); + add("winding", &Loader::winding); } -void Mesh::Loader::vertices(VertexFormat f) +void Mesh::Loader::vertices(const vector &c) { - mesh.vertices.reset(f); - load_sub(mesh.vertices); + if(c.empty()) + throw invalid_argument("No vertex components"); + + VertexFormat fmt; + for(vector::const_iterator i=c.begin(); i!=c.end(); ++i) + fmt = (fmt, *i); + obj.vertices.reset(fmt); + obj.dirty = true; + load_sub(obj.vertices); } void Mesh::Loader::batch(PrimitiveType p) { - mesh.batches.push_back(Batch(p)); - load_sub(mesh.batches.back()); + Batch btc(p); + load_sub(btc); + obj.add_batch(btc); +} + +void Mesh::Loader::winding(FaceWinding w) +{ + if(w==CLOCKWISE) + obj.winding = &WindingTest::clockwise(); + else if(w==COUNTERCLOCKWISE) + obj.winding = &WindingTest::counterclockwise(); +} + + +Mesh::AsyncLoader::AsyncLoader(Mesh &m, IO::Seekable &i): + mesh(m), + io(i), + vertex_updater(0), + index_updater(0), + phase(0) +{ + // Make sure the extension is initialized in the rendering thread. + (void)(bool)NV_primitive_restart; + + mesh.disallow_rendering = true; + if(mesh.defer_buffers) + mesh.create_buffers(); +} + +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); + loader.load(parser); + } + else if(phase==1) + { + 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