X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=blobdiff_plain;f=source%2Fvertexarray.cpp;h=5674bbe0ddda48472cc0423b5230fe754710b3fc;hp=e7d7386509d6208b2b5130be5bb780f3bc757521;hb=bb162b9edd4b8c0e9faeed75da4148f5b9735450;hpb=85facfb688035b5bbc9a3a87d080582fbf34930b diff --git a/source/vertexarray.cpp b/source/vertexarray.cpp index e7d73865..5674bbe0 100644 --- a/source/vertexarray.cpp +++ b/source/vertexarray.cpp @@ -1,51 +1,82 @@ -/* $Id$ - -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 "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(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) return; + clear(); + format = f; + stride = get_stride(format); + legacy = false; + + arrays.clear(); - vbuf=new VertexBuffer(); - own_vbuf=true; - 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=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; + } } void VertexArray::clear() @@ -53,88 +84,173 @@ 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(fmt&15)); - stride=get_stride(format); + data.reserve(n*stride); +} + +float *VertexArray::append() +{ + data.insert(data.end(), stride, 0.0f); + update_offset(); + dirty = true; + return &*(data.end()-stride); +} + +float *VertexArray::modify(unsigned i) +{ + dirty = true; + return &data[0]+i*stride; } -RefPtr VertexArray::modify() +unsigned VertexArray::get_data_size() const { - return new VertexArrayBuilder(*this, data); + return data.size()*sizeof(float); } -void VertexArray::apply() const +void VertexArray::apply(bool use_legacy) const { - if(vbuf) vbuf->bind(); + 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 float *base=vbuf?0:&data[0]; - uint offset=0; - uint found=0; - 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(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 *arrays, const vector *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(n_arrays, old_arrays->size()); + for(unsigned i=0; isize() && (*arrays)[i].component) ? &(*arrays)[i] : 0); + const Array *old_arr = ((old_arrays && isize() && (*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) { - 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); + 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) + { + if(arr->component==COLOR4_UBYTE) + glVertexAttribPointer(t, 4, GL_UNSIGNED_BYTE, true, stride_bytes, base+arr->offset); else - glColorPointer(size, GL_FLOAT, stride, base+offset); - break; + glVertexAttribPointer(t, sz, GL_FLOAT, false, stride_bytes, base+arr->offset); } - found|=1<<((fmt&12)>>2); - offset+=size; + + // 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); - 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]); + 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, a.data) + VertexArrayBuilder(a) { add("vertex2", static_cast(&Loader::vertex)); add("vertex3", static_cast(&Loader::vertex)); @@ -144,8 +260,18 @@ VertexArray::Loader::Loader(VertexArray &a): add("texcoord2", static_cast(&Loader::texcoord)); add("texcoord3", static_cast(&Loader::texcoord)); add("texcoord4", static_cast(&Loader::texcoord)); + add("multitexcoord1", static_cast(&Loader::multitexcoord)); + add("multitexcoord2", static_cast(&Loader::multitexcoord)); + add("multitexcoord3", static_cast(&Loader::multitexcoord)); + add("multitexcoord4", static_cast(&Loader::multitexcoord)); add("color3", static_cast(&Loader::color)); add("color4", static_cast(&Loader::color)); + add("attrib1", static_cast(&Loader::attrib)); + add("attrib2", static_cast(&Loader::attrib)); + add("attrib3", static_cast(&Loader::attrib)); + add("attrib4", static_cast(&Loader::attrib)); + add("tangent3", static_cast(&Loader::tangent)); + add("binormal3", static_cast(&Loader::binormal)); } } // namespace GL