X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=blobdiff_plain;f=source%2Fvertexarray.cpp;h=e3aef7a0eea16cd38302d068535edaa255c56028;hp=e7d7386509d6208b2b5130be5bb780f3bc757521;hb=bec07999d95b76f4b47cffcc564d0cd0afc0435e;hpb=85facfb688035b5bbc9a3a87d080582fbf34930b diff --git a/source/vertexarray.cpp b/source/vertexarray.cpp index e7d73865..e3aef7a0 100644 --- a/source/vertexarray.cpp +++ b/source/vertexarray.cpp @@ -1,51 +1,26 @@ -/* $Id$ - -This file is part of libmspgl -Copyright © 2007 Mikko Rasa, Mikkosoft Productions -Distributed under the LGPL -*/ - -#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) -{ - // 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)); -} - -VertexArray::~VertexArray() +VertexArray::VertexArray(const VertexFormat &f) { - if(own_vbuf) - delete vbuf; + reset(f); } -void VertexArray::use_vertex_buffer() +void VertexArray::reset(const VertexFormat &f) { - if(vbuf) return; - - vbuf=new VertexBuffer(); - own_vbuf=true; - update_data(); -} - -void VertexArray::use_vertex_buffer(VertexBuffer *b) -{ - if(vbuf) return; - - vbuf=b; - update_data(); + clear(); + format = f; + stride = get_stride(format); } void VertexArray::clear() @@ -53,89 +28,55 @@ void VertexArray::clear() data.clear(); } -void VertexArray::reset(VertexFormat f) -{ - clear(); - format=NODATA; - for(uint fmt=f; fmt; fmt>>=4) - format=(format, static_cast(fmt&15)); - stride=get_stride(format); -} - -RefPtr VertexArray::modify() +void VertexArray::reserve(unsigned n) { - return new VertexArrayBuilder(*this, data); + data.reserve(n*stride); } -void VertexArray::apply() const +float *VertexArray::append() { - 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; - } - - 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(); + data.insert(data.end(), stride, 0.0f); + update_offset(); + dirty = true; + return &*(data.end()-stride); } -/** -Updates the VertexArray data to the VertexBuffer tied to the array, if any. -*/ -void VertexArray::update_data() +float *VertexArray::modify(unsigned i) { - if(vbuf) - vbuf->data(data.size()*sizeof(float), &data[0]); + dirty = true; + return &data[0]+i*stride; } -void VertexArray::set_array(unsigned array, unsigned bit, unsigned mask) const +unsigned VertexArray::get_data_size() const { - if((enabled_arrays&mask) && !bit) - { - glDisableClientState(array); - enabled_arrays&=~mask; - } - else if(!(enabled_arrays&mask) && bit) - { - glEnableClientState(array); - enabled_arrays|=mask; - } + return data.size()*sizeof(float); } -unsigned VertexArray::enabled_arrays=0; - VertexArray::Loader::Loader(VertexArray &a): - VertexArrayBuilder(a, a.data) + VertexArrayBuilder(a) { + add("vertex", static_cast(&Loader::vertex)); + add("vertex", static_cast(&Loader::vertex)); + add("vertex", static_cast(&Loader::vertex)); + add("normal", static_cast(&Loader::normal)); + add("texcoord", static_cast(&Loader::texcoord)); + add("texcoord", static_cast(&Loader::texcoord)); + add("texcoord", static_cast(&Loader::texcoord)); + add("texcoord", static_cast(&Loader::texcoord)); + add("multitexcoord", static_cast(&Loader::multitexcoord)); + add("multitexcoord", static_cast(&Loader::multitexcoord)); + add("multitexcoord", static_cast(&Loader::multitexcoord)); + add("multitexcoord", static_cast(&Loader::multitexcoord)); + add("color", static_cast(&Loader::color)); + add("color", static_cast(&Loader::color)); + add("attrib", static_cast(&Loader::attrib)); + add("attrib", static_cast(&Loader::attrib)); + add("attrib", static_cast(&Loader::attrib)); + add("attrib", static_cast(&Loader::attrib)); + add("tangent", static_cast(&Loader::tangent)); + add("binormal", static_cast(&Loader::binormal)); + add("vertex2", static_cast(&Loader::vertex)); add("vertex3", static_cast(&Loader::vertex)); add("vertex4", static_cast(&Loader::vertex)); @@ -144,8 +85,18 @@ 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