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/*
15 years ago
Copyright © 2010, 2011, 2012 Vladimír Vondruš <mosra@centrum.cz>
This file is part of Magnum.
Magnum is free software: you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License version 3
only, as published by the Free Software Foundation.
Magnum is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License version 3 for more details.
*/
#include "Mesh.h"
#include <Utility/Debug.h>
#include "Buffer.h"
#include "Context.h"
#include "Extensions.h"
#include "Implementation/MeshState.h"
#include "Implementation/State.h"
using namespace std;
namespace Magnum {
Mesh::CreateImplementation Mesh::createImplementation = &Mesh::createImplementationDefault;
Mesh::DestroyImplementation Mesh::destroyImplementation = &Mesh::destroyImplementationDefault;
Mesh::BindAttributeImplementation Mesh::bindAttributeImplementation = &Mesh::bindAttributeImplementationDefault;
Mesh::BindImplementation Mesh::bindImplementation = &Mesh::bindImplementationDefault;
Mesh::UnbindImplementation Mesh::unbindImplementation = &Mesh::unbindImplementationDefault;
Mesh::~Mesh() {
/* Remove current vao from the state */
GLuint& current = Context::current()->state()->mesh->currentVAO;
if(current == vao) current = 0;
(this->*destroyImplementation)();
}
Mesh::Mesh(Mesh&& other): vao(other.vao), _primitive(other._primitive), _vertexCount(other._vertexCount), attributes(other.attributes) {
other.vao = 0;
}
Mesh& Mesh::operator=(Mesh&& other) {
(this->*destroyImplementation)();
vao = other.vao;
_primitive = other._primitive;
_vertexCount = other._vertexCount;
attributes = other.attributes;
other.vao = 0;
return *this;
}
void Mesh::draw() {
bind();
/** @todo Start at given index */
glDrawArrays(static_cast<GLenum>(_primitive), 0, _vertexCount);
unbind();
}
void Mesh::bindVAO(GLuint vao) {
GLuint& current = Context::current()->state()->mesh->currentVAO;
if(current != vao) glBindVertexArray(current = vao);
}
void Mesh::bind() {
CORRADE_ASSERT((_vertexCount == 0) == attributes.empty(), "Mesh: vertex count is non-zero, but no attributes are bound", );
(this->*bindImplementation)();
}
void Mesh::addVertexAttribute(Buffer* buffer, GLuint location, GLint count, Type type, GLintptr offset, GLsizei stride) {
CORRADE_ASSERT(_vertexCount != 0, "Mesh: vertex count must be set before binding attributes", );
attributes.push_back({
buffer,
location,
count,
type,
offset,
stride
});
(this->*bindAttributeImplementation)(attributes.back());
}
void Mesh::vertexAttribPointer(const Mesh::Attribute& attribute) {
glEnableVertexAttribArray(attribute.location);
attribute.buffer->bind(Buffer::Target::Array);
#ifndef MAGNUM_TARGET_GLES
if(TypeInfo::isIntegral(attribute.type))
glVertexAttribIPointer(attribute.location, attribute.count, static_cast<GLenum>(attribute.type), attribute.stride, reinterpret_cast<const GLvoid*>(attribute.offset));
else
#endif
glVertexAttribPointer(attribute.location, attribute.count, static_cast<GLenum>(attribute.type), GL_FALSE, attribute.stride, reinterpret_cast<const GLvoid*>(attribute.offset));
}
void Mesh::initializeContextBasedFunctionality(Context* context) {
if(context->isExtensionSupported<Extensions::GL::APPLE::vertex_array_object>()) {
#ifndef MAGNUM_TARGET_GLES
Debug() << "Mesh: using" << Extensions::GL::APPLE::vertex_array_object::string() << "features";
createImplementation = &Mesh::createImplementationVAO;
destroyImplementation = &Mesh::destroyImplementationVAO;
bindAttributeImplementation = &Mesh::bindAttributeImplementationVAO;
bindImplementation = &Mesh::bindImplementationVAO;
unbindImplementation = &Mesh::unbindImplementationVAO;
#endif
}
}
void Mesh::createImplementationDefault() {}
#ifndef MAGNUM_TARGET_GLES
void Mesh::createImplementationVAO() {
glGenVertexArrays(1, &vao);
}
#endif
void Mesh::destroyImplementationDefault() {}
#ifndef MAGNUM_TARGET_GLES
void Mesh::destroyImplementationVAO() {
glDeleteVertexArrays(1, &vao);
}
#endif
void Mesh::bindAttributeImplementationDefault(const Attribute&) {}
#ifndef MAGNUM_TARGET_GLES
void Mesh::bindAttributeImplementationVAO(const Attribute& attribute) {
bindVAO(vao);
vertexAttribPointer(attribute);
}
#endif
void Mesh::bindImplementationDefault() {
for(const Attribute& attribute: attributes)
vertexAttribPointer(attribute);
}
#ifndef MAGNUM_TARGET_GLES
void Mesh::bindImplementationVAO() {
bindVAO(vao);
}
#endif
void Mesh::unbindImplementationDefault() {
for(const Attribute& attribute: attributes)
glDisableVertexAttribArray(attribute.location);
}
#ifndef MAGNUM_TARGET_GLES
void Mesh::unbindImplementationVAO() {
bindVAO(0);
}
#endif
}