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Split Mesh:attachAttribute(name, nil) out into Mesh:detachAttribute. Fix attachAttribute.
Don’t let me push commits on a friday night… --HG-- branch : minor
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@@ -311,24 +311,7 @@ bool Mesh::isAttributeEnabled(const std::string &name) const
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void Mesh::attachAttribute(const std::string &name, Mesh *mesh, const std::string &attachname)
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{
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AttachedAttribute oldattrib = {};
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auto it = attachedAttributes.find(name);
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if (it != attachedAttributes.end())
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oldattrib = it->second;
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if (mesh == nullptr)
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{
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if (it != attachedAttributes.end() && oldattrib.mesh != this)
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{
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oldattrib.mesh->release();
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attachedAttributes.erase(it);
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if (getAttributeIndex(name) != -1)
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attachAttribute(name, this, name);
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return;
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}
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}
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else if (mesh != this)
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if (mesh != this)
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{
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for (const auto &it : mesh->attachedAttributes)
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{
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@@ -339,7 +322,13 @@ void Mesh::attachAttribute(const std::string &name, Mesh *mesh, const std::strin
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}
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}
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AttachedAttribute oldattrib = {};
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AttachedAttribute newattrib = {};
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auto it = attachedAttributes.find(name);
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if (it != attachedAttributes.end())
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oldattrib = it->second;
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newattrib.mesh = mesh;
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newattrib.enabled = oldattrib.mesh ? oldattrib.enabled : true;
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newattrib.index = mesh->getAttributeIndex(attachname);
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@@ -356,6 +345,24 @@ void Mesh::attachAttribute(const std::string &name, Mesh *mesh, const std::strin
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oldattrib.mesh->release();
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}
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bool Mesh::detachAttribute(const std::string &name)
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{
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auto it = attachedAttributes.find(name);
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if (it != attachedAttributes.end() && it->second.mesh != this)
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{
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it->second.mesh->release();
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attachedAttributes.erase(it);
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if (getAttributeIndex(name) != -1)
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attachAttribute(name, this, name);
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return true;
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}
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return false;
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}
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void *Mesh::mapVertexData()
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{
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return vbo->map();
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@@ -139,6 +139,7 @@ public:
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* will be used when drawing this Mesh.
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**/
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void attachAttribute(const std::string &name, Mesh *mesh, const std::string &attachname);
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bool detachAttribute(const std::string &name);
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void *mapVertexData();
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void unmapVertexData(size_t modifiedoffset = 0, size_t modifiedsize = -1);
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@@ -679,7 +679,7 @@ void Shader::sendTextures(const UniformInfo *info, Texture **textures, int count
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return;
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count = std::min(count, info->count);
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bool updateuniform = internalUpdate;
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bool updateuniform = false;
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// Make sure the shader's samplers are associated with texture units.
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for (int i = 0; i < count; i++)
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@@ -337,17 +337,22 @@ int w_Mesh_attachAttribute(lua_State *L)
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{
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Mesh *t = luax_checkmesh(L, 1);
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const char *name = luaL_checkstring(L, 2);
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const char *attachname = name;
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Mesh *mesh = nullptr;
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if (lua_isnoneornil(L, 3))
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{
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mesh = luax_checkmesh(L, 3);
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attachname = luaL_optstring(L, 4, attachname);
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}
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Mesh *mesh = luax_checkmesh(L, 3);
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const char *attachname = luaL_optstring(L, 4, name);
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luax_catchexcept(L, [&](){ t->attachAttribute(name, mesh, attachname); });
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return 0;
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}
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int w_Mesh_detachAttribute(lua_State *L)
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{
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Mesh *t = luax_checkmesh(L, 1);
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const char *name = luaL_checkstring(L, 2);
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bool success = false;
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luax_catchexcept(L, [&](){ success = t->detachAttribute(name); });
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luax_pushboolean(L, success);
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return 1;
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}
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int w_Mesh_flush(lua_State *L)
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{
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Mesh *t = luax_checkmesh(L, 1);
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@@ -520,6 +525,7 @@ static const luaL_Reg w_Mesh_functions[] =
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{ "setAttributeEnabled", w_Mesh_setAttributeEnabled },
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{ "isAttributeEnabled", w_Mesh_isAttributeEnabled },
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{ "attachAttribute", w_Mesh_attachAttribute },
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{ "detachAttribute", w_Mesh_detachAttribute },
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{ "flush", w_Mesh_flush },
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{ "setVertexMap", w_Mesh_setVertexMap },
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{ "getVertexMap", w_Mesh_getVertexMap },
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