#ifndef MSP_GL_MESH_H_
#define MSP_GL_MESH_H_
+#include <string>
+#include <vector>
#include <msp/datafile/objectloader.h>
#include "batch.h"
#include "cullface.h"
class Renderer;
/**
-Raw mesh data, consisting of a VertexArray and one or more Batches. Though a
-Mesh can draw itself, it's usually used as part of Renderables rather than on
-its own.
+Stores mesh data using a VertexArray and one or more Batches.
+
+Meshes can be created at runtime using the MeshBuilder class.
+
+The Object class provides a higher-level interface which associates a Mesh with
+a Technique and is usually the appropriate way to of rendering geometry.
*/
class Mesh: public Resource
{
friend class MeshBuilder;
+ class AsyncLoader;
public:
class Loader: public DataFile::ObjectLoader<Mesh>
{
+ friend class AsyncLoader;
+
private:
- bool allow_gl_calls;
+ bool allow_gl_calls = true;
public:
- Loader(Mesh &, bool = true);
+ Loader(Mesh &);
private:
void storage(const std::vector<VertexAttribute> &);
void vertices();
private:
Mesh &mesh;
IO::Seekable &io;
- Bufferable::AsyncUpdater *vertex_updater;
- Bufferable::AsyncUpdater *index_updater;
- unsigned phase;
+ Bufferable::AsyncUpdater *vertex_updater = 0;
+ Bufferable::AsyncUpdater *index_updater = 0;
+ unsigned phase = 0;
public:
AsyncLoader(Mesh &, IO::Seekable &);
VertexArray vertices;
std::vector<Batch> batches;
- Buffer *vbuf;
- Buffer *ibuf;
+ Buffer *vbuf = 0;
+ Buffer *ibuf = 0;
VertexSetup vtx_setup;
- mutable unsigned short dirty;
- bool disallow_rendering;
- FaceWinding face_winding;
+ mutable unsigned short dirty = 0;
+ bool disallow_rendering = false;
+ FaceWinding face_winding = NON_MANIFOLD;
std::string debug_name;
public:
- Mesh(ResourceManager * = 0);
- Mesh(const VertexFormat &, ResourceManager * = 0);
-private:
- void init(ResourceManager *);
-public:
+ Mesh() = default;
+ Mesh(const VertexFormat &);
~Mesh();
+ /** Sets the vertex format for the mesh. It cannot be changed once set. */
void storage(const VertexFormat &);
+ /** Clears all vertices and batches. Vertex format is retained. */
void clear();
private:
void check_buffers(unsigned);
const VertexArray &get_vertices() const { return vertices; }
const VertexSetup &get_vertex_setup() const { return vtx_setup; }
const Buffer *get_index_buffer() const { return ibuf; }
- unsigned get_n_vertices() const;
- float *modify_vertex(unsigned);
+ std::size_t get_n_vertices() const;
+
+ /** Returns a pointer to a vertex. Offsets of individual attributes can be
+ queried from VertexFormat. */
+ char *modify_vertex(std::size_t);
+ /** Adds a batch to the mesh. It may be combined with the last existing
+ batch if the primitive types are compatible. */
void add_batch(const Batch &b);
+
const std::vector<Batch> &get_batches() const { return batches; }
void set_winding(FaceWinding);
void draw(Renderer &) const;
+
+ /** Draws multiple instances of the mesh. The supplied VertexSetup must use
+ the mesh's vertex array. */
void draw_instanced(Renderer &, const VertexSetup &, unsigned) const;
+
private:
void draw(Renderer &, const VertexSetup *, unsigned) const;
void resize_buffers() const;
public:
virtual int get_load_priority() const { return 1; }
virtual Resource::AsyncLoader *load(IO::Seekable &, const Resources * = 0);
- virtual UInt64 get_data_size() const;
+ virtual std::uint64_t get_data_size() const;
virtual void unload();
void set_debug_name(const std::string &);