class Buffer;
class Renderer;
+class VertexSetup;
/**
Raw mesh data, consisting of a VertexArray and one or more Batches. Though a
};
VertexArray vertices;
- std::list<Batch> batches;
+ std::vector<Batch> batches;
Buffer *vbuf;
Buffer *ibuf;
- unsigned vao_id;
+ VertexSetup *vtx_setup;
bool defer_buffers;
mutable bool dirty;
bool disallow_rendering;
void use_buffers(bool);
private:
void create_buffers();
- void setup_vao() const;
public:
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);
void add_batch(const Batch &b);
- const std::list<Batch> &get_batches() { return batches; }
+ const std::vector<Batch> &get_batches() const { return batches; }
void set_winding(const WindingTest *);
void draw() const;
void draw(Renderer &) const;
+ void draw_instanced(Renderer &, const VertexSetup &, unsigned) const;
/** Binds the mesh for rendering. The vertex array is applied using generic
attributes only. Uses vertex array object if possible. */
static void unbind();
- virtual Resource::AsyncLoader *load(IO::Seekable &);
+ virtual int get_load_priority() const { return 1; }
+ virtual Resource::AsyncLoader *load(IO::Seekable &, const Resources * = 0);
virtual UInt64 get_data_size() const;
virtual void unload();
};