class Buffer;
+/**
+Stores vertex data. Both legacy and generic attributes are supported. Mixing
+the two is possible but discouraged, as driver-specific issues may arise.
+
+The array's contents can be modified with the append and modify methods. To
+obtain the location of an individual component within the vertex, use
+VertexFormat::offset.
+
+A higher-level interface for filling in vertex data is available in the
+VertexArrayBuilder class.
+*/
class VertexArray: public Bindable<VertexArray>, public Bufferable
{
public:
std::vector<float> data;
unsigned stride;
std::vector<Array> arrays;
- mutable bool dirty;
+ bool legacy;
+
+ static bool legacy_used;
VertexArray(const VertexArray &);
VertexArray &operator=(const VertexArray &);
VertexArray(const VertexFormat &);
~VertexArray();
+ /// Resets the VertexArray to a different format. All data is cleared.
void reset(const VertexFormat &);
+
const VertexFormat &get_format() const { return format; }
private:
static unsigned get_array_slot(unsigned char);
/// Deprecated alias for use_buffer
void use_vertex_buffer(Buffer *b) { use_buffer(b); }
+ /// Clears all vertices from the array.
void clear();
+
+ /// Reserve space for vertices.
void reserve(unsigned);
+
+ /// Append a new vertex at the end of the array and return its location.
float *append();
+
+ /// Returns the location of a vertex for modification.
float *modify(unsigned);
private:
virtual unsigned get_data_size() const;
- virtual void upload_data() const;
+ virtual const void *get_data_pointer() const { return &data[0]; }
public:
unsigned size() const { return data.size()/stride; }
const std::vector<float> &get_data() const { return data; }
const float *operator[](unsigned i) const { return &data[0]+i*stride; }
- void apply() const;
+ /** Equivalent to apply(true). For compatibility with the Bindable
+ interface. */
+ void bind() const { apply(); }
+
+ /** Applies component arrays to the GL. If legacy is true, they are applied
+ as is. If legacy is false, any legacy attributes are converted to generic
+ attributes. */
+ void apply(bool legacy = true) const;
+
private:
- static void apply_arrays(const std::vector<Array> *, const std::vector<Array> *, const float *, unsigned);
+ static void apply_arrays(const std::vector<Array> *, const std::vector<Array> *, const float *, unsigned, bool);
+public:
+ static void unbind();
};
} // namespace GL