-#include "buffer.h"
-#include "mesh.h"
-#include "renderer.h"
-
-using namespace std;
-
-namespace Msp {
-namespace GL {
-
-Mesh::Mesh():
- vertices(VERTEX3),
- vbuf(0),
- ibuf(0),
- defer_buffers(true),
- winding(0)
-{ }
-
-Mesh::Mesh(const VertexFormat &f):
- vertices(f),
- vbuf(0),
- ibuf(0),
- defer_buffers(true),
- winding(0)
-{ }
-
-Mesh::~Mesh()
-{
- delete vbuf;
- delete ibuf;
-}
-
-void Mesh::clear()
-{
- vertices.clear();
- batches.clear();
-}
-
-void Mesh::use_buffers(bool b)
-{
- defer_buffers = false;
- if(b)
- create_buffers();
- else
- {
- vertices.use_vertex_buffer(0);
- delete vbuf;
- vbuf = 0;
- delete ibuf;
- ibuf = 0;
- }
-}
-
-void Mesh::create_buffers()
-{
- defer_buffers = false;
-
- if(!vbuf)
- vbuf = new Buffer(ARRAY_BUFFER);
- vertices.use_vertex_buffer(vbuf);
-
- if(!ibuf)
- ibuf = new Buffer(ELEMENT_ARRAY_BUFFER);
-}
-
-unsigned Mesh::get_n_vertices() const
-{
- return vertices.size();
-}
-
-float *Mesh::modify_vertex(unsigned i)
-{
- return vertices.modify(i);
-}
-
-void Mesh::add_batch(const Batch &b)
-{
- if(defer_buffers)
- create_buffers();
-
- if(!batches.empty() && batches.back().can_append(b.get_type()))
- batches.back().append(b);
- else
- {
- Batch *prev = (batches.empty() ? 0 : &batches.back());
- batches.push_back(b);
- if(ibuf)
- batches.back().use_buffer(ibuf, prev);
- }
-}
-
-void Mesh::set_winding(const WindingTest *w)
-{
- winding = w;
-}
-
-void Mesh::draw() const
-{
- vertices.apply();
-
- if(ibuf)
- ibuf->bind_to(ELEMENT_ARRAY_BUFFER);
- Bind bind_winding(winding);
-
- for(list<Batch>::const_iterator i=batches.begin(); i!=batches.end(); ++i)
- i->draw();
-
- if(ibuf)
- Buffer::unbind_from(ELEMENT_ARRAY_BUFFER);
-}
-
-void Mesh::draw(Renderer &renderer) const
-{
- renderer.set_vertex_array(&vertices);
- renderer.set_element_buffer(ibuf);
- renderer.set_winding_test(winding);
-
- for(list<Batch>::const_iterator i=batches.begin(); i!=batches.end(); ++i)
- renderer.draw(*i);
-
- renderer.set_winding_test(0);
-}
-
-
-Mesh::Loader::Loader(Mesh &m):
- DataFile::ObjectLoader<Mesh>(m)
-{
- add("batch", &Loader::batch);
- add("vertices", &Loader::vertices);
- add("winding", &Loader::winding);
-}
-
-void Mesh::Loader::vertices(const vector<VertexComponent> &c)
-{
- if(c.empty())
- throw invalid_argument("No vertex components");
-
- VertexFormat fmt;
- for(vector<VertexComponent>::const_iterator i=c.begin(); i!=c.end(); ++i)
- fmt = (fmt, *i);
- obj.vertices.reset(fmt);
- load_sub(obj.vertices);
-}
-
-void Mesh::Loader::batch(PrimitiveType p)
-{
- Batch btc(p);
- load_sub(btc);
- obj.add_batch(btc);
-}
-
-void Mesh::Loader::winding(FaceWinding w)
-{
- if(w==CLOCKWISE)
- obj.winding = &WindingTest::clockwise();
- else if(w==COUNTERCLOCKWISE)
- obj.winding = &WindingTest::counterclockwise();
-}
-
-} // namespace GL
-} // namespace Msp