#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"
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();
void storage(const VertexFormat &);
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);
+ char *modify_vertex(unsigned);
void add_batch(const Batch &b);
const std::vector<Batch> &get_batches() const { return batches; }
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 &);