#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"
#include "resource.h"
#include "vertexarray.h"
#include "vertexsetup.h"
-#include "windingtest.h"
namespace Msp {
namespace GL {
public:
Loader(Mesh &, bool = true);
private:
- void vertices(const std::vector<VertexAttribute> &);
+ void storage(const std::vector<VertexAttribute> &);
+ void vertices();
+ void vertices_with_format(const std::vector<VertexAttribute> &);
void batch(PrimitiveType);
- void winding(FaceWinding);
};
private:
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;
- const WindingTest *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 &);
+
void clear();
private:
void check_buffers(unsigned);
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; }
- void set_winding(const WindingTest *);
+ void set_winding(FaceWinding);
void draw(Renderer &) const;
void draw_instanced(Renderer &, const VertexSetup &, unsigned) 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 &);
};
} // namespace GL