#include "buffer.h"
#include "mesh.h"
-#include "nv_primitive_restart.h"
#include "renderer.h"
using namespace std;
Mesh::Mesh():
vertices(VERTEX3),
+ vbuf(0),
ibuf(0),
- defer_ibuf(true),
+ defer_buffers(true),
winding(0)
{ }
Mesh::Mesh(const VertexFormat &f):
vertices(f),
+ vbuf(0),
ibuf(0),
- defer_ibuf(true),
+ defer_buffers(true),
winding(0)
{ }
Mesh::~Mesh()
{
+ delete vbuf;
delete ibuf;
}
void Mesh::use_buffers(bool b)
{
+ defer_buffers = false;
if(b)
- {
- vertices.use_vertex_buffer();
- if(!ibuf)
- ibuf = new Buffer(ELEMENT_ARRAY_BUFFER);
- defer_ibuf = false;
- }
+ create_buffers();
else
{
vertices.use_vertex_buffer(0);
+ delete vbuf;
+ vbuf = 0;
delete ibuf;
ibuf = 0;
- defer_ibuf = false;
}
}
+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();
void Mesh::add_batch(const Batch &b)
{
- bool can_append = false;
- if(!batches.empty())
- {
- PrimitiveType type = b.get_type();
- can_append = (type==batches.back().get_type() &&
- type!=LINE_STRIP && type!=LINE_LOOP && type!=POLYGON &&
- (type!=TRIANGLE_FAN || NV_primitive_restart));
- }
-
- if(defer_ibuf)
- {
- ibuf = new Buffer(ELEMENT_ARRAY_BUFFER);
- defer_ibuf = false;
- }
+ if(defer_buffers)
+ create_buffers();
- if(can_append)
+ if(!batches.empty() && batches.back().can_append(b.get_type()))
batches.back().append(b);
else
{
void Mesh::draw(Renderer &renderer) const
{
- renderer.set_vertex_array(&vertices);
+ vertices.apply();
renderer.set_element_buffer(ibuf);
renderer.set_winding_test(winding);
add("winding", &Loader::winding);
}
-void Mesh::Loader::vertices(VertexFormat f)
+void Mesh::Loader::vertices(const vector<VertexComponent> &c)
{
- obj.vertices.reset(f);
+ 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);
}