-/* $Id$
-
-This file is part of libmspgl
-Copyright © 2007-2011 Mikko Rasa, Mikkosoft Productions
-Distributed under the LGPL
-*/
-
#include "buffer.h"
-#include "extension.h"
#include "mesh.h"
#include "renderer.h"
Mesh::Mesh():
vertices(VERTEX3),
ibuf(0),
- defer_ibuf(true)
+ defer_ibuf(true),
+ winding(0)
{ }
Mesh::Mesh(const VertexFormat &f):
vertices(f),
ibuf(0),
- defer_ibuf(true)
+ defer_ibuf(true),
+ winding(0)
{ }
Mesh::~Mesh()
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 || is_supported("GL_NV_primitive_restart")));
- }
-
if(defer_ibuf)
{
ibuf = new Buffer(ELEMENT_ARRAY_BUFFER);
defer_ibuf = false;
}
- if(can_append)
+ 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_index_buffer(ibuf, prev);
+ 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();
{
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("vertices", &Loader::vertices);
add("batch", &Loader::batch);
+ add("vertices", &Loader::vertices);
+ 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);
}
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