-/* $Id$
-
-This file is part of libmspgl
-Copyright © 2007 Mikko Rasa, Mikkosoft Productions
-Distributed under the LGPL
-*/
-
+#include "buffer.h"
+#include "extension.h"
#include "mesh.h"
+#include "renderer.h"
using namespace std;
namespace GL {
Mesh::Mesh():
- vertices(NODATA)
+ vertices(VERTEX3),
+ ibuf(0),
+ defer_ibuf(true),
+ winding(0)
{ }
-Mesh::Mesh(VertexFormat f):
- vertices(f)
+Mesh::Mesh(const VertexFormat &f):
+ vertices(f),
+ ibuf(0),
+ defer_ibuf(true),
+ winding(0)
{ }
-void Mesh::use_vertex_buffer(bool b)
+Mesh::~Mesh()
+{
+ delete ibuf;
+}
+
+void Mesh::clear()
+{
+ vertices.clear();
+ batches.clear();
+}
+
+void Mesh::use_buffers(bool b)
{
if(b)
+ {
vertices.use_vertex_buffer();
+ if(!ibuf)
+ ibuf = new Buffer(ELEMENT_ARRAY_BUFFER);
+ defer_ibuf = false;
+ }
else
+ {
vertices.use_vertex_buffer(0);
+ delete ibuf;
+ ibuf = 0;
+ defer_ibuf = false;
+ }
+}
+
+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)
{
- batches.push_back(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)
+ 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);
+ }
+}
+
+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):
- 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)
{
- mesh.vertices.reset(f);
- load_sub(mesh.vertices);
+ obj.vertices.reset(f);
+ load_sub(obj.vertices);
}
void Mesh::Loader::batch(PrimitiveType p)
{
- mesh.batches.push_back(Batch(p));
- load_sub(mesh.batches.back());
+ 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