#include <msp/datafile/objectloader.h>
#include "batch.h"
+#include "resource.h"
#include "vertexarray.h"
+#include "vertexsetup.h"
#include "windingtest.h"
namespace Msp {
Mesh can draw itself, it's usually used as part of Renderables rather than on
its own.
*/
-class Mesh
+class Mesh: public Resource
{
friend class MeshBuilder;
public:
class Loader: public DataFile::ObjectLoader<Mesh>
{
+ private:
+ bool allow_gl_calls;
+
public:
- Loader(Mesh &);
+ Loader(Mesh &, bool = true);
private:
- void vertices(VertexFormat);
+ void vertices(const std::vector<VertexComponent> &);
void batch(PrimitiveType);
void winding(FaceWinding);
};
private:
+ class AsyncLoader: public Resource::AsyncLoader
+ {
+ private:
+ Mesh &mesh;
+ IO::Seekable &io;
+ Bufferable::AsyncUpdater *vertex_updater;
+ Bufferable::AsyncUpdater *index_updater;
+ unsigned phase;
+
+ public:
+ AsyncLoader(Mesh &, IO::Seekable &);
+ ~AsyncLoader();
+
+ virtual bool needs_sync() const;
+ virtual bool process();
+ };
+
+ enum BufferMask
+ {
+ VERTEX_BUFFER = 1,
+ INDEX_BUFFER = 2
+ };
+
VertexArray vertices;
- std::list<Batch> batches;
+ std::vector<Batch> batches;
+ Buffer *vbuf;
Buffer *ibuf;
- bool defer_ibuf;
+ VertexSetup vtx_setup;
+ mutable unsigned short dirty;
+ bool disallow_rendering;
const WindingTest *winding;
public:
- Mesh();
- Mesh(const VertexFormat &f);
+ Mesh(ResourceManager * = 0);
+ Mesh(const VertexFormat &, ResourceManager * = 0);
+private:
+ void init(ResourceManager *);
+public:
~Mesh();
void clear();
- void use_buffers(bool);
+private:
+ void check_buffers(unsigned);
+public:
const VertexArray &get_vertices() const { return vertices; }
+ 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);
void add_batch(const Batch &b);
- const std::list<Batch> &get_batches() { return batches; }
+ const std::vector<Batch> &get_batches() const { return batches; }
void set_winding(const WindingTest *);
- void draw() const;
void draw(Renderer &) const;
+ void draw_instanced(Renderer &, const VertexSetup &, unsigned) const;
+private:
+ void draw(Renderer &, const VertexSetup *, unsigned) const;
+ void resize_buffers() 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 void unload();
};
} // namespace GL