#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: public Bindable<Mesh>, public Resource
+class Mesh: public Resource
{
friend class MeshBuilder;
};
VertexArray vertices;
- std::list<Batch> batches;
+ std::vector<Batch> batches;
Buffer *vbuf;
Buffer *ibuf;
- unsigned vao_id;
+ VertexSetup vtx_setup;
bool defer_buffers;
mutable bool dirty;
bool disallow_rendering;
~Mesh();
void clear();
- void use_buffers(bool);
private:
void create_buffers();
- void setup_vao() const;
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;
- /** Binds the mesh for rendering. The vertex array is applied using generic
- attributes only. Uses vertex array object if possible. */
- void bind() const;
-
- static void unbind();
-
+ 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();