#include <vector>
#include <msp/core/refptr.h>
#include <msp/datafile/loader.h>
+#include "bufferable.h"
#include "datatype.h"
#include "primitivetype.h"
#include "vertexarraybuilder.h"
class Buffer;
-class VertexArray
+/**
+Stores vertex data.
+
+The array's contents can be modified with the append and modify methods. To
+obtain the location of an individual component within the vertex, use
+VertexFormat::offset.
+
+A higher-level interface for filling in vertex data is available in the
+VertexArrayBuilder class.
+*/
+class VertexArray: public Bufferable
{
public:
class Loader: public DataFile::Loader, public VertexArrayBuilder
};
private:
- struct ArrayMask
- {
- enum
- {
- B = (sizeof(unsigned)*CHAR_BIT),
- N = (63+B)/B
- };
-
- unsigned mask[N];
-
- ArrayMask();
-
- void set(unsigned);
- bool is_set(unsigned) const;
- };
-
VertexFormat format;
std::vector<float> data;
unsigned stride;
- RefPtr<Buffer> vbuf;
- bool defer_vbuf;
- mutable bool dirty;
-
- static ArrayMask enabled_arrays;
VertexArray(const VertexArray &);
VertexArray &operator=(const VertexArray &);
public:
VertexArray(const VertexFormat &);
- ~VertexArray();
+ /// Resets the VertexArray to a different format. All data is cleared.
void reset(const VertexFormat &);
- const VertexFormat &get_format() const { return format; }
- void use_vertex_buffer();
- void use_vertex_buffer(Buffer *);
+ const VertexFormat &get_format() const { return format; }
+ /// Clears all vertices from the array.
void clear();
+
+ /// Reserve space for vertices.
void reserve(unsigned);
+
+ /// Append a new vertex at the end of the array and return its location.
float *append();
+
+ /// Returns the location of a vertex for modification.
float *modify(unsigned);
private:
- void set_dirty();
+ virtual unsigned get_data_size() const;
+ virtual const void *get_data_pointer() const { return &data[0]; }
public:
unsigned size() const { return data.size()/stride; }
const std::vector<float> &get_data() const { return data; }
const float *operator[](unsigned i) const { return &data[0]+i*stride; }
-
- void apply() const;
};
} // namespace GL