#include <vector>
#include <msp/core/refptr.h>
#include <msp/datafile/loader.h>
-#include "bindable.h"
#include "bufferable.h"
#include "datatype.h"
#include "primitivetype.h"
class Buffer;
-class VertexArray: public Bindable<VertexArray>, public Bufferable
+/**
+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 Array
- {
- unsigned char component;
- unsigned char offset;
-
- Array();
- };
-
VertexFormat format;
std::vector<float> data;
unsigned stride;
- std::vector<Array> 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; }
-private:
- static unsigned get_array_slot(unsigned char);
-public:
- /// Deprecated alias for use_buffer
- void use_vertex_buffer(Buffer *b) { use_buffer(b); }
+ 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:
virtual unsigned get_data_size() const;
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;
-private:
- static void apply_arrays(const std::vector<Array> *, const std::vector<Array> *, const float *, unsigned);
};
} // namespace GL