#include <msp/core/refptr.h>
#include <msp/datafile/loader.h>
#include "bindable.h"
+#include "bufferable.h"
#include "datatype.h"
#include "primitivetype.h"
#include "vertexarraybuilder.h"
class Buffer;
-class VertexArray: public Bindable<VertexArray>
+class VertexArray: public Bindable<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<unsigned char> arrays;
- RefPtr<Buffer> vbuf;
- bool defer_vbuf;
- mutable bool dirty;
+ std::vector<Array> arrays;
VertexArray(const VertexArray &);
VertexArray &operator=(const VertexArray &);
static unsigned get_array_slot(unsigned char);
public:
- void use_vertex_buffer();
- void use_vertex_buffer(Buffer *);
+ /// Deprecated alias for use_buffer
+ void use_vertex_buffer(Buffer *b) { use_buffer(b); }
void clear();
void reserve(unsigned);
float *append();
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;
+ void bind() const;
+ void apply() const { bind(); }
+private:
+ static void apply_arrays(const std::vector<Array> *, const std::vector<Array> *, const float *, unsigned);
+public:
+ static void unbind();
};
} // namespace GL