#include <vector>
#include <msp/core/refptr.h>
#include <msp/datafile/loader.h>
+#include "bindable.h"
#include "datatype.h"
#include "primitivetype.h"
#include "vertexarraybuilder.h"
class Buffer;
-class VertexArray
+class VertexArray: public Bindable<VertexArray>
{
public:
class Loader: public DataFile::Loader, public VertexArrayBuilder
};
private:
- struct ArrayMask
+ struct Array
{
- enum
- {
- B = (sizeof(unsigned)*CHAR_BIT),
- N = (63+B)/B
- };
+ unsigned char component;
+ unsigned char offset;
- unsigned mask[N];
-
- ArrayMask();
-
- void set(unsigned);
- bool is_set(unsigned) const;
+ Array();
};
VertexFormat format;
std::vector<float> data;
unsigned stride;
- RefPtr<Buffer> vbuf;
- bool defer_vbuf;
+ std::vector<Array> arrays;
+ Buffer *vbuf;
mutable bool dirty;
- static ArrayMask enabled_arrays;
-
VertexArray(const VertexArray &);
VertexArray &operator=(const VertexArray &);
public:
VertexArray(const VertexFormat &);
~VertexArray();
+ void reset(const VertexFormat &);
const VertexFormat &get_format() const { return format; }
- const std::vector<float> &get_data() const { return data; }
- void use_vertex_buffer();
+private:
+ static unsigned get_array_slot(unsigned char);
+
+public:
void use_vertex_buffer(Buffer *);
- void reserve(unsigned);
- unsigned size() const { return data.size()/stride; }
+
void clear();
- void reset(const VertexFormat &);
- void apply() const;
+ void reserve(unsigned);
float *append();
float *modify(unsigned);
+private:
+ void set_dirty();
+
+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;
private:
- void set_dirty();
+ static void apply_arrays(const std::vector<Array> *, const std::vector<Array> *, const float *, unsigned);
};
} // namespace GL