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[libs/gl.git] / source / mesh.cpp
1 #include "buffer.h"
2 #include "mesh.h"
3 #include "renderer.h"
4
5 using namespace std;
6
7 namespace Msp {
8 namespace GL {
9
10 Mesh::Mesh():
11         vertices(VERTEX3),
12         ibuf(0),
13         defer_ibuf(true),
14         winding(0)
15 { }
16
17 Mesh::Mesh(const VertexFormat &f):
18         vertices(f),
19         ibuf(0),
20         defer_ibuf(true),
21         winding(0)
22 { }
23
24 Mesh::~Mesh()
25 {
26         delete ibuf;
27 }
28
29 void Mesh::clear()
30 {
31         vertices.clear();
32         batches.clear();
33 }
34
35 void Mesh::use_buffers(bool b)
36 {
37         if(b)
38         {
39                 vertices.use_vertex_buffer();
40                 if(!ibuf)
41                         ibuf = new Buffer(ELEMENT_ARRAY_BUFFER);
42                 defer_ibuf = false;
43         }
44         else
45         {
46                 vertices.use_vertex_buffer(0);
47                 delete ibuf;
48                 ibuf = 0;
49                 defer_ibuf = false;
50         }
51 }
52
53 unsigned Mesh::get_n_vertices() const
54 {
55         return vertices.size();
56 }
57
58 float *Mesh::modify_vertex(unsigned i)
59 {
60         return vertices.modify(i);
61 }
62
63 void Mesh::add_batch(const Batch &b)
64 {
65         if(defer_ibuf)
66         {
67                 ibuf = new Buffer(ELEMENT_ARRAY_BUFFER);
68                 defer_ibuf = false;
69         }
70
71         if(!batches.empty() && batches.back().can_append(b.get_type()))
72                 batches.back().append(b);
73         else
74         {
75                 Batch *prev = (batches.empty() ? 0 : &batches.back());
76                 batches.push_back(b);
77                 if(ibuf)
78                         batches.back().use_buffer(ibuf, prev);
79         }
80 }
81
82 void Mesh::set_winding(const WindingTest *w)
83 {
84         winding = w;
85 }
86
87 void Mesh::draw() const
88 {
89         vertices.apply();
90
91         if(ibuf)
92                 ibuf->bind_to(ELEMENT_ARRAY_BUFFER);
93         Bind bind_winding(winding);
94
95         for(list<Batch>::const_iterator i=batches.begin(); i!=batches.end(); ++i)
96                 i->draw();
97
98         if(ibuf)
99                 Buffer::unbind_from(ELEMENT_ARRAY_BUFFER);
100 }
101
102 void Mesh::draw(Renderer &renderer) const
103 {
104         renderer.set_vertex_array(&vertices);
105         renderer.set_element_buffer(ibuf);
106         renderer.set_winding_test(winding);
107
108         for(list<Batch>::const_iterator i=batches.begin(); i!=batches.end(); ++i)
109                 renderer.draw(*i);
110
111         renderer.set_winding_test(0);
112 }
113
114
115 Mesh::Loader::Loader(Mesh &m):
116         DataFile::ObjectLoader<Mesh>(m)
117 {
118         add("batch",    &Loader::batch);
119         add("vertices", &Loader::vertices);
120         add("winding",  &Loader::winding);
121 }
122
123 void Mesh::Loader::vertices(const vector<VertexComponent> &c)
124 {
125         if(c.empty())
126                 throw invalid_argument("No vertex components");
127
128         VertexFormat fmt;
129         for(vector<VertexComponent>::const_iterator i=c.begin(); i!=c.end(); ++i)
130                 fmt = (fmt, *i);
131         obj.vertices.reset(fmt);
132         load_sub(obj.vertices);
133 }
134
135 void Mesh::Loader::batch(PrimitiveType p)
136 {
137         Batch btc(p);
138         load_sub(btc);
139         obj.add_batch(btc);
140 }
141
142 void Mesh::Loader::winding(FaceWinding w)
143 {
144         if(w==CLOCKWISE)
145                 obj.winding = &WindingTest::clockwise();
146         else if(w==COUNTERCLOCKWISE)
147                 obj.winding = &WindingTest::counterclockwise();
148 }
149
150 } // namespace GL
151 } // namespace Msp