]> git.tdb.fi Git - libs/gl.git/blobdiff - source/mesh.cpp
Check the flat qualifier from the correct member
[libs/gl.git] / source / mesh.cpp
diff --git a/source/mesh.cpp b/source/mesh.cpp
deleted file mode 100644 (file)
index d474a27..0000000
+++ /dev/null
@@ -1,242 +0,0 @@
-#include <msp/gl/extensions/arb_vertex_array_object.h>
-#include <msp/gl/extensions/arb_vertex_shader.h>
-#include "buffer.h"
-#include "mesh.h"
-#include "renderer.h"
-
-using namespace std;
-
-namespace Msp {
-namespace GL {
-
-Mesh::Mesh():
-       vertices(VERTEX3),
-       vbuf(0),
-       ibuf(0),
-       vao_id(0),
-       defer_buffers(true),
-       dirty(0),
-       winding(0)
-{ }
-
-Mesh::Mesh(const VertexFormat &f):
-       vertices(f),
-       vbuf(0),
-       ibuf(0),
-       vao_id(0),
-       defer_buffers(true),
-       dirty(2),
-       winding(0)
-{ }
-
-Mesh::~Mesh()
-{
-       delete vbuf;
-       delete ibuf;
-       if(vao_id)
-               glDeleteVertexArrays(1, &vao_id);
-}
-
-void Mesh::clear()
-{
-       vertices.clear();
-       batches.clear();
-}
-
-void Mesh::use_buffers(bool b)
-{
-       defer_buffers = false;
-       if(b)
-               create_buffers();
-       else
-       {
-               vertices.use_buffer(0);
-               delete vbuf;
-               vbuf = 0;
-               delete ibuf;
-               ibuf = 0;
-       }
-}
-
-void Mesh::create_buffers()
-{
-       defer_buffers = false;
-
-       if(!vbuf)
-               vbuf = new Buffer(ARRAY_BUFFER);
-       vertices.use_buffer(vbuf);
-
-       if(!ibuf)
-               ibuf = new Buffer(ELEMENT_ARRAY_BUFFER);
-
-       if(ARB_vertex_array_object && !vao_id)
-               glGenVertexArrays(1, &vao_id);
-}
-
-void Mesh::refresh() const
-{
-       vertices.refresh();
-       if(dirty)
-       {
-               if(dirty&1)
-               {
-                       unbind();
-                       for(list<Batch>::const_iterator i=batches.begin(); i!=batches.end(); ++i)
-                               i->refresh();
-               }
-
-               if(dirty&2)
-               {
-                       glBindVertexArray(vao_id);
-                       BufferAlias<ARRAY_BUFFER> vbuf_alias(*vbuf);
-                       Bind bind_vbuf(vbuf_alias);
-
-                       const VertexFormat &fmt = vertices.get_format();
-                       unsigned stride = get_stride(fmt)*sizeof(float);
-                       float *ptr = 0;
-                       for(const unsigned char *c=fmt.begin(); c!=fmt.end(); ++c)
-                       {
-                               unsigned t = get_component_type(*c);
-                               if(t>=get_component_type(ATTRIB1))
-                                       t -= get_component_type(ATTRIB1);
-                               unsigned sz = get_component_size(*c);
-                               if(*c==COLOR4_UBYTE)
-                                       glVertexAttribPointer(t, 4, GL_UNSIGNED_BYTE, true, stride, ptr);
-                               else
-                                       glVertexAttribPointer(t, sz, GL_FLOAT, false, stride, ptr);
-                               glEnableVertexAttribArray(t);
-                               ptr += sz;
-                       }
-                       glBindBuffer(ELEMENT_ARRAY_BUFFER, ibuf->get_id());
-                       glBindVertexArray(0);
-               }
-
-               dirty = 0;
-       }
-}
-
-unsigned Mesh::get_n_vertices() const
-{
-       return vertices.size();
-}
-
-float *Mesh::modify_vertex(unsigned i)
-{
-       return vertices.modify(i);
-}
-
-void Mesh::add_batch(const Batch &b)
-{
-       if(defer_buffers)
-               create_buffers();
-
-       dirty |= 1;
-       if(!batches.empty() && batches.back().can_append(b.get_type()))
-               batches.back().append(b);
-       else
-       {
-               Batch *prev = (batches.empty() ? 0 : &batches.back());
-               batches.push_back(b);
-               if(ibuf)
-                       batches.back().use_buffer(ibuf, prev);
-       }
-}
-
-void Mesh::set_winding(const WindingTest *w)
-{
-       winding = w;
-}
-
-void Mesh::draw() const
-{
-       refresh();
-
-       if(!current())
-       {
-               vertices.apply();
-               if(ibuf)
-                       ibuf->bind_to(ELEMENT_ARRAY_BUFFER);
-       }
-
-       Bind bind_winding(winding);
-
-       for(list<Batch>::const_iterator i=batches.begin(); i!=batches.end(); ++i)
-               i->draw();
-
-       if(!current() && ibuf)
-               Buffer::unbind_from(ELEMENT_ARRAY_BUFFER);
-}
-
-void Mesh::draw(Renderer &renderer) const
-{
-       vertices.apply();
-       renderer.set_element_buffer(ibuf);
-       renderer.set_winding_test(winding);
-
-       for(list<Batch>::const_iterator i=batches.begin(); i!=batches.end(); ++i)
-               renderer.draw(*i);
-}
-
-void Mesh::bind() const
-{
-       /* If VAOs are not supported, vao_id is zero and set_current won't get
-       called.  Thus unbind won't try to call a null function either. */
-       if(!vao_id)
-               unbind();
-       else
-       {
-               if(Buffer::current(ELEMENT_ARRAY_BUFFER))
-               {
-                       unbind();
-                       Buffer::unbind_from(ELEMENT_ARRAY_BUFFER);
-               }
-               if(set_current(this))
-                       glBindVertexArray(vao_id);
-       }
-}
-
-void Mesh::unbind()
-{
-       if(set_current(0))
-               glBindVertexArray(0);
-}
-
-
-Mesh::Loader::Loader(Mesh &m):
-       DataFile::ObjectLoader<Mesh>(m)
-{
-       add("batch",    &Loader::batch);
-       add("vertices", &Loader::vertices);
-       add("winding",  &Loader::winding);
-}
-
-void Mesh::Loader::vertices(const vector<VertexComponent> &c)
-{
-       if(c.empty())
-               throw invalid_argument("No vertex components");
-
-       VertexFormat fmt;
-       for(vector<VertexComponent>::const_iterator i=c.begin(); i!=c.end(); ++i)
-               fmt = (fmt, *i);
-       obj.vertices.reset(fmt);
-       obj.dirty |= 2;
-       load_sub(obj.vertices);
-}
-
-void Mesh::Loader::batch(PrimitiveType p)
-{
-       Batch btc(p);
-       load_sub(btc);
-       obj.add_batch(btc);
-}
-
-void Mesh::Loader::winding(FaceWinding w)
-{
-       if(w==CLOCKWISE)
-               obj.winding = &WindingTest::clockwise();
-       else if(w==COUNTERCLOCKWISE)
-               obj.winding = &WindingTest::counterclockwise();
-}
-
-} // namespace GL
-} // namespace Msp