]> git.tdb.fi Git - libs/gl.git/blobdiff - source/mesh.h
Check the flat qualifier from the correct member
[libs/gl.git] / source / mesh.h
diff --git a/source/mesh.h b/source/mesh.h
deleted file mode 100644 (file)
index db0163e..0000000
+++ /dev/null
@@ -1,107 +0,0 @@
-#ifndef MSP_GL_MESH_H_
-#define MSP_GL_MESH_H_
-
-#include <msp/datafile/objectloader.h>
-#include "batch.h"
-#include "resource.h"
-#include "vertexarray.h"
-#include "windingtest.h"
-
-namespace Msp {
-namespace GL {
-
-class Buffer;
-class Renderer;
-class VertexSetup;
-
-/**
-Raw mesh data, consisting of a VertexArray and one or more Batches.  Though a
-Mesh can draw itself, it's usually used as part of Renderables rather than on
-its own.
-*/
-class Mesh: public Bindable<Mesh>, public Resource
-{
-       friend class MeshBuilder;
-
-public:
-       class Loader: public DataFile::ObjectLoader<Mesh>
-       {
-       public:
-               Loader(Mesh &);
-       private:
-               void vertices(const std::vector<VertexComponent> &);
-               void batch(PrimitiveType);
-               void winding(FaceWinding);
-       };
-
-private:
-       class AsyncLoader: public Resource::AsyncLoader
-       {
-       private:
-               Mesh &mesh;
-               IO::Seekable &io;
-               Bufferable::AsyncUpdater *vertex_updater;
-               Bufferable::AsyncUpdater *index_updater;
-               unsigned phase;
-
-       public:
-               AsyncLoader(Mesh &, IO::Seekable &);
-               ~AsyncLoader();
-
-               virtual bool needs_sync() const;
-               virtual bool process();
-       };
-
-       VertexArray vertices;
-       std::vector<Batch> batches;
-       Buffer *vbuf;
-       Buffer *ibuf;
-       VertexSetup *vtx_setup;
-       bool defer_buffers;
-       mutable bool dirty;
-       bool disallow_rendering;
-       const WindingTest *winding;
-
-public:
-       Mesh(ResourceManager * = 0);
-       Mesh(const VertexFormat &, ResourceManager * = 0);
-private:
-       void init(ResourceManager *);
-public:
-       ~Mesh();
-
-       void clear();
-       void use_buffers(bool);
-private:
-       void create_buffers();
-
-public:
-       const VertexArray &get_vertices() const { return vertices; }
-       const Buffer *get_index_buffer() const { return ibuf; }
-       unsigned get_n_vertices() const;
-       float *modify_vertex(unsigned);
-
-       void add_batch(const Batch &b);
-       const std::vector<Batch> &get_batches() const { return batches; }
-
-       void set_winding(const WindingTest *);
-
-       void draw() const;
-       void draw(Renderer &) const;
-
-       /** Binds the mesh for rendering.  The vertex array is applied using generic
-       attributes only.  Uses vertex array object if possible. */
-       void bind() const;
-
-       static void unbind();
-
-       virtual int get_load_priority() const { return 1; }
-       virtual Resource::AsyncLoader *load(IO::Seekable &, const Resources * = 0);
-       virtual UInt64 get_data_size() const;
-       virtual void unload();
-};
-
-} // namespace GL
-} // namespace Msp
-
-#endif