]> git.tdb.fi Git - libs/gl.git/blobdiff - source/mesh.h
Remove the deprecated ProgramBuilder class
[libs/gl.git] / source / mesh.h
index 698ae60e53686dacf2210a5ac9d068a301a7a12e..57c87b7e42986ac31f94092612c373159b633a7a 100644 (file)
@@ -3,7 +3,9 @@
 
 #include <msp/datafile/objectloader.h>
 #include "batch.h"
+#include "resource.h"
 #include "vertexarray.h"
+#include "vertexsetup.h"
 #include "windingtest.h"
 
 namespace Msp {
@@ -17,47 +19,92 @@ 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
+class Mesh: public Resource
 {
        friend class MeshBuilder;
 
 public:
        class Loader: public DataFile::ObjectLoader<Mesh>
        {
+       private:
+               bool allow_gl_calls;
+
        public:
-               Loader(Mesh &);
+               Loader(Mesh &, bool = true);
        private:
-               void vertices(VertexFormat);
+               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();
+       };
+
+       enum BufferMask
+       {
+               VERTEX_BUFFER = 1,
+               INDEX_BUFFER = 2
+       };
+
        VertexArray vertices;
-       std::list<Batch> batches;
+       std::vector<Batch> batches;
+       Buffer *vbuf;
        Buffer *ibuf;
-       bool defer_ibuf;
+       VertexSetup vtx_setup;
+       mutable unsigned short dirty;
+       bool disallow_rendering;
        const WindingTest *winding;
 
 public:
-       Mesh();
-       Mesh(const VertexFormat &f);
+       Mesh(ResourceManager * = 0);
+       Mesh(const VertexFormat &, ResourceManager * = 0);
+private:
+       void init(ResourceManager *);
+public:
        ~Mesh();
 
        void clear();
-       void use_buffers(bool);
+private:
+       void check_buffers(unsigned);
 
+public:
        const VertexArray &get_vertices() const { return vertices; }
+       const VertexSetup &get_vertex_setup() const { return vtx_setup; }
+       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::list<Batch> &get_batches() { return batches; }
+       const std::vector<Batch> &get_batches() const { return batches; }
 
        void set_winding(const WindingTest *);
 
-       void draw() const;
        void draw(Renderer &) const;
+       void draw_instanced(Renderer &, const VertexSetup &, unsigned) const;
+private:
+       void draw(Renderer &, const VertexSetup *, unsigned) const;
+       void resize_buffers() const;
+
+public:
+       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