X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=blobdiff_plain;f=source%2Fmesh.h;h=1ee58a6227ea52427f93113bf9e631582f076467;hp=ba21f256a6370abecb45d17feef9d40aa5818051;hb=b0059bd068c99dadfc922584911fcb25a21b737b;hpb=8b99547d099c96bd8cc6037e2026db123b2523c1 diff --git a/source/mesh.h b/source/mesh.h index ba21f256..1ee58a62 100644 --- a/source/mesh.h +++ b/source/mesh.h @@ -3,6 +3,7 @@ #include #include "batch.h" +#include "resource.h" #include "vertexarray.h" #include "windingtest.h" @@ -11,13 +12,14 @@ 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 +class Mesh: public Bindable, public Resource { friend class MeshBuilder; @@ -33,43 +35,72 @@ public: }; 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::list batches; + std::vector batches; Buffer *vbuf; Buffer *ibuf; - unsigned vao_id; + VertexSetup *vtx_setup; bool defer_buffers; - mutable unsigned char dirty; + mutable bool 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 create_buffers(); - void refresh() const; 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 &get_batches() { return batches; } + const std::vector &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; + /** 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