X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=blobdiff_plain;f=source%2Fmesh.h;h=57c87b7e42986ac31f94092612c373159b633a7a;hp=0a4142fea1eebf02f326b9615a4fc5c904ad142b;hb=bec07999d95b76f4b47cffcc564d0cd0afc0435e;hpb=76e338af116120d93d082ad247591ec9adad9233 diff --git a/source/mesh.h b/source/mesh.h index 0a4142fe..57c87b7e 100644 --- a/source/mesh.h +++ b/source/mesh.h @@ -1,56 +1,110 @@ -/* $Id$ - -This file is part of libmspgl -Copyright © 2007 Mikko Rasa, Mikkosoft Productions -Distributed under the LGPL -*/ - #ifndef MSP_GL_MESH_H_ #define MSP_GL_MESH_H_ -#include +#include #include "batch.h" +#include "resource.h" #include "vertexarray.h" +#include "vertexsetup.h" +#include "windingtest.h" namespace Msp { namespace GL { class Buffer; +class Renderer; -class Mesh +/** +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 Resource { friend class MeshBuilder; public: - class Loader: public DataFile::Loader + class Loader: public DataFile::ObjectLoader { - public: - Loader(Mesh &); private: - Mesh &mesh; + bool allow_gl_calls; - void vertices(VertexFormat); + public: + Loader(Mesh &, bool = true); + private: + void vertices(const std::vector &); 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 batches; + std::vector batches; + Buffer *vbuf; Buffer *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(); +private: + void check_buffers(unsigned); - void use_vertex_buffer(bool); +public: const VertexArray &get_vertices() const { return vertices; } - float *get_vertex(unsigned); + 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; } - void clear(); - void draw() const; + const std::vector &get_batches() const { return batches; } + + void set_winding(const WindingTest *); + + void draw(Renderer &) const; + void draw_instanced(Renderer &, const VertexSetup &, unsigned) const; private: - void update_index_buffer(); + 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