X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=blobdiff_plain;f=source%2Fmesh.h;h=57c87b7e42986ac31f94092612c373159b633a7a;hp=1abbefd39746270d6892d83b2fff3f840e22c6de;hb=bec07999d95b76f4b47cffcc564d0cd0afc0435e;hpb=25c81b4953dd38993250321b9407ce8b0139cbeb diff --git a/source/mesh.h b/source/mesh.h index 1abbefd3..57c87b7e 100644 --- a/source/mesh.h +++ b/source/mesh.h @@ -1,16 +1,12 @@ -/* $Id$ - -This file is part of libmspgl -Copyright © 2007-2011 Mikko Rasa, Mikkosoft Productions -Distributed under the LGPL -*/ - #ifndef MSP_GL_MESH_H_ #define MSP_GL_MESH_H_ #include #include "batch.h" +#include "resource.h" #include "vertexarray.h" +#include "vertexsetup.h" +#include "windingtest.h" namespace Msp { namespace GL { @@ -18,43 +14,97 @@ 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::ObjectLoader { + private: + bool allow_gl_calls; + public: - Loader(Mesh &); + Loader(Mesh &, bool = true); private: - void vertices(VertexFormat); + 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; - 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 &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; +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