X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=blobdiff_plain;f=source%2Fmesh.h;h=70370633fd0425cf88222ceab22b40d012604a35;hp=0a4142fea1eebf02f326b9615a4fc5c904ad142b;hb=e37d3b91500994df3de4fe47bd3d3e75d3104b46;hpb=76e338af116120d93d082ad247591ec9adad9233 diff --git a/source/mesh.h b/source/mesh.h index 0a4142fe..70370633 100644 --- a/source/mesh.h +++ b/source/mesh.h @@ -1,56 +1,104 @@ -/* $Id$ - -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 "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 Bindable, public Resource { friend class MeshBuilder; public: - class Loader: public DataFile::Loader + class Loader: public DataFile::ObjectLoader { public: Loader(Mesh &); private: - Mesh &mesh; - - 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(); + }; + VertexArray vertices; - std::list batches; + std::vector batches; + Buffer *vbuf; Buffer *ibuf; + unsigned vao_id; + bool defer_buffers; + 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 use_vertex_buffer(bool); + void clear(); + void use_buffers(bool); +private: + void create_buffers(); + void setup_vao() const; + +public: const VertexArray &get_vertices() const { return vertices; } - float *get_vertex(unsigned); + 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(); + const std::vector &get_batches() const { return batches; } + + void set_winding(const WindingTest *); + void draw() const; -private: - void update_index_buffer(); + 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