X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=blobdiff_plain;f=source%2Fmesh.h;h=70370633fd0425cf88222ceab22b40d012604a35;hp=648fb72c11dc26849ffd98ce322dcf3d1cb3b730;hb=c895aa82dd405146f648e5ca3fcfaa326eab9b87;hpb=f71aee8c20ff85e4857e4dfad0c20ce606ea3717 diff --git a/source/mesh.h b/source/mesh.h index 648fb72c..70370633 100644 --- a/source/mesh.h +++ b/source/mesh.h @@ -1,39 +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 Mesh +class Buffer; +class Renderer; + +/** +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); }; - Mesh(); - void draw() const; 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(ResourceManager * = 0); + Mesh(const VertexFormat &, ResourceManager * = 0); +private: + void init(ResourceManager *); +public: + ~Mesh(); + + void clear(); + void use_buffers(bool); +private: + void create_buffers(); + void setup_vao() const; + +public: + const VertexArray &get_vertices() const { return vertices; } + 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::vector &get_batches() const { return batches; } + + void set_winding(const WindingTest *); + + void draw() const; + 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