X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=blobdiff_plain;f=source%2Fmesh.h;h=70370633fd0425cf88222ceab22b40d012604a35;hp=730b724c9e81a9eee6072cac1d4762b503dbd6fc;hb=e37d3b91500994df3de4fe47bd3d3e75d3104b46;hpb=126ac7ca4053b765eab1473d2865bce728ef2428 diff --git a/source/mesh.h b/source/mesh.h index 730b724c..70370633 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" @@ -17,7 +18,7 @@ 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; @@ -33,18 +34,39 @@ 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; 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 clear(); @@ -60,16 +82,23 @@ public: 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; + /** 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