X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Fcore%2Fmesh.h;fp=source%2Fcore%2Fmesh.h;h=57c87b7e42986ac31f94092612c373159b633a7a;hb=7aaec9a70b8d7733429bec043f8e33e02956f266;hp=0000000000000000000000000000000000000000;hpb=bec07999d95b76f4b47cffcc564d0cd0afc0435e;p=libs%2Fgl.git diff --git a/source/core/mesh.h b/source/core/mesh.h new file mode 100644 index 00000000..57c87b7e --- /dev/null +++ b/source/core/mesh.h @@ -0,0 +1,113 @@ +#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 { + +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 Resource +{ + friend class MeshBuilder; + +public: + class Loader: public DataFile::ObjectLoader + { + private: + bool allow_gl_calls; + + 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::vector batches; + Buffer *vbuf; + Buffer *ibuf; + VertexSetup vtx_setup; + mutable unsigned short dirty; + bool disallow_rendering; + const WindingTest *winding; + +public: + Mesh(ResourceManager * = 0); + Mesh(const VertexFormat &, ResourceManager * = 0); +private: + void init(ResourceManager *); +public: + ~Mesh(); + + void clear(); +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::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 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 +} // namespace Msp + +#endif