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- /*!
- * \file include/Mesh.h
- * \brief Textured/Colored Mesh
- *
- * \author xythobuz
- */
-
- #ifndef _MESH_H_
- #define _MESH_H_
-
- #include <vector>
-
- #include "system/Shader.h"
-
- struct IndexedRectangle {
- unsigned int v1, v2, v3, v4; // Vertex list indices
- unsigned int texture; // Index into object-texture list
-
- IndexedRectangle(unsigned int t, unsigned int _v1,
- unsigned int _v2, unsigned int _v3, unsigned int _v4 = 0)
- : v1(_v1), v2(_v2), v3(_v3), v4(_v4), texture(t) { }
- };
-
- struct IndexedColoredRectangle {
- unsigned int v1, v2, v3, v4, index;
-
- IndexedColoredRectangle(unsigned int paletteIndex,
- unsigned int _v1, unsigned int _v2,
- unsigned int _v3, unsigned int _v4 = 0)
- : v1(_v1), v2(_v2), v3(_v3), v4(_v4), index(paletteIndex) { }
- };
-
- // --------------------------------------
-
- class Mesh {
- public:
- Mesh(const std::vector<glm::vec3>& vertices,
- const std::vector<IndexedRectangle>& rectangles,
- const std::vector<IndexedRectangle>& triangles,
- const std::vector<IndexedColoredRectangle>& coloredRectangles,
- const std::vector<IndexedColoredRectangle>& coloredTriangles);
- void prepare();
- void display(glm::mat4 MVP, ShaderTexture* shaderTexture = nullptr);
-
- private:
- std::vector<unsigned short> indicesBuff;
- std::vector<glm::vec3> verticesBuff;
- std::vector<glm::vec2> uvsBuff;
- std::vector<unsigned int> texturesBuff;
-
- std::vector<unsigned short> indicesColorBuff;
- std::vector<glm::vec3> verticesColorBuff;
- std::vector<glm::vec3> colorsBuff;
- std::vector<unsigned int> colorsIndexBuff;
- };
-
- #endif
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