colobot/src/graphics/core/vertex.h

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// * This file is part of the COLOBOT source code
// * Copyright (C) 2012, Polish Portal of Colobot (PPC)
// *
// * This program is free software: you can redistribute it and/or modify
// * it under the terms of the GNU General Public License as published by
// * the Free Software Foundation, either version 3 of the License, or
// * (at your option) any later version.
// *
// * This program is distributed in the hope that it will be useful,
// * but WITHOUT ANY WARRANTY; without even the implied warranty of
// * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// * GNU General Public License for more details.
// *
// * You should have received a copy of the GNU General Public License
// * along with this program. If not, see http://www.gnu.org/licenses/.
/**
* \file graphics/core/vertex.h
* \brief Vertex structs
*/
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#pragma once
#include "graphics/core/color.h"
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#include "math/vector.h"
#include "math/point.h"
#include <sstream>
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// Graphics module namespace
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namespace Gfx {
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/**
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* \struct Vertex
* \brief Vertex of a primitive
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*
* This structure was created as analog to DirectX's D3DVERTEX.
*
* It contains:
* - vertex coordinates (x,y,z) as Math::Vector,
* - normal coordinates (nx,ny,nz) as Math::Vector
* - texture coordinates (u,v) as Math::Point.
*
* Additional padding is provided to align to even multiplies of 4 floats for faster access.
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*/
struct Vertex
{
Math::Vector coord;
float pad1;
Math::Vector normal;
float pad2;
Math::Point texCoord;
float pad3, pad4;
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explicit Vertex(Math::Vector aCoord = Math::Vector(),
Math::Vector aNormal = Math::Vector(),
Math::Point aTexCoord = Math::Point())
: coord(aCoord), pad1(0.0f), normal(aNormal),
pad2(0.0f),texCoord(aTexCoord), pad3(0.0f), pad4(0.0f) {}
//! Returns a string "(c: [...], n: [...], tc: [...])"
inline std::string ToString() const
{
std::stringstream s;
s.precision(3);
s << "(c: " << coord.ToString() << ", n: " << normal.ToString()
<< ", tc: " << texCoord.ToString() << ")";
return s.str();
}
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};
/**
* \struct VertexCol
* \brief Colored vertex
*
* It contains:
* - vertex coordinates (x,y,z) as Math::Vector,
* - RGBA color as Color
*
* Additional padding is provided to align to even multiplies of 4 floats for faster access.
*/
struct VertexCol
{
Math::Vector coord;
float pad;
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Color color;
explicit VertexCol(Math::Vector aCoord = Math::Vector(),
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Color aColor = Color(),
Math::Point aTexCoord = Math::Point())
: coord(aCoord), pad(0.0f), color(aColor) {}
//! Returns a string "(c: [...], col: [...])"
inline std::string ToString() const
{
std::stringstream s;
s.precision(3);
s << "(c: " << coord.ToString() << ", col: " << color.ToString() << ")";
return s.str();
}
};
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/**
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* \struct VertexTex2
* \brief Vertex with secondary texture coordinates
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*
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* In addition to fields from Vector, it contains
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* secondary texture coordinates (u2, v2) as Math::Point
*
* Additional padding is provided to align to even multiplies of 4 floats for faster access.
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*/
struct VertexTex2
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{
Math::Vector coord;
float pad1;
Math::Vector normal;
float pad2;
Math::Point texCoord;
Math::Point texCoord2;
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explicit VertexTex2(Math::Vector aCoord = Math::Vector(),
Math::Vector aNormal = Math::Vector(),
Math::Point aTexCoord = Math::Point(),
Math::Point aTexCoord2 = Math::Point())
: coord(aCoord), pad1(0.0f), normal(aNormal), pad2(0.0f),
texCoord(aTexCoord), texCoord2(aTexCoord2) {}
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//! Sets the fields from Vertex with texCoord2 = (0,0)
void FromVertex(const Vertex &v)
{
coord = v.coord;
normal = v.normal;
texCoord = v.texCoord;
texCoord2 = Math::Point();
}
//! Returns a string "(c: [...], n: [...], tc: [...], tc2: [...])"
inline std::string ToString() const
{
std::stringstream s;
s.precision(3);
s << "(c: " << coord.ToString() << ", n: " << normal.ToString()
<< ", tc: " << texCoord.ToString() << ", tc2: " << texCoord2.ToString() << ")";
return s.str();
}
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};
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} // namespace Gfx