/* * This file is part of the Colobot: Gold Edition source code * Copyright (C) 2001-2021, Daniel Roux, EPSITEC SA & TerranovaTeam * http://epsitec.ch; http://colobot.info; http://github.com/colobot * * 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://gnu.org/licenses */ /** * \file graphics/core/vertex.h * \brief Vertex structs */ #pragma once #include "graphics/core/color.h" #include "graphics/core/type.h" #include #include #include // Graphics module namespace namespace Gfx { enum VertexType { VERTEX_TYPE_NORMAL, VERTEX_TYPE_TEX2, VERTEX_TYPE_COL, }; /** * \struct Vertex * \brief Vertex of a primitive * * This structure was created as analog to DirectX's D3DVERTEX. * * It contains: * - vertex coordinates (x,y,z) as glm::vec3, * - normal coordinates (nx,ny,nz) as glm::vec3 * - texture coordinates (u,v) as glm::vec2. */ struct Vertex { static constexpr VertexType VERTEX_TYPE = VERTEX_TYPE_NORMAL; glm::vec3 coord = { 0, 0, 0 }; glm::vec3 normal = { 0, 0, 0 }; glm::vec2 texCoord = { 0, 0 }; }; /** * \struct VertexCol * \brief Colored vertex * * It contains: * - vertex coordinates (x,y,z) as glm::vec3, * - RGBA color as Color */ struct VertexCol { static constexpr VertexType VERTEX_TYPE = VERTEX_TYPE_COL; glm::vec3 coord = { 0, 0, 0 }; Color color = Color(); }; /** * \struct VertexTex2 * \brief Vertex with secondary texture coordinates * * In addition to fields from Vector, it contains * secondary texture coordinates (u2, v2) as glm::vec2 */ struct VertexTex2 { static constexpr VertexType VERTEX_TYPE = VERTEX_TYPE_TEX2; glm::vec3 coord = { 0, 0, 0 }; glm::vec3 normal = { 0, 0, 0 }; glm::vec2 texCoord = { 0, 0 }; glm::vec2 texCoord2 = { 0, 0 }; //! Sets the fields from Vertex with texCoord2 = (0,0) void FromVertex(const Vertex &v) { coord = v.coord; normal = v.normal; texCoord = v.texCoord; texCoord2 = { 0, 0 }; } }; /** * \struct Vertex2D * \brief 2D vertex for interface rendering, contains UV and color */ struct Vertex2D { glm::vec2 position = { 0.0f, 0.0f }; glm::vec2 uv = { 0.0f, 0.0f }; glm::u8vec4 color = { 255, 255, 255, 255 }; }; /** * \struct Vertex3D * \brief 3D vertex for 3D rendering, contains UV, color and normal */ struct Vertex3D { glm::vec3 position = { 0.0f, 0.0f, 0.0f }; glm::u8vec4 color = { 255, 255, 255, 255 }; glm::vec2 uv = { 0.0f, 0.0f }; glm::vec2 uv2 = { 0.0f, 0.0f }; glm::vec3 normal = { 0.0f, 0.0f, 1.0f }; Vertex3D() = default; Vertex3D(const Vertex& vertex) : position(vertex.coord) , uv(vertex.texCoord) , normal(vertex.normal) { } Vertex3D(const VertexTex2& vertex) : position(vertex.coord) , uv(vertex.texCoord) , uv2(vertex.texCoord2) , normal(vertex.normal) { } operator Vertex() const { return Vertex{ position, normal, uv }; } operator VertexTex2() const { return VertexTex2{ position, normal, uv, uv2 }; } }; } // namespace Gfx