163 lines
3.6 KiB
C++
163 lines
3.6 KiB
C++
/*
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* This file is part of the Colobot: Gold Edition source code
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* Copyright (C) 2001-2021, Daniel Roux, EPSITEC SA & TerranovaTeam
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* http://epsitec.ch; http://colobot.info; http://github.com/colobot
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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* See the GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see http://gnu.org/licenses
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*/
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/**
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* \file graphics/core/vertex.h
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* \brief Vertex structs
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*/
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#pragma once
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#include "graphics/core/color.h"
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#include "graphics/core/type.h"
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#include <sstream>
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#include <cstdint>
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#include <glm/glm.hpp>
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// Graphics module namespace
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namespace Gfx
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{
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enum VertexType
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{
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VERTEX_TYPE_NORMAL,
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VERTEX_TYPE_TEX2,
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VERTEX_TYPE_COL,
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};
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/**
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* \struct Vertex
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* \brief Vertex of a primitive
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*
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* This structure was created as analog to DirectX's D3DVERTEX.
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*
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* It contains:
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* - vertex coordinates (x,y,z) as glm::vec3,
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* - normal coordinates (nx,ny,nz) as glm::vec3
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* - texture coordinates (u,v) as glm::vec2.
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*/
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struct Vertex
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{
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static constexpr VertexType VERTEX_TYPE = VERTEX_TYPE_NORMAL;
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glm::vec3 coord = { 0, 0, 0 };
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glm::vec3 normal = { 0, 0, 0 };
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glm::vec2 texCoord = { 0, 0 };
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};
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/**
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* \struct VertexCol
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* \brief Colored vertex
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*
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* It contains:
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* - vertex coordinates (x,y,z) as glm::vec3,
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* - RGBA color as Color
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*/
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struct VertexCol
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{
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static constexpr VertexType VERTEX_TYPE = VERTEX_TYPE_COL;
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glm::vec3 coord = { 0, 0, 0 };
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Color color = Color();
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};
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/**
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* \struct VertexTex2
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* \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 glm::vec2
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*/
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struct VertexTex2
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{
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static constexpr VertexType VERTEX_TYPE = VERTEX_TYPE_TEX2;
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glm::vec3 coord = { 0, 0, 0 };
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glm::vec3 normal = { 0, 0, 0 };
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glm::vec2 texCoord = { 0, 0 };
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glm::vec2 texCoord2 = { 0, 0 };
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//! Sets the fields from Vertex with texCoord2 = (0,0)
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void FromVertex(const Vertex &v)
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{
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coord = v.coord;
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normal = v.normal;
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texCoord = v.texCoord;
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texCoord2 = { 0, 0 };
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}
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};
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/**
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* \struct Vertex2D
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* \brief 2D vertex for interface rendering, contains UV and color
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*/
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struct Vertex2D
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{
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glm::vec2 position = { 0.0f, 0.0f };
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glm::vec2 uv = { 0.0f, 0.0f };
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glm::u8vec4 color = { 255, 255, 255, 255 };
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};
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/**
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* \struct Vertex3D
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* \brief 3D vertex for 3D rendering, contains UV, color and normal
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*/
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struct Vertex3D
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{
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glm::vec3 position = { 0.0f, 0.0f, 0.0f };
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glm::u8vec4 color = { 255, 255, 255, 255 };
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glm::vec2 uv = { 0.0f, 0.0f };
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glm::vec2 uv2 = { 0.0f, 0.0f };
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glm::vec3 normal = { 0.0f, 0.0f, 1.0f };
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Vertex3D() = default;
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Vertex3D(const Vertex& vertex)
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: position(vertex.coord)
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, uv(vertex.texCoord)
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, normal(vertex.normal)
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{
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}
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Vertex3D(const VertexTex2& vertex)
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: position(vertex.coord)
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, uv(vertex.texCoord)
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, uv2(vertex.texCoord2)
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, normal(vertex.normal)
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{
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}
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operator Vertex() const
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{
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return Vertex{ position, normal, uv };
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}
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operator VertexTex2() const
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{
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return VertexTex2{ position, normal, uv, uv2 };
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}
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};
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} // namespace Gfx
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