colobot/src/graphics/core/vertex.h

142 lines
4.1 KiB
C++

// * 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/.
// vertex.h
#pragma once
#include "graphics/core/color.h"
#include "math/vector.h"
#include "math/point.h"
#include <sstream>
namespace Gfx {
/**
* \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 Math::Vector,
* - normal coordinates (nx,ny,nz) as Math::Vector
* - texture coordinates (u,v) as Math::Point.
*/
struct Vertex
{
Math::Vector coord;
Math::Vector normal;
Math::Point texCoord;
Vertex(Math::Vector aCoord = Math::Vector(),
Math::Vector aNormal = Math::Vector(),
Math::Point aTexCoord = Math::Point())
: coord(aCoord), normal(aNormal), texCoord(aTexCoord) {}
//! 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();
}
};
/**
* \struct VertexCol
* \brief Vertex with color information
*
* This structure was created as analog to DirectX's D3DLVERTEX.
*
* It contains:
* - vertex coordinates (x,y,z) as Math::Vector,
* - RGBA color as Gfx::Color,
* - RGBA specular color as Gfx::Color,
* - texture coordinates (u,v) as Math::Point.
*/
struct VertexCol
{
Math::Vector coord;
Gfx::Color color;
Gfx::Color specular;
Math::Point texCoord;
VertexCol(Math::Vector aCoord = Math::Vector(),
Gfx::Color aColor = Gfx::Color(),
Gfx::Color aSpecular = Gfx::Color(),
Math::Point aTexCoord = Math::Point())
: coord(aCoord), color(aColor), specular(aSpecular), texCoord(aTexCoord) {}
//! Returns a string "(c: [...], col: [...], sp: [...], tc: [...])"
inline std::string ToString() const
{
std::stringstream s;
s.precision(3);
s << "(c: " << coord.ToString() << ", col: " << color.ToString() << ", sp: "
<< specular.ToString() << ", tc: " << texCoord.ToString() << ")";
return s.str();
}
};
/**
* \struct VertexTex2
* \brief Vertex with secondary texture coordinates
*
* In addition to fields from Gfx::Vector, it contains
* secondary texture coordinates (u2, v2) as Math::Point
*/
struct VertexTex2
{
Math::Vector coord;
Math::Vector normal;
Math::Point texCoord;
Math::Point texCoord2;
VertexTex2(Math::Vector aCoord = Math::Vector(),
Math::Vector aNormal = Math::Vector(),
Math::Point aTexCoord = Math::Point(),
Math::Point aTexCoord2 = Math::Point())
: coord(aCoord), normal(aNormal), texCoord(aTexCoord), texCoord2(aTexCoord2) {}
//! Sets the fields from Gfx::Vertex with texCoord2 = (0,0)
void FromVertex(const Gfx::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();
}
};
}; // namespace Gfx