142 lines
4.1 KiB
C++
142 lines
4.1 KiB
C++
// * This file is part of the COLOBOT source code
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// * Copyright (C) 2012, Polish Portal of Colobot (PPC)
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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. See the
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// * 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://www.gnu.org/licenses/.
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// vertex.h
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#pragma once
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#include "graphics/core/color.h"
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#include "math/vector.h"
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#include "math/point.h"
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#include <sstream>
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namespace Gfx {
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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 Math::Vector,
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* - normal coordinates (nx,ny,nz) as Math::Vector
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* - texture coordinates (u,v) as Math::Point.
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*/
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struct Vertex
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{
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Math::Vector coord;
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Math::Vector normal;
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Math::Point texCoord;
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Vertex(Math::Vector aCoord = Math::Vector(),
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Math::Vector aNormal = Math::Vector(),
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Math::Point aTexCoord = Math::Point())
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: coord(aCoord), normal(aNormal), texCoord(aTexCoord) {}
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//! Returns a string "(c: [...], n: [...], tc: [...])"
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inline std::string ToString() const
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{
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std::stringstream s;
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s.precision(3);
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s << "(c: " << coord.ToString() << ", n: " << normal.ToString()
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<< ", tc: " << texCoord.ToString() << ")";
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return s.str();
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}
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};
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/**
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* \struct VertexCol
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* \brief Vertex with color information
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*
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* This structure was created as analog to DirectX's D3DLVERTEX.
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*
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* It contains:
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* - vertex coordinates (x,y,z) as Math::Vector,
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* - RGBA color as Gfx::Color,
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* - RGBA specular color as Gfx::Color,
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* - texture coordinates (u,v) as Math::Point.
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*/
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struct VertexCol
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{
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Math::Vector coord;
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Gfx::Color color;
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Gfx::Color specular;
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Math::Point texCoord;
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VertexCol(Math::Vector aCoord = Math::Vector(),
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Gfx::Color aColor = Gfx::Color(),
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Gfx::Color aSpecular = Gfx::Color(),
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Math::Point aTexCoord = Math::Point())
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: coord(aCoord), color(aColor), specular(aSpecular), texCoord(aTexCoord) {}
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//! Returns a string "(c: [...], col: [...], sp: [...], tc: [...])"
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inline std::string ToString() const
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{
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std::stringstream s;
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s.precision(3);
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s << "(c: " << coord.ToString() << ", col: " << color.ToString() << ", sp: "
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<< specular.ToString() << ", tc: " << texCoord.ToString() << ")";
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return s.str();
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}
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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 Gfx::Vector, it contains
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* secondary texture coordinates (u2, v2) as Math::Point
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*/
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struct VertexTex2
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{
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Math::Vector coord;
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Math::Vector normal;
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Math::Point texCoord;
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Math::Point texCoord2;
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VertexTex2(Math::Vector aCoord = Math::Vector(),
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Math::Vector aNormal = Math::Vector(),
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Math::Point aTexCoord = Math::Point(),
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Math::Point aTexCoord2 = Math::Point())
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: coord(aCoord), normal(aNormal), texCoord(aTexCoord), texCoord2(aTexCoord2) {}
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//! Sets the fields from Gfx::Vertex with texCoord2 = (0,0)
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void FromVertex(const Gfx::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 = Math::Point();
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}
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//! Returns a string "(c: [...], n: [...], tc: [...], tc2: [...])"
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inline std::string ToString() const
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{
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std::stringstream s;
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s.precision(3);
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s << "(c: " << coord.ToString() << ", n: " << normal.ToString()
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<< ", tc: " << texCoord.ToString() << ", tc2: " << texCoord2.ToString() << ")";
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return s.str();
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}
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};
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}; // namespace Gfx
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