117 lines
3.0 KiB
C++
117 lines
3.0 KiB
C++
/**
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* @author Edouard DUPIN
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*
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* @copyright 2011, Edouard DUPIN, all right reserved
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*
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* @license BSD v3 (see license file)
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*/
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#ifndef __MESH_H__
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#define __MESH_H__
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#include <etk/types.h>
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#include <ewol/renderer/resources/Resource.h>
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#include <ewol/renderer/resources/Image.h>
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#include <ewol/renderer/resources/Shader.h>
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#include <ewol/renderer/resources/Program.h>
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#include <ewol/renderer/resources/VirtualBufferObject.h>
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// 3 "float" elements
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#define MESH_VBO_VERTICES (0)
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// 2 "float" elements
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#define MESH_VBO_TEXTURE (1)
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// 3 "float" elements
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#define MESH_VBO_VERTICES_NORMAL (2)
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// 4 "float" elements
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#define MESH_VBO_COLOR (3)
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namespace ewol
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{
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class Face
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{
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public:
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int32_t m_nbElement;
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int32_t m_vertex[4];
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int32_t m_uv[4];
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public:
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Face(void) {};
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Face(int32_t v1, int32_t t1,
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int32_t v2, int32_t t2,
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int32_t v3, int32_t t3)
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{
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m_nbElement = 3;
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m_vertex[0] = v1;
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m_uv[0] = t1;
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m_vertex[1] = v2;
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m_uv[1] = t2;
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m_vertex[2] = v3;
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m_uv[2] = t3;
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};
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Face(int32_t v1, int32_t t1,
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int32_t v2, int32_t t2,
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int32_t v3, int32_t t3,
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int32_t v4, int32_t t4)
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{
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m_nbElement = 4;
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m_vertex[0] = v1;
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m_uv[0] = t1;
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m_vertex[1] = v2;
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m_uv[1] = t2;
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m_vertex[2] = v3;
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m_uv[2] = t3;
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m_vertex[3] = v4;
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m_uv[3] = t4;
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};
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};
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class Mesh : public ewol::Resource
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{
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private:
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bool m_enableFaceNormal;
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bool m_enableVertexNormal;
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protected:
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ewol::Program* m_GLprogram;
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int32_t m_GLPosition;
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int32_t m_GLMatrix;
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int32_t m_GLNormal;
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int32_t m_GLtexture;
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int32_t m_GLtexID0;
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int32_t m_bufferOfset;
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int32_t m_numberOfElments;
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protected:
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etk::Vector<vec3> m_listVertex; //!< List of all vertex in the element
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etk::Vector<vec2> m_listUV; //!< List of all UV point in the mesh (for the specify texture)
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etk::Vector<Face> m_listFaces; //!< List of all Face for the mesh
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etk::Vector<vec3> m_listFacesNormal; //!< List of all Face normal, when calculated
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etk::Vector<vec3> m_listVertexNormal; //!< List of all Face normal, when calculated
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protected:
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ewol::VirtualBufferObject* m_verticesVBO;
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ewol::TextureFile* m_texture0;
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public:
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Mesh(etk::UString genName, etk::UString shaderName="DATA:textured3D2.prog");
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virtual ~Mesh(void);
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virtual const char* GetType(void) { return "ewol::Mesh"; };
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virtual void Draw(mat4& positionMatrix);
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void GenerateVBO(void);
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public:
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// some addition basic funtion that permit to create or overwrite some caracterstics :
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void CreateCube(void);
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void SetTexture(const etk::UString& myTexture);
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void Subdivide(int32_t numberOfTime, bool smooth);
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protected:
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void InternalSubdivide(bool smooth);
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public:
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void StatusFaceNormal(bool newState) {
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m_enableFaceNormal = newState;
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}
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void StatusVertexNormal(bool newState) {
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m_enableVertexNormal = newState;
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}
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private:
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void CalculateNormaleFace(void);
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void CalculateNormaleEdge(void);
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};
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};
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#endif
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