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VertexArray.cpp
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// Copyright © 2008-2018 Pioneer Developers. See AUTHORS.txt for details
// Licensed under the terms of the GPL v3. See licenses/GPL-3.txt
#include "VertexArray.h"
namespace Graphics {
VertexArray::VertexArray(AttributeSet attribs, int size)
{
PROFILE_SCOPED()
m_attribs = attribs;
if (size > 0) {
//would be rather weird without positions!
if (attribs & ATTRIB_POSITION)
position.reserve(size);
if (attribs & ATTRIB_DIFFUSE)
diffuse.reserve(size);
if (attribs & ATTRIB_NORMAL)
normal.reserve(size);
if (attribs & ATTRIB_UV0)
uv0.reserve(size);
if (attribs & ATTRIB_TANGENT)
tangent.reserve(size);
}
}
VertexArray::~VertexArray()
{
}
void VertexArray::Clear()
{
position.clear();
diffuse.clear();
normal.clear();
uv0.clear();
tangent.clear();
}
void VertexArray::Add(const vector3f &v)
{
position.push_back(v);
}
void VertexArray::Add(const vector3f &v, const Color &c)
{
position.push_back(v);
diffuse.push_back(c);
}
void VertexArray::Add(const vector3f &v, const Color &c, const vector3f &n)
{
position.push_back(v);
diffuse.push_back(c);
normal.push_back(n);
}
void VertexArray::Add(const vector3f &v, const Color &c, const vector2f &uv)
{
position.push_back(v);
diffuse.push_back(c);
uv0.push_back(uv);
}
void VertexArray::Add(const vector3f &v, const vector2f &uv)
{
position.push_back(v);
uv0.push_back(uv);
}
void VertexArray::Add(const vector3f &v, const vector3f &n)
{
position.push_back(v);
normal.push_back(n);
}
void VertexArray::Add(const vector3f &v, const vector3f &n, const vector2f &uv)
{
position.push_back(v);
normal.push_back(n);
uv0.push_back(uv);
}
void VertexArray::Add(const vector3f &v, const vector3f &n, const vector2f &uv, const vector3f &tang)
{
position.push_back(v);
normal.push_back(n);
uv0.push_back(uv);
tangent.push_back(tang);
}
void VertexArray::Set(const Uint32 idx, const vector3f &v)
{
position[idx] = v;
}
void VertexArray::Set(const Uint32 idx, const vector3f &v, const Color &c)
{
position[idx] = v;
diffuse[idx] = c;
}
void VertexArray::Set(const Uint32 idx, const vector3f &v, const Color &c, const vector3f &n)
{
position[idx] = v;
diffuse[idx] = c;
normal[idx] = n;
}
void VertexArray::Set(const Uint32 idx, const vector3f &v, const Color &c, const vector2f &uv)
{
position[idx] = v;
diffuse[idx] = c;
uv0[idx] = uv;
}
void VertexArray::Set(const Uint32 idx, const vector3f &v, const vector2f &uv)
{
position[idx] = v;
uv0[idx] = uv;
}
void VertexArray::Set(const Uint32 idx, const vector3f &v, const vector3f &n)
{
position[idx] = v;
normal[idx] = n;
}
void VertexArray::Set(const Uint32 idx, const vector3f &v, const vector3f &n, const vector2f &uv)
{
position[idx] = v;
normal[idx] = n;
uv0[idx] = uv;
}
void VertexArray::Set(const Uint32 idx, const vector3f &v, const vector3f &n, const vector2f &uv, const vector3f &tang)
{
position[idx] = v;
normal[idx] = n;
uv0[idx] = uv;
tangent[idx] = tang;
}
}