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#ifndef Magnum_IndexedMesh_h
#define Magnum_IndexedMesh_h
/*
Copyright © 2010, 2011, 2012 Vladimír Vondruš <mosra@centrum.cz>
This file is part of Magnum.
Magnum is free software: you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License version 3
only, as published by the Free Software Foundation.
Magnum 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 Lesser General Public License version 3 for more details.
*/
/** @file
* @brief Class Magnum::IndexedMesh
*/
#include "Mesh.h"
#include "Buffer.h"
namespace Magnum {
/**
* @brief Indexed mesh
*/
class MAGNUM_EXPORT IndexedMesh: public Mesh {
public:
/**
* @brief Implicit constructor
* @param primitive Primitive type
*
* Allows creating the object without knowing anything about mesh data.
* Note that you have to call setVertexCount(), setIndexCount() and
* setIndexType() manually for mesh to draw properly.
*/
inline IndexedMesh(Primitive primitive = Primitive::Triangles): Mesh(primitive), _indexBuffer(Buffer::Target::ElementArray), _indexCount(0), _indexType(Type::UnsignedShort) {}
/**
* @brief Constructor
* @param primitive Primitive type
* @param vertexCount Count of unique vertices
* @param indexCount Count of indices
* @param indexType Type of indices (indexable, see TypeTraits)
*/
inline IndexedMesh(Primitive primitive, GLsizei vertexCount, GLsizei indexCount, Type indexType = Type::UnsignedShort): Mesh(primitive, vertexCount), _indexBuffer(Buffer::Target::ElementArray), _indexCount(indexCount), _indexType(indexType) {}
/** @brief Index count */
inline GLsizei indexCount() const { return _indexCount; }
/** @brief Set index count */
inline void setIndexCount(GLsizei count) { _indexCount = count; }
/** @brief Index type */
inline Type indexType() const { return _indexType; }
/** @brief Set index type */
inline void setIndexType(Type type) { _indexType = type; }
/**
* @brief Index buffer
*
* Returns pointer to index buffer, which should be then filled with
* indices (of type specified in constructor).
*/
inline Buffer* indexBuffer() { return &_indexBuffer; }
/**
* @brief Draw the mesh
*
* Binds attributes to buffers, bind index buffer and draws the mesh.
* Expects an active shader with all uniforms set.
*/
void draw();
protected:
void finalize();
private:
Buffer _indexBuffer;
GLsizei _indexCount;
Type _indexType;
};
}
#endif