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