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kaplademo/source/demoFramework/Render/glmesh.h
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kaplademo/source/demoFramework/Render/glmesh.h
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//
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions
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// are met:
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// * Redistributions of source code must retain the above copyright
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// notice, this list of conditions and the following disclaimer.
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// * Redistributions in binary form must reproduce the above copyright
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// notice, this list of conditions and the following disclaimer in the
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// documentation and/or other materials provided with the distribution.
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// * Neither the name of NVIDIA CORPORATION nor the names of its
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// contributors may be used to endorse or promote products derived
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// from this software without specific prior written permission.
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//
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
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// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
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// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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//
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// Copyright (c) 2018 NVIDIA Corporation. All rights reserved.
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#ifndef __GLMESH_H__
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#define __GLMESH_H__
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#include <GL/glew.h>
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#include "PxPhysics.h"
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#include <vector>
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using namespace physx;
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class GLMesh{
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public:
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GLMesh(GLuint elementTypei = GL_TRIANGLES);
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~GLMesh();
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void draw();
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// For indices
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std::vector<PxU32> indices;
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std::vector<PxVec3> vertices;
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std::vector<PxVec3> normals;
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std::vector<PxVec3> colors;
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std::vector<float> texCoords; // treats as u v
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std::vector<PxVec3> tangents;
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std::vector<PxVec3> bitangents;
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// For raw
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std::vector<PxVec3> rawVertices;
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std::vector<PxVec3> rawNormals;
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void reset();
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void genVBOIBO();
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void updateVBOIBO(bool dynamicVB = true);
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void drawVBOIBO(bool enable = true, bool draw = true, bool disable = true, bool drawpoints = false);
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// For vertex buffer
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GLuint vbo;
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GLuint ibo;
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bool firstTimeBO;
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bool withTexture, withColor, withNormal, withTangent;
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GLuint elementType;
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};
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#endif
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