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