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PhysX4.1/kaplademo/source/demoFramework/Render/glmesh.h
2025-11-28 23:13:44 +05:30

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//
// 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 <GL/glew.h>
#include "PxPhysics.h"
#include <vector>
using namespace physx;
class GLMesh{
public:
GLMesh(GLuint elementTypei = GL_TRIANGLES);
~GLMesh();
void draw();
// For indices
std::vector<PxU32> indices;
std::vector<PxVec3> vertices;
std::vector<PxVec3> normals;
std::vector<PxVec3> colors;
std::vector<float> texCoords; // treats as u v
std::vector<PxVec3> tangents;
std::vector<PxVec3> bitangents;
// For raw
std::vector<PxVec3> rawVertices;
std::vector<PxVec3> 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