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path: root/Runtime/Mesh/Mesh.h
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#ifndef MESH_H
#define MESH_H

#include "../Graphics/VertexBuffer.h"
#include "../Utilities/Type.h"

// Ïà¶ÔVertexBuffer¸ü¼Óuplevel
class Mesh
{
public: 

	Mesh(bool readable = false);
	~Mesh();

	void IsReadable();

	void SetVertices(float* data);
	void SetNormals(float* data);
	void SetTangents(float* data);
	void SetColors(float* data);
	void SetTexCoords(int channel, float* data);

	void SetTriangles(int* indices);
	void SetIndices(int* indices);

	void SetVertices(float* data, int start, int length);
	void SetNormals(float* data, int start, int length);
	void SetTangents(float* data, int start, int length);
	void SetColors(float* data, int start, int length);
	void SetTexCoords(int channel, float* data, int start, int length);

	void SetVertex(float x, float y, float z, int index);
	void SetNormal(float x, float y, float z, int index);
	void SetTangent(float x, float y, float z, int index);
	void SetColor(float r, float g, float b, float a, int index);
	void SetTexCoord(float u, float v, int index);

	void GetAABB(float bias = 0.f);

	inline bool HasVertexAttr(VertexAttrMask attr);

	void Draw();

	void CalculateNormal(); 
	void CalculateTangent();

private:

	uint m_VertexAttrBits;

	bool m_IsReadable;

	VertexBuffer* m_VBO;

};

inline bool Mesh::HasVertexAttr(VertexAttrMask attr)
{
	return m_VertexAttrBits & attr;
}

#endif