// mesh.h
//
// Copyright (C) 2004, Chris Laurel <claurel@shatters.net>
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
// as published by the Free Software Foundation; either version 2
// of the License, or (at your option) any later version.
#ifndef _CELENGINE_MESH_H_
#define _CELENGINE_MESH_H_
#include <celutil/basictypes.h>
#include <celutil/color.h>
#include <celutil/reshandle.h>
#include <celmath/ray.h>
#include <celmath/aabox.h>
#include <vector>
#include <string>
class RenderContext;
class Mesh
{
public:
enum VertexAttributeSemantic
{
Position = 0,
Color0 = 1,
Color1 = 2,
Normal = 3,
Tangent = 4,
Texture0 = 5,
Texture1 = 6,
Texture2 = 7,
Texture3 = 8,
SemanticMax = 9,
InvalidSemantic = -1,
};
enum VertexAttributeFormat
{
Float1 = 0,
Float2 = 1,
Float3 = 2,
Float4 = 3,
UByte4 = 4,
FormatMax = 5,
InvalidFormat = -1,
};
struct VertexAttribute
{
VertexAttribute() :
semantic(InvalidSemantic),
format(InvalidFormat),
offset(0)
{
}
VertexAttribute(VertexAttributeSemantic _semantic,
VertexAttributeFormat _format,
uint32 _offset) :
semantic(_semantic),
format(_format),
offset(_offset)
{
}
VertexAttributeSemantic semantic;
VertexAttributeFormat format;
uint32 offset;
};
struct VertexDescription
{
VertexDescription(uint32 _stride,
uint32 _nAttributes,
VertexAttribute* _attributes);
VertexDescription(const VertexDescription& desc);
~VertexDescription();
const VertexAttribute& getAttribute(VertexAttributeSemantic semantic) const
{
return semanticMap[semantic];
}
bool validate() const;
VertexDescription& operator=(const VertexDescription&);
uint32 stride;
uint32 nAttributes;
VertexAttribute* attributes;
private:
void clearSemanticMap();
void buildSemanticMap();
// Vertex attributes indexed by semantic
VertexAttribute semanticMap[SemanticMax];
};
enum TextureSemantic
{
DiffuseMap = 0,
NormalMap = 1,
SpecularMap = 2,
EmissiveMap = 3,
TextureSemanticMax = 4,
InvalidTextureSemantic = -1,
};
class Material
{
public:
Material();
Color diffuse;
Color emissive;
Color specular;
float specularPower;
float opacity;
ResourceHandle maps[TextureSemanticMax];
};
enum PrimitiveGroupType
{
TriList = 0,
TriStrip = 1,
TriFan = 2,
LineList = 3,
LineStrip = 4,
PointList = 5,
PrimitiveTypeMax = 6,
InvalidPrimitiveGroupType = -1
};
class PrimitiveGroup
{
public:
PrimitiveGroup();
~PrimitiveGroup();
PrimitiveGroupType prim;
uint32 materialIndex;
uint32* indices;
uint32 nIndices;
};
Mesh();
~Mesh();
void setVertices(uint32 _nVertices, void* vertexData);
bool setVertexDescription(const VertexDescription& desc);
const VertexDescription& getVertexDescription() const;
const PrimitiveGroup* getGroup(uint32) const;
uint32 addGroup(PrimitiveGroup* group);
uint32 addGroup(PrimitiveGroupType prim,
uint32 materialIndex,
uint32 nIndices,
uint32* indices);
void remapIndices(const std::vector<uint32>& indexMap);
void clearGroups();
const std::string& getName() const;
void setName(const std::string&);
bool pick(const Ray3d& r, double& distance) const;
void render(const std::vector<const Material*>& materials,
RenderContext&) const;
AxisAlignedBox getBoundingBox() const;
void transform(Vec3f translation, float scale);
const void* getVertexData() const { return vertices; }
uint32 getVertexCount() const { return nVertices; }
uint32 getVertexStride() const { return vertexDesc.stride; }
static PrimitiveGroupType parsePrimitiveGroupType(const std::string&);
static VertexAttributeSemantic parseVertexAttributeSemantic(const std::string&);
static VertexAttributeFormat parseVertexAttributeFormat(const std::string&);
static TextureSemantic parseTextureSemantic(const std::string&);
static uint32 getVertexAttributeSize(VertexAttributeFormat);
private:
void recomputeBoundingBox();
private:
VertexDescription vertexDesc;
uint32 nVertices;
void* vertices;
mutable uint32 vbObject;
mutable bool vbInitialized;
std::vector<PrimitiveGroup*> groups;
std::string name;
};
#if 0
#include <celmath/frustum.h>
#include <celmath/ray.h>
class Mesh
{
public:
virtual ~Mesh() {};
virtual void render(float lod) = 0;
virtual void render(unsigned int attributes, float lod) = 0;
virtual void render(unsigned int attributes, const Frustum&, float lod) = 0;
virtual bool pick(const Ray3d&, double&) { return false; };
enum {
Normals = 0x01,
Tangents = 0x02,
Colors = 0x04,
TexCoords0 = 0x08,
TexCoords1 = 0x10,
VertexProgParams = 0x1000,
Multipass = 0x10000000,
};
};
#endif
#endif // !_CELMESH_MESH_H_
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