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- //
- // Lol Engine
- //
- // Copyright: (c) 2010-2012 Sam Hocevar <sam@hocevar.net>
- // (c) 2009-2012 Cédric Lecacheur <jordx@free.fr>
- // (c) 2009-2012 Benjamin Huet <huet.benjamin@gmail.com>
- // This program is free software; you can redistribute it and/or
- // modify it under the terms of the Do What The Fuck You Want To
- // Public License, Version 2, as published by Sam Hocevar. See
- // http://sam.zoy.org/projects/COPYING.WTFPL for more details.
- //
-
- //
- // The EasyMesh class
- // ------------------
- //
-
- #if !defined __EASYMESH_EASYMESH_H__
- #define __EASYMESH_EASYMESH_H__
-
- namespace lol
- {
-
- class EasyMesh
- {
- friend class EasyMeshParser;
-
- public:
- EasyMesh();
-
- bool Compile(char const *command);
- void MeshConvert();
- void Render(mat4 const &model, float damage = 0.f);
-
- void OpenBrace();
- void CloseBrace();
-
- void SetCurColor(vec4 const &color);
- void SetCurColor2(vec4 const &color);
-
- private:
- void AddVertex(vec3 const &coord);
- void AddDuplicateVertex(int i);
- void AppendQuad(int i1, int i2, int i3, int i4, int base);
- void AppendQuadDuplicateVerts(int i1, int i2, int i3, int i4, int base);
- void AppendTriangle(int i1, int i2, int i3, int base);
- void AppendTriangleDuplicateVerts(int i1, int i2, int i3, int base);
- void ComputeNormals(int start, int vcount);
- void SetVertColor(vec4 const &color);
-
- public:
- void SetCurVertNormal(vec3 const &normal);
- void SetCurVertColor(vec4 const &color);
-
- void RadialJitter(float r);
-
- void Translate(vec3 const &v);
- void RotateX(float t);
- void RotateY(float t);
- void RotateZ(float t);
- void Rotate(float t, vec3 const &axis);
- void TaperX(float y, float z, float xoff);
- void TaperY(float x, float z, float yoff);
- void TaperZ(float x, float y, float zoff);
- void Scale(vec3 const &s);
- void MirrorX();
- void MirrorY();
- void MirrorZ();
- void DupAndScale(vec3 const &s);
- void Chamfer(float f);
-
- void AppendCylinder(int nsides, float h, float r1, float r2,
- int dualside, int smooth);
- void AppendCapsule(int ndivisions, float h, float r);
- void AppendSphere(int ndivisions, vec3 const &size);
- void AppendTorus(int ndivisions, float r1, float r2);
- void AppendBox(vec3 const &size, float chamf = 0.f);
- void AppendSmoothChamfBox(vec3 const &size, float chamf);
- void AppendFlatChamfBox(vec3 const &size, float chamf);
- void AppendBox(vec3 const &size, float chamf, bool smooth);
- void AppendStar(int nbranches, float r1, float r2,
- int fade = 0, int fade2 = 0);
- void AppendExpandedStar(int nbranches, float r1, float r2, float extrar);
- void AppendDisc(int nsides, float r, int fade = 0);
- void AppendSimpleTriangle(float size, int fade = 0);
- void AppendSimpleQuad(float size, int fade = 0);
- void AppendSimpleQuad(vec2 p1, vec2 p2, float z = 0.f, int fade = 0);
- void AppendCog(int nbsides, float h, float r1, float r2,
- float r12, float r22, float sidemul, int offset);
-
- private:
- vec4 m_color, m_color2;
- Array<uint16_t> m_indices;
- Array<vec3, vec3, vec4> m_vert;
- Array<int, int> m_cursors;
-
- /* FIXME: put this in a separate class so that we can copy meshes. */
- struct
- {
- Shader *shader;
- ShaderAttrib coord, norm, color;
- ShaderUniform modelview, proj, normalmat, damage;
- VertexDeclaration *vdecl;
- VertexBuffer *vbo;
- IndexBuffer *ibo;
- int vertexcount, indexcount;
- }
- m_gpu;
- };
-
- } /* namespace lol */
-
- #endif /* __EASYMESH_EASYMESH_H__ */
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