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#ifndef ODFAEG_VERTEXARRAY_HPP
#define ODFAEG_VERTEXARRAY_HPP
 
////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include "GL/glew.h"
#include <SFML/OpenGL.hpp>
#include "vertex.h"
#include <SFML/Graphics/PrimitiveType.hpp>
#include <SFML/Graphics/Rect.hpp>
#include "drawable.h"
#include <vector>
#include <SFML/Window/Context.hpp>
#include "vbo.h"
namespace odfaeg {
 
////////////////////////////////////////////////////////////
/// \brief Define a set of one or more 3D primitives
///
////////////////////////////////////////////////////////////
class ODFAEG_GRAPHICS_API VertexArray : public Drawable, public sf::GlResource
{
   public :
 
    ////////////////////////////////////////////////////////////
    /// \brief Default constructor
    ///
    /// Creates an empty vertex array.
    ///
    ////////////////////////////////////////////////////////////
    VertexArray();
    void computeNormals();
    void addInstancedRenderingInfos(unsigned int numIndexes, unsigned int baseVertex, unsigned int baseIndice);
    void addIndex(unsigned int index);
    std::vector<unsigned int> getIndexes();
    ////////////////////////////////////////////////////////////
    /// \brief Construct the vertex array with a type and an initial number of vertices
    ///
    /// \param type        Type of primitives
    /// \param vertexCount Initial number of vertices in the array
    ///
    ////////////////////////////////////////////////////////////
    explicit VertexArray(sf::PrimitiveType type, unsigned int vertexCount = 0);
 
    ////////////////////////////////////////////////////////////
    /// \brief Return the vertex count
    ///
    /// \return Number of vertices in the array
    ///
    ////////////////////////////////////////////////////////////
    unsigned int getVertexCount() const;
 
    ////////////////////////////////////////////////////////////
    /// \brief Get a read-write access to a vertex by its index
    ///
    /// This function doesn't check \a index, it must be in range
    /// [0, getVertexCount() - 1]. The behaviour is undefined
    /// otherwise.
    ///
    /// \param index Index of the vertex to get
    ///
    /// \return Reference to the index-th vertex
    ///
    /// \see getVertexCount
    ///
    ////////////////////////////////////////////////////////////
    Vertex& operator [](unsigned int index);
 
    ////////////////////////////////////////////////////////////
    /// \brief Get a read-only access to a vertex by its index
    ///
    /// This function doesn't check \a index, it must be in range
    /// [0, getVertexCount() - 1]. The behaviour is undefined
    /// otherwise.
    ///
    /// \param index Index of the vertex to get
    ///
    /// \return Const reference to the index-th vertex
    ///
    /// \see getVertexCount
    ///
    ////////////////////////////////////////////////////////////
    const Vertex& operator [](unsigned int index) const;
    const sf::Vector3f getLocal(unsigned int index) const;
    std::vector<unsigned int> getBaseIndexes();
 
    ////////////////////////////////////////////////////////////
    /// \brief Clear the vertex array
    ///
    /// This function removes all the vertices from the array.
    /// It doesn't deallocate the corresponding memory, so that
    /// adding new vertices after clearing doesn't involve
    /// reallocating all the memory.
    ///
    ////////////////////////////////////////////////////////////
    void clear();
 
    ////////////////////////////////////////////////////////////
    /// \brief Resize the vertex array
    ///
    /// If \a vertexCount is greater than the current size, the previous
    /// vertices are kept and new (default-constructed) vertices are
    /// added.
    /// If \a vertexCount is less than the current size, existing vertices
    /// are removed from the array.
    ///
    /// \param vertexCount New size of the array (number of vertices)
    ///
    ////////////////////////////////////////////////////////////
    void resize(unsigned int vertexCount);
 
    ////////////////////////////////////////////////////////////
    /// \brief Add a vertex to the array
    ///
    /// \param vertex Vertex to add
    ///
    ////////////////////////////////////////////////////////////
    void append(const Vertex& vertex);
    ////////////////////////////////////////////////////////////
    /// \brief Set the type of primitives to draw
    ///
    /// This function defines how the vertices must be interpreted
    /// when it's time to draw them:
    /// \li As points
    /// \li As lines
    /// \li As triangles
    /// \li As quads
    /// The default primitive type is sf::Points.
    ///
    /// \param type Type of primitive
    ///
    ////////////////////////////////////////////////////////////
    void setPrimitiveType(sf::PrimitiveType type);
 
    ////////////////////////////////////////////////////////////
    /// \brief Get the type of primitives drawn by the vertex array
    ///
    /// \return Primitive type
    ///
    ////////////////////////////////////////////////////////////
    sf::PrimitiveType getPrimitiveType() const;
    BoundingBox getBounds();
    bool operator== (VertexArray &other) const;
    void updateVBOBuffer();
    template <typename Archive>
    void serialize (Archive & ar) {
        ar(m_indexes);
        ar(m_vertices);
        ar(m_primitiveType);
    }
    void onLoad() {
        updateVBOBuffer();
    }
    ~VertexArray();
private :
 
    ////////////////////////////////////////////////////////////
    /// \brief Draw the vertex array to a render target
    ///
    /// \param target Render target to draw to
    /// \param states Current render states
    ///
    ////////////////////////////////////////////////////////////
    void draw(RenderTarget& target, RenderStates states);
 
    ////////////////////////////////////////////////////////////
    // Member data
    ////////////////////////////////////////////////////////////
    std::vector<sf::Vector3f> m_normals;
    std::vector<sf::Vector3f> m_locals;
    std::vector<unsigned int> m_numIndexes;
    std::vector<unsigned int> m_baseVertices;
    std::vector<unsigned int> m_baseIndexes;
    std::vector<unsigned int> m_indexes;
    std::vector<Vertex> m_vertices;      ///< Vertices contained in the array
    sf::PrimitiveType       m_primitiveType; ///< Type of primitives to draw
    unsigned int vboVertexBuffer,vboNormalBuffer, vboIndexBuffer;
    bool needToUpdateVBOBuffer;
};
} // namespace odfaeg
 
#endif | 
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