File: RenderVertex.h

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#pragma once

#include "math/Vector2.h"
#include "math/Vector3.h"
#include "math/Vector4.h"

namespace render
{

/**
 * Vertex as used in DarkRadiant's render system.
 * It's based on single-precision floats for memory/performance.
 */
class RenderVertex
{
public:
    Vector2f texcoord;
    Vector3f normal;
    Vector3f vertex;
    Vector3f tangent;
    Vector3f bitangent;
    Vector4f colour;

    /// Default constructor.
    RenderVertex()
        : tangent(0, 0, 0),
        bitangent(0, 0, 0),
        colour(1.0f, 1.0f, 1.0f, 1.0f)
    {}

    /// Construct and initialise all values
    template <typename U = float, typename ColVector_T = BasicVector4<float>>
    RenderVertex(const BasicVector3<U>& vertex_, const BasicVector3<U>& normal_,
                 const BasicVector2<U>& texcoord_,
                 const ColVector_T& colour_ = BasicVector4<float>(1, 1, 1, 1),
                 const BasicVector3<U>& tangent_ = BasicVector3<U>(0, 0, 0),
                 const BasicVector3<U>& bitangent_ = BasicVector3<U>(0, 0, 0))
    : texcoord(texcoord_),
      normal(normal_),
      vertex(vertex_),
      tangent(tangent_),
      bitangent(bitangent_),
      colour(colour_)
    {}

    bool operator==(const RenderVertex& other) const
    {
        return texcoord == other.texcoord &&
            normal == other.normal &&
            vertex == other.vertex &&
            tangent == other.tangent &&
            bitangent == other.bitangent &&
            colour == other.colour;
    }

    bool operator!=(const RenderVertex& other) const
    {
        return !operator==(other);
    }
};

}