1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62
|
#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);
}
};
}
|