/* This file is part of the Pangolin Project. * http://github.com/stevenlovegrove/Pangolin * * Copyright (c) 2014 Steven Lovegrove * * Permission is hereby granted, free of charge, to any person * obtaining a copy of this software and associated documentation * files (the "Software"), to deal in the Software without * restriction, including without limitation the rights to use, * copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following * conditions: * * The above copyright notice and this permission notice shall be * included in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES * OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND * NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT * HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, * WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR * OTHER DEALINGS IN THE SOFTWARE. */ #pragma once #include #include #include namespace pangolin { struct GlGeometry { GlGeometry() = default; GlGeometry(GlGeometry&&) = default; GlGeometry& operator=(GlGeometry&&) = default; struct Element : public GlBufferData { Element() = default; Element(Element&&) = default; Element& operator=(Element&&) = default; Element(GlBufferType buffer_type, size_t size_bytes, GLenum gluse, uint8_t* data) : GlBufferData(buffer_type, size_bytes, gluse, data) {} inline bool HasAttribute(const std::string& name) const { return attributes.find(name) != attributes.end(); } struct Attribute { // Stuff needed by glVertexAttribPointer GLenum gltype; size_t count_per_element; size_t num_elements; size_t offset; size_t stride_bytes; }; std::map attributes; }; inline bool HasAttribute(const std::string& name) const { for(const auto& b : buffers) if(b.second.HasAttribute(name)) return true; return false; } // Store vertices and attributes std::map buffers; // Stores index buffers for each sub-object std::multimap objects; // Stores pixmaps std::map textures; }; GlGeometry::Element ToGlGeometry(const Geometry::Element& el, GlBufferType buffertype); GlGeometry ToGlGeometry(const Geometry& geom); void GlDraw(GlSlProgram& prog, const GlGeometry& geom, const GlTexture *matcap); }