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https://github.com/bailwillharr/engine.git
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47 lines
1.0 KiB
C++
47 lines
1.0 KiB
C++
#pragma once
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#include <glm/vec2.hpp>
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#include <glm/vec3.hpp>
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#include <glm/vec4.hpp>
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#include <vector>
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#include "gfx.h"
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#include "gfx_device.h"
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namespace engine {
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struct Vertex {
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glm::vec3 pos;
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glm::vec3 norm;
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glm::vec4 tangent; // w component flips binormal if -1. w should be 1 or -1
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glm::vec2 uv;
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static constexpr int FloatsPerVertex() { return static_cast<int>(sizeof(Vertex) / sizeof(float)); }
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};
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} // namespace engine
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namespace engine {
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class Mesh {
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public:
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Mesh(GFXDevice* gfx, const std::vector<Vertex>& vertices);
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Mesh(GFXDevice* gfx, const std::vector<Vertex>& vertices, const std::vector<uint32_t>& indices);
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~Mesh();
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Mesh(const Mesh&) = delete;
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Mesh& operator=(const Mesh&) = delete;
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const gfx::Buffer* GetVB();
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const gfx::Buffer* GetIB();
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uint32_t GetCount();
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private:
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GFXDevice* const gfx_;
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const gfx::Buffer* vb_;
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const gfx::Buffer* ib_;
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uint32_t count_;
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void InitMesh(const std::vector<Vertex>& vertices, const std::vector<uint32_t>& indices);
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};
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} // namespace engine
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