namespace Msp {
namespace GL {
+/** A single vertex component. Symbolic names are provided for commonly used
+attributes. These are aliased with with generic attributes, so be careful when
+picking your attribute indices. */
enum VertexComponent
{
VERTEX2 = 1,
VERTEX3,
VERTEX4,
- NORMAL3 = 6,
- COLOR4_UBYTE = 8,
- COLOR3_FLOAT = 10,
+ NORMAL3 = 10,
+ COLOR4_UBYTE = 12,
+ COLOR3_FLOAT = 14,
COLOR4_FLOAT,
- TEXCOORD1 = 12,
+ TANGENT3 = 18,
+ BINORMAL3 = 22,
+ TEXCOORD1 = 32,
TEXCOORD2,
TEXCOORD3,
TEXCOORD4,
- ATTRIB1 = 44,
+ ATTRIB1 = 64,
ATTRIB2,
ATTRIB3,
ATTRIB4
};
-struct VertexFormat
+class VertexFormat
{
- unsigned char *data;
+private:
+ enum { MAX_COMPONENTS = 15 };
+ unsigned char count;
+ unsigned char components[MAX_COMPONENTS];
+
+public:
VertexFormat();
VertexFormat(VertexComponent);
- VertexFormat(const VertexFormat &);
- VertexFormat &operator=(const VertexFormat &);
- ~VertexFormat();
- bool empty() const { return !data || !data[0]; }
- const unsigned char *begin() const { return data ? data+1 : 0; }
- const unsigned char *end() const { return data ? data+1+data[0] : 0; }
+ VertexFormat operator,(VertexComponent c) const;
+ VertexFormat operator,(unsigned i) const;
+
+ bool empty() const { return !count; }
+ const unsigned char *begin() const { return components; }
+ const unsigned char *end() const { return components+count; }
unsigned stride() const;
- int offset(VertexComponent, unsigned = 0) const;
+ int offset(VertexComponent) const;
};
-VertexFormat operator,(const VertexFormat &f, VertexComponent c);
inline VertexFormat operator,(VertexComponent c1, VertexComponent c2)
{ return (VertexFormat(c1), c2); }
-VertexFormat operator,(const VertexFormat &f, unsigned i);
inline VertexFormat operator,(VertexComponent c, unsigned i)
{ return (VertexFormat(c), i); }
+VertexComponent make_indexed_component(VertexComponent, unsigned);
+
+inline unsigned get_component_type(unsigned char c)
+{ return c>>2; }
+
+inline unsigned get_component_size(unsigned char c)
+{ return (c&3)+1; }
+
inline unsigned get_stride(const VertexFormat &f)
{ return f.stride(); }
void operator>>(const LexicalConverter &, VertexComponent &);
-void operator>>(const LexicalConverter &, VertexFormat &);
} // namespace GL
} // namespace Msp