+++ /dev/null
-#include "vertexarray.h"
-#include "vertexarraybuilder.h"
-
-namespace Msp {
-namespace GL {
-
-VertexArrayBuilder::VertexArrayBuilder(VertexArray &a):
- array(a)
-{ }
-
-void VertexArrayBuilder::vertex_(const Vector4 &ver)
-{
- float *ptr = array.append();
- for(const unsigned char *c=array.get_format().begin(); c!=array.get_format().end(); ++c)
- {
- unsigned sz = get_component_size(*c);
- unsigned t = get_component_type(*c);
- if(*c==COLOR4_UBYTE)
- {
- union { unsigned char c[4]; float f; } u;
- u.c[0] = static_cast<unsigned char>(col.r*255);
- u.c[1] = static_cast<unsigned char>(col.g*255);
- u.c[2] = static_cast<unsigned char>(col.b*255);
- u.c[3] = static_cast<unsigned char>(col.a*255);
- *ptr++ = u.f;
- }
- else if(*c==NORMAL3)
- {
- *ptr++ = nor.x;
- *ptr++ = nor.y;
- *ptr++ = nor.z;
- }
- else if(t==get_component_type(COLOR4_FLOAT))
- {
- *ptr++ = col.r;
- *ptr++ = col.g;
- *ptr++ = col.b;
- if(sz>=4) *ptr++ = col.a;
- }
- else
- {
- const Vector4 *v = 0;
- if(t==get_component_type(VERTEX3))
- v = &ver;
- else if(*c>=TEXCOORD1 && *c<=TEXCOORD4+28)
- v = &texc[t-get_component_type(TEXCOORD1)];
- else if(*c>=ATTRIB1)
- v = &attr[t-get_component_type(ATTRIB1)];
- *ptr++ = v->x;
- if(sz>=2) *ptr++ = v->y;
- if(sz>=3) *ptr++ = v->z;
- if(sz>=4) *ptr++ = v->w;
- }
- }
-}
-
-} // namespace GL
-} // namespace Msp