protot/3rdparty/RuntimeCompiledCpp/Renderer/AURenMesh.h

86 lines
2.3 KiB
C
Raw Normal View History

//
// Copyright (c) 2010-2011 Matthew Jack and Doug Binks
//
// This software is provided 'as-is', without any express or implied
// warranty. In no event will the authors be held liable for any damages
// arising from the use of this software.
// Permission is granted to anyone to use this software for any purpose,
// including commercial applications, and to alter it and redistribute it
// freely, subject to the following restrictions:
// 1. The origin of this software must not be misrepresented; you must not
// claim that you wrote the original software. If you use this software
// in a product, an acknowledgment in the product documentation would be
// appreciated but is not required.
// 2. Altered source versions must be plainly marked as such, and must not be
// misrepresented as being the original software.
// 3. This notice may not be removed or altered from any source distribution.
#pragma once
#ifndef AURENDMESH_DEF
#define AURENDMESH_DEF
#include <string>
#include "../Common/AUColor.inl"
#include "IAURenderable.h"
struct aiScene;
class AURenMesh
{
public:
AURenMesh();
bool LoadFromFile( const std::string& strFilename );
bool SaveToFile( const std::string& strFilename ); // Saves as AML
virtual ~AURenMesh();
void NormaliseToBCubeHalfWidth( float fBCubeHalfWidth );
void Render( const AUColor* pCol = 0 ) const;
protected:
bool LoadFromFileAML( const std::string& strFilename ); // For native AML format
bool LoadFromFileImport( const std::string& strFilename ); // Use AssImp library for other formats
void ProcessScene( const aiScene* pScene ); // Convert AssImp imported scene into internal data structures
void Clear();
float* m_pafVertexCoordinates;
float* m_pafTextureCoordinates;
float* m_pafNormals;
unsigned short* m_pausTriangleIndices;
unsigned int m_uiNumVertices;
unsigned int m_uiNumTriangles;
};
class AURenderableMesh : public IAURenderableMesh
{
public:
AURenderableMesh( AURenMesh* pMesh ) :
m_pMesh( pMesh ),
m_Color( 1.0f, 1.0f, 1.0f, 1.0f )
{
}
virtual const AUColor& GetColor() const
{
return m_Color;
}
virtual void SetColor( const AUColor& color )
{
m_Color = color;
}
virtual void Render() const
{
m_pMesh->Render( &m_Color );
}
AURenMesh* GetMesh()
{
return m_pMesh;
}
private:
AURenMesh* m_pMesh;
AUColor m_Color;
};
#endif //AURENDMESH_DEF