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OpenVulkano/openVulkanoCpp/Scene/Vertex.hpp

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C++

/*
* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at https://mozilla.org/MPL/2.0/.
*/
#pragma once
#include "Math/Math.hpp"
#include "VertexInputDescription.hpp"
#include <assimp/vector2.h>
#include <assimp/vector3.h>
#include <assimp/color4.h>
namespace openVulkanoCpp
{
struct Vertex
{
Math::Vector3f position, normal, tangent, biTangent, textureCoordinates;
Math::Vector4f color;
Vertex() = default;
Vertex(const aiVector3D& pos) : position(pos.x, pos.y, pos.z), normal(), tangent(), biTangent(), textureCoordinates(), color()
{}
Vertex(const float& x, const float& y, const float& z, const float& nx, const float& ny, const float& nz, const float& u, const float& v)
: position({ x, y, z }), normal({ nx, ny, nz }), tangent(), biTangent(), textureCoordinates({ u, v, 0 }), color()
{}
Vertex(const Math::Vector3f& position, const Math::Vector3f& normal, const Math::Vector3f& tangent, const Math::Vector3f& biTangent, const Math::Vector2f& textureCoordinates)
: position(position), normal(normal), tangent(tangent), biTangent(biTangent), textureCoordinates(textureCoordinates, 0), color()
{}
Vertex(const Math::Vector3f & position, const Math::Vector3f & normal, const Math::Vector3f & tangent, const Math::Vector3f & biTangent, const Math::Vector3f & textureCoordinates)
: position(position), normal(normal), tangent(tangent), biTangent(biTangent), textureCoordinates(textureCoordinates), color()
{}
~Vertex() = default;
void Set(const float& x, const float& y, const float& z)
{
position = { x, y, z };
}
void Set(const Math::Vector3f& position)
{
this->position = position;
}
void Set(const aiVector3D& position)
{
this->position = { position.x, position.y, position.z };
}
void Set(const float& x, const float& y, const float& z, const float& nx, const float& ny, const float& nz, const float& u, const float& v)
{
this->position = { x, y, z };
this->normal = { nx, ny, nz };
this->textureCoordinates = { u, v, 0 };
}
void Set(const Math::Vector3f& position, const Math::Vector3f& normal, const Math::Vector2f& textureCoordinates)
{
this->position = position;
this->normal = normal;
this->textureCoordinates = { textureCoordinates, 0 };
}
void Set(const Math::Vector3f& position, const Math::Vector3f& normal, const Math::Vector3f& tangent, const Math::Vector3f& biTangent, const Math::Vector2f& textureCoordinates)
{
this->position = position;
this->normal = normal;
this->tangent = tangent;
this->biTangent = biTangent;
this->textureCoordinates = { textureCoordinates,0 };
}
void SetNormal(const float& nx, const float& ny, const float& nz)
{
this->normal = { nx, ny, nz };
}
void SetNormal(const Math::Vector3f& normal)
{
this->normal = normal;
}
void SetNormal(const aiVector3D& normal)
{
this->normal = { normal.x, normal.y, normal.z };
}
void SetTangent(const float& tx, const float& ty, const float& tz)
{
this->tangent = { tx, ty, tz };
}
void SetTangent(const Math::Vector3f& tangent)
{
this->tangent = tangent;
}
void SetTangent(const aiVector3D& tangent)
{
this->tangent = { tangent.x, tangent.y, tangent.z };
}
void SetTangentAndBiTangent(const float& tx, const float& ty, const float& tz, const float& bx, const float& by, const float& bz)
{
this->biTangent = { bx, by, bz };
this->tangent = { tx, ty, tz };
}
void SetTangentAndBiTangent(const Math::Vector3f& tangent, const Math::Vector3f& biTangent)
{
this->biTangent = biTangent;
this->tangent = tangent;
}
void SetTangentAndBiTangent(const aiVector3D& tangent, const aiVector3D& biTangent)
{
this->tangent = { tangent.x, tangent.y, tangent.z };
this->biTangent = { biTangent.x, biTangent.y, biTangent.z };
}
void SetBiTangent(const float& bx, const float& by, const float& bz)
{
this->biTangent = { bx, by, bz };
}
void SetBiTangent(const Math::Vector3f& biTangent)
{
this->biTangent = biTangent;
}
void SetBiTangent(const aiVector3D& biTangent)
{
this->biTangent = { biTangent.x, biTangent.y, biTangent.z };
}
void SetTextureCoordinates(const float& u, const float& v)
{
this->textureCoordinates = { u, v, 0 };
}
void SetTextureCoordinates(const float& u, const float& v, const float& w)
{
this->textureCoordinates = { u, v, w };
}
void SetTextureCoordinates(const Math::Vector2f& textureCoordinates)
{
this->textureCoordinates = { textureCoordinates, 0 };
}
void SetTextureCoordinates(const Math::Vector3f& textureCoordinates)
{
this->textureCoordinates = textureCoordinates;
}
void SetTextureCoordinates(const aiVector2D& textureCoordinates)
{
this->textureCoordinates = { textureCoordinates.x, textureCoordinates.y, 0 };
}
void SetTextureCoordinates(const aiVector3D& textureCoordinates)
{
this->textureCoordinates = { textureCoordinates.x, textureCoordinates.y, textureCoordinates.z };
}
void SetColor(const float& r, const float& g, const float& b, const float& a = 1)
{
color = { r,g,b,a };
}
void SetColor(const Math::Vector4f& color)
{
this->color = color;
}
void SetColor(const aiColor4D& color)
{
this->color = { color.r, color.g, color.b, color.a };
}
static VertexInputDescription GetVertexInputDescription()
{
VertexInputDescription description(0, sizeof(Vertex));
description.AddInputParameter(DataFormat::R32G32B32_SFLOAT, offsetof(Vertex, position));
description.AddInputParameter(DataFormat::R32G32B32_SFLOAT, offsetof(Vertex, normal));
description.AddInputParameter(DataFormat::R32G32B32_SFLOAT, offsetof(Vertex, tangent));
description.AddInputParameter(DataFormat::R32G32B32_SFLOAT, offsetof(Vertex, biTangent));
description.AddInputParameter(DataFormat::R32G32B32_SFLOAT, offsetof(Vertex, textureCoordinates));
description.AddInputParameter(DataFormat::R32G32B32A32_SFLOAT, offsetof(Vertex, color));
return description;
}
};
}