Developer Documentation
VertexDeclaration.hh
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41
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44
45#ifndef ACG_VERTEXDECLARATION_HH
46#define ACG_VERTEXDECLARATION_HH
47
48#include <vector>
49#include <list>
50#include <map>
51#include <QString>
52#include <ACG/Config/ACGDefines.hh>
53
54namespace GLSL
55{
56 class Program;
57}
58
59namespace ACG
60{
61
64{
72 VERTEX_USAGE_FORCE_DWORD = 0xFFFFFFFF
73};
74
78struct ACGDLLEXPORT VertexElement
79{
81
82 unsigned int type_;
83 unsigned int numElements_;
85 const char* shaderInputName_;
86 const void* pointer_;
87 unsigned int divisor_;
88 unsigned int vbo_;
89
92 void setByteOffset(unsigned int _offset);
93
96 unsigned int getByteOffset() const;
97
100 bool operator == (const VertexElement& _other) const;
101
104 bool operator != (const VertexElement& _other) const {return !(*this == _other);}
105};
106
268class ACGDLLEXPORT VertexDeclaration
269{
270public:
271
274
277 void addElement(const VertexElement* _pElement);
278
281 void addElement(unsigned int _type, unsigned int _numElements, VERTEX_USAGE _usage, const void* _pointer, const char* _shaderInputName = 0, unsigned int _divisor = 0, unsigned int _vbo = 0);
282
285 void addElement(unsigned int _type, unsigned int _numElements, VERTEX_USAGE _usage, size_t _byteOffset = 0, const char* _shaderInputName = 0, unsigned int _divisor = 0, unsigned int _vbo = 0);
286
289 void addElements(unsigned int _numElements, const VertexElement* _pElements);
290
293 void clear();
294
298 void activateFixedFunction() const;
299
302 void deactivateFixedFunction() const;
303
304
308 void activateShaderPipeline(GLSL::Program* _prog) const;
309
310
314 void deactivateShaderPipeline(GLSL::Program* _prog) const;
315
316
320 void setVertexStride(unsigned int _stride);
321
324 unsigned int getVertexStride(unsigned int i = 0) const;
325
328 unsigned int getNumElements() const;
329
332 const VertexElement* getElement(unsigned int i) const;
333
336 int findElementIdByUsage(VERTEX_USAGE _usage) const;
337
340 const VertexElement* findElementByUsage(VERTEX_USAGE _usage) const;
341
344 static size_t getGLTypeSize(unsigned int _type);
345
348 static size_t getElementSize(const VertexElement* _pElement);
349
352 static bool supportsInstancedArrays();
353
356 QString toString() const;
357
358
361 bool operator ==(const VertexDeclaration& _other) const;
362
365 bool operator !=(const VertexDeclaration& _other) const {return !(*this == _other);}
366
367private:
368
373 void updateOffsets();
374
378 void updateShaderInputName(VertexElement* _pElem);
379
380
381 std::vector<VertexElement> elements_;
382
384 unsigned int vertexStride_;
385
387 std::map<unsigned int, unsigned int> vertexStridesVBO_;
388
391};
392
393
394//=============================================================================
395} // namespace ACG
396//=============================================================================
397
398
399
400#endif // ACG_VERTEXDECLARATION_HH defined
Class to define the vertex input layout.
int strideUserDefined_
Flag that indicates, whether the stride was set by user or derived automatically.
unsigned int vertexStride_
Offset in bytes between each vertex.
std::map< unsigned int, unsigned int > vertexStridesVBO_
Map vbo to offset in bytes between each vertex in that vbo.
GLSL program class.
Definition: GLSLShader.hh:211
Namespace providing different geometric functions concerning angles.
VERTEX_USAGE
-— input name in vertex shader ----—
@ VERTEX_USAGE_NORMAL
"inNormal"
@ VERTEX_USAGE_COLOR
"inColor"
@ VERTEX_USAGE_POSITION
"inPosition"
@ VERTEX_USAGE_BLENDWEIGHTS
"inBlendWeights"
@ VERTEX_USAGE_BLENDINDICES
"inBlendIndices"
@ VERTEX_USAGE_TEXCOORD
"inTexCoord"
@ VERTEX_USAGE_SHADER_INPUT
defined by user via VertexElement::shaderInputName_
This namespace contains all the classes and functions for handling GLSL shader and program objects.
Definition: AntiAliasing.hh:66
Description of one vertex element.
unsigned int divisor_
For instanced rendering: Step rate describing how many instances are drawn before advancing to the ne...
unsigned int numElements_
how many elements of type_
const void * pointer_
Offset in bytes to the first occurrence of this element in vertex buffer; Or address to vertex data i...
unsigned int vbo_
Explicit vbo source of this element, set to 0 if the buffer bound at the time of activating the decla...
VERTEX_USAGE usage_
position, normal, shader input ..
unsigned int type_
GL_FLOAT, GL_UNSIGNED_BYTE, GL_INT, ...
const char * shaderInputName_
set shader input name, if usage_ = VERTEX_USAGE_USER_DEFINED otherwise this is set automatically,...