#pragma once #include "basics.h" struct FModelVertex { float x, y, z; // world position float u, v; // texture coordinates unsigned packedNormal; // normal vector as GL_INT_2_10_10_10_REV. float lu, lv; // lightmap texture coordinates float lindex; // lightmap texture index uint8_t boneselector[4]; uint8_t boneweight[4]; void Set(float xx, float yy, float zz, float uu, float vv) { x = xx; y = yy; z = zz; u = uu; v = vv; lu = 0.0f; lv = 0.0f; lindex = -1.0f; } void SetNormal(float nx, float ny, float nz) { int inx = clamp(int(nx * 512), -512, 511); int iny = clamp(int(ny * 512), -512, 511); int inz = clamp(int(nz * 512), -512, 511); int inw = 0; packedNormal = (inw << 30) | ((inz & 1023) << 20) | ((iny & 1023) << 10) | (inx & 1023); } void SetBoneSelector(int x, int y, int z, int w) { boneselector[0] = x; boneselector[1] = y; boneselector[2] = z; boneselector[3] = w; } void SetBoneWeight(int x, int y, int z, int w) { boneweight[0] = x; boneweight[1] = y; boneweight[2] = z; boneweight[3] = w; } }; #define VMO ((FModelVertex*)nullptr) class IModelVertexBuffer { public: virtual ~IModelVertexBuffer() { } virtual FModelVertex *LockVertexBuffer(unsigned int size) = 0; virtual void UnlockVertexBuffer() = 0; virtual unsigned int *LockIndexBuffer(unsigned int size) = 0; virtual void UnlockIndexBuffer() = 0; };