veloren/voxygen/src/render/mesh.rs

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// Local
use super::Pipeline;
/// A `Vec`-based mesh structure used to store mesh data on the CPU.
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pub struct Mesh<P: Pipeline> {
verts: Vec<P::Vertex>,
}
impl<P: Pipeline> Mesh<P> {
/// Create a new `Mesh`
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pub fn new() -> Self {
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Self { verts: vec![] }
}
/// Get a slice referencing the vertices of this mesh.
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pub fn vertices(&self) -> &[P::Vertex] {
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&self.verts
}
/// Push a new vertex onto the end of this mesh.
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pub fn push(&mut self, vert: P::Vertex) {
self.verts.push(vert);
}
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/// Push a new polygon onto the end of this mesh.
pub fn push_tri(&mut self, tri: Tri<P>) {
self.verts.push(tri.a);
self.verts.push(tri.b);
self.verts.push(tri.c);
}
/// Push a new quad onto the end of this mesh.
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pub fn push_quad(&mut self, quad: Quad<P>) {
// A quad is composed of two triangles. The code below converts the former to the latter.
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// Tri 1
self.verts.push(quad.a.clone());
self.verts.push(quad.b);
self.verts.push(quad.c.clone());
// Tri 2
self.verts.push(quad.c);
self.verts.push(quad.d);
self.verts.push(quad.a);
}
}
/// Represents a triangle stored on the CPU.
pub struct Tri<P: Pipeline> {
a: P::Vertex,
b: P::Vertex,
c: P::Vertex,
}
impl<P: Pipeline> Tri<P> {
pub fn new(
a: P::Vertex,
b: P::Vertex,
c: P::Vertex,
) -> Self {
Self { a, b, c }
}
}
/// Represents a quad stored on the CPU.
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pub struct Quad<P: Pipeline> {
a: P::Vertex,
b: P::Vertex,
c: P::Vertex,
d: P::Vertex,
}
impl<P: Pipeline> Quad<P> {
pub fn new(
a: P::Vertex,
b: P::Vertex,
c: P::Vertex,
d: P::Vertex,
) -> Self {
Self { a, b, c, d }
}
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}