Split CommonGfxVertex3D into two different ones, GfxVertexFormat0 and GfxVertexFormat1

Rewrite  GLInstancingRenderer::drawTexturedTriangleMesh
This commit is contained in:
Erwin Coumans
2017-05-24 13:05:16 -07:00
parent 344bb3f350
commit 84d09cc18f
6 changed files with 100 additions and 77 deletions

View File

@@ -17,7 +17,15 @@ enum
B3_USE_SHADOWMAP_RENDERMODE,
};
struct CommonGfxVertex3D
struct GfxVertexFormat0
{
float x,y,z,w;
float unused0,unused1,unused2,unused3;
float u,v;
};
struct GfxVertexFormat1
{
float x,y,z,w;
float nx,ny,nz;
@@ -54,7 +62,7 @@ struct CommonRenderInterface
virtual void drawLine(const double from[4], const double to[4], const double color[4], double lineWidth) = 0;
virtual void drawPoint(const float* position, const float color[4], float pointDrawSize)=0;
virtual void drawPoint(const double* position, const double color[4], double pointDrawSize)=0;
virtual void drawTexturedTriangleMesh(float worldPosition[3], float worldOrientation[4], const float* vertices, int numvertices, const unsigned int* indices, int numIndices, float color[4], int textureIndex=-1)=0;
virtual void drawTexturedTriangleMesh(float worldPosition[3], float worldOrientation[4], const float* vertices, int numvertices, const unsigned int* indices, int numIndices, float color[4], int textureIndex=-1, int vertexLayout=0)=0;
virtual int registerShape(const float* vertices, int numvertices, const int* indices, int numIndices,int primitiveType=B3_GL_TRIANGLES, int textureIndex=-1)=0;
virtual void updateShape(int shapeIndex, const float* vertices)=0;