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#pragma once
#include "Color.hpp"
#include "Mesh.hpp"
#include "PodVector.hpp"
#include "RcPtr.hpp"
#include <cstddef>
#include <cstdint>
#include <glm/glm.hpp>
#include <memory>
struct StandardVertex {
float x, y, z;
float u, v;
uint8_t r, g, b, a;
};
struct StandardVertexExtra {
float u, v;
uint8_t r, g, b, a;
};
class StandardCpuMeshData {
public:
PodVector<glm::vec3> vertPositions;
PodVector<StandardVertexExtra> vertExtra;
PodVector<uint32_t> index;
size_t vertexCount;
size_t triangleCount;
};
class StandardCpuMesh {
private:
StandardCpuMeshData* mData = nullptr;
RcPtr<GpuMesh> mGpuMesh;
public:
StandardCpuMesh();
~StandardCpuMesh();
GpuVertexBuffer* GetPosBuffer() const;
GpuVertexBuffer* GetExtraBuffer() const;
GpuMesh* GetGpuMesh() const { return mGpuMesh.Get(); }
void CreateCpuData();
bool UpdatePositions(glm::vec3* pos, size_t count, size_t startVertIndex);
bool UpdateColors(RgbaColor* color, size_t count, size_t starVertIndex);
bool UpdateNormals(glm::vec2* normals, size_t count, size_t startVertIndex);
bool UpdateIndices(uint32_t* indices, size_t count, size_t startVertIndex);
};
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