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vertexElementArray.cxx
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1/**
2 * PANDA 3D SOFTWARE
3 * Copyright (c) Carnegie Mellon University. All rights reserved.
4 *
5 * All use of this software is subject to the terms of the revised BSD
6 * license. You should have received a copy of this license along
7 * with this source code in a file named "LICENSE."
8 *
9 * @file vertexElementArray.cxx
10 * @author aignacio
11 * @date 2006-01
12 */
13
15#include "vertexElementArray.h"
16
17
18VertexElementArray::VertexElementArray(int maximum_vertex_elements) {
19 _total_elements = 0;
20 _maximum_vertex_elements = maximum_vertex_elements;
21
22 _vertex_element_array = new D3DVERTEXELEMENT9[maximum_vertex_elements];
23 memset(_vertex_element_array, 0, sizeof(D3DVERTEXELEMENT9) * maximum_vertex_elements);
24}
25
26VertexElementArray::~VertexElementArray() {
27 delete _vertex_element_array;
28}
29
30void VertexElementArray::add_position_xyz_vertex_element(int stream_index, int offset) {
31 if (_total_elements >= _maximum_vertex_elements) {
32 return;
33 }
34
35 LPD3DVERTEXELEMENT9 vertex_element = &_vertex_element_array[_total_elements];
36
37 vertex_element->Stream = stream_index;
38 vertex_element->Offset = offset;
39 vertex_element->Type = D3DDECLTYPE_FLOAT3;
40 vertex_element->Method = D3DDECLMETHOD_DEFAULT;
41
42 vertex_element->Usage = D3DDECLUSAGE_POSITION;
43 vertex_element->UsageIndex = 0;
44
45 _total_elements++;
46}
47
48void VertexElementArray::add_position_xyzw_vertex_element(int stream_index, int offset) {
49 if (_total_elements >= _maximum_vertex_elements) {
50 return;
51 }
52
53 LPD3DVERTEXELEMENT9 vertex_element = &_vertex_element_array[_total_elements];
54
55 vertex_element->Stream = stream_index;
56 vertex_element->Offset = offset;
57 vertex_element->Type = D3DDECLTYPE_FLOAT4;
58 vertex_element->Method = D3DDECLMETHOD_DEFAULT;
59
60 vertex_element->Usage = D3DDECLUSAGE_POSITION;
61 vertex_element->UsageIndex = 0;
62
63 _total_elements++;
64}
65
66void VertexElementArray::add_normal_vertex_element(int stream_index, int offset) {
67 if (_total_elements >= _maximum_vertex_elements) {
68 return;
69 }
70
71 LPD3DVERTEXELEMENT9 vertex_element = &_vertex_element_array[_total_elements];
72
73 vertex_element->Stream = stream_index;
74 vertex_element->Offset = offset;
75 vertex_element->Type = D3DDECLTYPE_FLOAT3;
76 vertex_element->Method = D3DDECLMETHOD_DEFAULT;
77
78 vertex_element->Usage = D3DDECLUSAGE_NORMAL;
79 vertex_element->UsageIndex = 0;
80
81 _total_elements++;
82}
83
84void VertexElementArray::add_binormal_vertex_element(int stream_index, int offset) {
85 if (_total_elements >= _maximum_vertex_elements) {
86 return;
87 }
88
89 LPD3DVERTEXELEMENT9 vertex_element = &_vertex_element_array[_total_elements];
90
91 vertex_element->Stream = stream_index;
92 vertex_element->Offset = offset;
93 vertex_element->Type = D3DDECLTYPE_FLOAT3;
94 vertex_element->Method = D3DDECLMETHOD_DEFAULT;
95
96 vertex_element->Usage = D3DDECLUSAGE_BINORMAL;
97 vertex_element->UsageIndex = 0;
98
99 _total_elements++;
100}
101
102void VertexElementArray::add_tangent_vertex_element(int stream_index, int offset) {
103 if (_total_elements >= _maximum_vertex_elements) {
104 return;
105 }
106
107 LPD3DVERTEXELEMENT9 vertex_element = &_vertex_element_array[_total_elements];
108
109 vertex_element->Stream = stream_index;
110 vertex_element->Offset = offset;
111 vertex_element->Type = D3DDECLTYPE_FLOAT3;
112 vertex_element->Method = D3DDECLMETHOD_DEFAULT;
113
114 vertex_element->Usage = D3DDECLUSAGE_TANGENT;
115 vertex_element->UsageIndex = 0;
116
117 _total_elements++;
118}
119
120void VertexElementArray::add_diffuse_color_vertex_element(int stream_index, int offset) {
121 if (_total_elements >= _maximum_vertex_elements) {
122 return;
123 }
124
125 LPD3DVERTEXELEMENT9 vertex_element = &_vertex_element_array[_total_elements];
126
127 vertex_element->Stream = stream_index;
128 vertex_element->Offset = offset;
129 vertex_element->Type = D3DDECLTYPE_D3DCOLOR;
130 vertex_element->Method = D3DDECLMETHOD_DEFAULT;
131
132 vertex_element->Usage = D3DDECLUSAGE_COLOR;
133 vertex_element->UsageIndex = 0;
134
135 _total_elements++;
136}
137
138void VertexElementArray::add_specular_color_vertex_element(int stream_index, int offset) {
139 if (_total_elements >= _maximum_vertex_elements) {
140 return;
141 }
142
143 LPD3DVERTEXELEMENT9 vertex_element = &_vertex_element_array[_total_elements];
144
145 vertex_element->Stream = stream_index;
146 vertex_element->Offset = offset;
147 vertex_element->Type = D3DDECLTYPE_D3DCOLOR;
148 vertex_element->Method = D3DDECLMETHOD_DEFAULT;
149
150 vertex_element->Usage = D3DDECLUSAGE_COLOR;
151 vertex_element->UsageIndex = 1;
152
153 _total_elements++;
154}
155
156void VertexElementArray::add_u_vertex_element(int stream_index, int offset, int texture_stage) {
157 if (_total_elements >= _maximum_vertex_elements) {
158 return;
159 }
160
161 LPD3DVERTEXELEMENT9 vertex_element = &_vertex_element_array[_total_elements];
162
163 vertex_element->Stream = stream_index;
164 vertex_element->Offset = offset;
165 vertex_element->Type = D3DDECLTYPE_FLOAT1;
166 vertex_element->Method = D3DDECLMETHOD_DEFAULT;
167
168 vertex_element->Usage = D3DDECLUSAGE_TEXCOORD;
169 vertex_element->UsageIndex = texture_stage;
170
171 _total_elements++;
172}
173
174void VertexElementArray::add_uv_vertex_element(int stream_index, int offset, int texture_stage) {
175 if (_total_elements >= _maximum_vertex_elements) {
176 return;
177 }
178
179 LPD3DVERTEXELEMENT9 vertex_element = &_vertex_element_array[_total_elements];
180
181 vertex_element->Stream = stream_index;
182 vertex_element->Offset = offset;
183 vertex_element->Type = D3DDECLTYPE_FLOAT2;
184 vertex_element->Method = D3DDECLMETHOD_DEFAULT;
185
186 vertex_element->Usage = D3DDECLUSAGE_TEXCOORD;
187 vertex_element->UsageIndex = texture_stage;
188
189 _total_elements++;
190}
191
192void VertexElementArray::add_uvw_vertex_element(int stream_index, int offset, int texture_stage) {
193 if (_total_elements >= _maximum_vertex_elements) {
194 return;
195 }
196
197 LPD3DVERTEXELEMENT9 vertex_element = &_vertex_element_array[_total_elements];
198
199 vertex_element->Stream = stream_index;
200 vertex_element->Offset = offset;
201 vertex_element->Type = D3DDECLTYPE_FLOAT3;
202 vertex_element->Method = D3DDECLMETHOD_DEFAULT;
203
204 vertex_element->Usage = D3DDECLUSAGE_TEXCOORD;
205 vertex_element->UsageIndex = texture_stage;
206
207 _total_elements++;
208}
209
210void VertexElementArray::add_xyzw_vertex_element(int stream_index, int offset, int texture_stage) {
211 if (_total_elements >= _maximum_vertex_elements) {
212 return;
213 }
214
215 LPD3DVERTEXELEMENT9 vertex_element = &_vertex_element_array[_total_elements];
216
217 vertex_element->Stream = stream_index;
218 vertex_element->Offset = offset;
219 vertex_element->Type = D3DDECLTYPE_FLOAT4;
220 vertex_element->Method = D3DDECLMETHOD_DEFAULT;
221
222 vertex_element->Usage = D3DDECLUSAGE_TEXCOORD;
223 vertex_element->UsageIndex = texture_stage;
224
225 _total_elements++;
226}
227
228bool VertexElementArray::add_end_vertex_element(void) {
229 if (_total_elements >= _maximum_vertex_elements) {
230 return false;
231 }
232
233 LPD3DVERTEXELEMENT9 vertex_element = &_vertex_element_array[_total_elements];
234
235 vertex_element->Stream = 0xFF;
236 vertex_element->Offset = 0;
237 vertex_element->Type = D3DDECLTYPE_UNUSED;
238 vertex_element->Method = 0;
239
240 vertex_element->Usage = 0;
241 vertex_element->UsageIndex = 0;
242
243 return true;
244}
PANDA 3D SOFTWARE Copyright (c) Carnegie Mellon University.
PANDA 3D SOFTWARE Copyright (c) Carnegie Mellon University.