common/grid_mesh.h

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////////////////////////////////////////////////////////////////////////////////////////////////////
 
#ifndef __GRID_MESH__
#define __GRID_MESH__
 
#include "compute_types.h"
#include <OpenGL/OpenGL.h>
 
////////////////////////////////////////////////////////////////////////////////
 
class GridMesh
{
public:
    GridMesh();
    ~GridMesh();
    
    bool setup(uint uiCountX, uint uiCountY, 
               float fX0, float fX1, 
               float fY0, float fY1, 
               bool bVertical = false);
 
    bool setup(uint uiCountX, uint uiCountY, 
               float fA0, float fA1,
               float fRadialAngle, 
               bool bVertical = false);
 
    void render(GLenum eElementType = GL_TRIANGLE_STRIP, bool bUseVBO = true);
 
    unsigned int getTriangleCount();
 
    bool createIndexData(uint uiCountX, uint uiCountY);
    
    uint getIndexCount()            { return m_uiIndexCount;}
    
private:
 
    void createVBO();
    void destroyVBO();
    
    void addVertex(float x, float y, float z);
    void destroy();
 
    uint m_uiVertexBufferId;
    float* m_afVertexData; 
    uint m_uiVertexCount;    
 
    uint m_uiIndexBufferId;
    unsigned short* m_ausIndexData;  
    uint m_uiIndexCount;       
    
    uint m_uiFaceCount; 
};
 
////////////////////////////////////////////////////////////////////////////////
 
#endif