common/mesh_renderer.h

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////////////////////////////////////////////////////////////////////////////////////////////////////
 
#ifndef __TERRAIN_RENDERER__
#define __TERRAIN_RENDERER__
 
#include "compute_types.h"
#include <OpenGL/gl.h>
 
class MeshRenderer
{
 
public:
 
    MeshRenderer();
    ~MeshRenderer();
    
    bool render(uint uiPrimitiveType = GL_QUAD_STRIP, uint uiColorMode = 0);
    
    void setVertexData(float *afData, uint uiComponents, uint uiCount, bool bCopy = false);
    void setVertexBuffer(uint uiId, uint uiComponents, uint uiCount);
 
    void setNormalData(float *afData, uint uiComponents, uint uiCount, bool bCopy = false);
    void setNormalBuffer(uint uiId, uint uiComponents, uint uiCount);
 
    void setTexCoordData(float *afData, uint uiComponents, uint uiCount, bool bCopy = false);
    void setTexCoordBuffer(uint uiId, uint uiComponents, uint uiCount);
    
    void setColorData(float *afData, uint uiComponents, uint uiCount, bool bCopy = false);
    void setColorBuffer(uint uiId, uint uiComponents, uint uiCount);
    
    bool createGridIndexBuffer(uint uiSizeX, uint uiSizeY);
    
protected:
    
    float *m_afVertexData;
    uint m_uiVertexBytes;
    uint m_uiVertexCount;
    uint m_uiVertexComponents;
    uint m_uiVertexBufferId;
    bool m_bVertexDataOwner;
 
    float *m_afNormalData;
    uint m_uiNormalBytes;
    uint m_uiNormalCount;
    uint m_uiNormalComponents;
    uint m_uiNormalBufferId;
    bool m_bNormalDataOwner;
 
    float *m_afTexCoordData;
    uint m_uiTexCoordBytes;
    uint m_uiTexCoordCount;
    uint m_uiTexCoordComponents;
    uint m_uiTexCoordBufferId;
    bool m_bTexCoordDataOwner;
 
    float *m_afColorData;
    uint m_uiColorBytes;
    uint m_uiColorCount;
    uint m_uiColorComponents;
    uint m_uiColorBufferId;
    bool m_bColorDataOwner;
    
    uint* m_auiIndexData;  
    uint m_uiIndexBytes;       
    uint m_uiIndexBufferId;
    uint m_uiIndexCount;       
    bool m_bIndexBufferDataOwner;
};
 
#endif