/**************************************************************************************/ /* */ /* Visualization Library */ /* http://visualizationlibrary.org */ /* */ /* Copyright (c) 2005-2020, Michele Bosi */ /* All rights reserved. */ /* */ /* Redistribution and use in source and binary forms, with or without modification, */ /* are permitted provided that the following conditions are met: */ /* */ /* - Redistributions of source code must retain the above copyright notice, this */ /* list of conditions and the following disclaimer. */ /* */ /* - Redistributions in binary form must reproduce the above copyright notice, this */ /* list of conditions and the following disclaimer in the documentation and/or */ /* other materials provided with the distribution. */ /* */ /* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND */ /* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED */ /* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE */ /* DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR */ /* ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES */ /* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; */ /* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON */ /* ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT */ /* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS */ /* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ /* */ /**************************************************************************************/ #ifndef IVertexAttribSet_INCLUDE_ONCE #define IVertexAttribSet_INCLUDE_ONCE #include #include namespace vl { //------------------------------------------------------------------------------ // IVertexAttribSet //------------------------------------------------------------------------------ /** Abstract interface to manipulate OpenGL's vertex attribute arrays. */ class IVertexAttribSet { public: /** Conventional vertex array. */ virtual void setVertexArray(ArrayAbstract* data) = 0; /** Conventional vertex array. */ virtual const ArrayAbstract* vertexArray() const = 0; /** Conventional vertex array. */ virtual ArrayAbstract* vertexArray() = 0; /** Conventional normal array. */ virtual void setNormalArray(ArrayAbstract* data) = 0; /** Conventional normal array. */ virtual const ArrayAbstract* normalArray() const = 0; /** Conventional normal array. */ virtual ArrayAbstract* normalArray() = 0; /** Conventional color array. */ virtual void setColorArray(ArrayAbstract* data) = 0; /** Conventional color array. */ virtual const ArrayAbstract* colorArray() const = 0; /** Conventional color array. */ virtual ArrayAbstract* colorArray() = 0; /** Conventional secondary color array. */ virtual void setSecondaryColorArray(ArrayAbstract* data) = 0; /** Conventional secondary color array. */ virtual const ArrayAbstract* secondaryColorArray() const = 0; /** Conventional secondary color array. */ virtual ArrayAbstract* secondaryColorArray() = 0; /** Conventional fog array. */ virtual void setFogCoordArray(ArrayAbstract* data) = 0; /** Conventional fog array. */ virtual const ArrayAbstract* fogCoordArray() const = 0; /** Conventional fog array. */ virtual ArrayAbstract* fogCoordArray() = 0; /** Conventional texture coords arrays. */ virtual void setTexCoordArray(int tex_unit, ArrayAbstract* data) = 0; /** Conventional texture coords arrays. */ virtual const ArrayAbstract* texCoordArray(int tex_unit) const = 0; /** Conventional texture coords arrays. */ virtual ArrayAbstract* texCoordArray(int tex_unit) = 0; /** Binds a generic vertex attribute. */ virtual void setVertexAttribArray(int attrib_location, const ArrayAbstract* info) = 0; /** Returns a generic vertex attribute's info. */ virtual const ArrayAbstract* vertexAttribArray(int attrib_location) const = 0; /** Returns a generic vertex attribute's info. */ virtual ArrayAbstract* vertexAttribArray(int attrib_location) = 0; }; } #endif