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7fb8af73bf
This change allows us to parse vertex-normal lines "vn x y z" and map them to the correct index on face lines ("f v1/vt1/vn1").
39 lines
702 B
C
39 lines
702 B
C
/*
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* Copyright (c) 2021, Jesse Buhagiar <jooster669@gmail.com>
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* Copyright (c) 2021, Mathieu Gaillard <gaillard.mathieu.39@gmail.com>
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* Copyright (c) 2021, Pedro Pereira <pmh.pereira@gmail.com>
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*
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* SPDX-License-Identifier: BSD-2-Clause
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*/
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#pragma once
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#include <LibGL/GL/gl.h>
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// Point in 3D space
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struct Vertex {
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GLfloat x;
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GLfloat y;
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GLfloat z;
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};
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struct TexCoord {
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GLfloat u;
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GLfloat v;
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};
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// A triangle defines a single "face" of a mesh
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struct Triangle {
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GLuint a;
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GLuint b;
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GLuint c;
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GLuint tex_coord_index0;
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GLuint tex_coord_index1;
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GLuint tex_coord_index2;
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GLuint normal_index0;
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GLuint normal_index1;
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GLuint normal_index2;
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};
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