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- #ifndef MESH_H
- #define MESH_H
- #include "lua.h"
- #include "geometry.h"
- #include <glplatform/math3d.h>
- #include <stdint.h>
- struct mesh {
- struct buffer_type *type;
- int num_verticies;
- int num_triangles;
- int num_submesh;
- int weights_per_vertex;
- int has_uv_layers;
- uint32_t vertex_array;
- uint32_t index_array;
- uint32_t uv_array[MAX_UV_LAYERS];
- struct submesh submesh[];
- };
- void render_mesh(lua_State *L, int b2l_data_idx, int materials_idx, const uint8_t *blob,
- const char *scene_name,
- const char *object_name,
- double frame,
- struct math3d_mat4 *model,
- struct math3d_mat4 *view,
- struct math3d_mat4 *proj);
- void create_mesh(struct mesh *m, lua_State *L, const uint8_t *blob);
- void render_submesh(struct mesh *m, int submesh, int uvmap);
- #endif
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