#ifndef RENDERTRIANGLE_H #define RENDERTRIANGLE_H #include #include class RenderTriangle { std::vector vertices; std::vector normals; std::vector rgba; public: void addTriangle(Point3 p1, Point3 p2, Point3 p3) { vertices.insert(vertices.end(), {p1.x, p1.y, p1.z}); vertices.insert(vertices.end(), {p2.x, p2.y, p2.z}); vertices.insert(vertices.end(), {p3.x, p3.y, p3.z}); } void addTriangle(Point3 p1, Point3 p2, Point3 p3, const Point3 n) { vertices.insert(vertices.end(), {p1.x, p1.y, p1.z}); vertices.insert(vertices.end(), {p2.x, p2.y, p2.z}); vertices.insert(vertices.end(), {p3.x, p3.y, p3.z}); normals.insert(normals.end(), {n.x, n.y, n.z}); normals.insert(normals.end(), {n.x, n.y, n.z}); normals.insert(normals.end(), {n.x, n.y, n.z}); } void addTriangle(Point3 p1, Point3 p2, Point3 p3, const Point3 n, const float r, const float g, const float b, const float a) { vertices.insert(vertices.end(), {p1.x, p1.y, p1.z}); vertices.insert(vertices.end(), {p2.x, p2.y, p2.z}); vertices.insert(vertices.end(), {p3.x, p3.y, p3.z}); normals.insert(normals.end(), {n.x, n.y, n.z}); normals.insert(normals.end(), {n.x, n.y, n.z}); normals.insert(normals.end(), {n.x, n.y, n.z}); rgba.insert(rgba.end(), {r,g,b,a}); rgba.insert(rgba.end(), {r,g,b,a}); rgba.insert(rgba.end(), {r,g,b,a}); } void addLine(Point3 p1, Point3 p2, const float r, const float g, const float b, const float a) { vertices.insert(vertices.end(), {p1.x, p1.y, p1.z}); vertices.insert(vertices.end(), {p2.x, p2.y, p2.z}); rgba.insert(rgba.end(), {r,g,b,a}); rgba.insert(rgba.end(), {r,g,b,a}); } void clear() { vertices.clear(); normals.clear(); rgba.clear(); } const std::vector& getVertices() const {return vertices;} const std::vector& getNormals() const {return normals;} const std::vector& getRGBA() const {return rgba;} }; #endif // RENDERTRIANGLE_H