11#define GLM_FORCE_RADIANS
12#define GLM_FORCE_DEPTH_ZERO_TO_ONE
13#include <glm/vec2.hpp>
14#include <glm/vec3.hpp>
15#include <glm/vec4.hpp>
16#include <glm/mat4x4.hpp>
125 const glm::vec4& col,
127 const glm::vec3& nrm,
128 const glm::vec3& tan)
165 const glm::vec3& nrm,
166 const glm::vec3& tan,
167 const glm::uvec4& indices,
168 const glm::vec4& weights)
Vertex2D()=default
Default constructor.
Vertex2D(const glm::vec2 &pos, const glm::vec4 &col, const glm::vec2 &uv)
Construct with position, color, and texture coordinates.
glm::vec4 color
Vertex color (RGBA)
glm::vec2 position
2D position in screen or world space
glm::vec2 textureCoordinates
UV coordinates for texturing.
VertexPositionColorTexture(const glm::vec3 &pos, const glm::vec4 &col, const glm::vec2 &uv)
Construct with position, UV, and color.
glm::vec3 position
3D position
VertexPositionColorTexture()=default
glm::vec4 color
Vertex color (RGBA)
glm::vec2 textureCoordinates
UV coordinates for texturing.
glm::vec3 tangent
Tangent (for normal mapping)
glm::vec4 color
Vertex color (RGBA)
glm::vec2 textureCoordinates
UV coordinates for texturing.
glm::vec3 position
3D position
VertexPositionColorTextureNormalTangent()=default
VertexPositionColorTextureNormalTangent(const glm::vec3 &pos, const glm::vec4 &col, const glm::vec2 &uv, const glm::vec3 &nrm, const glm::vec3 &tan)
Construct with all vertex attributes.
glm::vec3 normal
Surface normal (for lighting)
VertexSkinnedPositionTextureNormalTangent()=default
glm::vec2 textureCoordinates
UV coordinates for texturing.
glm::vec3 tangent
Tangent (for normal mapping)
glm::uvec4 boneIndices
Indices of influencing bones (up to 4)
glm::vec3 position
3D position
VertexSkinnedPositionTextureNormalTangent(const glm::vec3 &pos, const glm::vec2 &uv, const glm::vec3 &nrm, const glm::vec3 &tan, const glm::uvec4 &indices, const glm::vec4 &weights)
Construct with all vertex attributes and bone data.
glm::vec4 boneWeights
Blend weights for each bone (should sum to 1.0)
glm::vec3 normal
Surface normal (for lighting)