return geometry by value from factory
This commit is contained in:
@@ -13,11 +13,11 @@
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namespace OpenVulkano::Scene
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{
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Geometry* GeometryFactory::MakeCube(float x, float y, float z, const Math::Vector4f& color)
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Geometry GeometryFactory::MakeCube(float x, float y, float z, const Math::Vector4f& color)
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{
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Geometry* result = new Geometry();
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Geometry result;
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const int indexCount = 36;
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result->Init(24, indexCount);
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result.Init(24, indexCount);
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uint32_t indices[indexCount] =
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{
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0, 1, 2, 0, 2, 3, // front face index data
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@@ -27,78 +27,77 @@ namespace OpenVulkano::Scene
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16, 17, 18, 16, 18, 19, // left face index data
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20, 21, 22, 20, 22, 23 // right face index data
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};
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result->SetIndices(indices, result->indexCount);
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result.SetIndices(indices, result.indexCount);
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x *= 0.5f; y *= 0.5f; z *= 0.5f;
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uint32_t i = 0;
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// front face vertex data
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result->vertices[i++].Set(+x, -y, +z, +0, +0, +1, +0, +1);
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result->vertices[i++].Set(+x, +y, +z, +0, +0, +1, +0, +0);
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result->vertices[i++].Set(-x, +y, +z, +0, +0, +1, +1, +0);
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result->vertices[i++].Set(-x, -y, +z, +0, +0, +1, +1, +1);
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result.vertices[i++].Set(+x, -y, +z, +0, +0, +1, +0, +1);
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result.vertices[i++].Set(+x, +y, +z, +0, +0, +1, +0, +0);
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result.vertices[i++].Set(-x, +y, +z, +0, +0, +1, +1, +0);
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result.vertices[i++].Set(-x, -y, +z, +0, +0, +1, +1, +1);
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// back face vertex data
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result->vertices[i++].Set(+x, -y, -z, +0, +0, -1, +1, +1);
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result->vertices[i++].Set(-x, -y, -z, +0, +0, -1, +0, +1);
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result->vertices[i++].Set(-x, +y, -z, +0, +0, -1, +0, +0);
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result->vertices[i++].Set(+x, +y, -z, +0, +0, -1, +1, +0);
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result.vertices[i++].Set(+x, -y, -z, +0, +0, -1, +1, +1);
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result.vertices[i++].Set(-x, -y, -z, +0, +0, -1, +0, +1);
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result.vertices[i++].Set(-x, +y, -z, +0, +0, -1, +0, +0);
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result.vertices[i++].Set(+x, +y, -z, +0, +0, -1, +1, +0);
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// top face vertex data
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result->vertices[i++].Set(+x, +y, +z, +0, -1, +0, +0, +1);
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result->vertices[i++].Set(+x, +y, -z, +0, -1, +0, +0, +0);
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result->vertices[i++].Set(-x, +y, -z, +0, -1, +0, +1, +0);
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result->vertices[i++].Set(-x, +y, +z, +0, -1, +0, +1, +1);
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result.vertices[i++].Set(+x, +y, +z, +0, -1, +0, +0, +1);
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result.vertices[i++].Set(+x, +y, -z, +0, -1, +0, +0, +0);
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result.vertices[i++].Set(-x, +y, -z, +0, -1, +0, +1, +0);
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result.vertices[i++].Set(-x, +y, +z, +0, -1, +0, +1, +1);
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// bottom face vertex data
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result->vertices[i++].Set(+x, -y, +z, +0, +1, +0, +1, +1);
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result->vertices[i++].Set(-x, -y, +z, +0, +1, +0, +0, +1);
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result->vertices[i++].Set(-x, -y, -z, +0, +1, +0, +0, +0);
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result->vertices[i++].Set(+x, -y, -z, +0, +1, +0, +1, +0);
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result.vertices[i++].Set(+x, -y, +z, +0, +1, +0, +1, +1);
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result.vertices[i++].Set(-x, -y, +z, +0, +1, +0, +0, +1);
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result.vertices[i++].Set(-x, -y, -z, +0, +1, +0, +0, +0);
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result.vertices[i++].Set(+x, -y, -z, +0, +1, +0, +1, +0);
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// Fill in the left face vertex data
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result->vertices[i++].Set(-x, -y, -z, -1, +0, +0, +1, +1);
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result->vertices[i++].Set(-x, -y, +z, -1, +0, +0, +0, +1);
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result->vertices[i++].Set(-x, +y, +z, -1, +0, +0, +0, +0);
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result->vertices[i++].Set(-x, +y, -z, -1, +0, +0, +1, +0);
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result.vertices[i++].Set(-x, -y, -z, -1, +0, +0, +1, +1);
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result.vertices[i++].Set(-x, -y, +z, -1, +0, +0, +0, +1);
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result.vertices[i++].Set(-x, +y, +z, -1, +0, +0, +0, +0);
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result.vertices[i++].Set(-x, +y, -z, -1, +0, +0, +1, +0);
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// Fill in the right face vertex data
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result->vertices[i++].Set(+x, -y, +z, +1, +0, +0, +1, +1);
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result->vertices[i++].Set(+x, -y, -z, +1, +0, +0, +0, +1);
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result->vertices[i++].Set(+x, +y, -z, +1, +0, +0, +0, +0);
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result->vertices[i].Set(+x, +y, +z, +1, +0, +0, +1, +0);
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result.vertices[i++].Set(+x, -y, +z, +1, +0, +0, +1, +1);
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result.vertices[i++].Set(+x, -y, -z, +1, +0, +0, +0, +1);
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result.vertices[i++].Set(+x, +y, -z, +1, +0, +0, +0, +0);
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result.vertices[i].Set(+x, +y, +z, +1, +0, +0, +1, +0);
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for(i = 0; i < result->vertexCount; i++)
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for(i = 0; i < result.vertexCount; i++)
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{
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result->vertices[i].color = color;
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result.vertices[i].color = color;
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}
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return result;
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}
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Geometry* GeometryFactory::MakePlane(float width, float height, const Math::Vector4f& color)
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Geometry GeometryFactory::MakePlane(float width, float height, const Math::Vector4f& color)
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{
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Geometry* result = new Geometry();
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result->Init(4, 6);
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Geometry result;
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result.Init(4, 6);
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uint32_t indices[] = { 0, 2, 1, 0, 3, 2 };
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result->SetIndices(indices, result->indexCount);
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result.SetIndices(indices, result.indexCount);
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width *= 0.5f; height *= 0.5f;
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result->vertices[0].Set(-width, -height, 0, 0, 0, 1, 0, 1);
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result->vertices[1].Set(-width, height, 0, 0, 0, 1, 0, 0);
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result->vertices[2].Set(width, height, 0, 0, 0, 1, 1, 0);
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result->vertices[3].Set(width, -height, 0, 0, 0, 1, 1, 1);
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result.vertices[0].Set(-width, -height, 0, 0, 0, 1, 0, 1);
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result.vertices[1].Set(-width, height, 0, 0, 0, 1, 0, 0);
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result.vertices[2].Set(width, height, 0, 0, 0, 1, 1, 0);
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result.vertices[3].Set(width, -height, 0, 0, 0, 1, 1, 1);
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for (uint32_t i = 0; i < result->vertexCount; i++)
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for (uint32_t i = 0; i < result.vertexCount; i++)
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{
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result->vertices[i].color = color;
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result.vertices[i].color = color;
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}
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return result;
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}
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Geometry* GeometryFactory::MakeSphere(float radius, uint32_t segments, uint32_t rings, const Math::Vector4f& color)
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Geometry GeometryFactory::MakeSphere(float radius, uint32_t segments, uint32_t rings, const Math::Vector4f& color)
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{
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Geometry* result = new Geometry();
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Geometry result;
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uint32_t vertexCount = (rings + 1) * (segments + 1);
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uint32_t indexCount = 6 * rings * segments;
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result->Init(vertexCount, indexCount);
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result.Init(vertexCount, indexCount);
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uint32_t i = 0;
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for (uint32_t ring = 0; ring <= rings; ++ring)
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@@ -119,8 +118,8 @@ namespace OpenVulkano::Scene
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float u = 1 - (float(segment) / segments);
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float v = float(ring) / rings;
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result->vertices[i].Set(radius * x, radius * y, radius * z, x, y, z, u, v);
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result->vertices[i].color = color;
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result.vertices[i].Set(radius * x, radius * y, radius * z, x, y, z, u, v);
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result.vertices[i].color = color;
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++i;
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}
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}
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@@ -143,18 +142,18 @@ namespace OpenVulkano::Scene
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indices[i++] = second + 1;
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}
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}
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result->SetIndices(indices, indexCount);
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result.SetIndices(indices, indexCount);
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delete[] indices;
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return result;
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}
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Geometry* GeometryFactory::MakeHemisphere(float radius, uint32_t segments, uint32_t rings, const Math::Vector4f& color)
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Geometry GeometryFactory::MakeHemisphere(float radius, uint32_t segments, uint32_t rings, const Math::Vector4f& color)
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{
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Geometry* result = new Geometry();
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Geometry result;
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uint32_t vertexCount = (rings + 1) * (segments + 1);
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uint32_t indexCount = 6 * rings * segments;
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result->Init(vertexCount, indexCount);
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result.Init(vertexCount, indexCount);
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uint32_t i = 0;
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for (uint32_t ring = 0; ring <= rings; ++ring)
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@@ -175,8 +174,8 @@ namespace OpenVulkano::Scene
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float u = 1 - (float(segment) / segments);
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float v = float(ring) / rings;
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result->vertices[i].Set(radius * x, radius * y, radius * z, x, y, z, u, v);
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result->vertices[i].color = color;
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result.vertices[i].Set(radius * x, radius * y, radius * z, x, y, z, u, v);
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result.vertices[i].color = color;
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++i;
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}
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}
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@@ -199,37 +198,37 @@ namespace OpenVulkano::Scene
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indices[i++] = second + 1;
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}
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}
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result->SetIndices(indices, indexCount);
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result.SetIndices(indices, indexCount);
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delete[] indices;
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return result;
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}
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Geometry* GeometryFactory::MakeTriangle(const Math::Vector3f& p1, const Math::Vector3f& p2, const Math::Vector3f& p3, const Math::Vector4f& color)
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Geometry GeometryFactory::MakeTriangle(const Math::Vector3f& p1, const Math::Vector3f& p2, const Math::Vector3f& p3, const Math::Vector4f& color)
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{
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Geometry* result = new Geometry();
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result->Init(3, 3);
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Geometry result;
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result.Init(3, 3);
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uint32_t indices[] = { 0, 1, 2 };
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result->SetIndices(indices, result->indexCount);
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result.SetIndices(indices, result.indexCount);
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result->vertices[0].Set(p1.x, p1.y, p1.z, 0, 0, 1, 0, 0);
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result->vertices[1].Set(p2.x, p2.y, p2.z, 0, 0, 1, 1, 0);
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result->vertices[2].Set(p3.x, p3.y, p3.z, 0, 0, 1, 0, 1);
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result.vertices[0].Set(p1.x, p1.y, p1.z, 0, 0, 1, 0, 0);
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result.vertices[1].Set(p2.x, p2.y, p2.z, 0, 0, 1, 1, 0);
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result.vertices[2].Set(p3.x, p3.y, p3.z, 0, 0, 1, 0, 1);
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for (uint32_t i = 0; i < result->vertexCount; i++)
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for (uint32_t i = 0; i < result.vertexCount; i++)
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{
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result->vertices[i].color = color;
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result.vertices[i].color = color;
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}
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return result;
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}
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Geometry* GeometryFactory::MakeCylinder(float radius, float height, uint32_t segments, const Math::Vector4f& color)
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Geometry GeometryFactory::MakeCylinder(float radius, float height, uint32_t segments, const Math::Vector4f& color)
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{
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Geometry* result = new Geometry();
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Geometry result;
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uint32_t vertexCount = 2 * (segments + 1);
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uint32_t indexCount = 12 * segments;
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result->Init(vertexCount, indexCount);
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result.Init(vertexCount, indexCount);
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float halfHeight = height * 0.5f;
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uint32_t i = 0;
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@@ -240,10 +239,10 @@ namespace OpenVulkano::Scene
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float z = radius * sin(theta);
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float u = float(segment) / segments;
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result->vertices[i].Set(x, -halfHeight, z, x, 0, z, u, 0);
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result->vertices[i++].color = color;
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result->vertices[i].Set(x, halfHeight, z, x, 0, z, u, 1);
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result->vertices[i++].color = color;
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result.vertices[i].Set(x, -halfHeight, z, x, 0, z, u, 0);
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result.vertices[i++].color = color;
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result.vertices[i].Set(x, halfHeight, z, x, 0, z, u, 1);
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result.vertices[i++].color = color;
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}
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i = 0;
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@@ -269,16 +268,16 @@ namespace OpenVulkano::Scene
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indices[i++] = first;
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indices[i++] = second + 2;
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}
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result->SetIndices(indices, indexCount);
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result.SetIndices(indices, indexCount);
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delete[] indices;
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return result;
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}
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Geometry* GeometryFactory::MakePyramid(float baseLength, float height, const Math::Vector4f& color)
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Geometry GeometryFactory::MakePyramid(float baseLength, float height, const Math::Vector4f& color)
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{
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Geometry* result = new Geometry();
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result->Init(5, 18);
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Geometry result;
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result.Init(5, 18);
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uint32_t indices[] = {
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// Base
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1, 2, 3,
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@@ -289,21 +288,21 @@ namespace OpenVulkano::Scene
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0, 3, 4,
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0, 4, 1
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};
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result->SetIndices(indices, result->indexCount);
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result.SetIndices(indices, result.indexCount);
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float halfBase = baseLength * 0.5f;
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// Top vertex
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result->vertices[0].Set(0, height, 0, 0, 1, 0, 0.5f, 1);
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result.vertices[0].Set(0, height, 0, 0, 1, 0, 0.5f, 1);
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// Base vertices
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result->vertices[1].Set(-halfBase, 0, halfBase, 0, -1, 0, 0, 0);
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result->vertices[2].Set(halfBase, 0, halfBase, 0, -1, 0, 1, 0);
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result->vertices[3].Set(halfBase, 0, -halfBase, 0, -1, 0, 1, 1);
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result->vertices[4].Set(-halfBase, 0, -halfBase, 0, -1, 0, 0, 1);
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result.vertices[1].Set(-halfBase, 0, halfBase, 0, -1, 0, 0, 0);
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result.vertices[2].Set(halfBase, 0, halfBase, 0, -1, 0, 1, 0);
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result.vertices[3].Set(halfBase, 0, -halfBase, 0, -1, 0, 1, 1);
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result.vertices[4].Set(-halfBase, 0, -halfBase, 0, -1, 0, 0, 1);
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for (uint32_t i = 0; i < result->vertexCount; i++)
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for (uint32_t i = 0; i < result.vertexCount; i++)
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{
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result->vertices[i].color = color;
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result.vertices[i].color = color;
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}
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return result;
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Reference in New Issue
Block a user