return geometry by value from factory

This commit is contained in:
ohyzha
2024-07-24 10:49:03 +03:00
parent abf1b72990
commit c29f90fc28
2 changed files with 87 additions and 88 deletions

View File

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

View File

@@ -13,12 +13,12 @@ namespace OpenVulkano::Scene
class GeometryFactory class GeometryFactory
{ {
public: public:
static Geometry* MakeCube(float x = 1, float y = 1, float z = 1, const Math::Vector4f& color = Math::Vector4f(1)); static Geometry MakeCube(float x = 1, float y = 1, float z = 1, const Math::Vector4f& color = Math::Vector4f(1));
static Geometry* MakePlane(float width = 1, float height = 1, const Math::Vector4f& color = Math::Vector4f(1)); static Geometry MakePlane(float width = 1, float height = 1, const Math::Vector4f& color = Math::Vector4f(1));
static Geometry* MakeSphere(float radius, uint32_t segments, uint32_t rings, const Math::Vector4f& color = Math::Vector4f(1)); static Geometry MakeSphere(float radius, uint32_t segments, uint32_t rings, const Math::Vector4f& color = Math::Vector4f(1));
static Geometry* MakeHemisphere(float radius, uint32_t segments, uint32_t rings, const Math::Vector4f& color = Math::Vector4f(1)); static Geometry MakeHemisphere(float radius, uint32_t segments, uint32_t rings, const Math::Vector4f& color = Math::Vector4f(1));
static Geometry* MakeTriangle(const Math::Vector3f& p1, const Math::Vector3f& p2, const Math::Vector3f& p3, const Math::Vector4f& color = Math::Vector4f(1)); static Geometry MakeTriangle(const Math::Vector3f& p1, const Math::Vector3f& p2, const Math::Vector3f& p3, const Math::Vector4f& color = Math::Vector4f(1));
static Geometry* MakeCylinder(float radius, float height, uint32_t segments, const Math::Vector4f& color = Math::Vector4f(1)); static Geometry MakeCylinder(float radius, float height, uint32_t segments, const Math::Vector4f& color = Math::Vector4f(1));
static Geometry* MakePyramid(float baseLength = 1, float height = 1, const Math::Vector4f& color = Math::Vector4f(1)); static Geometry MakePyramid(float baseLength = 1, float height = 1, const Math::Vector4f& color = Math::Vector4f(1));
}; };
} }