Merge pull request 'Geometry Factory helper class' (#47) from geometry_factory into master
Reviewed-on: https://git.madvoxel.net/OpenVulkano/OpenVulkano/pulls/47 Reviewed-by: Georg Hagen <georg.hagen@madvoxel.com>
This commit is contained in:
@@ -8,6 +8,7 @@
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#include "Scene/Scene.hpp"
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#include "Scene/Scene.hpp"
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#include "Scene/Shader/Shader.hpp"
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#include "Scene/Shader/Shader.hpp"
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#include "Scene/Geometry.hpp"
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#include "Scene/Geometry.hpp"
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#include "Scene/GeometryFactory.hpp"
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#include "Scene/Material.hpp"
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#include "Scene/Material.hpp"
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#include "Scene/Vertex.hpp"
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#include "Scene/Vertex.hpp"
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#include "Scene/SimpleDrawable.hpp"
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#include "Scene/SimpleDrawable.hpp"
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@@ -59,9 +60,8 @@ namespace OpenVulkano
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drawablesPool.resize(GEOS);
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drawablesPool.resize(GEOS);
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for (uint32_t i = 0; i < GEOS; i++)
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for (uint32_t i = 0; i < GEOS; i++)
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{
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{
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Geometry* geo = new Geometry();
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Geometry* geo = GeometryFactory::MakeCube(std::rand() % 1000 / 1000.0f + 0.01f, std::rand() % 1000 / 1000.0f + 0.01f, std::rand() % 1000 / 1000.0f + 0.01f,
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geo->InitCube(std::rand() % 1000 / 1000.0f + 0.01f, std::rand() % 1000 / 1000.0f + 0.01f, std::rand() % 1000 / 1000.0f + 0.01f,
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Vector4f((std::rand() % 255) / 255.0f, (std::rand() % 255) / 255.0f, (std::rand() % 255) / 255.0f, 1));
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Vector4f((std::rand() % 255) / 255.0f, (std::rand() % 255) / 255.0f, (std::rand() % 255) / 255.0f, 1));
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drawablesPool[i].Init(&shader, geo, &mat);
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drawablesPool[i].Init(&shader, geo, &mat);
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}
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}
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nodesPool.resize(OBJECTS);
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nodesPool.resize(OBJECTS);
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@@ -9,6 +9,7 @@
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#include "Scene/Scene.hpp"
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#include "Scene/Scene.hpp"
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#include "Scene/Shader/Shader.hpp"
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#include "Scene/Shader/Shader.hpp"
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#include "Scene/Geometry.hpp"
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#include "Scene/Geometry.hpp"
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#include "Scene/GeometryFactory.hpp"
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#include "Scene/Material.hpp"
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#include "Scene/Material.hpp"
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#include "Scene/Vertex.hpp"
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#include "Scene/Vertex.hpp"
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#include "Scene/SimpleDrawable.hpp"
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#include "Scene/SimpleDrawable.hpp"
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@@ -27,7 +28,7 @@ namespace OpenVulkano
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{
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{
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struct SceneElement
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struct SceneElement
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{
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{
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Scene::Geometry m_geometry;
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Scene::Geometry *m_geometry;
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Scene::SimpleDrawable m_drawable;
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Scene::SimpleDrawable m_drawable;
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Scene::Node m_node;
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Scene::Node m_node;
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};
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};
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@@ -46,11 +47,16 @@ namespace OpenVulkano
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SceneElement m_whiteBox;
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SceneElement m_whiteBox;
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SceneElement m_redBox;
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SceneElement m_redBox;
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void CreateSceneElement(SceneElement *dest, const Math::Vector4f &color, float scale)
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SceneElement m_plane;
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SceneElement m_sphere;
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SceneElement m_hemisphere;
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SceneElement m_triangle;
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SceneElement m_cylinder;
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SceneElement m_pyramid;
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void CompleteSceneElement(SceneElement *dest)
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{
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{
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dest->m_geometry.InitCube(scale, scale, scale, color);
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dest->m_drawable.Init(&m_shader, dest->m_geometry, &m_material);
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dest->m_drawable.Init(&m_shader, &dest->m_geometry, &m_material);
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dest->m_node.Init();
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dest->m_node.Init();
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m_scene.GetRoot()->AddChild(&dest->m_node);
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m_scene.GetRoot()->AddChild(&dest->m_node);
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dest->m_node.SetUpdateFrequency(Scene::UpdateFrequency::Always);
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dest->m_node.SetUpdateFrequency(Scene::UpdateFrequency::Always);
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@@ -58,6 +64,48 @@ namespace OpenVulkano
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dest->m_node.SetMatrix(Math::Matrix4f(1));
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dest->m_node.SetMatrix(Math::Matrix4f(1));
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}
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}
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void CreateSceneElement(SceneElement *dest, const Math::Vector4f &color, float scale)
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{
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dest->m_geometry = Scene::GeometryFactory::MakeCube(scale, scale, scale, color);
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CompleteSceneElement(dest);
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}
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void CreatePlane(SceneElement *dest, const Math::Vector4f& color)
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{
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dest->m_geometry = Scene::GeometryFactory::MakePlane(1, 1, color);
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CompleteSceneElement(dest);
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}
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void CreateSphere(SceneElement *dest, const Math::Vector4f& color)
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{
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dest->m_geometry = Scene::GeometryFactory::MakeSphere(1, 32, 16, color);
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CompleteSceneElement(dest);
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}
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void CreateHemisphere(SceneElement *dest, const Math::Vector4f& color)
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{
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dest->m_geometry = Scene::GeometryFactory::MakeHemisphere(1, 16, 16, color);
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CompleteSceneElement(dest);
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}
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void CreateTriangle(SceneElement *dest, const Math::Vector4f& color)
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{
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dest->m_geometry = Scene::GeometryFactory::MakeTriangle(Math::Vector3f(0.5, 0., 0.), Math::Vector3f(0., 0.5, 0.), Math::Vector3f(-0.5, 0., 0.), color);
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CompleteSceneElement(dest);
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}
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void CreateCylinder(SceneElement *dest, const Math::Vector4f& color)
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{
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dest->m_geometry = Scene::GeometryFactory::MakeCylinder(1, 3, 64, color);
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CompleteSceneElement(dest);
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}
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void CreatePyramid(SceneElement *dest, const Math::Vector4f& color)
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{
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dest->m_geometry = Scene::GeometryFactory::MakePyramid(0.5, 2, color);
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CompleteSceneElement(dest);
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}
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public:
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public:
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void Init() override
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void Init() override
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{
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{
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@@ -95,6 +143,24 @@ namespace OpenVulkano
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m_sequenceAnimationController.AddAnimationStep(Math::PoseF(Math::Utils::normalize(Math::QuaternionF(3, 2, 1, 1)), Math::Vector3f_SIMD(1, 1, -1)), 3);
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m_sequenceAnimationController.AddAnimationStep(Math::PoseF(Math::Utils::normalize(Math::QuaternionF(3, 2, 1, 1)), Math::Vector3f_SIMD(1, 1, -1)), 3);
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m_sequenceAnimationController.AddAnimationStep(Math::PoseF(Math::Utils::normalize(Math::QuaternionF(0, 0, 1, 1)), Math::Vector3f_SIMD(0, 1, 0)), 1);
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m_sequenceAnimationController.AddAnimationStep(Math::PoseF(Math::Utils::normalize(Math::QuaternionF(0, 0, 1, 1)), Math::Vector3f_SIMD(0, 1, 0)), 1);
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m_sequenceAnimationController.SetAnimationPoseResetTime(10);
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m_sequenceAnimationController.SetAnimationPoseResetTime(10);
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CreatePlane(&m_plane, Math::Vector4f(0.3, 0.6, 0.9, 1.0));
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m_plane.m_node.worldMat = Math::Utils::translate(Math::Vector3f(3, 0, 0));
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CreateSphere(&m_sphere, Math::Vector4f(0.9, 0.6, 0.9, 1.0));
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m_sphere.m_node.worldMat = Math::Utils::translate(Math::Vector3f(5, 0, 0));
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CreateHemisphere(&m_hemisphere, Math::Vector4f(0.6, 0.3, 0.9, 1.0));
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m_hemisphere.m_node.worldMat = Math::Utils::translate(Math::Vector3f(7, 0, 0));
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CreateTriangle(&m_triangle, Math::Vector4f(0.6, 0.9, 0.3, 1.0));
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m_triangle.m_node.worldMat = Math::Utils::translate(Math::Vector3f(9, 0, 0));
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CreateCylinder(&m_cylinder, Math::Vector4f(0.3, 0.9, 0.9, 1.0));
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m_cylinder.m_node.worldMat = Math::Utils::translate(Math::Vector3f(11, 0, 0));
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CreatePyramid(&m_pyramid, Math::Vector4f(0.9, 0.9, 0.6, 1.0));
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m_pyramid.m_node.worldMat = Math::Utils::translate(Math::Vector3f(13, 0, 0));
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}
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}
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void OnSimpleAnimationCompleted(Scene::SimpleAnimationController *anim)
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void OnSimpleAnimationCompleted(Scene::SimpleAnimationController *anim)
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@@ -92,56 +92,6 @@ namespace OpenVulkano::Scene
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#endif
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#endif
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}
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}
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void Geometry::InitCube(float x, float y, float z, const Math::Vector4f& color)
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{
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Init(24, 36);
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SetIndices(new uint32_t[indexCount]{
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0, 1, 2, 0, 2, 3, // front face index data
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4, 5, 6, 4, 6, 7, // back face index data
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8, 9, 10, 8, 10, 11, // top face index data
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12, 13, 14, 12, 14, 15, // bottom face index data
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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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}, 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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vertices[i++].Set(+x, -y, +z, +0, +0, +1, +0, +1);
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vertices[i++].Set(+x, +y, +z, +0, +0, +1, +0, +0);
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vertices[i++].Set(-x, +y, +z, +0, +0, +1, +1, +0);
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vertices[i++].Set(-x, -y, +z, +0, +0, +1, +1, +1);
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// back face vertex data
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vertices[i++].Set(+x, -y, -z, +0, +0, -1, +1, +1);
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vertices[i++].Set(-x, -y, -z, +0, +0, -1, +0, +1);
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vertices[i++].Set(-x, +y, -z, +0, +0, -1, +0, +0);
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vertices[i++].Set(+x, +y, -z, +0, +0, -1, +1, +0);
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// top face vertex data
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vertices[i++].Set(+x, +y, +z, +0, -1, +0, +0, +1);
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vertices[i++].Set(+x, +y, -z, +0, -1, +0, +0, +0);
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vertices[i++].Set(-x, +y, -z, +0, -1, +0, +1, +0);
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vertices[i++].Set(-x, +y, +z, +0, -1, +0, +1, +1);
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// bottom face vertex data
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vertices[i++].Set(+x, -y, +z, +0, +1, +0, +1, +1);
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vertices[i++].Set(-x, -y, +z, +0, +1, +0, +0, +1);
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vertices[i++].Set(-x, -y, -z, +0, +1, +0, +0, +0);
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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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vertices[i++].Set(-x, -y, -z, -1, +0, +0, +1, +1);
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vertices[i++].Set(-x, -y, +z, -1, +0, +0, +0, +1);
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vertices[i++].Set(-x, +y, +z, -1, +0, +0, +0, +0);
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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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vertices[i++].Set(+x, -y, +z, +1, +0, +0, +1, +1);
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vertices[i++].Set(+x, -y, -z, +1, +0, +0, +0, +1);
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vertices[i++].Set(+x, +y, -z, +1, +0, +0, +0, +0);
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vertices[i].Set(+x, +y, +z, +1, +0, +0, +1, +0);
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for(i = 0; i < vertexCount; i++)
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{
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vertices[i].color = color;
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}
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}
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void Geometry::SetIndices(const uint32_t* data, uint32_t size, uint32_t offset) const
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void Geometry::SetIndices(const uint32_t* data, uint32_t size, uint32_t offset) const
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{
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{
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size += offset;
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size += offset;
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@@ -65,8 +65,6 @@ namespace OpenVulkano
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void Init(aiMesh* mesh);
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void Init(aiMesh* mesh);
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void InitCube(float x = 1, float y = 1, float z = 1, const Math::Vector4f& color = Math::Vector4f(1));
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void SetIndices(const uint32_t* data, uint32_t size, uint32_t offset = 0) const;
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void SetIndices(const uint32_t* data, uint32_t size, uint32_t offset = 0) const;
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void Close() override;
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void Close() override;
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311
openVulkanoCpp/Scene/GeometryFactory.cpp
Normal file
311
openVulkanoCpp/Scene/GeometryFactory.cpp
Normal file
@@ -0,0 +1,311 @@
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/*
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* This Source Code Form is subject to the terms of the Mozilla Public
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|
* License, v. 2.0. If a copy of the MPL was not distributed with this
|
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* file, You can obtain one at https://mozilla.org/MPL/2.0/.
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|
*/
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|
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#include "GeometryFactory.hpp"
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#include "Vertex.hpp"
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#define _USE_MATH_DEFINES
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#include <math.h>
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#include <assert.h>
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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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{
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Geometry* result = new Geometry();
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const int indexCount = 36;
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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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4, 5, 6, 4, 6, 7, // back face index data
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8, 9, 10, 8, 10, 11, // top face index data
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12, 13, 14, 12, 14, 15, // bottom face index data
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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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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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// 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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// 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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// 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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// 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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// Fill in the right face vertex data
|
||||||
|
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);
|
||||||
|
result->vertices[i++].Set(+x, +y, -z, +1, +0, +0, +0, +0);
|
||||||
|
result->vertices[i].Set(+x, +y, +z, +1, +0, +0, +1, +0);
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|
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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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}
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return result;
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||||||
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}
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||||||
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|
||||||
|
Geometry* GeometryFactory::MakePlane(float width, float height, const Math::Vector4f& color)
|
||||||
|
{
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||||||
|
Geometry* result = new Geometry();
|
||||||
|
result->Init(4, 6);
|
||||||
|
uint32_t indices[] = { 0, 2, 1, 0, 3, 2 };
|
||||||
|
result->SetIndices(indices, result->indexCount);
|
||||||
|
|
||||||
|
width *= 0.5f; height *= 0.5f;
|
||||||
|
|
||||||
|
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[2].Set(width, height, 0, 0, 0, 1, 1, 0);
|
||||||
|
result->vertices[3].Set(width, -height, 0, 0, 0, 1, 1, 1);
|
||||||
|
|
||||||
|
for (uint32_t i = 0; i < result->vertexCount; i++)
|
||||||
|
{
|
||||||
|
result->vertices[i].color = color;
|
||||||
|
}
|
||||||
|
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
|
||||||
|
Geometry* GeometryFactory::MakeSphere(float radius, uint32_t segments, uint32_t rings, const Math::Vector4f& color)
|
||||||
|
{
|
||||||
|
Geometry* result = new Geometry();
|
||||||
|
uint32_t vertexCount = (rings + 1) * (segments + 1);
|
||||||
|
uint32_t indexCount = 6 * rings * segments;
|
||||||
|
result->Init(vertexCount, indexCount);
|
||||||
|
|
||||||
|
uint32_t i = 0;
|
||||||
|
for (uint32_t ring = 0; ring <= rings; ++ring)
|
||||||
|
{
|
||||||
|
float theta = ring * M_PI / rings;
|
||||||
|
float sinTheta = sin(theta);
|
||||||
|
float cosTheta = cos(theta);
|
||||||
|
|
||||||
|
for (uint32_t segment = 0; segment <= segments; ++segment)
|
||||||
|
{
|
||||||
|
float phi = segment * 2 * M_PI / segments;
|
||||||
|
float sinPhi = sin(phi);
|
||||||
|
float cosPhi = cos(phi);
|
||||||
|
|
||||||
|
float x = cosPhi * sinTheta;
|
||||||
|
float y = cosTheta;
|
||||||
|
float z = sinPhi * sinTheta;
|
||||||
|
float u = 1 - (float(segment) / segments);
|
||||||
|
float v = float(ring) / rings;
|
||||||
|
|
||||||
|
result->vertices[i].Set(radius * x, radius * y, radius * z, x, y, z, u, v);
|
||||||
|
result->vertices[i].color = color;
|
||||||
|
++i;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
i = 0;
|
||||||
|
uint32_t* indices = new uint32_t[indexCount];
|
||||||
|
for (uint32_t ring = 0; ring < rings; ++ring)
|
||||||
|
{
|
||||||
|
for (uint32_t segment = 0; segment < segments; ++segment)
|
||||||
|
{
|
||||||
|
uint32_t first = (ring * (segments + 1)) + segment;
|
||||||
|
uint32_t second = first + segments + 1;
|
||||||
|
|
||||||
|
indices[i++] = first;
|
||||||
|
indices[i++] = first + 1;
|
||||||
|
indices[i++] = second;
|
||||||
|
|
||||||
|
indices[i++] = second;
|
||||||
|
indices[i++] = first + 1;
|
||||||
|
indices[i++] = second + 1;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
result->SetIndices(indices, indexCount);
|
||||||
|
delete[] indices;
|
||||||
|
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
|
||||||
|
Geometry* GeometryFactory::MakeHemisphere(float radius, uint32_t segments, uint32_t rings, const Math::Vector4f& color)
|
||||||
|
{
|
||||||
|
Geometry* result = new Geometry();
|
||||||
|
uint32_t vertexCount = (rings + 1) * (segments + 1);
|
||||||
|
uint32_t indexCount = 6 * rings * segments;
|
||||||
|
result->Init(vertexCount, indexCount);
|
||||||
|
|
||||||
|
uint32_t i = 0;
|
||||||
|
for (uint32_t ring = 0; ring <= rings; ++ring)
|
||||||
|
{
|
||||||
|
float theta = (ring * M_PI_2) / rings;
|
||||||
|
float sinTheta = sin(theta);
|
||||||
|
float cosTheta = cos(theta);
|
||||||
|
|
||||||
|
for (uint32_t segment = 0; segment <= segments; ++segment)
|
||||||
|
{
|
||||||
|
float phi = segment * 2 * M_PI / segments;
|
||||||
|
float sinPhi = sin(phi);
|
||||||
|
float cosPhi = cos(phi);
|
||||||
|
|
||||||
|
float x = cosPhi * sinTheta;
|
||||||
|
float y = cosTheta;
|
||||||
|
float z = sinPhi * sinTheta;
|
||||||
|
float u = 1 - (float(segment) / segments);
|
||||||
|
float v = float(ring) / rings;
|
||||||
|
|
||||||
|
result->vertices[i].Set(radius * x, radius * y, radius * z, x, y, z, u, v);
|
||||||
|
result->vertices[i].color = color;
|
||||||
|
++i;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
i = 0;
|
||||||
|
uint32_t* indices = new uint32_t[indexCount];
|
||||||
|
for (uint32_t ring = 0; ring < rings; ++ring)
|
||||||
|
{
|
||||||
|
for (uint32_t segment = 0; segment < segments; ++segment)
|
||||||
|
{
|
||||||
|
uint32_t first = (ring * (segments + 1)) + segment;
|
||||||
|
uint32_t second = first + segments + 1;
|
||||||
|
|
||||||
|
indices[i++] = first;
|
||||||
|
indices[i++] = first + 1;
|
||||||
|
indices[i++] = second;
|
||||||
|
|
||||||
|
indices[i++] = second;
|
||||||
|
indices[i++] = first + 1;
|
||||||
|
indices[i++] = second + 1;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
result->SetIndices(indices, indexCount);
|
||||||
|
delete[] indices;
|
||||||
|
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
|
||||||
|
Geometry* GeometryFactory::MakeTriangle(const Math::Vector3f& p1, const Math::Vector3f& p2, const Math::Vector3f& p3, const Math::Vector4f& color)
|
||||||
|
{
|
||||||
|
Geometry* result = new Geometry();
|
||||||
|
result->Init(3, 3);
|
||||||
|
uint32_t indices[] = { 0, 1, 2 };
|
||||||
|
result->SetIndices(indices, result->indexCount);
|
||||||
|
|
||||||
|
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[2].Set(p3.x, p3.y, p3.z, 0, 0, 1, 0, 1);
|
||||||
|
|
||||||
|
for (uint32_t i = 0; i < result->vertexCount; i++)
|
||||||
|
{
|
||||||
|
result->vertices[i].color = color;
|
||||||
|
}
|
||||||
|
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
|
||||||
|
Geometry* GeometryFactory::MakeCylinder(float radius, float height, uint32_t segments, const Math::Vector4f& color)
|
||||||
|
{
|
||||||
|
Geometry* result = new Geometry();
|
||||||
|
uint32_t vertexCount = 2 * (segments + 1);
|
||||||
|
uint32_t indexCount = 12 * segments;
|
||||||
|
result->Init(vertexCount, indexCount);
|
||||||
|
|
||||||
|
float halfHeight = height * 0.5f;
|
||||||
|
uint32_t i = 0;
|
||||||
|
for (uint32_t segment = 0; segment <= segments; ++segment)
|
||||||
|
{
|
||||||
|
float theta = segment * 2 * M_PI / segments;
|
||||||
|
float x = radius * cos(theta);
|
||||||
|
float z = radius * sin(theta);
|
||||||
|
float u = float(segment) / segments;
|
||||||
|
|
||||||
|
result->vertices[i].Set(x, -halfHeight, z, x, 0, z, u, 0);
|
||||||
|
result->vertices[i++].color = color;
|
||||||
|
result->vertices[i].Set(x, halfHeight, z, x, 0, z, u, 1);
|
||||||
|
result->vertices[i++].color = color;
|
||||||
|
}
|
||||||
|
|
||||||
|
i = 0;
|
||||||
|
uint32_t* indices = new uint32_t[indexCount];
|
||||||
|
for (uint32_t segment = 0; segment < segments; ++segment)
|
||||||
|
{
|
||||||
|
uint32_t first = segment * 2;
|
||||||
|
uint32_t second = first + 1;
|
||||||
|
|
||||||
|
indices[i++] = first;
|
||||||
|
indices[i++] = second;
|
||||||
|
indices[i++] = first + 2;
|
||||||
|
|
||||||
|
indices[i++] = second;
|
||||||
|
indices[i++] = second + 2;
|
||||||
|
indices[i++] = first + 2;
|
||||||
|
|
||||||
|
indices[i++] = first;
|
||||||
|
indices[i++] = first + 2;
|
||||||
|
indices[i++] = second + 2;
|
||||||
|
|
||||||
|
indices[i++] = second;
|
||||||
|
indices[i++] = first;
|
||||||
|
indices[i++] = second + 2;
|
||||||
|
}
|
||||||
|
result->SetIndices(indices, indexCount);
|
||||||
|
delete[] indices;
|
||||||
|
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
|
||||||
|
Geometry* GeometryFactory::MakePyramid(float baseLength, float height, const Math::Vector4f& color)
|
||||||
|
{
|
||||||
|
Geometry* result = new Geometry();
|
||||||
|
result->Init(5, 18);
|
||||||
|
uint32_t indices[] = {
|
||||||
|
// Base
|
||||||
|
1, 2, 3,
|
||||||
|
1, 3, 4,
|
||||||
|
// Sides
|
||||||
|
0, 1, 2,
|
||||||
|
0, 2, 3,
|
||||||
|
0, 3, 4,
|
||||||
|
0, 4, 1
|
||||||
|
};
|
||||||
|
result->SetIndices(indices, result->indexCount);
|
||||||
|
|
||||||
|
float halfBase = baseLength * 0.5f;
|
||||||
|
|
||||||
|
// Top vertex
|
||||||
|
result->vertices[0].Set(0, height, 0, 0, 1, 0, 0.5f, 1);
|
||||||
|
// Base vertices
|
||||||
|
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[3].Set(halfBase, 0, -halfBase, 0, -1, 0, 1, 1);
|
||||||
|
result->vertices[4].Set(-halfBase, 0, -halfBase, 0, -1, 0, 0, 1);
|
||||||
|
|
||||||
|
for (uint32_t i = 0; i < result->vertexCount; i++)
|
||||||
|
{
|
||||||
|
result->vertices[i].color = color;
|
||||||
|
}
|
||||||
|
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
}
|
||||||
24
openVulkanoCpp/Scene/GeometryFactory.hpp
Normal file
24
openVulkanoCpp/Scene/GeometryFactory.hpp
Normal file
@@ -0,0 +1,24 @@
|
|||||||
|
/*
|
||||||
|
* This Source Code Form is subject to the terms of the Mozilla Public
|
||||||
|
* License, v. 2.0. If a copy of the MPL was not distributed with this
|
||||||
|
* file, You can obtain one at https://mozilla.org/MPL/2.0/.
|
||||||
|
*/
|
||||||
|
|
||||||
|
#pragma once
|
||||||
|
|
||||||
|
#include "Geometry.hpp"
|
||||||
|
|
||||||
|
namespace OpenVulkano::Scene
|
||||||
|
{
|
||||||
|
class GeometryFactory
|
||||||
|
{
|
||||||
|
public:
|
||||||
|
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* 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* 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* MakePyramid(float baseLength = 1, float height = 1, const Math::Vector4f& color = Math::Vector4f(1));
|
||||||
|
};
|
||||||
|
}
|
||||||
Reference in New Issue
Block a user