/* * 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/. */ #include "SimpleDrawable.hpp" #include "Scene/Geometry.hpp" #include "Scene/Shader/Shader.hpp" #include "Base/Logger.hpp" #include #include #include namespace OpenVulkano::Scene { void SimpleDrawable::Init(Shader* shader, Geometry* mesh, Material* material, UniformBuffer* uniBuffer) { if (m_mesh || m_material || m_uniBuffer) throw std::runtime_error("Drawable is already initialized."); m_mesh = mesh; m_material = material; m_uniBuffer = uniBuffer; SetShader(shader); } void SimpleDrawable::Init(SimpleDrawable* drawable) { if (m_mesh || m_material || m_uniBuffer) throw std::runtime_error("Drawable is already initialized."); m_mesh = drawable->m_mesh; m_material = drawable->m_material; m_uniBuffer = drawable->m_uniBuffer; SetShader(drawable->GetShader()); } std::optional SimpleDrawable::Intersect(const Ray& ray) const { if (!m_mesh || !GetShader()) { return {}; } if (m_mesh->aabb.IsEmpty()) { m_mesh->CalculateAABB(); } auto bboxHit = ray.IntersectAABB(m_mesh->aabb); if (!bboxHit) { return {}; } if (GetShader()->topology == Topology::TRIANGLE_LIST) { if (m_mesh->indexCount != 0) { assert(m_mesh->indexCount % 3 == 0 && "Topology is TRIANGLE_LIST but index count is not divisible by 3"); for (int i = 0; i < m_mesh->indexCount; i += 3) { if (m_mesh->indexType == VertexIndexType::UINT16) { uint16_t* indices = m_mesh->GetIndices16(); if (auto hit = ray.IntersectTriangle(m_mesh->vertices[indices[i]].position, m_mesh->vertices[indices[i + 1]].position, m_mesh->vertices[indices[i + 2]].position)) { return hit; } } else { uint32_t* indices = m_mesh->GetIndices32(); if (auto hit = ray.IntersectTriangle(m_mesh->vertices[indices[i]].position, m_mesh->vertices[indices[i + 1]].position, m_mesh->vertices[indices[i + 2]].position)) { return hit; } } } } else { assert(m_mesh->indexCount % 3 == 0 && "Topology is TRIANGLE_LIST but vertex count is not divisible by 3"); for (int i = 0; i < m_mesh->vertexCount; i += 3) { if (auto hit = ray.IntersectTriangle(m_mesh->vertices[i].position, m_mesh->vertices[i + 1].position, m_mesh->vertices[i + 2].position)) { return hit; } } } } else { Logger::APP->debug("Bbox is hit, but intersection check for topology {} is not implemented", magic_enum::enum_name(GetShader()->topology)); return bboxHit; } return {}; } }