/* * 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 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(); } if (ray.IntersectAABB(m_mesh->aabb)) { if (GetShader()->topology == Topology::TRIANGLE_LIST) { if (m_mesh->indexCount != 0) { for (int i = 0; i < m_mesh->indexCount / 3; i++) { if (m_mesh->indexType == VertexIndexType::UINT16) { uint16_t* indices = m_mesh->GetIndices16(); if (auto hit = ray.IntersectTriangle(m_mesh->vertices[indices[i * 3]].position, m_mesh->vertices[indices[i * 3 + 1]].position, m_mesh->vertices[indices[i * 3 + 2]].position)) { return hit; } } else { uint32_t* indices = m_mesh->GetIndices32(); if (auto hit = ray.IntersectTriangle(m_mesh->vertices[indices[i * 3]].position, m_mesh->vertices[indices[i * 3 + 1]].position, m_mesh->vertices[indices[i * 3 + 2]].position)) { return hit; } } } } else { for (int i = 0; i < m_mesh->vertexCount / 3; i++) { if (auto hit = ray.IntersectTriangle(m_mesh->vertices[i * 3].position, m_mesh->vertices[i * 3 + 1].position, m_mesh->vertices[i * 3 + 2].position)) { return hit; } } } } } return {}; } }