Files
OpenVulkano/openVulkanoCpp/Scene/SimpleDrawable.cpp
2024-11-04 22:52:05 +02:00

89 lines
2.5 KiB
C++

/*
* 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 <stdexcept>
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<RayHit> 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 {};
}
}