89 lines
2.5 KiB
C++
89 lines
2.5 KiB
C++
/*
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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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#include "SimpleDrawable.hpp"
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#include "Scene/Geometry.hpp"
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#include "Scene/Shader/Shader.hpp"
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#include "Base/Logger.hpp"
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#include <stdexcept>
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namespace OpenVulkano::Scene
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{
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void SimpleDrawable::Init(Shader* shader, Geometry* mesh, Material* material, UniformBuffer* uniBuffer)
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{
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if (m_mesh || m_material || m_uniBuffer) throw std::runtime_error("Drawable is already initialized.");
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m_mesh = mesh;
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m_material = material;
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m_uniBuffer = uniBuffer;
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SetShader(shader);
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}
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void SimpleDrawable::Init(SimpleDrawable* drawable)
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{
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if (m_mesh || m_material || m_uniBuffer) throw std::runtime_error("Drawable is already initialized.");
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m_mesh = drawable->m_mesh;
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m_material = drawable->m_material;
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m_uniBuffer = drawable->m_uniBuffer;
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SetShader(drawable->GetShader());
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}
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std::optional<RayHit> SimpleDrawable::Intersect(const Ray& ray) const
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{
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if (!m_mesh || !GetShader())
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{
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return {};
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}
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if (m_mesh->aabb.IsEmpty())
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{
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m_mesh->CalculateAABB();
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}
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if (ray.IntersectAABB(m_mesh->aabb))
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{
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if (GetShader()->topology == Topology::TRIANGLE_LIST)
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{
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if (m_mesh->indexCount != 0)
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{
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for (int i = 0; i < m_mesh->indexCount / 3; i++)
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{
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if (m_mesh->indexType == VertexIndexType::UINT16)
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{
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uint16_t* indices = m_mesh->GetIndices16();
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if (auto hit = ray.IntersectTriangle(m_mesh->vertices[indices[i * 3]].position,
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m_mesh->vertices[indices[i * 3 + 1]].position,
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m_mesh->vertices[indices[i * 3 + 2]].position))
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{
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return hit;
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}
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}
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else
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{
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uint32_t* indices = m_mesh->GetIndices32();
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if (auto hit = ray.IntersectTriangle(m_mesh->vertices[indices[i * 3]].position,
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m_mesh->vertices[indices[i * 3 + 1]].position,
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m_mesh->vertices[indices[i * 3 + 2]].position))
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{
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return hit;
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}
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}
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}
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}
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else
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{
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for (int i = 0; i < m_mesh->vertexCount / 3; i++)
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{
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if (auto hit = ray.IntersectTriangle(m_mesh->vertices[i * 3].position,
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m_mesh->vertices[i * 3 + 1].position,
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m_mesh->vertices[i * 3 + 2].position))
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{
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return hit;
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}
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}
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}
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}
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}
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return {};
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}
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} |