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OpenVulkano/openVulkanoCpp/Scene/GeometryFactory.cpp
2024-07-28 17:41:33 +02:00

355 lines
10 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 "GeometryFactory.hpp"
#include "Vertex.hpp"
#define _USE_MATH_DEFINES
#include <math.h>
#include <assert.h>
namespace OpenVulkano::Scene
{
Geometry GeometryFactory::MakeCube(float x, float y, float z, const Math::Vector4f& color)
{
Geometry result;
const int indexCount = 36;
result.Init(24, indexCount);
uint32_t indices[indexCount] =
{
0, 1, 2, 0, 2, 3, // front face index data
4, 5, 6, 4, 6, 7, // back face index data
8, 9, 10, 8, 10, 11, // top face index data
12, 13, 14, 12, 14, 15, // bottom face index data
16, 17, 18, 16, 18, 19, // left face index data
20, 21, 22, 20, 22, 23 // right face index data
};
result.SetIndices(indices, result.indexCount);
x *= 0.5f; y *= 0.5f; z *= 0.5f;
uint32_t i = 0;
// front face vertex data
result.vertices[i++].Set(+x, -y, +z, +0, +0, +1, +0, +1);
result.vertices[i++].Set(+x, +y, +z, +0, +0, +1, +0, +0);
result.vertices[i++].Set(-x, +y, +z, +0, +0, +1, +1, +0);
result.vertices[i++].Set(-x, -y, +z, +0, +0, +1, +1, +1);
// back face vertex data
result.vertices[i++].Set(+x, -y, -z, +0, +0, -1, +1, +1);
result.vertices[i++].Set(-x, -y, -z, +0, +0, -1, +0, +1);
result.vertices[i++].Set(-x, +y, -z, +0, +0, -1, +0, +0);
result.vertices[i++].Set(+x, +y, -z, +0, +0, -1, +1, +0);
// top face vertex data
result.vertices[i++].Set(+x, +y, +z, +0, -1, +0, +0, +1);
result.vertices[i++].Set(+x, +y, -z, +0, -1, +0, +0, +0);
result.vertices[i++].Set(-x, +y, -z, +0, -1, +0, +1, +0);
result.vertices[i++].Set(-x, +y, +z, +0, -1, +0, +1, +1);
// bottom face vertex data
result.vertices[i++].Set(+x, -y, +z, +0, +1, +0, +1, +1);
result.vertices[i++].Set(-x, -y, +z, +0, +1, +0, +0, +1);
result.vertices[i++].Set(-x, -y, -z, +0, +1, +0, +0, +0);
result.vertices[i++].Set(+x, -y, -z, +0, +1, +0, +1, +0);
// Fill in the left face vertex data
result.vertices[i++].Set(-x, -y, -z, -1, +0, +0, +1, +1);
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);
// Fill in the right face vertex data
result.vertices[i++].Set(+x, -y, +z, +1, +0, +0, +1, +1);
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);
for(i = 0; i < result.vertexCount; i++)
{
result.vertices[i].color = color;
}
return result;
}
Geometry GeometryFactory::MakePlane(float width, float height, const Math::Vector4f& color)
{
Geometry result;
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;
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;
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;
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;
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;
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;
}
Geometry GeometryFactory::MakeArchStrip(float radius, float width, float endRadius, int segments, const Math::Vector4f& color, float endVCoord, bool indexBuffer)
{
Geometry result;
segments = std::max(2, segments);
result.Init(2 * segments, indexBuffer ? 6 * segments : 0);
const float segmentAngle = endRadius / static_cast<float>(segments - 1);
width /= 2;
const float segmentV = endVCoord / (segments - 1);
float segV = 0;
for(int i = 0, seg = 0; seg < segments; seg++)
{
float angle = seg * segmentAngle;
float z = std::cos(angle) * radius;
float y = std::sin(angle) * radius;
//TODO normals
result.vertices[i].color = color;
result.vertices[i++].Set(width, y, z, +0, +0, +1, +1, +segV);
result.vertices[i].color = color;
result.vertices[i++].Set(-width, y, z, +0, +0, +1, +0, +segV);
segV += segmentV;
}
if (indexBuffer)
{
uint32_t* indices = new uint32_t[result.GetIndexCount()];
for (uint32_t i = 0, 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++] = first + 2;
indices[i++] = second;
indices[i++] = second + 2;
}
result.SetIndices(indices, result.GetIndexCount());
}
return result;
}
}