355 lines
10 KiB
C++
355 lines
10 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 "GeometryFactory.hpp"
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#include "Vertex.hpp"
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#define _USE_MATH_DEFINES
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#include <math.h>
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#include <assert.h>
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namespace OpenVulkano::Scene
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{
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Geometry GeometryFactory::MakeCube(float x, float y, float z, const Math::Vector4f& color)
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{
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Geometry result;
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const int indexCount = 36;
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result.Init(24, indexCount);
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uint32_t indices[indexCount] =
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{
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0, 1, 2, 0, 2, 3, // front face index data
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4, 5, 6, 4, 6, 7, // back face index data
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8, 9, 10, 8, 10, 11, // top face index data
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12, 13, 14, 12, 14, 15, // bottom face index data
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16, 17, 18, 16, 18, 19, // left face index data
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20, 21, 22, 20, 22, 23 // right face index data
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};
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result.SetIndices(indices, result.indexCount);
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x *= 0.5f; y *= 0.5f; z *= 0.5f;
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uint32_t i = 0;
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// front face vertex data
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result.vertices[i++].Set(+x, -y, +z, +0, +0, +1, +0, +1);
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result.vertices[i++].Set(+x, +y, +z, +0, +0, +1, +0, +0);
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result.vertices[i++].Set(-x, +y, +z, +0, +0, +1, +1, +0);
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result.vertices[i++].Set(-x, -y, +z, +0, +0, +1, +1, +1);
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// back face vertex data
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result.vertices[i++].Set(+x, -y, -z, +0, +0, -1, +1, +1);
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result.vertices[i++].Set(-x, -y, -z, +0, +0, -1, +0, +1);
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result.vertices[i++].Set(-x, +y, -z, +0, +0, -1, +0, +0);
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result.vertices[i++].Set(+x, +y, -z, +0, +0, -1, +1, +0);
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// top face vertex data
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result.vertices[i++].Set(+x, +y, +z, +0, -1, +0, +0, +1);
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result.vertices[i++].Set(+x, +y, -z, +0, -1, +0, +0, +0);
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result.vertices[i++].Set(-x, +y, -z, +0, -1, +0, +1, +0);
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result.vertices[i++].Set(-x, +y, +z, +0, -1, +0, +1, +1);
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// bottom face vertex data
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result.vertices[i++].Set(+x, -y, +z, +0, +1, +0, +1, +1);
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result.vertices[i++].Set(-x, -y, +z, +0, +1, +0, +0, +1);
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result.vertices[i++].Set(-x, -y, -z, +0, +1, +0, +0, +0);
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result.vertices[i++].Set(+x, -y, -z, +0, +1, +0, +1, +0);
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// Fill in the left face vertex data
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result.vertices[i++].Set(-x, -y, -z, -1, +0, +0, +1, +1);
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result.vertices[i++].Set(-x, -y, +z, -1, +0, +0, +0, +1);
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result.vertices[i++].Set(-x, +y, +z, -1, +0, +0, +0, +0);
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result.vertices[i++].Set(-x, +y, -z, -1, +0, +0, +1, +0);
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// Fill in the right face vertex data
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result.vertices[i++].Set(+x, -y, +z, +1, +0, +0, +1, +1);
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result.vertices[i++].Set(+x, -y, -z, +1, +0, +0, +0, +1);
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result.vertices[i++].Set(+x, +y, -z, +1, +0, +0, +0, +0);
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result.vertices[i].Set(+x, +y, +z, +1, +0, +0, +1, +0);
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for(i = 0; i < result.vertexCount; i++)
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{
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result.vertices[i].color = color;
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}
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return result;
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}
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Geometry GeometryFactory::MakePlane(float width, float height, const Math::Vector4f& color)
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{
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Geometry result;
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result.Init(4, 6);
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uint32_t indices[] = { 0, 2, 1, 0, 3, 2 };
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result.SetIndices(indices, result.indexCount);
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width *= 0.5f; height *= 0.5f;
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result.vertices[0].Set(-width, -height, 0, 0, 0, 1, 0, 1);
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result.vertices[1].Set(-width, height, 0, 0, 0, 1, 0, 0);
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result.vertices[2].Set(width, height, 0, 0, 0, 1, 1, 0);
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result.vertices[3].Set(width, -height, 0, 0, 0, 1, 1, 1);
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for (uint32_t i = 0; i < result.vertexCount; i++)
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{
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result.vertices[i].color = color;
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}
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return result;
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}
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Geometry GeometryFactory::MakeSphere(float radius, uint32_t segments, uint32_t rings, const Math::Vector4f& color)
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{
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Geometry result;
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uint32_t vertexCount = (rings + 1) * (segments + 1);
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uint32_t indexCount = 6 * rings * segments;
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result.Init(vertexCount, indexCount);
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uint32_t i = 0;
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for (uint32_t ring = 0; ring <= rings; ++ring)
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{
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float theta = ring * M_PI / rings;
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float sinTheta = sin(theta);
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float cosTheta = cos(theta);
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for (uint32_t segment = 0; segment <= segments; ++segment)
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{
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float phi = segment * 2 * M_PI / segments;
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float sinPhi = sin(phi);
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float cosPhi = cos(phi);
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float x = cosPhi * sinTheta;
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float y = cosTheta;
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float z = sinPhi * sinTheta;
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float u = 1 - (float(segment) / segments);
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float v = float(ring) / rings;
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result.vertices[i].Set(radius * x, radius * y, radius * z, x, y, z, u, v);
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result.vertices[i].color = color;
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++i;
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}
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}
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i = 0;
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uint32_t* indices = new uint32_t[indexCount];
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for (uint32_t ring = 0; ring < rings; ++ring)
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{
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for (uint32_t segment = 0; segment < segments; ++segment)
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{
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uint32_t first = (ring * (segments + 1)) + segment;
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uint32_t second = first + segments + 1;
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indices[i++] = first;
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indices[i++] = first + 1;
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indices[i++] = second;
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indices[i++] = second;
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indices[i++] = first + 1;
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indices[i++] = second + 1;
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}
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}
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result.SetIndices(indices, indexCount);
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delete[] indices;
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return result;
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}
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Geometry GeometryFactory::MakeHemisphere(float radius, uint32_t segments, uint32_t rings, const Math::Vector4f& color)
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{
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Geometry result;
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uint32_t vertexCount = (rings + 1) * (segments + 1);
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uint32_t indexCount = 6 * rings * segments;
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result.Init(vertexCount, indexCount);
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uint32_t i = 0;
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for (uint32_t ring = 0; ring <= rings; ++ring)
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{
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float theta = (ring * M_PI_2) / rings;
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float sinTheta = sin(theta);
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float cosTheta = cos(theta);
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for (uint32_t segment = 0; segment <= segments; ++segment)
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{
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float phi = segment * 2 * M_PI / segments;
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float sinPhi = sin(phi);
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float cosPhi = cos(phi);
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float x = cosPhi * sinTheta;
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float y = cosTheta;
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float z = sinPhi * sinTheta;
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float u = 1 - (float(segment) / segments);
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float v = float(ring) / rings;
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result.vertices[i].Set(radius * x, radius * y, radius * z, x, y, z, u, v);
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result.vertices[i].color = color;
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++i;
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}
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}
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i = 0;
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uint32_t* indices = new uint32_t[indexCount];
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for (uint32_t ring = 0; ring < rings; ++ring)
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{
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for (uint32_t segment = 0; segment < segments; ++segment)
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{
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uint32_t first = (ring * (segments + 1)) + segment;
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uint32_t second = first + segments + 1;
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indices[i++] = first;
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indices[i++] = first + 1;
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indices[i++] = second;
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indices[i++] = second;
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indices[i++] = first + 1;
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indices[i++] = second + 1;
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}
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}
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result.SetIndices(indices, indexCount);
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delete[] indices;
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return result;
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}
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Geometry GeometryFactory::MakeTriangle(const Math::Vector3f& p1, const Math::Vector3f& p2, const Math::Vector3f& p3, const Math::Vector4f& color)
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{
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Geometry result;
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result.Init(3, 3);
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uint32_t indices[] = { 0, 1, 2 };
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result.SetIndices(indices, result.indexCount);
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result.vertices[0].Set(p1.x, p1.y, p1.z, 0, 0, 1, 0, 0);
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result.vertices[1].Set(p2.x, p2.y, p2.z, 0, 0, 1, 1, 0);
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result.vertices[2].Set(p3.x, p3.y, p3.z, 0, 0, 1, 0, 1);
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for (uint32_t i = 0; i < result.vertexCount; i++)
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{
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result.vertices[i].color = color;
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}
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return result;
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}
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Geometry GeometryFactory::MakeCylinder(float radius, float height, uint32_t segments, const Math::Vector4f& color)
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{
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Geometry result;
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uint32_t vertexCount = 2 * (segments + 1);
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uint32_t indexCount = 12 * segments;
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result.Init(vertexCount, indexCount);
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float halfHeight = height * 0.5f;
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uint32_t i = 0;
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for (uint32_t segment = 0; segment <= segments; ++segment)
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{
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float theta = segment * 2 * M_PI / segments;
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float x = radius * cos(theta);
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float z = radius * sin(theta);
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float u = float(segment) / segments;
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result.vertices[i].Set(x, -halfHeight, z, x, 0, z, u, 0);
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result.vertices[i++].color = color;
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result.vertices[i].Set(x, halfHeight, z, x, 0, z, u, 1);
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result.vertices[i++].color = color;
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}
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i = 0;
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uint32_t* indices = new uint32_t[indexCount];
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for (uint32_t segment = 0; segment < segments; ++segment)
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{
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uint32_t first = segment * 2;
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uint32_t second = first + 1;
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indices[i++] = first;
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indices[i++] = second;
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indices[i++] = first + 2;
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indices[i++] = second;
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indices[i++] = second + 2;
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indices[i++] = first + 2;
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indices[i++] = first;
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indices[i++] = first + 2;
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indices[i++] = second + 2;
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indices[i++] = second;
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indices[i++] = first;
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indices[i++] = second + 2;
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}
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result.SetIndices(indices, indexCount);
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delete[] indices;
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return result;
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}
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Geometry GeometryFactory::MakePyramid(float baseLength, float height, const Math::Vector4f& color)
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{
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Geometry result;
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result.Init(5, 18);
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uint32_t indices[] = {
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// Base
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1, 2, 3,
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1, 3, 4,
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// Sides
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0, 1, 2,
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0, 2, 3,
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0, 3, 4,
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0, 4, 1
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};
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result.SetIndices(indices, result.indexCount);
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float halfBase = baseLength * 0.5f;
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// Top vertex
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result.vertices[0].Set(0, height, 0, 0, 1, 0, 0.5f, 1);
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// Base vertices
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result.vertices[1].Set(-halfBase, 0, halfBase, 0, -1, 0, 0, 0);
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result.vertices[2].Set(halfBase, 0, halfBase, 0, -1, 0, 1, 0);
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result.vertices[3].Set(halfBase, 0, -halfBase, 0, -1, 0, 1, 1);
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result.vertices[4].Set(-halfBase, 0, -halfBase, 0, -1, 0, 0, 1);
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for (uint32_t i = 0; i < result.vertexCount; i++)
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{
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result.vertices[i].color = color;
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}
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return result;
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}
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Geometry GeometryFactory::MakeArchStrip(float radius, float width, float endRadius, uint32_t segments, const Math::Vector4f& color, float endVCoord, bool indexBuffer)
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{
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Geometry result;
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segments = std::max(2u, segments);
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result.Init(2 * segments, indexBuffer ? 6 * segments : 0);
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const float segmentAngle = endRadius / static_cast<float>(segments - 1);
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width /= 2;
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const float segmentV = endVCoord / (segments - 1);
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float segV = 0;
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for(uint32_t i = 0, seg = 0; seg < segments; seg++)
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{
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float angle = seg * segmentAngle;
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float z = std::cos(angle) * radius;
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float y = std::sin(angle) * radius;
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//TODO normals
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result.vertices[i].color = color;
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result.vertices[i++].Set(width, y, z, +0, +0, +1, +1, +segV);
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result.vertices[i].color = color;
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result.vertices[i++].Set(-width, y, z, +0, +0, +1, +0, +segV);
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segV += segmentV;
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}
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if (indexBuffer)
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{
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uint32_t* indices = new uint32_t[result.GetIndexCount()];
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for (uint32_t i = 0, segment = 0; segment < segments; ++segment)
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{
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uint32_t first = segment * 2;
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uint32_t second = first + 1;
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indices[i++] = first;
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indices[i++] = second;
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indices[i++] = first + 2;
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indices[i++] = first + 2;
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indices[i++] = second;
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indices[i++] = second + 2;
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}
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result.SetIndices(indices, result.GetIndexCount());
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}
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return result;
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}
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}
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