mirror of
https://github.com/bailwillharr/engine.git
synced 2024-09-21 13:01:19 +00:00
136 lines
3.4 KiB
C++
136 lines
3.4 KiB
C++
|
#include "meshgen.hpp"
|
||
|
|
||
|
#include <glm/gtc/constants.hpp>
|
||
|
#include <glm/ext.hpp>
|
||
|
#include <glm/trigonometric.hpp>
|
||
|
|
||
|
#include <iostream>
|
||
|
|
||
|
#include <thread>
|
||
|
|
||
|
std::unique_ptr<engine::resources::Mesh> genSphereMesh(float r, int detail, bool windInside)
|
||
|
{
|
||
|
using namespace glm;
|
||
|
|
||
|
std::vector<Vertex> vertices{};
|
||
|
|
||
|
float angleStep = two_pi<float>() / (float)detail;
|
||
|
|
||
|
for (int i = 0; i < detail; i++) {
|
||
|
// theta goes north-to-south
|
||
|
float theta = i * angleStep;
|
||
|
float theta2 = theta + angleStep;
|
||
|
for (int j = 0; j < detail/2; j++) {
|
||
|
// phi goes west-to-east
|
||
|
float phi = j * angleStep;
|
||
|
float phi2 = phi + angleStep;
|
||
|
|
||
|
vec3 top_left{ r * sin(phi) * cos(theta),
|
||
|
r * cos(phi),
|
||
|
r * sin(phi) * sin(theta) };
|
||
|
vec3 bottom_left{ r * sin(phi) * cos(theta2),
|
||
|
r * cos(phi),
|
||
|
r * sin(phi) * sin(theta2) };
|
||
|
vec3 top_right{ r * sin(phi2) * cos(theta),
|
||
|
r * cos(phi2),
|
||
|
r * sin(phi2) * sin(theta) };
|
||
|
vec3 bottom_right{ r * sin(phi2) * cos(theta2),
|
||
|
r * cos(phi2),
|
||
|
r * sin(phi2) * sin(theta2) };
|
||
|
|
||
|
if (windInside == false) {
|
||
|
// tris are visible from outside the sphere
|
||
|
|
||
|
// triangle 1
|
||
|
vertices.push_back({ top_left, {}, {0.0f, 0.0f} });
|
||
|
vertices.push_back({ bottom_left, {}, {0.0f, 1.0f} });
|
||
|
vertices.push_back({ bottom_right, {}, {1.0f, 1.0f} });
|
||
|
// triangle 2
|
||
|
vertices.push_back({ top_right, {}, {1.0f, 0.0f} });
|
||
|
vertices.push_back({ top_left, {}, {0.0f, 0.0f} });
|
||
|
vertices.push_back({ bottom_right, {}, {1.0f, 1.0f} });
|
||
|
|
||
|
}
|
||
|
else {
|
||
|
// tris are visible from inside the sphere
|
||
|
|
||
|
// triangle 1
|
||
|
vertices.push_back({ bottom_right, {}, {1.0f, 1.0f} });
|
||
|
vertices.push_back({ bottom_left, {}, {0.0f, 1.0f} });
|
||
|
vertices.push_back({ top_left, {}, {0.0f, 0.0f} });
|
||
|
|
||
|
// triangle 2
|
||
|
vertices.push_back({ bottom_right, {}, {1.0f, 1.0f} });
|
||
|
vertices.push_back({ top_left, {}, {0.0f, 0.0f} });
|
||
|
vertices.push_back({ top_right, {}, {1.0f, 0.0f} });
|
||
|
|
||
|
}
|
||
|
|
||
|
glm::vec3 vector1 = (vertices.end() - 1)->pos - (vertices.end() - 2)->pos;
|
||
|
glm::vec3 vector2 = (vertices.end() - 2)->pos - (vertices.end() - 3)->pos;
|
||
|
glm::vec3 norm = glm::normalize(glm::cross(vector1, vector2));
|
||
|
|
||
|
|
||
|
// TODO: FIX NORMALS
|
||
|
if (!windInside)
|
||
|
norm = -norm;
|
||
|
|
||
|
for (auto it = vertices.end() - 6; it != vertices.end(); it++) {
|
||
|
it->norm = norm;
|
||
|
}
|
||
|
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return std::make_unique<engine::resources::Mesh>(vertices);
|
||
|
}
|
||
|
|
||
|
std::unique_ptr<engine::resources::Mesh> genCuboidMesh(float x, float y, float z)
|
||
|
{
|
||
|
|
||
|
// x goes ->
|
||
|
// y goes ^
|
||
|
// z goes into the screen
|
||
|
|
||
|
using glm::vec3;
|
||
|
|
||
|
std::vector<Vertex> v{};
|
||
|
|
||
|
// 0 top_left_front
|
||
|
v.push_back({{ 0.0f, y, 0.0f }, {}, {}});
|
||
|
// 1 bottom_left_front
|
||
|
v.push_back({{ 0.0f, 0.0f, 0.0f }, {}, {}});
|
||
|
// 2 top_right_front
|
||
|
v.push_back({{ x, y, 0.0f }, {}, {}});
|
||
|
// 3 bottom_right_front
|
||
|
v.push_back({{ x, 0.0f, 0.0f }, {}, {}});
|
||
|
|
||
|
// 4 top_left_back
|
||
|
v.push_back({{ 0.0f, y, z }, {}, {}});
|
||
|
// 5 bottom_left_back
|
||
|
v.push_back({{ 0.0f, 0.0f, z }, {}, {}});
|
||
|
// 6 top_right_back
|
||
|
v.push_back({{ x, y, z }, {}, {}});
|
||
|
// 7 bottom_right_back
|
||
|
v.push_back({{ x, 0.0f, z }, {}, {}});
|
||
|
|
||
|
// front quad
|
||
|
std::vector<unsigned int> indices{
|
||
|
// front
|
||
|
0, 1, 3, 2, 0, 3,
|
||
|
// back
|
||
|
4, 5, 7, 6, 4, 7,
|
||
|
// bottom
|
||
|
5, 1, 3, 7, 5, 3,
|
||
|
// top
|
||
|
4, 0, 2, 6, 4, 2,
|
||
|
// left
|
||
|
4, 5, 1, 0, 4, 1,
|
||
|
// right
|
||
|
2, 3, 7, 6, 2, 7
|
||
|
};
|
||
|
|
||
|
return std::make_unique<engine::resources::Mesh>(v, indices);
|
||
|
|
||
|
}
|