Mesh generation to everybody
Add cylinder mesh generation Mesh generation can be used by everyone Mesh generation also gives vertex normals for convenience
This commit is contained in:
@ -28,7 +28,8 @@
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#include <bounce/common/math/mat44.h>
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#include <bounce/common/draw.h>
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#include <testbed/framework/sphere_mesh.h>
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#include <bounce/meshgen/sphere_mesh.h>
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#include <bounce/meshgen/cylinder_mesh.h>
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#define BUFFER_OFFSET(i) ((char*)NULL + (i))
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@ -666,7 +667,7 @@ struct DrawSolidSphere
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glBufferData(GL_ARRAY_BUFFER, m_vertexCount * sizeof(b3Vec3), mesh.vertices, GL_STATIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, m_vboIds[1]);
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glBufferData(GL_ARRAY_BUFFER, m_vertexCount * sizeof(b3Vec3), mesh.vertices, GL_STATIC_DRAW);
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glBufferData(GL_ARRAY_BUFFER, m_vertexCount * sizeof(b3Vec3), mesh.normals, GL_STATIC_DRAW);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_iboId);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, m_indexCount * sizeof(u32), mesh.indices, GL_STATIC_DRAW);
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@ -691,96 +692,25 @@ struct DrawSolidSphere
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struct DrawSolidCylinder
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{
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enum
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{
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e_segments = 64,
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e_vertexCount = e_segments * 6,
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};
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DrawSolidCylinder()
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{
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b3Vec3 vs[e_vertexCount];
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b3Vec3 ns[e_vertexCount];
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cymMesh mesh;
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cymCreateMesh(mesh, 20);
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u32 vc = 0;
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for (u32 i = 0; i < e_segments; ++i)
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{
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float32 t0 = 2.0f * B3_PI * float32(i) / float32(e_segments);
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float32 t1 = 2.0f * B3_PI * float32(i + 1) / float32(e_segments);
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float32 c0 = cos(t0);
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float32 s0 = sin(t0);
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float32 c1 = cos(t1);
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float32 s1 = sin(t1);
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b3Vec3 v1;
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v1.x = s0;
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v1.y = -0.5f;
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v1.z = c0;
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b3Vec3 v2;
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v2.x = s1;
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v2.y = -0.5f;
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v2.z = c1;
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b3Vec3 v3;
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v3.x = s1;
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v3.y = 0.5f;
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v3.z = c1;
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b3Vec3 v4;
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v4.x = s0;
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v4.y = 0.5f;
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v4.z = c0;
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b3Vec3 n = b3Cross(v2 - v1, v3 - v1);
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n.Normalize();
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vs[vc] = v1;
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ns[vc] = n;
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++vc;
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vs[vc] = v2;
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ns[vc] = n;
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++vc;
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vs[vc] = v3;
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ns[vc] = n;
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++vc;
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vs[vc] = v1;
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ns[vc] = n;
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++vc;
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vs[vc] = v3;
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ns[vc] = n;
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++vc;
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vs[vc] = v4;
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ns[vc] = n;
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++vc;
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}
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u32 is[e_vertexCount];
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u32 ic = vc;
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for (u32 i = 0; i < vc; ++i)
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{
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is[i] = i;
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}
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m_vertexCount = mesh.vertexCount;
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m_indexCount = mesh.indexCount;
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glGenBuffers(2, m_vboIds);
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glGenBuffers(1, &m_iboId);
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glBindBuffer(GL_ARRAY_BUFFER, m_vboIds[0]);
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glBufferData(GL_ARRAY_BUFFER, vc * sizeof(b3Vec3), vs, GL_STATIC_DRAW);
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glBufferData(GL_ARRAY_BUFFER, m_vertexCount * sizeof(b3Vec3), mesh.vertices, GL_STATIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, m_vboIds[1]);
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glBufferData(GL_ARRAY_BUFFER, vc * sizeof(b3Vec3), ns, GL_STATIC_DRAW);
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glBufferData(GL_ARRAY_BUFFER, m_vertexCount * sizeof(b3Vec3), mesh.normals, GL_STATIC_DRAW);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_iboId);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, ic * sizeof(u32), is, GL_STATIC_DRAW);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, m_indexCount * sizeof(u32), mesh.indices, GL_STATIC_DRAW);
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AssertGL();
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@ -796,6 +726,8 @@ struct DrawSolidCylinder
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GLuint m_vboIds[2];
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GLuint m_iboId;
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u32 m_vertexCount;
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u32 m_indexCount;
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};
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struct DrawSolid
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@ -875,7 +807,7 @@ struct DrawSolid
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glEnableVertexAttribArray(m_normalAttribute);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_cylinder.m_iboId);
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glDrawElements(GL_TRIANGLES, m_cylinder.e_vertexCount, GL_UNSIGNED_INT, BUFFER_OFFSET(0));
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glDrawElements(GL_TRIANGLES, m_cylinder.m_indexCount, GL_UNSIGNED_INT, BUFFER_OFFSET(0));
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glDisableVertexAttribArray(m_normalAttribute);
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@ -28,7 +28,8 @@
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#include <bounce/common/math/mat44.h>
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#include <bounce/common/draw.h>
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#include <testbed/framework/sphere_mesh.h>
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#include <bounce/meshgen/sphere_mesh.h>
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#include <bounce/meshgen/cylinder_mesh.h>
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#define BUFFER_OFFSET(i) ((char*)NULL + (i))
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@ -706,96 +707,25 @@ struct DrawSolidSphere
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struct DrawSolidCylinder
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{
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enum
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{
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e_segments = 64,
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e_vertexCount = e_segments * 6,
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};
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DrawSolidCylinder()
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{
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b3Vec3 vs[e_vertexCount];
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b3Vec3 ns[e_vertexCount];
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cymMesh mesh;
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cymCreateMesh(mesh, 20);
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u32 vc = 0;
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for (u32 i = 0; i < e_segments; ++i)
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{
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float32 t0 = 2.0f * B3_PI * float32(i) / float32(e_segments);
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float32 t1 = 2.0f * B3_PI * float32(i + 1) / float32(e_segments);
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float32 c0 = cos(t0);
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float32 s0 = sin(t0);
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float32 c1 = cos(t1);
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float32 s1 = sin(t1);
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b3Vec3 v1;
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v1.x = s0;
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v1.y = -0.5f;
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v1.z = c0;
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b3Vec3 v2;
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v2.x = s1;
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v2.y = -0.5f;
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v2.z = c1;
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b3Vec3 v3;
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v3.x = s1;
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v3.y = 0.5f;
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v3.z = c1;
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b3Vec3 v4;
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v4.x = s0;
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v4.y = 0.5f;
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v4.z = c0;
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b3Vec3 n = b3Cross(v2 - v1, v3 - v1);
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n.Normalize();
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vs[vc] = v1;
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ns[vc] = n;
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++vc;
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vs[vc] = v2;
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ns[vc] = n;
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++vc;
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vs[vc] = v3;
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ns[vc] = n;
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++vc;
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vs[vc] = v1;
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ns[vc] = n;
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++vc;
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vs[vc] = v3;
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ns[vc] = n;
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++vc;
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vs[vc] = v4;
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ns[vc] = n;
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++vc;
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}
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u32 is[e_vertexCount];
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u32 ic = vc;
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for (u32 i = 0; i < vc; ++i)
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{
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is[i] = i;
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}
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m_vertexCount = mesh.vertexCount;
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m_indexCount = mesh.indexCount;
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glGenBuffers(2, m_vboIds);
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glGenBuffers(1, &m_iboId);
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glBindBuffer(GL_ARRAY_BUFFER, m_vboIds[0]);
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glBufferData(GL_ARRAY_BUFFER, vc * sizeof(b3Vec3), vs, GL_STATIC_DRAW);
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glBufferData(GL_ARRAY_BUFFER, m_vertexCount * sizeof(b3Vec3), mesh.vertices, GL_STATIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, m_vboIds[1]);
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glBufferData(GL_ARRAY_BUFFER, vc * sizeof(b3Vec3), ns, GL_STATIC_DRAW);
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glBufferData(GL_ARRAY_BUFFER, m_vertexCount * sizeof(b3Vec3), mesh.normals, GL_STATIC_DRAW);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_iboId);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, ic * sizeof(u32), is, GL_STATIC_DRAW);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, m_indexCount * sizeof(u32), mesh.indices, GL_STATIC_DRAW);
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AssertGL();
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@ -811,6 +741,8 @@ struct DrawSolidCylinder
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GLuint m_vboIds[2];
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GLuint m_iboId;
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u32 m_vertexCount;
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u32 m_indexCount;
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};
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struct DrawSolid
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@ -891,7 +823,7 @@ struct DrawSolid
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glEnableVertexAttribArray(m_normalAttribute);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_cylinder.m_iboId);
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glDrawElements(GL_TRIANGLES, m_cylinder.e_vertexCount, GL_UNSIGNED_INT, BUFFER_OFFSET(0));
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glDrawElements(GL_TRIANGLES, m_cylinder.m_indexCount, GL_UNSIGNED_INT, BUFFER_OFFSET(0));
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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@ -1,212 +0,0 @@
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/*
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* Copyright (c) 2016-2019 Irlan Robson https://irlanrobson.github.io
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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* 3. This notice may not be removed or altered from any source distribution.
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*/
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#include <testbed/framework/sphere_mesh.h>
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static inline void smAddVertex(smMesh& mesh, float32 x, float32 y, float32 z)
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{
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mesh.vertices[mesh.vertexCount++].Set(x, y, z);
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}
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static inline void smAddTriangle(smMesh& mesh, u32 v1, u32 v2, u32 v3)
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{
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mesh.indices[mesh.indexCount++] = v1;
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mesh.indices[mesh.indexCount++] = v2;
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mesh.indices[mesh.indexCount++] = v3;
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}
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static inline void smSetAsOctahedron(smMesh& mesh)
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{
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assert(mesh.vertexCount == 0);
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smAddVertex(mesh, 0.0f, -1.0f, 0.0f);
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smAddVertex(mesh, 0.0f, 0.0f, 1.0f);
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smAddVertex(mesh, -1.0f, 0.0f, 0.0f);
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smAddVertex(mesh, 0.0f, 0.0f, -1.0f);
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smAddVertex(mesh, 1.0f, 0.0f, 0.0f);
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smAddVertex(mesh, 0.0f, 1.0f, 0.0f);
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assert(mesh.indexCount == 0);
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smAddTriangle(mesh, 0, 1, 2);
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smAddTriangle(mesh, 0, 2, 3);
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smAddTriangle(mesh, 0, 3, 4);
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smAddTriangle(mesh, 0, 4, 1);
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smAddTriangle(mesh, 5, 2, 1);
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smAddTriangle(mesh, 5, 3, 2);
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smAddTriangle(mesh, 5, 4, 3);
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smAddTriangle(mesh, 5, 1, 4);
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}
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struct smEdge
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{
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u32 v1, v2;
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};
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struct smEdgeVertexPair
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{
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smEdge edge;
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u32 vertex;
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};
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struct smEdgeVertexMap
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{
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u32 pairCount;
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smEdgeVertexPair* pairs;
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};
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static inline void smAddPair(smEdgeVertexMap& map, const smEdgeVertexPair& pair)
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{
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map.pairs[map.pairCount++] = pair;
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}
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static inline smEdgeVertexPair* smFind(smEdgeVertexMap& map, u32 v1, u32 v2)
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{
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for (u32 i = 0; i < map.pairCount; ++i)
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{
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smEdgeVertexPair* pair = map.pairs + i;
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if (pair->edge.v1 == v1 && pair->edge.v2 == v2)
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{
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return pair;
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}
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}
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return nullptr;
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}
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static inline u32 smSubdivideEdge(smMesh& in_out, smEdgeVertexMap& map,
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u32 i1, u32 i2)
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{
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smEdgeVertexPair* pair = smFind(map, i2, i1);
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if (pair)
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{
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return pair->vertex;
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}
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smEdge newEdge;
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newEdge.v1 = i1;
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newEdge.v2 = i2;
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u32 newVertex = in_out.vertexCount;
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b3Vec3 v1 = in_out.vertices[i1];
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b3Vec3 v2 = in_out.vertices[i2];
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b3Vec3 v = 0.5f * (v1 + v2);
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v.Normalize();
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smAddVertex(in_out, v.x, v.y, v.z);
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smEdgeVertexPair newPair;
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newPair.edge = newEdge;
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newPair.vertex = newVertex;
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smAddPair(map, newPair);
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return newVertex;
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}
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static void smSubdivideMesh(smMesh& in_out, smEdgeVertexMap& map)
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{
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map.pairCount = 0;
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u32 inputIndexCount = in_out.indexCount;
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for (u32 i = 0; i < inputIndexCount / 3; ++i)
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{
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u32 vi1 = in_out.indices[3 * i + 0];
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u32 vi2 = in_out.indices[3 * i + 1];
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u32 vi3 = in_out.indices[3 * i + 2];
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u32 vi4 = smSubdivideEdge(in_out, map, vi1, vi2);
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u32 vi5 = smSubdivideEdge(in_out, map, vi2, vi3);
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u32 vi6 = smSubdivideEdge(in_out, map, vi3, vi1);
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smAddTriangle(in_out, vi1, vi4, vi6);
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smAddTriangle(in_out, vi4, vi2, vi5);
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smAddTriangle(in_out, vi5, vi3, vi6);
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smAddTriangle(in_out, vi4, vi5, vi6);
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}
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}
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// Compute the maximum number of vertices and
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// the number of triangle vertex indices in the intermediate mesh.
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// Also compute the maximum number of edge-vertex pairs per subdivision step
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static inline void smCount(u32& vertexCount, u32& indexCount, u32& edgeVertexPairCount, u32 subdivisions)
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{
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vertexCount = 6;
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indexCount = 3 * 8;
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for (u32 i = 0; i < subdivisions; ++i)
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{
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vertexCount += 3 * (indexCount / 3);
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indexCount += 4 * 3 * (indexCount / 3);
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}
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edgeVertexPairCount = 3 * (indexCount / 3);
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}
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void smCreateMesh(smMesh& output, u32 subdivisions)
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{
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assert(output.vertexCount == 0);
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assert(output.indexCount == 0);
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u32 vertexCount, indexCount, edgeVertexPairCount;
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smCount(vertexCount, indexCount, edgeVertexPairCount, subdivisions);
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u32 byteCount = 0;
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byteCount += vertexCount * sizeof(b3Vec3);
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byteCount += indexCount * sizeof(u32);
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byteCount += edgeVertexPairCount * sizeof(smEdgeVertexPair);
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u8* bytes = (u8*)malloc(byteCount);
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smMesh out;
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out.vertexCount = 0;
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out.vertices = (b3Vec3*)bytes;
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out.indexCount = 0;
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out.indices = (u32*) ((u8*)(out.vertices) + (vertexCount * sizeof(b3Vec3)));
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smEdgeVertexMap map;
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map.pairCount = 0;
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map.pairs = (smEdgeVertexPair*) ((u8*)(out.indices) + (indexCount * sizeof(u32)));
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smSetAsOctahedron(out);
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for (u32 i = 0; i < subdivisions; ++i)
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{
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smSubdivideMesh(out, map);
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}
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assert(map.pairCount < edgeVertexPairCount);
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assert(out.vertexCount <= vertexCount);
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assert(out.indexCount == indexCount);
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||||
output.vertexCount = out.vertexCount;
|
||||
output.vertices = (b3Vec3*)malloc(out.vertexCount * sizeof(b3Vec3));
|
||||
memcpy(output.vertices, out.vertices, out.vertexCount * sizeof(b3Vec3));
|
||||
|
||||
output.indexCount = out.indexCount;
|
||||
output.indices = (u32*)malloc(out.indexCount * sizeof(u32));
|
||||
memcpy(output.indices, out.indices, out.indexCount * sizeof(u32));
|
||||
|
||||
free(bytes);
|
||||
|
||||
out.vertices = nullptr;
|
||||
out.indices = nullptr;
|
||||
}
|
@ -1,51 +0,0 @@
|
||||
/*
|
||||
* Copyright (c) 2016-2019 Irlan Robson https://irlanrobson.github.io
|
||||
*
|
||||
* This software is provided 'as-is', without any express or implied
|
||||
* warranty. In no event will the authors be held liable for any damages
|
||||
* arising from the use of this software.
|
||||
* Permission is granted to anyone to use this software for any purpose,
|
||||
* including commercial applications, and to alter it and redistribute it
|
||||
* freely, subject to the following restrictions:
|
||||
* 1. The origin of this software must not be misrepresented; you must not
|
||||
* claim that you wrote the original software. If you use this software
|
||||
* in a product, an acknowledgment in the product documentation would be
|
||||
* appreciated but is not required.
|
||||
* 2. Altered source versions must be plainly marked as such, and must not be
|
||||
* misrepresented as being the original software.
|
||||
* 3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
#ifndef SPHERE_MESH_H
|
||||
#define SPHERE_MESH_H
|
||||
|
||||
#include <bounce/common/math/vec3.h>
|
||||
|
||||
// This structure represents a triangle mesh.
|
||||
struct smMesh
|
||||
{
|
||||
smMesh()
|
||||
{
|
||||
vertexCount = 0;
|
||||
vertices = nullptr;
|
||||
indexCount = 0;
|
||||
indices = nullptr;
|
||||
}
|
||||
|
||||
~smMesh()
|
||||
{
|
||||
free(vertices);
|
||||
free(indices);
|
||||
}
|
||||
|
||||
u32 vertexCount; // number of unique vertices
|
||||
b3Vec3* vertices; // list of unique vertices
|
||||
u32 indexCount; // number of triangle vertex indices
|
||||
u32* indices; // list of triangle vertex index
|
||||
};
|
||||
|
||||
// Create a unit icosphere given the number of subdivisions.
|
||||
// If the number of subdivisions to perform is zero then the output mesh is an octahedron.
|
||||
void smCreateMesh(smMesh& output, u32 subdivisions);
|
||||
|
||||
#endif
|
Reference in New Issue
Block a user