Mesh generation to everybody
Add cylinder mesh generation Mesh generation can be used by everyone Mesh generation also gives vertex normals for convenience
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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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@ -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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