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 @@ | ||||
| #include <bounce/common/math/mat44.h> | ||||
| #include <bounce/common/draw.h> | ||||
|  | ||||
| #include <testbed/framework/sphere_mesh.h> | ||||
| #include <bounce/meshgen/sphere_mesh.h> | ||||
| #include <bounce/meshgen/cylinder_mesh.h> | ||||
|  | ||||
| #define BUFFER_OFFSET(i) ((char*)NULL + (i)) | ||||
|  | ||||
| @@ -666,7 +667,7 @@ struct DrawSolidSphere | ||||
| 		glBufferData(GL_ARRAY_BUFFER, m_vertexCount * sizeof(b3Vec3), mesh.vertices, GL_STATIC_DRAW); | ||||
|  | ||||
| 		glBindBuffer(GL_ARRAY_BUFFER, m_vboIds[1]); | ||||
| 		glBufferData(GL_ARRAY_BUFFER, m_vertexCount * sizeof(b3Vec3), mesh.vertices, GL_STATIC_DRAW); | ||||
| 		glBufferData(GL_ARRAY_BUFFER, m_vertexCount * sizeof(b3Vec3), mesh.normals, GL_STATIC_DRAW); | ||||
|  | ||||
| 		glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_iboId); | ||||
| 		glBufferData(GL_ELEMENT_ARRAY_BUFFER, m_indexCount * sizeof(u32), mesh.indices, GL_STATIC_DRAW); | ||||
| @@ -691,96 +692,25 @@ struct DrawSolidSphere | ||||
|  | ||||
| struct DrawSolidCylinder | ||||
| { | ||||
| 	enum | ||||
| 	{ | ||||
| 		e_segments = 64, | ||||
| 		e_vertexCount = e_segments * 6, | ||||
| 	}; | ||||
|  | ||||
| 	DrawSolidCylinder() | ||||
| 	{ | ||||
| 		b3Vec3 vs[e_vertexCount]; | ||||
| 		b3Vec3 ns[e_vertexCount]; | ||||
| 		cymMesh mesh; | ||||
| 		cymCreateMesh(mesh, 20); | ||||
|  | ||||
| 		u32 vc = 0; | ||||
| 		for (u32 i = 0; i < e_segments; ++i) | ||||
| 		{ | ||||
| 			float32 t0 = 2.0f * B3_PI * float32(i) / float32(e_segments); | ||||
| 			float32 t1 = 2.0f * B3_PI * float32(i + 1) / float32(e_segments); | ||||
|  | ||||
| 			float32 c0 = cos(t0); | ||||
| 			float32 s0 = sin(t0); | ||||
|  | ||||
| 			float32 c1 = cos(t1); | ||||
| 			float32 s1 = sin(t1); | ||||
|  | ||||
| 			b3Vec3 v1; | ||||
| 			v1.x = s0; | ||||
| 			v1.y = -0.5f; | ||||
| 			v1.z = c0; | ||||
| 			 | ||||
| 			b3Vec3 v2; | ||||
| 			v2.x = s1; | ||||
| 			v2.y = -0.5f; | ||||
| 			v2.z = c1; | ||||
| 			 | ||||
| 			b3Vec3 v3; | ||||
| 			v3.x = s1; | ||||
| 			v3.y = 0.5f; | ||||
| 			v3.z = c1; | ||||
| 			 | ||||
| 			b3Vec3 v4; | ||||
| 			v4.x = s0; | ||||
| 			v4.y = 0.5f; | ||||
| 			v4.z = c0; | ||||
| 			 | ||||
| 			b3Vec3 n = b3Cross(v2 - v1, v3 - v1); | ||||
| 			n.Normalize(); | ||||
|  | ||||
| 			vs[vc] = v1; | ||||
| 			ns[vc] = n; | ||||
| 			++vc; | ||||
|  | ||||
| 			vs[vc] = v2; | ||||
| 			ns[vc] = n; | ||||
| 			++vc; | ||||
|  | ||||
| 			vs[vc] = v3; | ||||
| 			ns[vc] = n; | ||||
| 			++vc; | ||||
|  | ||||
| 			vs[vc] = v1; | ||||
| 			ns[vc] = n; | ||||
| 			++vc; | ||||
|  | ||||
| 			vs[vc] = v3; | ||||
| 			ns[vc] = n; | ||||
| 			++vc; | ||||
|  | ||||
| 			vs[vc] = v4; | ||||
| 			ns[vc] = n; | ||||
| 			++vc; | ||||
| 		} | ||||
|  | ||||
| 		u32 is[e_vertexCount]; | ||||
|  | ||||
| 		u32 ic = vc; | ||||
| 		for (u32 i = 0; i < vc; ++i) | ||||
| 		{ | ||||
| 			is[i] = i; | ||||
| 		} | ||||
| 		m_vertexCount = mesh.vertexCount; | ||||
| 		m_indexCount = mesh.indexCount; | ||||
|  | ||||
| 		glGenBuffers(2, m_vboIds); | ||||
| 		glGenBuffers(1, &m_iboId); | ||||
|  | ||||
| 		glBindBuffer(GL_ARRAY_BUFFER, m_vboIds[0]); | ||||
| 		glBufferData(GL_ARRAY_BUFFER, vc * sizeof(b3Vec3), vs, GL_STATIC_DRAW); | ||||
| 		glBufferData(GL_ARRAY_BUFFER, m_vertexCount * sizeof(b3Vec3), mesh.vertices, GL_STATIC_DRAW); | ||||
|  | ||||
| 		glBindBuffer(GL_ARRAY_BUFFER, m_vboIds[1]); | ||||
| 		glBufferData(GL_ARRAY_BUFFER, vc * sizeof(b3Vec3), ns, GL_STATIC_DRAW); | ||||
| 		glBufferData(GL_ARRAY_BUFFER, m_vertexCount * sizeof(b3Vec3), mesh.normals, GL_STATIC_DRAW); | ||||
|  | ||||
| 		glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_iboId); | ||||
| 		glBufferData(GL_ELEMENT_ARRAY_BUFFER, ic * sizeof(u32), is, GL_STATIC_DRAW); | ||||
| 		glBufferData(GL_ELEMENT_ARRAY_BUFFER, m_indexCount * sizeof(u32), mesh.indices, GL_STATIC_DRAW); | ||||
|  | ||||
| 		AssertGL(); | ||||
|  | ||||
| @@ -796,6 +726,8 @@ struct DrawSolidCylinder | ||||
|  | ||||
| 	GLuint m_vboIds[2]; | ||||
| 	GLuint m_iboId; | ||||
| 	u32 m_vertexCount; | ||||
| 	u32 m_indexCount; | ||||
| }; | ||||
|  | ||||
| struct DrawSolid | ||||
| @@ -875,7 +807,7 @@ struct DrawSolid | ||||
| 		glEnableVertexAttribArray(m_normalAttribute); | ||||
|  | ||||
| 		glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_cylinder.m_iboId); | ||||
| 		glDrawElements(GL_TRIANGLES, m_cylinder.e_vertexCount, GL_UNSIGNED_INT, BUFFER_OFFSET(0)); | ||||
| 		glDrawElements(GL_TRIANGLES, m_cylinder.m_indexCount, GL_UNSIGNED_INT, BUFFER_OFFSET(0)); | ||||
|  | ||||
| 		glDisableVertexAttribArray(m_normalAttribute); | ||||
|  | ||||
|   | ||||
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