qtk/lib/mesh.cpp

337 lines
10 KiB
C++

/*##############################################################################
## Author: Shaun Reed ##
## Legal: All Content (c) 2022 Shaun Reed, all rights reserved ##
## About: Collection of static mesh data for quick initialization ##
## ##
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
##############################################################################*/
#include <mesh.h>
Cube::Cube(DrawMode mode)
{
mDrawMode = mode;
switch(mode) {
// Cube data for use with glDrawArrays
case QTK_DRAW_ARRAYS:
mIndices = { /* No indices needed for glDrawArrays */ };
mNormals =
{FACE_FRONT, FACE_BACK, FACE_TOP, FACE_BOTTOM, FACE_LEFT, FACE_RIGHT};
mVertices = {
// Face 1 (Front)
VERTEX_FTR, VERTEX_FTL, VERTEX_FBL,
VERTEX_FBL, VERTEX_FBR, VERTEX_FTR,
// Face 2 (Back)
VERTEX_BBR, VERTEX_BTL, VERTEX_BTR,
VERTEX_BTL, VERTEX_BBR, VERTEX_BBL,
// Face 3 (Top)
VERTEX_FTR, VERTEX_BTR, VERTEX_BTL,
VERTEX_BTL, VERTEX_FTL, VERTEX_FTR,
// Face 4 (Bottom)
VERTEX_FBR, VERTEX_FBL, VERTEX_BBL,
VERTEX_BBL, VERTEX_BBR, VERTEX_FBR,
// Face 5 (Left)
VERTEX_FBL, VERTEX_FTL, VERTEX_BTL,
VERTEX_FBL, VERTEX_BTL, VERTEX_BBL,
// Face 6 (Right)
VERTEX_FTR, VERTEX_FBR, VERTEX_BBR,
VERTEX_BBR, VERTEX_BTR, VERTEX_FTR
};
mColors = {
// Face 1 (Front)
RED, GREEN, BLUE,
BLUE, WHITE, RED,
// Face 2 (Back)
YELLOW, CYAN, MAGENTA,
CYAN, YELLOW, BLACK,
// Face 3 (Top)
RED, MAGENTA, CYAN,
CYAN, GREEN, RED,
// Face 4 (Bottom)
WHITE, BLUE, BLACK,
BLACK, YELLOW, WHITE,
// Face 5 (Left)
BLUE, GREEN, CYAN,
BLUE, CYAN, BLACK,
// Face 6 (Right)
RED, WHITE, YELLOW,
YELLOW, MAGENTA, RED
};
mTexCoords = {
// Face 1 (Front)
UV_TOP, UV_ORIGIN, UV_RIGHT,
UV_RIGHT, UV_CORNER, UV_TOP,
// Face 2 (Back)
UV_TOP, UV_RIGHT, UV_CORNER,
UV_RIGHT, UV_TOP, UV_ORIGIN,
// Face 3 (Top)
UV_CORNER, UV_TOP, UV_ORIGIN,
UV_ORIGIN, UV_RIGHT, UV_CORNER,
// Face 4 (Bottom)
UV_TOP, UV_ORIGIN, UV_RIGHT,
UV_RIGHT, UV_CORNER, UV_TOP,
// Face 5 (Left)
UV_TOP, UV_CORNER, UV_RIGHT,
UV_TOP, UV_RIGHT, UV_ORIGIN,
// Face 6 (Right)
UV_TOP, UV_CORNER, UV_RIGHT,
UV_RIGHT, UV_ORIGIN, UV_TOP
};
break;
// Cube data for use with glDrawElements
case QTK_DRAW_ELEMENTS:
mNormals =
{/* For normals and glDrawElements, see QTK_DRAW_ELEMENTS_NORMALS */};
mTexCoords =
{ /* For UVs and glDrawElements, see QTK_DRAW_ELEMENTS_NORMALS */ };
mColors = {RED, GREEN, BLUE, WHITE, YELLOW, CYAN, MAGENTA, BLACK};
mVertices = {
// 0 1 2 3
VERTEX_FTR, VERTEX_FTL, VERTEX_FBL, VERTEX_FBR,
// 4 5 6 7
VERTEX_BTR, VERTEX_BTL, VERTEX_BBL, VERTEX_BBR
};
mIndices = {
// Face 1 (Front)
0, 1, 2, 2, 3, 0,
// Face 2 (Back)
7, 5, 4, 5, 7, 6,
// Face 3 (Top)
0, 4, 5, 5, 1, 0,
// Face 4 (Bottom)
3, 2, 6, 6, 7, 3,
// Face 5 (Left)
2, 1, 5, 2, 5, 6,
// Face 6 (Right)
0, 3, 7, 7, 4, 0
};
break;
// Cube shape data for using normals and UVs with glDrawElements
case QTK_DRAW_ELEMENTS_NORMALS:
mColors = {RED, GREEN, BLUE, WHITE, YELLOW, CYAN, MAGENTA, BLACK};
mVertices = {
// Face 1 (Front)
// 0 1 2 3
VERTEX_FTL, VERTEX_FBL, VERTEX_FBR, VERTEX_FTR,
// Face 2 (Back)
// 4 5 6 7
VERTEX_BTL, VERTEX_BBL, VERTEX_BBR, VERTEX_BTR,
// Face 3 (Top)
// 8 9 10 11
VERTEX_FTL, VERTEX_BTL, VERTEX_BTR, VERTEX_FTR,
// Face 4 (Bottom)
// 12 13 14 15
VERTEX_FBL, VERTEX_BBL, VERTEX_BBR, VERTEX_FBR,
// Face 5 (Left)
// 16 17 18 19
VERTEX_FBL, VERTEX_BBL, VERTEX_BTL, VERTEX_FTL,
// Face 6 (Right)
// 20 21 22 23
VERTEX_FBR, VERTEX_BBR, VERTEX_BTR, VERTEX_FTR
};
mIndices = {
// Face 1 (Front)
0, 1, 2, 2, 3, 0,
// Face 2 (Back)
4, 5, 6, 6, 7, 4,
// Face 3 (Top)
8, 9, 10, 10, 11, 8,
// Face 4 (Bottom)
12, 13, 14, 14, 15, 12,
// Face 5 (Left)
16, 17, 18, 18, 19, 16,
// Face 6 (Right)
20, 21, 22, 22, 23, 20
};
mNormals = {
VECTOR_FORWARD, VECTOR_FORWARD, VECTOR_FORWARD, VECTOR_FORWARD,
VECTOR_BACK, VECTOR_BACK, VECTOR_BACK, VECTOR_BACK,
VECTOR_UP, VECTOR_UP, VECTOR_UP, VECTOR_UP,
VECTOR_DOWN, VECTOR_DOWN, VECTOR_DOWN, VECTOR_DOWN,
VECTOR_LEFT, VECTOR_LEFT, VECTOR_LEFT, VECTOR_LEFT,
VECTOR_RIGHT, VECTOR_RIGHT, VECTOR_RIGHT, VECTOR_RIGHT,
};
mTexCoords = {
// Face 1 (Front)
UV_TOP, UV_RIGHT, UV_CORNER,
UV_RIGHT, UV_TOP, UV_ORIGIN,
// Face 2 (Back)
UV_TOP, UV_RIGHT, UV_CORNER,
UV_RIGHT, UV_TOP, UV_ORIGIN,
// Face 3 (Top)
UV_TOP, UV_RIGHT, UV_CORNER,
UV_RIGHT, UV_TOP, UV_ORIGIN,
// Face 4 (Bottom)
UV_TOP, UV_RIGHT, UV_CORNER,
UV_RIGHT, UV_TOP, UV_ORIGIN,
// Face 5 (Left)
UV_TOP, UV_RIGHT, UV_CORNER,
UV_RIGHT, UV_TOP, UV_ORIGIN,
// Face 6 (Right)
UV_TOP, UV_RIGHT, UV_CORNER,
UV_RIGHT, UV_TOP, UV_ORIGIN,
};
break;
}
}
Triangle::Triangle(DrawMode mode)
{
mDrawMode = mode;
const QVector3D triangleTop = QVector3D(0.0f, 0.5f, 0.0f);
switch(mode) {
case QTK_DRAW_ARRAYS:
mIndices = { /* No indices needed for glDrawArrays */ };
mColors = { RED, GREEN, BLUE, WHITE, YELLOW, CYAN, MAGENTA, BLACK };
mVertices = {
// Bottom face (Base of the pyramid)
VERTEX_BBL, VERTEX_BBR, VERTEX_FBR,
VERTEX_FBR, VERTEX_FBL, VERTEX_BBL,
// Front face
VERTEX_FBL, VERTEX_FBR, triangleTop,
// Back face
VERTEX_BBR, VERTEX_BBL, triangleTop,
// Left face
VERTEX_BBL, VERTEX_FBL, triangleTop,
// Right face
VERTEX_FBR, VERTEX_BBR, triangleTop,
};
// Find normals for each triangle of the mesh
for (int i = 0; i < mVertices.size(); i += 3) {
QVector3D vertexNormal =
QVector3D::normal(mVertices[i], mVertices[i+1], mVertices[i+2]);
// Three points share this normal
for (int j = 0; j < 3; j++) {
mNormals.push_back(vertexNormal);
}
}
mTexCoords = {
// Bottom face (Base of the pyramid)
UV_ORIGIN, UV_RIGHT, UV_CORNER,
UV_CORNER, UV_TOP, UV_ORIGIN,
// Front face
UV_ORIGIN, UV_RIGHT, UV_CORNER,
// Back face
UV_ORIGIN, UV_RIGHT, UV_CORNER,
// Left face
UV_ORIGIN, UV_RIGHT, UV_CORNER,
// Right face
UV_ORIGIN, UV_RIGHT, UV_CORNER,
};
break;
// Triangle shape data for using glDrawElements
case QTK_DRAW_ELEMENTS:
mColors = { RED, GREEN, BLUE, WHITE, YELLOW, CYAN, MAGENTA, BLACK };
mVertices = {VERTEX_FBL, VERTEX_FBR, VERTEX_BBL, VERTEX_BBR, triangleTop};
mIndices = {
// Bottom face (Base of the pyramid)
2, 3, 1, // Use customVertexes[2], then 3, 1...
1, 0, 2, // Use customVertexes[1], then 0, 2
0, 1, 4, // Front face
3, 2, 4, // Back face
2, 0, 4, // Left face
1, 3, 4, // Right face
};
mNormals =
{/* Use QTK_DRAW_ELEMENTS_NORMALS for normals with glDrawElements */};
mTexCoords = { /* No UVs for triangle with glDrawElements */ };
break;
// Triangle shape data for using normals and UVs with glDrawElements
case QTK_DRAW_ELEMENTS_NORMALS:
mColors = { RED, GREEN, BLUE, WHITE, YELLOW, CYAN, MAGENTA, BLACK };
mVertices = {
// Bottom face
// 0 1 2
VERTEX_FBL, VERTEX_FBR, VERTEX_BBL,
// 3 4 5
VERTEX_BBR, VERTEX_FBR, VERTEX_BBL,
// Front face
// 6 7 8
VERTEX_FBL, VERTEX_FBR, triangleTop,
// Back face
// 9 10 11
VERTEX_BBR, VERTEX_BBL, triangleTop,
// Left face
// 12 13 14
VERTEX_BBL, VERTEX_FBL, triangleTop,
// Right face
// 15 16 17
VERTEX_FBR, VERTEX_BBR, triangleTop,
};
mIndices = {
// Bottom face (Base of the pyramid)
0, 1, 2, // Use customVertexes[2], then 3, 1...
3, 4, 5, // Use customVertexes[1], then 0, 2
6, 7, 8, // Front face
9, 10, 11, // Back face
12, 13, 14, // Left face
15, 16, 17, // Right face
};
// Find normals for each triangle of the mesh
for (int i = 0; i < mVertices.size(); i += 3) {
QVector3D vertexNormal =
QVector3D::normal(mVertices[mIndices[i]],
mVertices[mIndices[i+1]],
mVertices[mIndices[i+2]]);
// Three points share this normal
for (int j = 0; j < 3; j++) {
mNormals.push_back(vertexNormal);
}
}
mTexCoords = {
// Bottom face
UV_ORIGIN, UV_RIGHT, UV_TOP,
UV_CORNER, UV_RIGHT, UV_TOP,
// Front face
UV_ORIGIN, UV_RIGHT, UV_CORNER,
// Back face
UV_ORIGIN, UV_RIGHT, UV_CORNER,
// Left face
UV_ORIGIN, UV_RIGHT, UV_CORNER,
// Right face
UV_ORIGIN, UV_RIGHT, UV_CORNER,
};
break;
}
}