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