/
model_gen.cpp
138 lines (122 loc) · 3.33 KB
/
model_gen.cpp
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#include "model_gen.h"
#include <graphics/logger.h>
#include <glm/glm.hpp>
#include <functional>
int quadvi(int i, int j, int j_width, int vert) {
// 6 inds per quad - v3, v2, v1, v2, v3, v4
switch(vert) {
case 1:
vert = 2;
break;
case 2:
vert = 1;
break;
case 3:
vert = 0;
break;
case 4:
vert = 5;
break;
default:
LOG_ERROR("quadvi vertex out of range!");
return 0;
}
const int QUAD_SIZE = 6;
return (i * j_width + j) * QUAD_SIZE + vert;
}
void addNormal(glm::vec3 &prevNorm, glm::vec3 newNorm) {
if(prevNorm != glm::vec3(0)) {
prevNorm += newNorm;
} else {
prevNorm = newNorm;
}
}
ModelInfo::Vertex makeVert(std::function<glm::vec3(float, float)> surfaceFn,
float x, float y, float uvDensity) {
ModelInfo::Vertex v;
v.Position = surfaceFn(x, y);
v.TexCoord = glm::vec2(x / uvDensity, y / uvDensity);
return v;
}
ModelInfo::Model genSurface(
std::function<glm::vec3(float, float)> surfaceFn,
bool smoothShading, float uvDensity,
SurfaceParam var1, SurfaceParam var2) {
ModelInfo::Model model;
ModelInfo::Mesh m;
int width = 0;
for(float y = var2.start; y < var2.end; y+=var2.step, width++);
int i = 0;
for(float x = var1.start; x < var1.end; x+=var1.step, i++) {
int j = 0;
for(float y = var2.start; y < var2.end; y+=var2.step, j++) {
int i1, i2, i3, i4;
if((i == 0 && j == 0) || !smoothShading) {
m.verticies.push_back(makeVert(surfaceFn, x, y, uvDensity));
i1 = m.verticies.size() - 1;
} else {
if(i == 0) {
i1 = m.indices[quadvi(i, j-1 , width, 2)];
} else if(j == 0) {
i1 = m.indices[quadvi(i-1, j , width, 3)];
} else {
i1 = m.indices[quadvi(i-1, j-1, width, 4)];
}
}
if(i==0 || !smoothShading) {
m.verticies.push_back(makeVert(surfaceFn, x, y+var2.step, uvDensity));
i2 = m.verticies.size() - 1;
} else {
i2 = m.indices[quadvi(i-1,j,width,4)];
}
if(j==0 || !smoothShading) {
m.verticies.push_back(makeVert(surfaceFn, x+var1.step, y, uvDensity));
i3 = m.verticies.size() - 1;
} else {
i3 = m.indices[quadvi(i, j-1, width, 4)];
}
m.verticies.push_back(makeVert(surfaceFn, x+var1.step, y+var2.step, uvDensity));
i4 = m.verticies.size() - 1;
glm::vec3 v1(m.verticies[i1].Position),
v2(m.verticies[i2].Position),
v3(m.verticies[i3].Position),
v4(m.verticies[i4].Position);
//calc triangle normals
glm::vec3 s2 = v2;
glm::vec3 s3 = v3;
if(v1 == v2)
s2 = v4;
if(v1 == v3)
s3 = v4;
glm::vec3 tri_n1 = glm::cross(
v1 - s3,
v1 - s2);
s2 = v2;
s3 = v3;
if(v4 == v2)
s2 = v1;
if(v4 == v3)
s3 = v1;
glm::vec3 tri_n2 = glm::cross(
v4 - s2,
v4 - s3);
tri_n1 = glm::normalize(tri_n1);
tri_n2 = glm::normalize(tri_n2);
glm::vec3 mid_n = 0.5f * (tri_n1 + tri_n2);
addNormal(m.verticies[i1].Normal, tri_n1);
addNormal(m.verticies[i2].Normal, mid_n);
addNormal(m.verticies[i3].Normal, mid_n);
addNormal(m.verticies[i4].Normal, tri_n2);
//add quad
m.indices.push_back(i3);
m.indices.push_back(i2);
m.indices.push_back(i1);
m.indices.push_back(i2);
m.indices.push_back(i3);
m.indices.push_back(i4);
}
}
m.diffuseColour = glm::vec4(1);
model.meshes = {m};
return model;
}