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GLSH_Prefabs.cpp
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GLSH_Prefabs.cpp
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#include "GLSH_Prefabs.h"
namespace glsh {
Mesh* CreateWireframeBox(float width, float height, float depth, const glm::mat4& transform)
{
float x1 = -0.5f * width;
float x2 = 0.5f * width ;
float y1 = -0.5f * height;
float y2 = 0.5f * height;
float z1 = -0.5f * depth;
float z2 = 0.5f * depth;
VertexPosition verts[] = {
VertexPosition(x1, y1, z1), // 0 (left-bottom-back)
VertexPosition(x1, y1, z2), // 1 (left-bottom-front)
VertexPosition(x1, y2, z1), // 2 (left-top-back)
VertexPosition(x1, y2, z2), // 3 (left-top-front)
VertexPosition(x2, y1, z1), // 4 (right-bottom-back)
VertexPosition(x2, y1, z2), // 5 (right-bottom-front)
VertexPosition(x2, y2, z1), // 6 (right-top-back)
VertexPosition(x2, y2, z2), // 7 (right-top-front)
};
// line segments
unsigned char inds[] = {
// back-to-front
0, 1,
2, 3,
4, 5,
6, 7,
// bottom-to-top
0, 2,
1, 3,
4, 6,
5, 7,
// left-to-right
0, 4,
1, 5,
2, 6,
3, 7,
};
unsigned numVerts = sizeof(verts) / sizeof(verts[0]);
unsigned numInds = sizeof(inds) / sizeof(inds[0]);
// transform the vertices using the user-supplied transformation matrix
TransformPositions(verts, numVerts, transform);
return CreateMesh(GL_LINES, verts, numVerts, inds, numInds);
}
Mesh* CreateSolidBox(float width, float height, float depth, const glm::mat4& transform)
{
float x1 = -0.5f * width;
float x2 = 0.5f * width;
float y1 = -0.5f * height;
float y2 = 0.5f * height;
float z1 = -0.5f * depth;
float z2 = 0.5f * depth;
std::vector<VertexPositionNormal> vertices;
// front face
vertices.push_back(VertexPositionNormal(x1, y1, z2, 0, 0, 1));
vertices.push_back(VertexPositionNormal(x2, y1, z2, 0, 0, 1));
vertices.push_back(VertexPositionNormal(x2, y2, z2, 0, 0, 1));
vertices.push_back(VertexPositionNormal(x1, y2, z2, 0, 0, 1));
vertices.push_back(VertexPositionNormal(x1, y1, z2, 0, 0, 1));
vertices.push_back(VertexPositionNormal(x2, y2, z2, 0, 0, 1));
// back face
vertices.push_back(VertexPositionNormal(x1, y1, z1, 0, 0, -1));
vertices.push_back(VertexPositionNormal(x1, y2, z1, 0, 0, -1));
vertices.push_back(VertexPositionNormal(x2, y2, z1, 0, 0, -1));
vertices.push_back(VertexPositionNormal(x2, y1, z1, 0, 0, -1));
vertices.push_back(VertexPositionNormal(x1, y1, z1, 0, 0, -1));
vertices.push_back(VertexPositionNormal(x2, y2, z1, 0, 0, -1));
// right face
vertices.push_back(VertexPositionNormal(x2, y1, z1, 1, 0, 0));
vertices.push_back(VertexPositionNormal(x2, y2, z1, 1, 0, 0));
vertices.push_back(VertexPositionNormal(x2, y2, z2, 1, 0, 0));
vertices.push_back(VertexPositionNormal(x2, y1, z2, 1, 0, 0));
vertices.push_back(VertexPositionNormal(x2, y1, z1, 1, 0, 0));
vertices.push_back(VertexPositionNormal(x2, y2, z2, 1, 0, 0));
// left face
vertices.push_back(VertexPositionNormal(x1, y1, z1, -1, 0, 0));
vertices.push_back(VertexPositionNormal(x1, y1, z2, -1, 0, 0));
vertices.push_back(VertexPositionNormal(x1, y2, z2, -1, 0, 0));
vertices.push_back(VertexPositionNormal(x1, y2, z1, -1, 0, 0));
vertices.push_back(VertexPositionNormal(x1, y1, z1, -1, 0, 0));
vertices.push_back(VertexPositionNormal(x1, y2, z2, -1, 0, 0));
// top face
vertices.push_back(VertexPositionNormal(x1, y2, z1, 0, 1, 0));
vertices.push_back(VertexPositionNormal(x1, y2, z2, 0, 1, 0));
vertices.push_back(VertexPositionNormal(x2, y2, z2, 0, 1, 0));
vertices.push_back(VertexPositionNormal(x2, y2, z1, 0, 1, 0));
vertices.push_back(VertexPositionNormal(x1, y2, z1, 0, 1, 0));
vertices.push_back(VertexPositionNormal(x2, y2, z2, 0, 1, 0));
// bottom face
vertices.push_back(VertexPositionNormal(x1, y1, z1, 0, -1, 0));
vertices.push_back(VertexPositionNormal(x2, y1, z1, 0, -1, 0));
vertices.push_back(VertexPositionNormal(x2, y1, z2, 0, -1, 0));
vertices.push_back(VertexPositionNormal(x1, y1, z2, 0, -1, 0));
vertices.push_back(VertexPositionNormal(x1, y1, z1, 0, -1, 0));
vertices.push_back(VertexPositionNormal(x2, y1, z2, 0, -1, 0));
// transform the vertices using the user-supplied transformation matrix
TransformPositionsAndNormals(vertices, transform);
return CreateMesh(GL_TRIANGLES, vertices);
}
Mesh* CreateTexturedBox(float width, float height, float depth, const glm::mat4& transform)
{
std::vector<VPNT> vertices;
float w = 0.5f * width;
float h = 0.5f * width;
float d = 0.5f * width;
// front face
vertices.push_back(VPNT(-w, -h, d, 0, 0, 1, 0, 0));
vertices.push_back(VPNT( w, -h, d, 0, 0, 1, 1, 0));
vertices.push_back(VPNT( w, h, d, 0, 0, 1, 1, 1));
vertices.push_back(VPNT(-w, h, d, 0, 0, 1, 0, 1));
vertices.push_back(VPNT(-w, -h, d, 0, 0, 1, 0, 0));
vertices.push_back(VPNT( w, h, d, 0, 0, 1, 1, 1));
// back face
vertices.push_back(VPNT(-w, -h, -d, 0, 0, -1, 1, 0));
vertices.push_back(VPNT(-w, h, -d, 0, 0, -1, 1, 1));
vertices.push_back(VPNT( w, h, -d, 0, 0, -1, 0, 1));
vertices.push_back(VPNT( w, -h, -d, 0, 0, -1, 0, 0));
vertices.push_back(VPNT(-w, -h, -d, 0, 0, -1, 1, 0));
vertices.push_back(VPNT( w, h, -d, 0, 0, -1, 0, 1));
// right face
vertices.push_back(VPNT( w, -h, -d, 1, 0, 0, 1, 0));
vertices.push_back(VPNT( w, h, -d, 1, 0, 0, 1, 1));
vertices.push_back(VPNT( w, h, d, 1, 0, 0, 0, 1));
vertices.push_back(VPNT( w, -h, d, 1, 0, 0, 0, 0));
vertices.push_back(VPNT( w, -h, -d, 1, 0, 0, 1, 0));
vertices.push_back(VPNT( w, h, d, 1, 0, 0, 0, 1));
// left face
vertices.push_back(VPNT(-w, -h, -d, -1, 0, 0, 0, 0));
vertices.push_back(VPNT(-w, -h, d, -1, 0, 0, 1, 0));
vertices.push_back(VPNT(-w, h, d, -1, 0, 0, 1, 1));
vertices.push_back(VPNT(-w, h, -d, -1, 0, 0, 0, 1));
vertices.push_back(VPNT(-w, -h, -d, -1, 0, 0, 0, 0));
vertices.push_back(VPNT(-w, h, d, -1, 0, 0, 1, 1));
// top face
vertices.push_back(VPNT(-w, h, -d, 0, 1, 0, 0, 1));
vertices.push_back(VPNT(-w, h, d, 0, 1, 0, 0, 0));
vertices.push_back(VPNT( w, h, d, 0, 1, 0, 1, 0));
vertices.push_back(VPNT( w, h, -d, 0, 1, 0, 1, 1));
vertices.push_back(VPNT(-w, h, -d, 0, 1, 0, 0, 1));
vertices.push_back(VPNT( w, h, d, 0, 1, 0, 1, 0));
// bottom face
vertices.push_back(VPNT(-w, -h, -d, 0, -1, 0, 0, 0));
vertices.push_back(VPNT( w, -h, -d, 0, -1, 0, 1, 0));
vertices.push_back(VPNT( w, -h, d, 0, -1, 0, 1, 1));
vertices.push_back(VPNT(-w, -h, d, 0, -1, 0, 0, 1));
vertices.push_back(VPNT(-w, -h, -d, 0, -1, 0, 0, 0));
vertices.push_back(VPNT( w, -h, d, 0, -1, 0, 1, 1));
// transform the vertices using the user-supplied transformation matrix
TransformPositionsAndNormals(vertices, transform);
return CreateMesh(GL_TRIANGLES, vertices);
}
Mesh* CreateWireframeCube(float width, const glm::mat4& transform)
{
return CreateWireframeBox(width, width, width, transform);
}
Mesh* CreateSolidCube(float width, const glm::mat4& transform)
{
return CreateSolidBox(width, width, width, transform);
}
Mesh* CreateTexturedCube(float width, const glm::mat4& transform)
{
return CreateTexturedBox(width, width, width, transform);
}
Mesh* CreateWireframePlane(float xSize, float zSize, int xSegments, int zSegments, const glm::mat4& transform)
{
// sanity check
if (xSegments < 1 || zSegments < 1) {
return NULL;
}
float y = 0;
float x = -0.5f * xSize;
float z = -0.5f * zSize;
float x1 = -0.5f * xSize;
float x2 = 0.5f * xSize;
float z1 = -0.5f * zSize;
float z2 = 0.5f * zSize;
float xSpacing = xSize / xSegments;
float zSpacing = zSize / zSegments;
// define world grid mesh data
std::vector<VertexPosition> verts;
// add back-to-front segments
for (int i = 0; i <= xSegments; i++) {
float x = x1 + i * xSpacing;
verts.push_back(VertexPosition(x, y, z1));
verts.push_back(VertexPosition(x, y, z2));
}
// add left-to-right segments
for (int i = 0; i <= zSegments; i++) {
float z = z1 + i * zSpacing;
verts.push_back(VertexPosition(x1, y, z));
verts.push_back(VertexPosition(x2, y, z));
}
// transform the vertices using the user-supplied transformation matrix
TransformPositions(verts, transform);
return CreateMesh(GL_LINES, verts);
}
Mesh* CreateSolidPlane(float xSize, float zSize, int xSegments, int zSegments, const glm::mat4& transform)
{
int numVertices = (xSegments + 1) * (zSegments + 1);
std::vector<VertexPositionNormal> vertexData(numVertices);
float xStep = xSize / xSegments;
float zStep = zSize / zSegments;
VertexPositionNormal* vertexPtr = &vertexData[0];
float z = -0.5f * zSize;
for (int j = 0; j <= zSegments; j++) {
float x = -0.5f * xSize;
for (int i = 0; i <= xSegments; i++) {
vertexPtr->pos.x = x;
vertexPtr->pos.y = 0;
vertexPtr->pos.z = z;
vertexPtr->normal.x = 0;
vertexPtr->normal.y = 1;
vertexPtr->normal.z = 0;
++vertexPtr;
x += xStep;
}
z += zStep;
}
int numTriangles = 2 * xSegments * zSegments;
int numElements = 3 * numTriangles;
std::vector<unsigned> indexData(numElements); // use 32-bit indices for large planes!!!11!!!
unsigned* indexPtr = &indexData[0];
unsigned e = 0;
for (int j = 0; j < zSegments; j++) {
for (int i = 0; i < xSegments; i++) {
// the four corners of this "square"
unsigned e = (xSegments + 1) * j + i;
unsigned e1 = e;
unsigned e2 = e + 1;
unsigned e3 = e + xSegments + 1;
unsigned e4 = e + xSegments + 2;
// triangle 1
*indexPtr++ = e1;
*indexPtr++ = e3;
*indexPtr++ = e4;
// triangle 2
*indexPtr++ = e1;
*indexPtr++ = e4;
*indexPtr++ = e2;
++e;
}
++e;
}
return CreateMesh(GL_TRIANGLES, vertexData, indexData);
}
Mesh* CreateHalfAxes(float length, const glm::mat4& transform)
{
VertexPositionColor verts[] = {
VertexPositionColor( 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f),
VertexPositionColor(length, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f),
VertexPositionColor( 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f),
VertexPositionColor( 0.0f, length, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f),
VertexPositionColor( 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f),
VertexPositionColor( 0.0f, 0.0f, length, 1.0f, 0.0f, 0.0f, 1.0f),
};
unsigned numVerts = sizeof(verts) / sizeof(verts[0]);
// transform the vertices using the user-supplied transformation matrix
TransformPositions(verts, numVerts, transform);
return CreateMesh(GL_LINES, verts, numVerts);
}
Mesh* CreateFullAxes(float length, const glm::mat4& transform)
{
VertexPositionColor verts[] = {
VertexPositionColor(-length, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f),
VertexPositionColor( length, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f),
VertexPositionColor( 0.0f, -length, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f),
VertexPositionColor( 0.0f, length, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f),
VertexPositionColor( 0.0f, 0.0f, -length, 1.0f, 0.0f, 0.0f, 1.0f),
VertexPositionColor( 0.0f, 0.0f, length, 1.0f, 0.0f, 0.0f, 1.0f),
};
unsigned numVerts = sizeof(verts) / sizeof(verts[0]);
// transform the vertices using the user-supplied transformation matrix
TransformPositions(verts, numVerts, transform);
return CreateMesh(GL_LINES, verts, numVerts);
}
Mesh* CreateChunkyCylinder(float radius, float height, int numSegments, const glm::mat4& transform)
{
std::vector<VertexPositionNormal> vertices;
float top = 0.5f * height;
float bottom = -0.5f * height;
float angStep = 2 * 3.14159f / numSegments;
float angle = 0;
for (int i = 0; i < numSegments; i++) {
float x1 = radius * std::cos(angle);
float z1 = radius * std::sin(angle);
float x2 = radius * std::cos(angle + angStep);
float z2 = radius * std::sin(angle + angStep);
// triangle at the base
vertices.push_back(VertexPositionNormal(0, bottom, 0, 0, -1, 0));
vertices.push_back(VertexPositionNormal(x1, bottom, z1, 0, -1, 0));
vertices.push_back(VertexPositionNormal(x2, bottom, z2, 0, -1, 0));
// triangle at the top
vertices.push_back(VertexPositionNormal(0, top, 0, 0, 1, 0));
vertices.push_back(VertexPositionNormal(x2, top, z2, 0, 1, 0));
vertices.push_back(VertexPositionNormal(x1, top, z1, 0, 1, 0));
// compute normal for triangles on the side
glm::vec3 a(x1, top, z1);
glm::vec3 b(x1, bottom, z1);
glm::vec3 c(x2, bottom, z2);
glm::vec3 u = b - a;
glm::vec3 v = c - a;
glm::vec3 n = glm::normalize(glm::cross(v, u));
vertices.push_back(VertexPositionNormal(x1, top, z1, n.x, n.y, n.z));
vertices.push_back(VertexPositionNormal(x2, bottom, z2, n.x, n.y, n.z));
vertices.push_back(VertexPositionNormal(x1, bottom, z1, n.x, n.y, n.z));
vertices.push_back(VertexPositionNormal(x1, top, z1, n.x, n.y, n.z));
vertices.push_back(VertexPositionNormal(x2, top, z2, n.x, n.y, n.z));
vertices.push_back(VertexPositionNormal(x2, bottom, z2, n.x, n.y, n.z));
angle += angStep;
}
// transform the vertices using the user-supplied transformation matrix
TransformPositionsAndNormals(vertices, transform);
return CreateMesh(GL_TRIANGLES, vertices);
}
Mesh* CreateSmoothCylinder(float radius, float height, int numSegments, const glm::mat4& transform)
{
std::vector<VertexPositionNormal> vertices;
float top = 0.5f * height;
float bottom = -0.5f * height;
float angStep = 2 * 3.14159f / numSegments;
float angle = 0;
for (int i = 0; i < numSegments; i++) {
float x1 = radius * std::cos(angle);
float z1 = radius * std::sin(angle);
float x2 = radius * std::cos(angle + angStep);
float z2 = radius * std::sin(angle + angStep);
// triangle at the base
vertices.push_back(VertexPositionNormal(0, bottom, 0, 0, -1, 0));
vertices.push_back(VertexPositionNormal(x1, bottom, z1, 0, -1, 0));
vertices.push_back(VertexPositionNormal(x2, bottom, z2, 0, -1, 0));
// triangle at the top
vertices.push_back(VertexPositionNormal(0, top, 0, 0, 1, 0));
vertices.push_back(VertexPositionNormal(x2, top, z2, 0, 1, 0));
vertices.push_back(VertexPositionNormal(x1, top, z1, 0, 1, 0));
// compute normals for triangles on the side
glm::vec3 n1 = glm::normalize(glm::vec3(x1, 0.0f, z1));
glm::vec3 n2 = glm::normalize(glm::vec3(x2, 0.0f, z2));
vertices.push_back(VertexPositionNormal(x1, top, z1, n1.x, n1.y, n1.z));
vertices.push_back(VertexPositionNormal(x2, bottom, z2, n2.x, n2.y, n2.z));
vertices.push_back(VertexPositionNormal(x1, bottom, z1, n1.x, n1.y, n1.z));
vertices.push_back(VertexPositionNormal(x1, top, z1, n1.x, n1.y, n1.z));
vertices.push_back(VertexPositionNormal(x2, top, z2, n2.x, n2.y, n2.z));
vertices.push_back(VertexPositionNormal(x2, bottom, z2, n2.x, n2.y, n2.z));
angle += angStep;
}
// transform the vertices using the user-supplied transformation matrix
TransformPositionsAndNormals(vertices, transform);
return CreateMesh(GL_TRIANGLES, vertices);
}
Mesh* CreateChunkyCone(float radius, float height, int numSegments, const glm::mat4& transform)
{
std::vector<VertexPositionNormal> vertices;
float top = 0.5f * height;
float bottom = -0.5f * height;
float angStep = 2 * 3.14159f / numSegments;
float angle = 0;
for (int i = 0; i < numSegments; i++) {
float x1 = radius * std::cos(angle);
float z1 = radius * std::sin(angle);
float x2 = radius * std::cos(angle + angStep);
float z2 = radius * std::sin(angle + angStep);
// triangle at the base
vertices.push_back(VertexPositionNormal(0, bottom, 0, 0, -1, 0));
vertices.push_back(VertexPositionNormal(x1, bottom, z1, 0, -1, 0));
vertices.push_back(VertexPositionNormal(x2, bottom, z2, 0, -1, 0));
// compute normal for triangle on the side
glm::vec3 a(0, top, 0);
glm::vec3 b(x1, bottom, z1);
glm::vec3 c(x2, bottom, z2);
glm::vec3 u = b - a;
glm::vec3 v = c - a;
glm::vec3 n = glm::normalize(glm::cross(v, u));
// triangle on the side
vertices.push_back(VertexPositionNormal(0, top, 0, n.x, n.y, n.z));
vertices.push_back(VertexPositionNormal(x2, bottom, z2, n.x, n.y, n.z));
vertices.push_back(VertexPositionNormal(x1, bottom, z1, n.x, n.y, n.z));
angle += angStep;
}
// transform the vertices using the user-supplied transformation matrix
TransformPositionsAndNormals(vertices, transform);
return CreateMesh(GL_TRIANGLES, vertices);
}
} // end of namespace