/* * Copyright (c) 2021, Jesse Buhagiar * Copyright (c) 2021, Mathieu Gaillard * Copyright (c) 2021, Pedro Pereira * * SPDX-License-Identifier: BSD-2-Clause */ #include #include #include #include #include "Mesh.h" const Color colors[] { Color::Red, Color::Green, Color::Blue, Color::Magenta, Color::Yellow, Color::Cyan, Color::White }; Mesh::Mesh(Vector vertices, Vector tex_coords, Vector normals, Vector triangles) : m_vertex_list(move(vertices)) , m_tex_coords(move(tex_coords)) , m_normal_list(move(normals)) , m_triangle_list(move(triangles)) { } void Mesh::draw(float uv_scale) { for (u32 i = 0; i < m_triangle_list.size(); i++) { const auto& triangle = m_triangle_list[i]; const FloatVector3 vertex_a( m_vertex_list.at(triangle.a).x, m_vertex_list.at(triangle.a).y, m_vertex_list.at(triangle.a).z); const FloatVector3 vertex_b( m_vertex_list.at(triangle.b).x, m_vertex_list.at(triangle.b).y, m_vertex_list.at(triangle.b).z); const FloatVector3 vertex_c( m_vertex_list.at(triangle.c).x, m_vertex_list.at(triangle.c).y, m_vertex_list.at(triangle.c).z); FloatVector3 normal; if (has_normals()) { const FloatVector3 normal_a( m_normal_list.at(triangle.normal_index0).x, m_normal_list.at(triangle.normal_index0).y, m_normal_list.at(triangle.normal_index0).z); const FloatVector3 normal_b( m_normal_list.at(triangle.normal_index1).x, m_normal_list.at(triangle.normal_index1).y, m_normal_list.at(triangle.normal_index1).z); const FloatVector3 normal_c( m_normal_list.at(triangle.normal_index2).x, m_normal_list.at(triangle.normal_index2).y, m_normal_list.at(triangle.normal_index2).z); normal = (normal_a + normal_b + normal_c).normalized(); } else { // Compute the triangle normal const FloatVector3 vec_ab = vertex_b - vertex_a; const FloatVector3 vec_ac = vertex_c - vertex_a; normal = vec_ab.cross(vec_ac).normalized(); } glBegin(GL_TRIANGLES); if (is_textured()) glTexCoord2f(m_tex_coords.at(triangle.tex_coord_index0).u * uv_scale, (1.0f - m_tex_coords.at(triangle.tex_coord_index0).v) * uv_scale); // Upload the face normal glNormal3f(normal.x(), normal.y(), normal.z()); // Vertex 1 glVertex3f( m_vertex_list.at(triangle.a).x, m_vertex_list.at(triangle.a).y, m_vertex_list.at(triangle.a).z); if (is_textured()) glTexCoord2f(m_tex_coords.at(triangle.tex_coord_index1).u * uv_scale, (1.0f - m_tex_coords.at(triangle.tex_coord_index1).v) * uv_scale); // Vertex 2 glVertex3f( m_vertex_list.at(triangle.b).x, m_vertex_list.at(triangle.b).y, m_vertex_list.at(triangle.b).z); if (is_textured()) glTexCoord2f(m_tex_coords.at(triangle.tex_coord_index2).u * uv_scale, (1.0f - m_tex_coords.at(triangle.tex_coord_index2).v) * uv_scale); // Vertex 3 glVertex3f( m_vertex_list.at(triangle.c).x, m_vertex_list.at(triangle.c).y, m_vertex_list.at(triangle.c).z); glEnd(); } }