quad subdivision implementation

This commit is contained in:
devZoGok
2023-01-17 20:40:25 +02:00
parent 84e0a87ba4
commit d8a38f4ab5
2 changed files with 50 additions and 51 deletions
+48 -50
View File
@@ -1,8 +1,10 @@
#include "quad.h"
namespace vb01{
Quad::Quad(Vector3 size, bool spatial){
Quad::Quad(Vector3 size, bool spatial, int numVertDiv, int numHorDiv){
this->spatial = spatial;
this->numVertDiv = numVertDiv;
this->numHorDiv = numHorDiv;
setSize(size);
Mesh::construct();
@@ -11,59 +13,55 @@ namespace vb01{
void Quad::setSize(Vector3 size){
this->size = size;
MeshData::Vertex v1, v2, v3, v4, v5, v6;
const int numHorQuads = numVertDiv + 1, numVertQuads = numHorDiv + 1;
const int numTris = 2 * numHorQuads * numVertQuads, numVerts = 3 * numTris;
Vector2 subQuadSize = Vector2(size.x / numHorQuads, size.z / numVertQuads);
if(spatial){
v1.pos = Vector3(size.x / 2, size.y / 2, 0);
v2.pos = Vector3(-size.x / 2, size.y / 2, 0);
v3.pos = Vector3(-size.x / 2, -size.y / 2, 0);
v4.pos = Vector3(-size.x / 2, -size.y / 2, 0);
v5.pos = Vector3(size.x / 2, -size.y / 2, 0);
v6.pos = Vector3(size.x / 2, size.y / 2, 0);
}
else{
v1.pos = Vector3(size.x, 0, 0);
v2.pos = Vector3(0, 0, 0);
v3.pos = Vector3(0, size.y, 0);
v4.pos = Vector3(0, size.y, 0);
v5.pos = Vector3(size.x, size.y, 0);
v6.pos = Vector3(size.x, 0, 0);
MeshData::Vertex *vertices = new MeshData::Vertex[numVerts];
for(int i = 0; i < numHorQuads; i++){
for(int j = 0; j < numVertQuads; j++){
int id = i * 6 * numHorQuads + j * 6;
Vector2 offset = Vector2(subQuadSize.x, subQuadSize.y);
Vector3 faceVertPos[]{
Vector3(-.5 * size.x + offset.x * j, 0, -.5 * size.z + offset.y * i),
Vector3(-.5 * size.x + offset.x * (j + 1), 0, -.5 * size.z + offset.y * (i + 1)),
Vector3(-.5 * size.x + offset.x * (j + 1), 0, -.5 * size.z + offset.y * i),
Vector3(-.5 * size.x + offset.x * j, 0, -.5 * size.z + offset.y * i),
Vector3(-.5 * size.x + offset.x * j, 0, -.5 * size.z + offset.y * (i + 1)),
Vector3(-.5 * size.x + offset.x * (j + 1), 0, -.5 * size.z + offset.y * i)
};
Vector2 faceVertUv[]{
Vector2(float(j) / numHorQuads, float(i) / numVertQuads),
Vector2(float(j + 1) / numHorQuads, float(i + 1) / numVertQuads),
Vector2(float(j + 1) / numHorQuads, float(i) / numVertQuads),
Vector2(float(j) / numHorQuads, float(i) / numVertQuads),
Vector2(float(j) / numHorQuads, float(i + 1) / numVertQuads),
Vector2(float(j + 1) / numHorQuads, float(i + 1) / numVertQuads),
};
for(int k = 0; k < 6; k++){
if(!spatial){
faceVertPos[k].y = -faceVertPos[k].z;
faceVertPos[k].z = 0;
faceVertPos[k] += Vector3(.5 * size.x, -.5 * size.y, 0);
}
MeshData::Vertex v;
v.pos = faceVertPos[k];
v.uv = faceVertUv[k];
v.tan = Vector3::VEC_I;
v.norm = Vector3::VEC_J;
v.biTan = Vector3::VEC_K;
vertices[id + k];
}
}
}
v1.norm = Vector3(0, 0, -1);
v1.uv = Vector2(1, 1);
u32 *indices = new u32[numVerts];
v2.norm = Vector3(0, 0, -1);
v2.uv = Vector2(0, 1);
v3.norm = Vector3(0, 0, -1);
v3.uv = Vector2(0,0);
v4.norm = Vector3(0, 0, -1);
v4.uv = Vector2(0, 0);
v5.norm = Vector3(0, 0, -1);
v5.uv = Vector2(1,0);
v6.norm = Vector3(0, 0, -1);
v6.uv = Vector2(1, 1);
int numTris = 2;
u32 *indices = new u32[numTris * 3];
indices[0] = 0;
indices[1] = 1;
indices[2] = 2;
indices[3] = 3;
indices[4] = 4;
indices[5] = 5;
MeshData::Vertex *vertices = new MeshData::Vertex[numTris * 3];
vertices[0] = v1;
vertices[1] = v2;
vertices[2] = v3;
vertices[3] = v4;
vertices[4] = v5;
vertices[5] = v6;
for(int i = 0; i < numVerts; i++)
indices[i] = i;
meshBase = MeshData(vertices, indices, numTris);
}
+2 -1
View File
@@ -7,12 +7,13 @@
namespace vb01{
class Quad : public Mesh{
public:
Quad(Vector3, bool = true);
Quad(Vector3, bool = true, int numVertDiv = 0, int numHorDiv = 0);
void setSize(Vector3);
inline Vector3 getSize(){return size;}
private:
Vector3 size;
bool spatial;
int numVertDiv, numHorDiv;
};
}