Esempio n. 1
0
Mesh * Mesh::GenerateQuad() {
	Mesh * m = new Mesh();

	m->numVertices = 4;
	m->type = GL_TRIANGLE_STRIP;

	m->vertices = new Vector3[m->numVertices];
	m->textureCoords = new Vector2[m->numVertices];
	m->colours = new Vector4[m->numVertices];
	m->normals = new Vector3[m->numVertices];
	m->tangents = new Vector3[m->numVertices];

	m->vertices[0] = Vector3(-1.0f, -1.0f, 0.0f);
	m->vertices[1] = Vector3(-1.0f, 1.0f, 0.0f);
	m->vertices[2] = Vector3(1.0f, -1.0f, 0.0f);
	m->vertices[3] = Vector3(1.0f, 1.0f, 0.0f);

	m->textureCoords[0] = Vector2(0.0f, 0.0f);
	m->textureCoords[1] = Vector2(0.0f, 1.0f);
	m->textureCoords[2] = Vector2(1.0f, 0.0f);
	m->textureCoords[3] = Vector2(1.0f, 1.0f);

	for (int i = 0; i < 4; ++i) {
		m->colours[i] = Vector4(1.0f, 1.0f, 1.0f, 1.0f);
		m->normals[i] = Vector3(0.0f, 0.0f, -1.0f);
		m->tangents[i] = Vector3(1.0f, 0.0f, 0.0f);
	}

	m->BufferData();

	return m;
}
Esempio n. 2
0
Mesh* Mesh :: GenerateCircle()
{
	Mesh* m = new Mesh();
	m->type = GL_TRIANGLE_STRIP;
	float r = 0.05f;
	m->numVertices = 122;

	m->vertices = new Vector3[122];
	m->textureCoords = new Vector2[122];
	m->colours = new Vector4[122];

	for(int i=0;i<61;i++)
	{
		float x = sin(2*PI/60*i)*r;
		float y = cos(2*PI/60*i)*r;

		m->vertices[i*2] = Vector3(x,y,0.0f);
		m->textureCoords[i*2] = Vector2(x,0.0f);
		m->colours[i*2] = Vector4(1.0f, 1.0f, 1.0f ,1.0f);
	}

	for(int i=0;i<61;i++)
	{
		float x = sin(2*PI/60*i)*r;
		float y = cos(2*PI/60*i)*r;

		m->vertices[i*2+1] = Vector3(x,y,0.2f);
		m->textureCoords[i*2+1] = Vector2(x,0.2f);
		m->colours[i*2+1] = Vector4(1.0f, 1.0f, 1.0f ,1.0f);
	}

	m->BufferData();
	return m;
}
Esempio n. 3
0
Mesh* Mesh::GenerateQuad() {
	Mesh* mesh          = new Mesh();
	mesh->m_NumVertices = 4;
	mesh->m_Type        = GL_TRIANGLE_STRIP;

	mesh->m_Vertices      = new Vector3[mesh->m_NumVertices];
	mesh->m_TextureCoords = new Vector2[mesh->m_NumVertices];
	mesh->m_Colours       = new Vector4[mesh->m_NumVertices];
	mesh->m_Tangents	  = new Vector3[mesh->m_NumVertices];
	mesh->m_Normals		  = new Vector3[mesh->m_NumVertices];

	mesh->m_Vertices[0] = Vector3(-1.0f, -1.0f, 0.0f);
	mesh->m_Vertices[1] = Vector3(-1.0f, 1.0f, 0.0f);
	mesh->m_Vertices[2] = Vector3(1.0f, -1.0f, 0.0f);
	mesh->m_Vertices[3] = Vector3(1.0f, 1.0f, 0.0f);

	mesh->m_TextureCoords[0] = Vector2(0.0f, 1.0f);
	mesh->m_TextureCoords[1] = Vector2(0.0f, 0.0f);
	mesh->m_TextureCoords[2] = Vector2(1.0f, 1.0f);
	mesh->m_TextureCoords[3] = Vector2(1.0f, 0.0f);

	for (int i = 0; i < 4; ++i) {
		mesh->m_Colours[i]  = Vector4(1.0f, 1.0f, 1.0f, 1.0f);
		mesh->m_Normals[i]  = Vector3(0.0f, 0.0f, -1.0f);
		mesh->m_Tangents[i] = Vector3(1.0f, 0.0f, 0.0f);
	}

	//mesh->GenerateNormals();
	//mesh->GenerateTangents();
	mesh->BufferData();
	return mesh;
}
Esempio n. 4
0
Mesh* Mesh::GenerateSphereMesh(float radius, unsigned int rings, unsigned int sectors) {
	Mesh* sphereMesh = new Mesh();
	sphereMesh->m_Type = GL_TRIANGLES;

	// Generate a sphere
	float const RingsRecip = 1.0 / (float)(rings - 1);
	float const SectorsRecip = 1.0 / (float)(sectors - 1);
	int countRings, countSectors;

	sphereMesh->m_NumVertices = rings * sectors;
	sphereMesh->m_NumIndices = (rings - 1) * (sectors - 1) * 6;

	sphereMesh->m_Vertices = new Vector3[sphereMesh->m_NumVertices];
	sphereMesh->m_TextureCoords = new Vector2[sphereMesh->m_NumVertices];
	sphereMesh->m_Colours = new Vector4[sphereMesh->m_NumVertices];

	sphereMesh->m_Indices = new unsigned int[sphereMesh->m_NumIndices];

	int at = 0;

	// Calculate vertices' position and their respective texture coordinates 
	for (countRings = 0; countRings < rings; countRings++) {
		float const y = sin(-PI / 2 + PI * countRings * RingsRecip) * radius;

		for (countSectors = 0; countSectors < sectors; countSectors++) {
			float const x = cos(2 * PI * countSectors * SectorsRecip) * sin(PI * countRings * RingsRecip);
			float const z = sin(2 * PI * countSectors * SectorsRecip) * sin(PI * countRings * RingsRecip);

			sphereMesh->m_TextureCoords[at].x = countSectors * SectorsRecip;
			sphereMesh->m_TextureCoords[at].y = countRings * RingsRecip;

			sphereMesh->m_Vertices[at].x = x * radius;
			sphereMesh->m_Vertices[at].y = y;
			sphereMesh->m_Vertices[at].z = z * radius;

			sphereMesh->m_Colours[at] = Vector4(1.0f, 0.0f, 0.0f, 1.0f);

			at++;
		}
	}

	at = 0;
	for (countRings = 0; countRings < rings - 1; countRings++) {
		for (countSectors = 0; countSectors < sectors - 1; countSectors++) {
			sphereMesh->m_Indices[at++] = (countRings + 0) * sectors + countSectors;				// added for half-symmetry
			sphereMesh->m_Indices[at++] = (countRings + 0) * sectors + (countSectors + 1);
			sphereMesh->m_Indices[at++] = (countRings + 1) * sectors + (countSectors + 1);
			sphereMesh->m_Indices[at++] = (countRings + 0) * sectors + countSectors;
			sphereMesh->m_Indices[at++] = (countRings + 1) * sectors + countSectors;
			sphereMesh->m_Indices[at++] = (countRings + 1) * sectors + (countSectors + 1);			// since we're using GL_TRIANGLE with indices to draw the mesh
		}
	}

	sphereMesh->GenerateNormals();
	sphereMesh->GenerateTangents();
	sphereMesh->BufferData();

	return sphereMesh;
}
Esempio n. 5
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Mesh* Mesh::GenerateTriangle() {
	Mesh* m = new Mesh();
	m->numVertices = 3;

	//insert default vertices
	m->vertices = new glm::vec3[m->numVertices];
	m->vertices[0] = glm::vec3(0.0f, 0.5f, 0.0f);
	m->vertices[1] = glm::vec3(0.5f, -0.5f, 0.0f);
	m->vertices[2] = glm::vec3(-0.5f, -0.5f, 0.0f);

	//add colors for the vertices
	m->colours = new glm::vec4[m->numVertices];
	m->colours[0] = glm::vec4(1.0f, 0.0f, 0.0f, 1.0f);
	m->colours[1] = glm::vec4(0.0f, 1.0f, 0.0f, 1.0f);
	m->colours[2] = glm::vec4(0.0f, 0.0f, 1.0f, 1.0f);

	m->BufferData();
	return m;
}
Esempio n. 6
0
Mesh* Mesh::GenerateTriangle() {
	Mesh* mesh = new Mesh();

	mesh->m_NumVertices = 3;
	mesh->m_Vertices = new Vector3[mesh->m_NumVertices];
	mesh->m_Vertices[0] = Vector3(0.0f, 0.5f, 0.0f);
	mesh->m_Vertices[1] = Vector3(0.5f, -0.5f, 0.0f);
	mesh->m_Vertices[2] = Vector3(-0.5f, -0.5f, 0.0f);

	mesh->m_TextureCoords = new Vector2[mesh->m_NumVertices];
	mesh->m_TextureCoords[0] = Vector2(0.5f, 0.0f);
	mesh->m_TextureCoords[1] = Vector2(1.0f, 1.0f);
	mesh->m_TextureCoords[2] = Vector2(0.0f, 1.0f);

	mesh->m_Colours = new Vector4[mesh->m_NumVertices];
	mesh->m_Colours[0] = Vector4(1.0f, 0.0f, 0.0f, 1.0f);
	mesh->m_Colours[1] = Vector4(0.0f, 1.0f, 0.0f, 1.0f);
	mesh->m_Colours[2] = Vector4(0.0f, 0.0f, 1.0f, 1.0f);

	mesh->BufferData();

	return mesh;
}
Esempio n. 7
0
Mesh* Mesh::GenerateCubeMesh(Vector3 O, float len) {
	Mesh* cube = new Mesh();
	cube->m_Type = GL_TRIANGLES;
	cube->m_NumVertices = 24;
	cube->m_NumIndices = 36;
	cube->m_Vertices = new Vector3[cube->m_NumVertices];
	cube->m_Indices = new unsigned int[cube->m_NumIndices];
	cube->m_Colours = new Vector4[cube->m_NumVertices];

	std::vector<Vector3> vertices;
	std::vector<Vector4> color;

	std::vector<unsigned int> indices = {
		// Front face
		0, 1, 2, 2, 3, 0,
		// Right face
		7, 6, 5, 5, 4, 7,
		// Back face
		11, 10, 9, 9, 8, 11,
		// Left face
		15, 14, 13, 13, 12, 15,
		// Top Face	
		19, 18, 17, 17, 16, 19,
		// Bottom Face
		23, 22, 21, 21, 20, 23 };
	//front

	for (int j = 0; j < indices.size(); j++) {
		cube->m_Indices[j] = indices[j];
	}

	float dim = len / 2.0f;


	//front
	cube->m_Vertices[0] = Vector3(O.x - dim, O.y - dim, O.z + dim);
	cube->m_Vertices[1] = Vector3(O.x + dim, O.y - dim, O.z + dim);
	cube->m_Vertices[2] = Vector3(O.x + dim, O.y + dim, O.z + dim);
	cube->m_Vertices[3] = Vector3(O.x - dim, O.y + dim, O.z + dim);

	// Right face
	cube->m_Vertices[4] = Vector3(O.x + dim, O.y - dim, O.z + dim);
	cube->m_Vertices[5] = Vector3(O.x + dim, O.y - dim, O.z - dim);
	cube->m_Vertices[6] = Vector3(O.x + dim, O.y + dim, O.z - dim);
	cube->m_Vertices[7] = Vector3(O.x + dim, O.y + dim, O.z + dim);

	// Back face
	cube->m_Vertices[8] = Vector3(O.x + dim, O.y - dim, O.z - dim);
	cube->m_Vertices[9] = Vector3(O.x - dim, O.y - dim, O.z - dim);
	cube->m_Vertices[10] = Vector3(O.x - dim, O.y + dim, O.z - dim);
	cube->m_Vertices[11] = Vector3(O.x + dim, O.y + dim, O.z - dim);

	// Left face
	cube->m_Vertices[12] = Vector3(O.x - dim, O.y - dim, O.z - dim);
	cube->m_Vertices[13] = Vector3(O.x - dim, O.y - dim, O.z + dim);
	cube->m_Vertices[14] = Vector3(O.x - dim, O.y + dim, O.z + dim);
	cube->m_Vertices[15] = Vector3(O.x - dim, O.y + dim, O.z - dim);

	// Top Face	
	cube->m_Vertices[16] = Vector3(O.x - dim, O.y + dim, O.z + dim);
	cube->m_Vertices[17] = Vector3(O.x + dim, O.y + dim, O.z + dim);
	cube->m_Vertices[18] = Vector3(O.x + dim, O.y + dim, O.z - dim);
	cube->m_Vertices[19] = Vector3(O.x - dim, O.y + dim, O.z - dim);

	// Bottom Face
	cube->m_Vertices[20] = Vector3(O.x + dim, O.y - dim, O.z + dim);
	cube->m_Vertices[21] = Vector3(O.x - dim, O.y - dim, O.z + dim);
	cube->m_Vertices[22] = Vector3(O.x - dim, O.y - dim, O.z - dim);
	cube->m_Vertices[23] = Vector3(O.x + dim, O.y - dim, O.z - dim);

	for (int i = 0; i < cube->m_NumVertices; i++) {
		cube->m_Colours[i] = Vector4(0.0f, 0.0f, 1.0f, 1.0f); //blue
	}

	cube->BufferData();

	return cube;
}