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- /*
- * Copyright (c) 2021, Jesse Buhagiar <jooster669@gmail.com>
- * Copyright (c) 2021, Mathieu Gaillard <gaillard.mathieu.39@gmail.com>
- * Copyright (c) 2021, Pedro Pereira <pmh.pereira@gmail.com>
- *
- * SPDX-License-Identifier: BSD-2-Clause
- */
- #include <LibGL/GL/gl.h>
- #include <LibGfx/Color.h>
- #include <LibGfx/Vector3.h>
- #include <LibGfx/Vector4.h>
- #include "Mesh.h"
- const Color colors[] {
- Color::Red,
- Color::Green,
- Color::Blue,
- Color::Magenta,
- Color::Yellow,
- Color::Cyan,
- Color::White
- };
- Mesh::Mesh(Vector<Vertex> vertices, Vector<TexCoord> tex_coords, Vector<Vertex> normals, Vector<Triangle> 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_a, normal_b, normal_c;
- if (has_normals()) {
- normal_a = FloatVector3(
- m_normal_list.at(triangle.normal_index0).x,
- m_normal_list.at(triangle.normal_index0).y,
- m_normal_list.at(triangle.normal_index0).z);
- normal_b = FloatVector3(
- m_normal_list.at(triangle.normal_index1).x,
- m_normal_list.at(triangle.normal_index1).y,
- m_normal_list.at(triangle.normal_index1).z);
- normal_c = FloatVector3(
- m_normal_list.at(triangle.normal_index2).x,
- m_normal_list.at(triangle.normal_index2).y,
- m_normal_list.at(triangle.normal_index2).z);
- } else {
- // Compute the triangle normal
- const FloatVector3 vec_ab = vertex_b - vertex_a;
- const FloatVector3 vec_ac = vertex_c - vertex_a;
- normal_a = vec_ab.cross(vec_ac).normalized();
- normal_b = normal_a;
- normal_c = normal_a;
- }
- 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);
- // Vertex 1
- glNormal3f(normal_a.x(), normal_a.y(), normal_a.z());
- 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
- glNormal3f(normal_b.x(), normal_b.y(), normal_b.z());
- 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
- glNormal3f(normal_c.x(), normal_c.y(), normal_c.z());
- glVertex3f(
- m_vertex_list.at(triangle.c).x,
- m_vertex_list.at(triangle.c).y,
- m_vertex_list.at(triangle.c).z);
- glEnd();
- }
- }
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