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Copy pathGeometryGenerator.cpp
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818 lines (663 loc) · 26.5 KB
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#include "GeometryGenerator.h"
#include "StaticMesh.h"
#include "DynamicMesh.h"
namespace ZXEngine
{
StaticMesh* GeometryGenerator::CreateBox(float xLength, float yLength, float zLength)
{
float hx = 0.5f * xLength;
float hy = 0.5f * yLength;
float hz = 0.5f * zLength;
vector<Vertex> vertices(24);
vector<uint32_t> indices(36);
// -Z, Front
vertices[0] = { .Position = { -hx, -hy, -hz, 1.0f }, .TexCoords = { 0.0f, 1.0f, 0.0f, 0.0f }, .Normal = { 0.0f, 0.0f, -1.0f, 0.0f }, .Tangent = { 1.0f, 0.0f, 0.0f, 0.0f } };
vertices[1] = { .Position = { -hx, hy, -hz, 1.0f }, .TexCoords = { 0.0f, 0.0f, 0.0f, 0.0f }, .Normal = { 0.0f, 0.0f, -1.0f, 0.0f }, .Tangent = { 1.0f, 0.0f, 0.0f, 0.0f } };
vertices[2] = { .Position = { hx, hy, -hz, 1.0f }, .TexCoords = { 1.0f, 0.0f, 0.0f, 0.0f }, .Normal = { 0.0f, 0.0f, -1.0f, 0.0f }, .Tangent = { 1.0f, 0.0f, 0.0f, 0.0f } };
vertices[3] = { .Position = { hx, -hy, -hz, 1.0f }, .TexCoords = { 1.0f, 1.0f, 0.0f, 0.0f }, .Normal = { 0.0f, 0.0f, -1.0f, 0.0f }, .Tangent = { 1.0f, 0.0f, 0.0f, 0.0f } };
indices[0] = 0; indices[1] = 2; indices[2] = 1;
indices[3] = 0; indices[4] = 3; indices[5] = 2;
// +Z, Back
vertices[4] = { .Position = { -hx, -hy, hz, 1.0f }, .TexCoords = { 1.0f, 1.0f, 0.0f, 0.0f }, .Normal = { 0.0f, 0.0f, 1.0f, 0.0f }, .Tangent = { -1.0f, 0.0f, 0.0f, 0.0f } };
vertices[5] = { .Position = { hx, -hy, hz, 1.0f }, .TexCoords = { 0.0f, 1.0f, 0.0f, 0.0f }, .Normal = { 0.0f, 0.0f, 1.0f, 0.0f }, .Tangent = { -1.0f, 0.0f, 0.0f, 0.0f } };
vertices[6] = { .Position = { hx, hy, hz, 1.0f }, .TexCoords = { 0.0f, 0.0f, 0.0f, 0.0f }, .Normal = { 0.0f, 0.0f, 1.0f, 0.0f }, .Tangent = { -1.0f, 0.0f, 0.0f, 0.0f } };
vertices[7] = { .Position = { -hx, hy, hz, 1.0f }, .TexCoords = { 1.0f, 0.0f, 0.0f, 0.0f }, .Normal = { 0.0f, 0.0f, 1.0f, 0.0f }, .Tangent = { -1.0f, 0.0f, 0.0f, 0.0f } };
indices[6] = 4; indices[7] = 6; indices[8] = 5;
indices[9] = 4; indices[10] = 7; indices[11] = 6;
// -X, Left
vertices[8] = { .Position = { -hx, -hy, hz, 1.0f }, .TexCoords = { 0.0f, 1.0f, 0.0f, 0.0f }, .Normal = { -1.0f, 0.0f, 0.0f, 0.0f }, .Tangent = { 0.0f, 0.0f, -1.0f, 0.0f } };
vertices[9] = { .Position = { -hx, hy, hz, 1.0f }, .TexCoords = { 0.0f, 0.0f, 0.0f, 0.0f }, .Normal = { -1.0f, 0.0f, 0.0f, 0.0f }, .Tangent = { 0.0f, 0.0f, -1.0f, 0.0f } };
vertices[10] = { .Position = { -hx, hy, -hz, 1.0f }, .TexCoords = { 1.0f, 0.0f, 0.0f, 0.0f }, .Normal = { -1.0f, 0.0f, 0.0f, 0.0f }, .Tangent = { 0.0f, 0.0f, -1.0f, 0.0f } };
vertices[11] = { .Position = { -hx, -hy, -hz, 1.0f }, .TexCoords = { 1.0f, 1.0f, 0.0f, 0.0f }, .Normal = { -1.0f, 0.0f, 0.0f, 0.0f }, .Tangent = { 0.0f, 0.0f, -1.0f, 0.0f } };
indices[12] = 8; indices[13] = 10; indices[14] = 9;
indices[15] = 8; indices[16] = 11; indices[17] = 10;
// +X, Right
vertices[12] = { .Position = { hx, -hy, -hz, 1.0f }, .TexCoords = { 0.0f, 1.0f, 0.0f, 0.0f }, .Normal = { 1.0f, 0.0f, 0.0f, 0.0f }, .Tangent = { 0.0f, 0.0f, 1.0f, 0.0f } };
vertices[13] = { .Position = { hx, hy, -hz, 1.0f }, .TexCoords = { 0.0f, 0.0f, 0.0f, 0.0f }, .Normal = { 1.0f, 0.0f, 0.0f, 0.0f }, .Tangent = { 0.0f, 0.0f, 1.0f, 0.0f } };
vertices[14] = { .Position = { hx, hy, hz, 1.0f }, .TexCoords = { 1.0f, 0.0f, 0.0f, 0.0f }, .Normal = { 1.0f, 0.0f, 0.0f, 0.0f }, .Tangent = { 0.0f, 0.0f, 1.0f, 0.0f } };
vertices[15] = { .Position = { hx, -hy, hz, 1.0f }, .TexCoords = { 1.0f, 1.0f, 0.0f, 0.0f }, .Normal = { 1.0f, 0.0f, 0.0f, 0.0f }, .Tangent = { 0.0f, 0.0f, 1.0f, 0.0f } };
indices[18] = 12; indices[19] = 14; indices[20] = 13;
indices[21] = 12; indices[22] = 15; indices[23] = 14;
// -Y, Bottom
vertices[16] = { .Position = { -hx, -hy, -hz, 1.0f }, .TexCoords = { 1.0f, 1.0f, 0.0f, 0.0f }, .Normal = { 0.0f, -1.0f, 0.0f, 0.0f }, .Tangent = { -1.0f, 0.0f, 0.0f, 0.0f } };
vertices[17] = { .Position = { hx, -hy, -hz, 1.0f }, .TexCoords = { 0.0f, 1.0f, 0.0f, 0.0f }, .Normal = { 0.0f, -1.0f, 0.0f, 0.0f }, .Tangent = { -1.0f, 0.0f, 0.0f, 0.0f } };
vertices[18] = { .Position = { hx, -hy, hz, 1.0f }, .TexCoords = { 0.0f, 0.0f, 0.0f, 0.0f }, .Normal = { 0.0f, -1.0f, 0.0f, 0.0f }, .Tangent = { -1.0f, 0.0f, 0.0f, 0.0f } };
vertices[19] = { .Position = { -hx, -hy, hz, 1.0f }, .TexCoords = { 1.0f, 0.0f, 0.0f, 0.0f }, .Normal = { 0.0f, -1.0f, 0.0f, 0.0f }, .Tangent = { -1.0f, 0.0f, 0.0f, 0.0f } };
indices[24] = 16; indices[25] = 18; indices[26] = 17;
indices[27] = 16; indices[28] = 19; indices[29] = 18;
// +Y, Top
vertices[20] = { .Position = { -hx, hy, -hz, 1.0f }, .TexCoords = { 0.0f, 1.0f, 0.0f, 0.0f }, .Normal = { 0.0f, 1.0f, 0.0f, 0.0f }, .Tangent = { 1.0f, 0.0f, 0.0f, 0.0f } };
vertices[21] = { .Position = { -hx, hy, hz, 1.0f }, .TexCoords = { 0.0f, 0.0f, 0.0f, 0.0f }, .Normal = { 0.0f, 1.0f, 0.0f, 0.0f }, .Tangent = { 1.0f, 0.0f, 0.0f, 0.0f } };
vertices[22] = { .Position = { hx, hy, hz, 1.0f }, .TexCoords = { 1.0f, 0.0f, 0.0f, 0.0f }, .Normal = { 0.0f, 1.0f, 0.0f, 0.0f }, .Tangent = { 1.0f, 0.0f, 0.0f, 0.0f } };
vertices[23] = { .Position = { hx, hy, -hz, 1.0f }, .TexCoords = { 1.0f, 1.0f, 0.0f, 0.0f }, .Normal = { 0.0f, 1.0f, 0.0f, 0.0f }, .Tangent = { 1.0f, 0.0f, 0.0f, 0.0f } };
indices[30] = 20; indices[31] = 22; indices[32] = 21;
indices[33] = 20; indices[34] = 23; indices[35] = 22;
return new StaticMesh(std::move(vertices), std::move(indices));
}
StaticMesh* GeometryGenerator::CreateSphere(float radius, uint32_t sliceCount, uint32_t stackCount)
{
vector<Vertex> vertices;
vector<uint32_t> indices;
// 顶部顶点
Vertex topVertex = { .Position = { 0.0f, +radius, 0.0f, 1.0f }, .TexCoords = { 0.0f, 0.0f, 0.0f, 0.0f }, .Normal = { 0.0f, +1.0f, 0.0f, 0.0f }, .Tangent = { 1.0f, 0.0f, 0.0f, 0.0f } };
// 底部顶点
Vertex bottomVertex = { .Position = { 0.0f, -radius, 0.0f, 1.0f }, .TexCoords = { 0.0f, 1.0f, 0.0f, 0.0f }, .Normal = { 0.0f, -1.0f, 0.0f, 0.0f }, .Tangent = { 1.0f, 0.0f, 0.0f, 0.0f } };
float phiStep = Math::PI / stackCount;
float thetaStep = 2.0f * Math::PI / sliceCount;
vertices.push_back(topVertex);
// 遍历球的每一层
for (uint32_t i = 1; i < stackCount; i++)
{
float phi = i * phiStep;
// 计算当前这一层圆圈的顶点
for (uint32_t j = 0; j <= sliceCount; j++)
{
float theta = j * thetaStep;
Vertex v;
// 从球坐标系转到笛卡尔坐标系
v.Position.x = radius * sinf(phi) * cosf(theta);
v.Position.y = radius * cosf(phi);
v.Position.z = radius * sinf(phi) * sinf(theta);
// 因为是球,球心又在坐标系原点,所以坐标直接Normalize就是法线
v.Normal = v.Position.GetNormalized();
// 重新推导切线
v.Tangent.x = -radius * sinf(phi) * sinf(theta);
v.Tangent.y = 0.0f;
v.Tangent.z = +radius * sinf(phi) * cosf(theta);
v.Tangent.Normalize();
v.TexCoords.x = theta / Math::PI;
v.TexCoords.y = phi / Math::PI;
vertices.push_back(v);
}
}
vertices.push_back(bottomVertex);
// 计算第一圈顶点,第一圈是固定和顶部顶点相连的
for (uint32_t i = 1; i <= sliceCount; i++)
{
indices.push_back(0);
indices.push_back(i);
indices.push_back(i + 1);
}
// 计算在中间的各圈顶点
uint32_t baseIndex = 1; // 跳过第一个顶点(顶部顶点)
uint32_t ringVertexCount = sliceCount + 1; // 每一圈的顶点数
for (uint32_t i = 0; i < stackCount - 2; i++)
{
for (uint32_t j = 0; j < sliceCount; j++)
{
indices.push_back(baseIndex + i * ringVertexCount + j);
indices.push_back(baseIndex + (i + 1) * ringVertexCount + j);
indices.push_back(baseIndex + i * ringVertexCount + j + 1);
indices.push_back(baseIndex + (i + 1) * ringVertexCount + j);
indices.push_back(baseIndex + (i + 1) * ringVertexCount + j + 1);
indices.push_back(baseIndex + i * ringVertexCount + j + 1);
}
}
// 底部顶点,也就是最后一个
uint32_t bottomIndex = static_cast<uint32_t>(vertices.size()) - 1;
// 计算最后一圈顶点的起点索引
baseIndex = bottomIndex - ringVertexCount;
// 最后一圈顶点和底部顶点相连
for (uint32_t i = 0; i < sliceCount; i++)
{
indices.push_back(bottomIndex);
indices.push_back(baseIndex + i + 1);
indices.push_back(baseIndex + i);
}
return new StaticMesh(std::move(vertices), std::move(indices));
}
StaticMesh* GeometryGenerator::CreateSphereTessellation(float radius, uint32_t subdivisionNum)
{
// 先手写一个正20面体
const float X = 0.525731f;
const float Z = 0.850651f;
vector<Vertex> vertices =
{
{ .Position = { -X, 0.0f, Z, 1.0f } },
{ .Position = { X, 0.0f, Z, 1.0f } },
{ .Position = { -X, 0.0f, -Z, 1.0f } },
{ .Position = { X, 0.0f, -Z, 1.0f } },
{ .Position = { 0.0f, Z, X, 1.0f } },
{ .Position = { 0.0f, Z, -X, 1.0f } },
{ .Position = { 0.0f, -Z, X, 1.0f } },
{ .Position = { 0.0f, -Z, -X, 1.0f } },
{ .Position = { Z, X, 0.0f, 1.0f } },
{ .Position = { -Z, X, 0.0f, 1.0f } },
{ .Position = { Z, -X, 0.0f, 1.0f } },
{ .Position = { -Z, -X, 0.0f, 1.0f } },
};
vector<uint32_t> indices =
{
1,0,4, 4,0,9, 4,9,5, 8,4,5, 1,4,8,
1,8,10, 10,8,3, 8,5,3, 3,5,2, 3,2,7,
3,7,10, 10,7,6, 6,7,11, 6,11,0, 6,0,1,
10,6,1, 11,9,0, 2,9,11, 5,9,2, 11,7,2
};
// 细分N次
for (uint32_t i = 0; i < subdivisionNum; i++)
Subdivide(vertices, indices);
// 计算重新细分后的顶点属性
for (size_t i = 0; i < vertices.size(); ++i)
{
// 调整法线
Vector3 n = vertices[i].Position.GetNormalized();
// 根据法线和半径重新计算位置
Vector3 p = radius * n;
vertices[i].Normal = n;
vertices[i].Position = p;
// 把位置转换回角度
float theta = atan2f(vertices[i].Position.z, vertices[i].Position.x);
// 限制到0到2 PI之间
if (theta < 0.0f)
theta += Math::PIx2;
float phi = acosf(vertices[i].Position.y / radius);
// 根据角度计算UV
vertices[i].TexCoords.x = theta / Math::PIx2;
vertices[i].TexCoords.y = phi / Math::PI;
// 重新推导切线
vertices[i].Tangent.x = -radius * sinf(phi) * sinf(theta);
vertices[i].Tangent.y = 0.0f;
vertices[i].Tangent.z = +radius * sinf(phi) * cosf(theta);
vertices[i].Tangent.Normalize();
}
return new StaticMesh(std::move(vertices), std::move(indices));
}
StaticMesh* GeometryGenerator::CreateCircle(float radius, uint32_t sliceCount)
{
vector<Vertex> vertices;
vector<uint32_t> indices;
Vertex centerVertex = { .Position = { 0.0f, 0.0f, 0.0f, 1.0f }, .TexCoords = { 0.5f, 0.5f, 0.0f, 0.0f }, .Normal = { 0.0f, 0.0f, -1.0f, 0.0f }, .Tangent = { 1.0f, 0.0f, 0.0f, 0.0f } };
vertices.push_back(centerVertex);
float dTheta = Math::PIx2 / sliceCount;
for (uint32_t i = 0; i <= sliceCount; i++)
{
float x = radius * cosf(i * dTheta);
float y = radius * sinf(i * dTheta);
Vertex v;
v.Position = { x, y, 0.0f, 1.0f };
v.Normal = { 0.0f, 0.0f, -1.0f, 0.0f };
v.Tangent = { -y, x, 0.0f, 0.0f };
v.TexCoords = { 0.5f * (x / radius + 1.0f), 0.5f * (y / radius + 1.0f), 0.0f, 0.0f };
vertices.push_back(std::move(v));
}
for (uint32_t i = 1; i <= sliceCount; i++)
{
indices.push_back(0);
indices.push_back(i);
indices.push_back(i + 1);
}
return new StaticMesh(std::move(vertices), std::move(indices));
}
StaticMesh* GeometryGenerator::CreateCone(float radius, float height, uint32_t sliceCount)
{
vector<Vertex> vertices;
vector<uint32_t> indices;
Vertex bottomVertex = { .Position = { 0.0f, -0.5f * height, 0.0f, 1.0f }, .TexCoords = { 0.0f, 1.0f, 0.0f, 0.0f }, .Normal = { 0.0f, -1.0f, 0.0f, 0.0f }, .Tangent = { 1.0f, 0.0f, 0.0f, 0.0f } };
vertices.push_back(bottomVertex);
float y = radius * radius / height;
float dTheta = Math::PIx2 / sliceCount;
Vector3 topVertexPos = { 0.0f, 0.5f * height, 0.0f };
// 计算顶部顶点(位置相同,法线不同,否则光照效果不太正常)
for (uint32_t i = 0; i < sliceCount; i++)
{
float x1 = radius * cosf(i * dTheta);
float z1 = radius * sinf(i * dTheta);
float x2 = radius * cosf((i + 1) * dTheta);
float z2 = radius * sinf((i + 1) * dTheta);
Vector3 p1 = { x1, -0.5f * height, z1 };
Vector3 p2 = { x2, -0.5f * height, z2 };
Vertex v;
v.Position = topVertexPos;
v.Normal = Math::Cross(topVertexPos - p1, p2 - p1);
v.Normal.Normalize();
v.Tangent = topVertexPos - p1;
v.Tangent.Normalize();
v.TexCoords.x = 0.5f;
v.TexCoords.y = 0.0f;
vertices.push_back(v);
}
// 计算底部圆的顶点(第一圈,用于侧边)
for (uint32_t i = 0; i <= sliceCount; i++)
{
float x = cosf(i * dTheta);
float z = sinf(i * dTheta);
Vertex v;
v.Position = { x * radius, -0.5f * height, z * radius, 1.0f };
v.Normal = { x, y, z, 0.0f };
v.Normal.Normalize();
v.Tangent = topVertexPos - v.Position;
v.Tangent.Normalize();
v.TexCoords.x = static_cast<float>(i) / static_cast<float>(sliceCount);
v.TexCoords.y = 0.5f;
vertices.push_back(v);
}
// 计算底部圆的顶点(第二圈,用于底部)
for (uint32_t i = 0; i <= sliceCount; i++)
{
float x = cosf(i * dTheta);
float z = sinf(i * dTheta);
Vertex v;
v.Position = { x * radius, -0.5f * height, z * radius, 1.0f };
v.Normal = { 0.0f, -1.0f, 0.0f, 0.0f };
v.Tangent = { x, 0.0f, z, 0.0f };
v.TexCoords.x = static_cast<float>(i) / static_cast<float>(sliceCount);
v.TexCoords.y = 0.5f;
vertices.push_back(v);
}
// 侧面的索引
for (uint32_t i = 1; i <= sliceCount; i++)
{
indices.push_back(i);
indices.push_back(i + sliceCount);
indices.push_back(i + sliceCount + 1);
}
// 底部圆的索引
uint32_t baseIndex = 2 * sliceCount + 2;
for (uint32_t i = 0; i < sliceCount; i++)
{
indices.push_back(0);
indices.push_back(baseIndex + i + 1);
indices.push_back(baseIndex + i);
}
return new StaticMesh(std::move(vertices), std::move(indices));
}
StaticMesh* GeometryGenerator::CreateCylinder(float topRadius, float bottomRadius, float height, uint32_t sliceCount, uint32_t stackCount)
{
vector<Vertex> vertices;
vector<uint32_t> indices;
// 圆柱上的顶点圈数
uint32_t ringCount = stackCount + 1;
// 圆柱上每一层的高度
float stackHeight = height / stackCount;
// 每一层的半径增量
float radiusStep = (topRadius - bottomRadius) / stackCount;
// XZ平面上每一圈的弧度增量
float dTheta = Math::PIx2 / sliceCount;
// 临时变量,用于计算切线
Vector3 bitangent;
// 从下到上计算每一圈的顶点
for (uint32_t i = 0; i < ringCount; i++)
{
float y = -0.5f * height + i * stackHeight;
float r = bottomRadius + i * radiusStep;
// 计算当前这一圈的顶点
for (uint32_t j = 0; j <= sliceCount; j++)
{
Vertex vertex;
// 根据三角函数计算各种顶点信息,文字不太好描述就不解释了
float c = cosf(j * dTheta);
float s = sinf(j * dTheta);
vertex.Position = { r * c, y, r * s, 1.0f };
vertex.TexCoords.x = (float)j / sliceCount;
vertex.TexCoords.y = 1.0f - (float)i / stackCount;
vertex.Tangent = { -s, 0.0f, c, 0.0f };
float dr = bottomRadius - topRadius;
bitangent = { dr * c, -height, dr * s };
vertex.Normal = Math::Cross(vertex.Tangent, bitangent);
vertices.push_back(vertex);
}
}
// 每一圈的顶点数量(起点和中点在同一个位置,但是UV不同,所以是2个点,这里要+1)
uint32_t ringVertexCount = sliceCount + 1;
// 为刚刚那些顶点计算索引,构成三角形
for (uint32_t i = 0; i < stackCount; i++)
{
for (uint32_t j = 0; j < sliceCount; j++)
{
indices.push_back(i * ringVertexCount + j);
indices.push_back((i + 1) * ringVertexCount + j + 1);
indices.push_back((i + 1) * ringVertexCount + j);
indices.push_back(i * ringVertexCount + j);
indices.push_back(i * ringVertexCount + j + 1);
indices.push_back((i + 1) * ringVertexCount + j + 1);
}
}
// 开始生成圆柱顶部的圆
// 记录当前索引,作为顶部圆的起始索引
uint32_t baseIndex = static_cast<uint32_t>(vertices.size());
// 虽然最顶部一圈顶点刚刚已经算过了,但是为了顶部圆圈的UV正确,这里需要重复生成一圈UV不同的顶点
float topY = 0.5f * height;
for (uint32_t i = 0; i <= sliceCount; i++)
{
float c = cosf(i * dTheta);
float s = sinf(i * dTheta);
float x = topRadius * c;
float z = topRadius * s;
float u = 0.5f + c * 0.5f;
float v = 0.5f + s * 0.5f;
vertices.push_back(
{
.Position = { x, topY, z, 1.0f },
.TexCoords = { u, v, 0.0f, 0.0f },
.Normal = { 0.0f, 1.0f, 0.0f, 0.0f },
.Tangent = { 1.0f, 0.0f, 0.0f, 0.0f }
});
}
// 顶部中心顶点
vertices.push_back(
{
.Position = { 0.0f, topY, 0.0f, 1.0f },
.TexCoords = { 0.5f, 0.5f, 0.0f, 0.0f },
.Normal = { 0.0f, 1.0f, 0.0f, 0.0f },
.Tangent = { 1.0f, 0.0f, 0.0f, 0.0f }
});
// 顶部中心顶点索引
uint32_t topCenterIndex = static_cast<uint32_t>(vertices.size()) - 1;
for (uint32_t i = 0; i < sliceCount; i++)
{
indices.push_back(topCenterIndex);
indices.push_back(baseIndex + i);
indices.push_back(baseIndex + i + 1);
}
// 开始生成圆柱底部的圆,步骤和生成顶部圆一致
baseIndex = static_cast<uint32_t>(vertices.size());
float bottomY = -0.5f * height;
for (uint32_t i = 0; i <= sliceCount; i++)
{
float c = cosf(i * dTheta);
float s = sinf(i * dTheta);
float x = bottomRadius * c;
float z = bottomRadius * s;
float u = 0.5f + c * 0.5f;
float v = 0.5f + s * 0.5f;
vertices.push_back(
{
.Position = { x, bottomY, z, 1.0f },
.TexCoords = { u, v, 0.0f, 0.0f },
.Normal = { 0.0f, -1.0f, 0.0f, 0.0f },
.Tangent = { 1.0f, 0.0f, 0.0f, 0.0f }
});
}
vertices.push_back({
.Position = { 0.0f, bottomY, 0.0f, 1.0f },
.TexCoords = { 0.5f, 0.5f, 0.0f, 0.0f },
.Normal = { 0.0f, -1.0f, 0.0f, 0.0f },
.Tangent = { 1.0f, 0.0f, 0.0f, 0.0f }
});
uint32_t bottomCenterIndex = static_cast<uint32_t>(vertices.size()) - 1;
for (uint32_t i = 0; i < sliceCount; i++)
{
indices.push_back(bottomCenterIndex);
indices.push_back(baseIndex + i + 1);
indices.push_back(baseIndex + i);
}
return new StaticMesh(std::move(vertices), std::move(indices));
}
StaticMesh* GeometryGenerator::CreatePlane(float xLength, float zLength, uint32_t xSplit, uint32_t zSplit)
{
vector<Vertex> vertices;
vector<uint32_t> indices;
CreatePlaneVertices(xLength, zLength, xSplit, zSplit, vertices, indices);
return new StaticMesh(std::move(vertices), std::move(indices));
}
void GeometryGenerator::CreatePlaneVertices(float xLength, float zLength, uint32_t xSplit, uint32_t zSplit, vector<Vertex>& vertices, vector<uint32_t>& indices)
{
uint32_t vertexCount = xSplit * zSplit;
uint32_t faceCount = (xSplit - 1) * (zSplit - 1) * 2;
float halfWidth = 0.5f * xLength;
float halfDepth = 0.5f * zLength;
float dx = xLength / (xSplit - 1);
float dz = zLength / (zSplit - 1);
float du = 1.0f / (xSplit - 1);
float dv = 1.0f / (zSplit - 1);
vertices.resize(vertexCount);
// 从后向前
for (size_t i = 0; i < zSplit; i++)
{
float z = halfDepth - i * dz;
// 从左向右
for (size_t j = 0; j < xSplit; j++)
{
float x = -halfWidth + j * dx;
vertices[i * xSplit + j].Position = { x, 0.0f, z, 1.0f };
vertices[i * xSplit + j].Normal = { 0.0f, 1.0f, 0.0f, 0.0f };
vertices[i * xSplit + j].Tangent = { 1.0f, 0.0f, 0.0f, 0.0f };
vertices[i * xSplit + j].TexCoords.x = j * du;
vertices[i * xSplit + j].TexCoords.y = i * dv;
}
}
indices.resize(static_cast<size_t>(faceCount) * 3);
size_t k = 0;
for (uint32_t i = 0; i < zSplit - 1; i++)
{
for (uint32_t j = 0; j < xSplit - 1; j++)
{
indices[k] = i * xSplit + j;
indices[k + 1] = (i + 1) * xSplit + j;
indices[k + 2] = i * xSplit + j + 1;
indices[k + 3] = (i + 1) * xSplit + j;
indices[k + 4] = (i + 1) * xSplit + j + 1;
indices[k + 5] = i * xSplit + j + 1;
// 移到下个四边形
k += 6;
}
}
}
StaticMesh* GeometryGenerator::CreateQuad(float xLength, float yLength)
{
float halfX = 0.5f * xLength;
float halfY = 0.5f * yLength;
vector<Vertex> vertices =
{
{ .Position = { halfX, halfY, 0.0f, 1.0f }, .TexCoords = { 1.0f, 0.0f, 0.0f, 0.0f }, .Normal = { 0.0f, 0.0f, -1.0f, 0.0f }, .Tangent = { 1.0f, 0.0f, 0.0f, 0.0f } },
{ .Position = { halfX, -halfY, 0.0f, 1.0f }, .TexCoords = { 1.0f, 1.0f, 0.0f, 0.0f }, .Normal = { 0.0f, 0.0f, -1.0f, 0.0f }, .Tangent = { 1.0f, 0.0f, 0.0f, 0.0f } },
{ .Position = { -halfX, halfY, 0.0f, 1.0f }, .TexCoords = { 0.0f, 0.0f, 0.0f, 0.0f }, .Normal = { 0.0f, 0.0f, -1.0f, 0.0f }, .Tangent = { 1.0f, 0.0f, 0.0f, 0.0f } },
{ .Position = { -halfX, -halfY, 0.0f, 1.0f }, .TexCoords = { 0.0f, 1.0f, 0.0f, 0.0f }, .Normal = { 0.0f, 0.0f, -1.0f, 0.0f }, .Tangent = { 1.0f, 0.0f, 0.0f, 0.0f } },
};
vector<uint32_t> indices =
{
1, 0, 2,
1, 2, 3
};
return new StaticMesh(std::move(vertices), std::move(indices));
}
StaticMesh* GeometryGenerator::CreateScreenQuad()
{
/*
此函数生成一个覆盖屏幕的四边形Mesh,无需MVP变换,直接手写的NDC顶点数据,所以需要格外注意不同API的NDC差异
各API的NDC坐标系如下(这里不用考虑Z轴):
|-----------------------------|
| OpenGL | X轴向右 | Y轴向上 |
|---------|---------|---------|
| Vulkan | X轴向右 | Y轴向下 |
|---------|---------|---------|
| DirectX | X轴向右 | Y轴向上 |
|-----------------------------|
*/
// 四边形4个顶点坐标,位于DNC,与分辨率无关,也与图形API无关,坐标范围都是[-1, 1]
Vector3 points[4] =
{
Vector3( 1, 1, 0),
Vector3( 1, -1, 0),
Vector3(-1, 1, 0),
Vector3(-1, -1, 0),
};
/*
|---------------------------------------------|
| OpenGL | NDC Y轴向上 | FrameBuffer Y轴向上 |
|---------|-------------|---------------------|
| Vulkan | NDC Y轴向下 | FrameBuffer Y轴向下 |
|---------|-------------|---------------------|
| DirectX | NDC Y轴向上 | FrameBuffer Y轴向下 |
|---------------------------------------------|
OpenGL和Vulkan的NDC和FrameBuffer在Y轴是同向的,而DirectX的NDC和FrameBuffer在Y轴是反向的
所以在OpenGL和Vulkan中的顶点坐标和UV在Y轴是对应的,即1对应1,-1对应0
而在DirectX中顶点坐标和UV在Y轴就是反的,即1对应0,-1对应1
*/
Vector2 coords[4] =
{
#if defined(ZX_API_OPENGL) || defined(ZX_API_VULKAN)
Vector2(1, 1),
Vector2(1, 0),
Vector2(0, 1),
Vector2(0, 0),
#else
Vector2(1, 0),
Vector2(1, 1),
Vector2(0, 0),
Vector2(0, 1),
#endif
};
// 这里的顶点索引顺序决定了正反面,目前工程里都是以逆时针为图元正面
// 覆盖屏幕的四边形只考虑XY坐标,而OpenGL和DirectX的XY轴朝向是一致的,所以顶点索引顺序是一致的
// Vulkan的Y轴和其它来个API相反,所以顶点索引顺序是逆序的
vector<uint32_t> indices =
{
#if defined(ZX_API_OPENGL) || defined(ZX_API_D3D12) || defined(ZX_API_METAL)
2, 3, 1,
2, 1, 0,
#else
3, 2, 0,
3, 0, 1,
#endif
};
vector<Vertex> vertices;
for (size_t i = 0; i < 4; i++)
{
Vertex vertex;
vertex.Position = points[i];
vertex.TexCoords.x = coords[i].x;
vertex.TexCoords.y = coords[i].y;
vertices.push_back(vertex);
}
return new StaticMesh(std::move(vertices), std::move(indices));
}
StaticMesh* GeometryGenerator::CreateSimpleInwardBox()
{
Vector3 points[8] =
{
Vector3( 1, 1, 1),
Vector3( 1, 1, -1),
Vector3( 1, -1, 1),
Vector3( 1, -1, -1),
Vector3(-1, 1, 1),
Vector3(-1, 1, -1),
Vector3(-1, -1, 1),
Vector3(-1, -1, -1)
};
vector<uint32_t> indices =
{
// 前
7,5,1,
3,7,1,
// 右
3,1,0,
2,3,0,
// 后
0,4,6,
2,0,6,
// 左
5,7,4,
7,6,4,
// 上
1,5,0,
5,4,0,
// 下
7,3,2,
2,6,7
};
vector<Vertex> vertices;
for (size_t i = 0; i < 8; i++)
{
Vertex vertex;
vertex.Position = points[i];
vertex.TexCoords.x = 1.0f;
vertex.TexCoords.y = 1.0f;
vertices.push_back(std::move(vertex));
}
return new StaticMesh(std::move(vertices), std::move(indices));
}
DynamicMesh* GeometryGenerator::CreateDynamicPlane(float xLength, float zLength, uint32_t xSplit, uint32_t zSplit)
{
vector<Vertex> vertices;
vector<uint32_t> indices;
CreatePlaneVertices(xLength, zLength, xSplit, zSplit, vertices, indices);
DynamicMesh* mesh = new DynamicMesh(static_cast<uint32_t>(vertices.size()), static_cast<uint32_t>(indices.size()));
mesh->UpdateData(std::move(vertices), std::move(indices));
return mesh;
}
Vertex GeometryGenerator::MidPoint(const Vertex& v0, const Vertex& v1)
{
auto& p0 = v0.Position;
auto& p1 = v1.Position;
auto& c0 = v0.TexCoords;
auto& c1 = v1.TexCoords;
auto& n0 = v0.Normal;
auto& n1 = v1.Normal;
auto& t0 = v0.Tangent;
auto& t1 = v1.Tangent;
Vertex v = {};
v.Position = 0.5f * (p0 + p1);
v.TexCoords = 0.5f * (c0 + c1);
v.Normal = (0.5f * (n0 + n1)).GetNormalized();
v.Tangent = (0.5f * (t0 + t1)).GetNormalized();
return v;
}
void GeometryGenerator::Subdivide(vector<Vertex>& vertices, vector<uint32_t>& indices)
{
// v1
// *
// / \
// / \
// m0*-----*m1
// / \ / \
// / \ / \
// *-----*-----*
// v0 m2 v2
//
// 这个函数只会按这种方式把三角形细分,但是细分完还是在原来的面上
// 如果需要将平面变形,需要按不同几何模型结构,在调用这个函数后自行计算
vector<Vertex> verticesCopy = vertices;
vector<uint32_t> indicesCopy = indices;
vertices.clear();
indices.clear();
uint32_t triangleNum = static_cast<uint32_t>(indicesCopy.size()) / 3;
for (uint32_t i = 0; i < triangleNum; i++)
{
Vertex v0 = verticesCopy[indicesCopy[i * 3 + 0]];
Vertex v1 = verticesCopy[indicesCopy[i * 3 + 1]];
Vertex v2 = verticesCopy[indicesCopy[i * 3 + 2]];
Vertex m0 = MidPoint(v0, v1);
Vertex m1 = MidPoint(v1, v2);
Vertex m2 = MidPoint(v0, v2);
vertices.push_back(v0);
vertices.push_back(v1);
vertices.push_back(v2);
vertices.push_back(m0);
vertices.push_back(m1);
vertices.push_back(m2);
indices.push_back(i * 6 + 0);
indices.push_back(i * 6 + 3);
indices.push_back(i * 6 + 5);
indices.push_back(i * 6 + 3);
indices.push_back(i * 6 + 4);
indices.push_back(i * 6 + 5);
indices.push_back(i * 6 + 5);
indices.push_back(i * 6 + 4);
indices.push_back(i * 6 + 2);
indices.push_back(i * 6 + 3);
indices.push_back(i * 6 + 1);
indices.push_back(i * 6 + 4);
}
}
}