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5e27da20f4
glTexCoord should behave like glColor. It only updates a gl context variable that contains the current texture coordinates. The vertex is only actually created once glVertex is called.
101 lines
3.3 KiB
C++
101 lines
3.3 KiB
C++
/*
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* Copyright (c) 2021, Jesse Buhagiar <jooster669@gmail.com>
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* Copyright (c) 2021, Mathieu Gaillard <gaillard.mathieu.39@gmail.com>
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*
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* SPDX-License-Identifier: BSD-2-Clause
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*/
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#include <LibGL/GL/gl.h>
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#include <LibGfx/Color.h>
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#include <LibGfx/Vector3.h>
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#include <LibGfx/Vector4.h>
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#include "Mesh.h"
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const Color colors[] {
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Color::Red,
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Color::Green,
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Color::Blue,
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Color::Magenta,
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Color::Yellow,
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Color::Cyan,
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Color::White
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};
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Mesh::Mesh(Vector<Vertex> vertices, Vector<TexCoord> tex_coords, Vector<Triangle> triangles)
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: m_vertex_list(move(vertices))
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, m_tex_coords(move(tex_coords))
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, m_triangle_list(move(triangles))
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{
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}
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void Mesh::draw(float uv_scale)
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{
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// Light direction
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const FloatVector3 light_direction(1.f, 1.f, 1.f);
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// Mesh color
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const FloatVector4 mesh_ambient_color(0.2f, 0.2f, 0.2f, 1.f);
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const FloatVector4 mesh_diffuse_color(0.6f, 0.6f, 0.6f, 1.f);
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for (u32 i = 0; i < m_triangle_list.size(); i++) {
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const auto& triangle = m_triangle_list[i];
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const FloatVector3 vertex_a(
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m_vertex_list.at(triangle.a).x,
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m_vertex_list.at(triangle.a).y,
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m_vertex_list.at(triangle.a).z);
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const FloatVector3 vertex_b(
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m_vertex_list.at(triangle.b).x,
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m_vertex_list.at(triangle.b).y,
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m_vertex_list.at(triangle.b).z);
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const FloatVector3 vertex_c(
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m_vertex_list.at(triangle.c).x,
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m_vertex_list.at(triangle.c).y,
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m_vertex_list.at(triangle.c).z);
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// Compute the triangle normal
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const FloatVector3 vec_ab = vertex_b - vertex_a;
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const FloatVector3 vec_ac = vertex_c - vertex_a;
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const FloatVector3 normal = vec_ab.cross(vec_ac).normalized();
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// Compute lighting with a Lambertian color model
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const auto light_intensity = max(light_direction.dot(normal), 0.f);
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const FloatVector4 color = mesh_ambient_color
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+ mesh_diffuse_color * light_intensity;
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glBegin(GL_TRIANGLES);
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glColor4f(color.x(), color.y(), color.z(), color.w());
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if (is_textured())
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glTexCoord2f(m_tex_coords.at(m_triangle_list[i].tex_coord_index0).u * uv_scale, (1.0f - m_tex_coords.at(m_triangle_list[i].tex_coord_index0).v) * uv_scale);
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// Vertex 1
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glVertex3f(
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m_vertex_list.at(m_triangle_list[i].a).x,
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m_vertex_list.at(m_triangle_list[i].a).y,
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m_vertex_list.at(m_triangle_list[i].a).z);
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if (is_textured())
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glTexCoord2f(m_tex_coords.at(m_triangle_list[i].tex_coord_index1).u * uv_scale, (1.0f - m_tex_coords.at(m_triangle_list[i].tex_coord_index1).v) * uv_scale);
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// Vertex 2
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glVertex3f(
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m_vertex_list.at(m_triangle_list[i].b).x,
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m_vertex_list.at(m_triangle_list[i].b).y,
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m_vertex_list.at(m_triangle_list[i].b).z);
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if (is_textured())
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glTexCoord2f(m_tex_coords.at(m_triangle_list[i].tex_coord_index2).u * uv_scale, (1.0f - m_tex_coords.at(m_triangle_list[i].tex_coord_index2).v) * uv_scale);
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// Vertex 3
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glVertex3f(
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m_vertex_list.at(m_triangle_list[i].c).x,
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m_vertex_list.at(m_triangle_list[i].c).y,
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m_vertex_list.at(m_triangle_list[i].c).z);
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glEnd();
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}
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}
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