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/*
* Copyright (c) 2021, Jesse Buhagiar <jooster669@gmail.com>
* Copyright (c) 2021, Mathieu Gaillard <gaillard.mathieu.39@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<Triangle> triangles)
: m_vertex_list(move(vertices))
, m_tex_coords(move(tex_coords))
, m_triangle_list(move(triangles))
{
}
void Mesh::draw(float uv_scale)
{
// Light direction
const FloatVector3 light_direction(1.f, 1.f, 1.f);
// Mesh color
const FloatVector4 mesh_ambient_color(0.2f, 0.2f, 0.2f, 1.f);
const FloatVector4 mesh_diffuse_color(0.6f, 0.6f, 0.6f, 1.f);
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);
// Compute the triangle normal
const FloatVector3 vec_ab = vertex_b - vertex_a;
const FloatVector3 vec_ac = vertex_c - vertex_a;
const FloatVector3 normal = vec_ab.cross(vec_ac).normalized();
// Compute lighting with a Lambertian color model
const auto light_intensity = max(light_direction.dot(normal), 0.f);
const FloatVector4 color = mesh_ambient_color
+ mesh_diffuse_color * light_intensity;
glBegin(GL_TRIANGLES);
glColor4f(color.x(), color.y(), color.z(), color.w());
if (is_textured())
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);
// Vertex 1
glVertex3f(
m_vertex_list.at(m_triangle_list[i].a).x,
m_vertex_list.at(m_triangle_list[i].a).y,
m_vertex_list.at(m_triangle_list[i].a).z);
if (is_textured())
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);
// Vertex 2
glVertex3f(
m_vertex_list.at(m_triangle_list[i].b).x,
m_vertex_list.at(m_triangle_list[i].b).y,
m_vertex_list.at(m_triangle_list[i].b).z);
if (is_textured())
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);
// Vertex 3
glVertex3f(
m_vertex_list.at(m_triangle_list[i].c).x,
m_vertex_list.at(m_triangle_list[i].c).y,
m_vertex_list.at(m_triangle_list[i].c).z);
glEnd();
}
}
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