Add method to generate a plane mesh, planned for heightmaps

This commit is contained in:
Peder Bergebakken Sundt 2019-03-15 23:58:43 +01:00
parent 0bd6cdf6a8
commit 4a9653642e
1 changed files with 50 additions and 0 deletions

View File

@ -312,3 +312,53 @@ Mesh generateSphere(float sphereRadius, int slices, int layers) {
mesh.indices = indices; mesh.indices = indices;
return mesh; return mesh;
} }
Mesh generateSegmentedPlane(float width, float height, uint x_segments, uint y_segments) {
// i should perhaps initialize these to the length they should be, but insert is prettier :3
vector<vec3> vertices;
vector<vec3> normals;
vector<vec2> textureCoordinates;
vector<uint> indices;
float step_x = width/x_segments;
float step_y = height/y_segments;
float tex_step_x = 1.0/x_segments;
float tex_step_y = 1.0/y_segments;
uint index_offset = 0;
for (uint x = 0; x < x_segments; x++)
for (uint y = 0; y < y_segments; y++) {
vertices.insert(vertices.end(), {
vec3(step_x*(x+0), step_y*(y+0), 0),
vec3(step_x*(x+0), step_y*(y+1), 0),
vec3(step_x*(x+1), step_y*(y+0), 0),
vec3(step_x*(x+1), step_y*(y+1), 0),
});
normals.insert(vertices.end(), {
vec3(0.0, 0.0, 1.0),
vec3(0.0, 0.0, 1.0),
vec3(0.0, 0.0, 1.0),
vec3(0.0, 0.0, 1.0),
});
textureCoordinates.insert(textureCoordinates.end(), {
vec2(tex_step_x*(x+0), tex_step_y*(y+0)),
vec2(tex_step_x*(x+0), tex_step_y*(y+1)),
vec2(tex_step_x*(x+1), tex_step_y*(y+0)),
vec2(tex_step_x*(x+1), tex_step_y*(y+1)),
});
indices.insert(indices.end(), {
index_offset + 0, index_offset + 1, index_offset + 2,
index_offset + 1, index_offset + 2, index_offset + 3,
});
index_offset += 4;
}
Mesh mesh;
mesh.vertices = vertices;
mesh.normals = normals;
mesh.textureCoordinates = textureCoordinates;
mesh.indices = indices;
return mesh;
}