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// Copyright 2014 Intel Corporation All Rights Reserved
//
// Intel makes no representations about the suitability of this software for any purpose.
// THIS SOFTWARE IS PROVIDED ""AS IS."" INTEL SPECIFICALLY DISCLAIMS ALL WARRANTIES,
// EXPRESS OR IMPLIED, AND ALL LIABILITY, INCLUDING CONSEQUENTIAL AND OTHER INDIRECT DAMAGES,
// FOR THE USE OF THIS SOFTWARE, INCLUDING LIABILITY FOR INFRINGEMENT OF ANY PROPRIETARY
// RIGHTS, AND INCLUDING THE WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
// Intel does not assume any responsibility for any errors which may appear in this software
// nor any responsibility to update it.
#pragma once
#include <vector>
#include <directxmath.h>
typedef unsigned short IndexType;
// NOTE: This data could be compressed, but it's not really the bottleneck at the moment
struct Vertex
{
float x;
float y;
float z;
float nx;
float ny;
float nz;
};
struct Mesh
{
void clear()
{
vertices.clear();
indices.clear();
}
std::vector<Vertex> vertices;
std::vector<IndexType> indices;
};
void CreateIcosahedron(Mesh *outMesh);
// 1 face -> 4 faces
void SubdivideInPlace(Mesh *outMesh);
void SpherifyInPlace(Mesh *outMesh, float radius = 1.0f);
void ComputeAvgNormalsInPlace(Mesh *outMesh);
// subdivIndexOffset array should be [subdivLevels+2] in size
void CreateGeospheres(Mesh *outMesh, unsigned int subdivLevelCount, unsigned int* outSubdivIndexOffsets);
// Returns a combined "mesh" that includes:
// - A set of indices for each subdiv level (outSubdivIndexOffsets for offsets/counts)
// - A set of vertices for each mesh instance (base vertices per mesh computed from vertexCountPerMesh)
// - Indices already have the vertex offsets for the correct subdiv level "baked-in", so only need the mesh offset
void CreateAsteroidsFromGeospheres(Mesh *outMesh,
unsigned int subdivLevelCount, unsigned int meshInstanceCount,
unsigned int rngSeed,
unsigned int* outSubdivIndexOffsets, unsigned int* vertexCountPerMesh);
struct SkyboxVertex
{
float x;
float y;
float z;
float u;
float v;
float face;
};
// Skybox mesh... vertices-only currently
void CreateSkyboxMesh(std::vector<SkyboxVertex>* outVertices);
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