Adding basic CBT Terrain implementation

This commit is contained in:
Dynamitos
2024-10-10 20:36:59 +02:00
parent c89fd405b8
commit 98a7e16756
38 changed files with 3779 additions and 373 deletions
+58 -24
View File
@@ -22,6 +22,37 @@ using namespace Seele::Editor;
// make it global so it gets deleted last and automatically
static Gfx::OGraphics graphics;
struct Halfedge {
uint32 vertexID;
uint32 nextID;
uint32 prevID;
uint32 twinID;
};
Array<Halfedge> generateEdges() {
Array<UVector> indices = {UVector(0, 1, 4), UVector(4, 1, 5), UVector(1, 2, 5), UVector(5, 2, 6), UVector(2, 3, 6),
UVector(6, 3, 7), UVector(4, 5, 8), UVector(8, 5, 9), UVector(5, 6, 9), UVector(9, 6, 10),
UVector(6, 7, 10), UVector(10, 7, 11), UVector(8, 9, 12), UVector(12, 9, 13), UVector(9, 10, 13),
UVector(13, 10, 14), UVector(10, 11, 14), UVector(14, 11, 15)};
Array<Halfedge> edges;
for (auto ind : indices) {
uint32 baseIndex = edges.size();
edges.add(Halfedge{ind.x, baseIndex+1, baseIndex+2, UINT32_MAX});
edges.add(Halfedge{ind.y, baseIndex+2, baseIndex, UINT32_MAX});
edges.add(Halfedge{ind.z, baseIndex, baseIndex+1, UINT32_MAX});
}
for (uint32 i = 0; i < edges.size(); ++i) {
if (edges[i].twinID == UINT32_MAX) {
for (uint32 j = 0; j < edges.size(); ++j) {
if (edges[i].vertexID == edges[edges[j].nextID].vertexID && edges[edges[i].nextID].vertexID == edges[j].vertexID) {
edges[i].twinID = j;
edges[j].twinID = i;
}
}
}
}
return edges;
}
int main() {
std::string gameName = "MeshShadingDemo";
#ifdef WIN32
@@ -65,32 +96,35 @@ int main() {
.filePath = sourcePath / "import/textures/skyboxsun5deg_tn.jpg",
.type = TextureImportType::TEXTURE_CUBEMAP,
});
//AssetImporter::importMesh(MeshImportArgs{
// .filePath = sourcePath / "import/models/ship.fbx",
// .importPath = "ship",
//});
AssetImporter::importTexture(TextureImportArgs{
.filePath = sourcePath / "import/textures/azeroth.png",
});
AssetImporter::importTexture(TextureImportArgs{
.filePath = sourcePath / "import/textures/azeroth_height.png",
});
//AssetImporter::importMesh(MeshImportArgs{
// .filePath = sourcePath / "import/models/after-the-rain-vr-sound/source/Whitechapel.glb",
// .importPath = "Whitechapel",
//});
// AssetImporter::importMesh(MeshImportArgs{521
// .filePath = sourcePath / "import/models/city-suburbs/source/city-suburbs.obj",
// .importPath = "suburbs",
// });
// AssetImporter::importMesh(MeshImportArgs{
// .filePath = sourcePath / "import/models/minecraft-medieval-city.fbx",
// .importPath = "minecraft",
// .filePath = sourcePath / "import/models/ship.fbx",
// .importPath = "ship",
// });
//AssetImporter::importTexture(TextureImportArgs{
// .filePath = sourcePath / "import/textures/azeroth.png",
//});
//AssetImporter::importTexture(TextureImportArgs{
// .filePath = sourcePath / "import/textures/azeroth_height.png",
//});
//AssetImporter::importTexture(TextureImportArgs{
// .filePath = sourcePath / "import/textures/wgen.png",
//});
// AssetImporter::importMesh(MeshImportArgs{
// .filePath = sourcePath / "import/models/after-the-rain-vr-sound/source/Whitechapel.glb",
// .importPath = "Whitechapel",
// });
// AssetImporter::importMesh(MeshImportArgs{521
// .filePath = sourcePath / "import/models/city-suburbs/source/city-suburbs.obj",
// .importPath = "suburbs",
// });
// AssetImporter::importMesh(MeshImportArgs{
// .filePath = sourcePath / "import/models/minecraft-medieval-city.fbx",
// .importPath = "minecraft",
// });
// AssetImporter::importMesh(MeshImportArgs{
// .filePath = sourcePath / "import/models/Volvo/Volvo.fbx",
// .importPath = "Volvo",
// });
AssetImporter::importMesh(MeshImportArgs{
.filePath = sourcePath / "import/models/Volvo/Volvo.fbx",
.importPath = "Volvo",
});
getThreadPool().waitIdle();
vd->commitMeshes();
WindowCreateInfo mainWindowInfo = {