1 | // |
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2 | // Orbital |
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3 | // |
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4 | // Copyright: (c) 2012 Various People |
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5 | // |
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6 | |
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7 | /* TODO for this file: |
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8 | * - rename "AppendQuadVert" to "AddVertex" or something; it has nothing |
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9 | * to do with quads. |
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10 | */ |
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11 | |
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12 | #if !defined __MESH_H__ |
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13 | #define __MESH_H__ |
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14 | |
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15 | class Mesh |
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16 | { |
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17 | public: |
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18 | Mesh() |
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19 | : m_color(0), m_color2(0), |
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20 | m_vert_cursor(0), m_quadidx_cursor(0), m_triidx_cursor(0) |
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21 | {} |
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22 | |
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23 | void SendCommand(char const *command) |
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24 | { |
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25 | vec4 v4; |
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26 | vec3 v3; |
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27 | float f1, f2, f3, f4, f5, f6, f7, f8; |
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28 | |
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29 | for (char const *p = command; p && *p; ) |
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30 | { |
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31 | #define CASE(str) if (!strncmp(p, str, strlen(str)) \ |
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32 | && (p[strlen(str)] < 'a' || p[strlen(str)] > 'z') \ |
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33 | && (p += strlen(str))) |
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34 | CASE("scb") { p = GetArg(p, v4); SetCurColor2(v4); } |
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35 | else CASE("sc") { p = GetArg(p, v4); SetCurColor(v4); } |
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36 | else CASE("fl") { Flush(); } |
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37 | else CASE("tx") { p = GetArg(p, f1); Translate(vec3(f1, 0, 0)); } |
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38 | else CASE("ty") { p = GetArg(p, f1); Translate(vec3(0, f1, 0)); } |
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39 | else CASE("tz") { p = GetArg(p, f1); Translate(vec3(0, 0, f1)); } |
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40 | else CASE("t") { p = GetArg(p, v3); Translate(v3); } |
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41 | else CASE("rx") { p = GetArg(p, f1); RotateX(f1); } |
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42 | else CASE("ry") { p = GetArg(p, f1); RotateY(f1); } |
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43 | else CASE("rz") { p = GetArg(p, f1); RotateZ(f1); } |
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44 | else CASE("tax") { p = GetArg(p, f1, f2, f3); TaperX(f1, f2, f3); } |
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45 | else CASE("tay") { p = GetArg(p, f1, f2, f3); TaperY(f1, f2, f3); } |
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46 | else CASE("taz") { p = GetArg(p, f1, f2, f3); TaperZ(f1, f2, f3); } |
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47 | else CASE("sx") { p = GetArg(p, f1); Scale(vec3(f1, 1, 1)); } |
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48 | else CASE("sy") { p = GetArg(p, f1); Scale(vec3(1, f1, 1)); } |
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49 | else CASE("sz") { p = GetArg(p, f1); Scale(vec3(1, 1, f1)); } |
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50 | else CASE("s") { p = GetArg(p, v3); Scale(v3); } |
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51 | else CASE("mx") { MirrorX(); } |
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52 | else CASE("my") { MirrorY(); } |
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53 | else CASE("mz") { MirrorZ(); } |
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54 | else CASE("ac") { p = GetArg(p, f1, f2, f3); p = GetArg(p, f4, f5, f6); AppendCylinder((int)f1, f2, f3, f4, (int)f5, (int)f6); } |
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55 | else CASE("ab") { p = GetArg(p, v3); AppendBox(v3); } |
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56 | else CASE("ascb") { p = GetArg(p, v3, f1); AppendSmoothChamfBox(v3, f1); } |
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57 | else CASE("afcb") { p = GetArg(p, v3, f1); AppendFlatChamfBox(v3, f1); } |
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58 | else CASE("asph") { p = GetArg(p, v3, f1); AppendSphere(v3, (int)f1); } |
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59 | else CASE("as") { p = GetArg(p, f1, f2, f3, f4, f5); AppendStar((int)f1, f2, f3, (int)f4, (int)f5); } |
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60 | else CASE("aes") { p = GetArg(p, f1, f2, f3, f4); AppendExpandedStar((int)f1, f2, f3, f4); } |
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61 | else CASE("ad") { p = GetArg(p, f1, f2, f3); AppendDisc((int)f1, f2, (int)f3); } |
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62 | else CASE("at") { p = GetArg(p, f1, f2); AppendSimpleTriangle(f1, (int)f2); } |
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63 | else CASE("aq") { p = GetArg(p, f1, f2); AppendSimpleQuad(f1, (int)f2); } |
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64 | else CASE("acg") { p = GetArg(p, f1, f2, f3, f4); p = GetArg(p, f5, f6, f7, f8); AppendCog((int)f1, f2, f3, f4, f5, f6, f7, (int)f8); } |
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65 | else CASE("irb") { MeshConvert(); } |
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66 | else CASE("frb") { /* TODO */ } |
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67 | #undef CASE |
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68 | |
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69 | /* Skip all remaining letters */ |
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70 | while (*p && *p >= 'a' && *p <= 'z') |
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71 | p++; |
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72 | /* ... and skip everything until next letter */ |
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73 | while (*p && (*p < 'a' || *p > 'z')) |
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74 | p++; |
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75 | } |
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76 | } |
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77 | |
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78 | static char const *GetArg(char const *p, float &f) |
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79 | { |
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80 | float sign = 1.0f; |
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81 | f = 0.0f; |
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82 | /* 1) Skip commas until the first valid character, 2) read all |
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83 | * the minus signs, 3) read all the digits, 4) skip all the dots, |
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84 | * if any, 5) read all the remaining digits, if any. */ |
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85 | for ( ; *p == ','; p++) |
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86 | ; |
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87 | for ( ; *p == '-'; p++) |
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88 | sign = -sign; |
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89 | for ( ; *p >= '0' && *p <= '9'; p++) |
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90 | f = f * 10.f + (*p - '0'); |
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91 | for ( ; *p == '.'; p++) |
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92 | ; |
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93 | for (float div = 10.f; *p >= '0' && *p <= '9'; div *= 10.f) |
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94 | f += (*p++ - '0') / div; |
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95 | f *= sign; |
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96 | return p; |
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97 | } |
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98 | |
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99 | static char const *GetArg(char const *p, float &f1, float &f2) |
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100 | { |
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101 | return GetArg(GetArg(p, f1), f2); |
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102 | } |
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103 | |
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104 | static char const *GetArg(char const *p, float &f1, float &f2, float &f3) |
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105 | { |
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106 | return GetArg(GetArg(p, f1, f2), f3); |
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107 | } |
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108 | |
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109 | static char const *GetArg(char const *p, float &f1, float &f2, |
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110 | float &f3, float &f4) |
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111 | { |
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112 | return GetArg(GetArg(p, f1, f2, f3), f4); |
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113 | } |
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114 | |
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115 | static char const *GetArg(char const *p, float &f1, float &f2, float &f3, |
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116 | float &f4, float &f5) |
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117 | { |
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118 | return GetArg(GetArg(p, f1, f2, f3, f4), f5); |
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119 | } |
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120 | |
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121 | static char const *GetArg(char const *p, vec3 &v) |
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122 | { |
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123 | return GetArg(p, v.x, v.y, v.z); |
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124 | } |
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125 | |
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126 | static char const *GetArg(char const *p, vec3 &v, float &f) |
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127 | { |
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128 | return GetArg(p, v.x, v.y, v.z, f); |
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129 | } |
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130 | |
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131 | static char const *GetArg(char const *p, vec4 &v) |
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132 | { |
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133 | return GetArg(p, v.x, v.y, v.z, v.w); |
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134 | } |
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135 | |
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136 | void Flush() |
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137 | { |
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138 | m_vert_cursor = m_vert.Count(); |
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139 | m_quadidx_cursor = m_quadidx.Count(); |
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140 | m_triidx_cursor = m_triidx.Count(); |
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141 | } |
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142 | |
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143 | void MeshConvert() |
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144 | { |
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145 | m_gpu.shader = Shader::Create( |
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146 | #if !defined __CELLOS_LV2__ && !defined _XBOX && !defined USE_D3D9 |
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147 | "#version 120\n" |
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148 | "attribute vec3 in_Vertex;" |
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149 | "attribute vec3 in_Normal;" |
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150 | "attribute vec4 in_Color;" |
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151 | "uniform mat4 in_ModelView;" |
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152 | "uniform mat4 in_Proj;" |
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153 | "uniform mat3 in_NormalMat;" |
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154 | "varying vec4 pass_Color;" |
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155 | "" |
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156 | "void main(void)" |
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157 | "{" |
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158 | /* Diffuse information -- the level decides this */ |
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159 | |
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160 | /* Global shit */ |
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161 | " float alpha_mul = 1.0f;" |
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162 | |
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163 | /* Ambient: global constant */ |
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164 | " float ambient_mul = 0.5f;" |
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165 | |
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166 | /* Diffuse: the level should decide of these values */ |
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167 | " vec3 diffuse_dir = normalize(vec3(-0.7, -0.7, -0.4));" |
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168 | " vec4 frontColor = vec4(1.0, 1.0, 1.0, 1.0);" |
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169 | " vec4 backColor = vec4(0.3, 0.2, 0.0, 1.0);" |
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170 | |
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171 | " vec3 world_normal = normalize(in_NormalMat * in_Normal);" |
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172 | " float d = dot(world_normal, diffuse_dir);" |
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173 | " vec2 diffuse_mul = max(vec2(-d, d), 0.0);" |
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174 | " diffuse_mul[0] = min(diffuse_mul[0] + ambient_mul, 1.0);" |
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175 | |
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176 | /* Specular: global settings */ |
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177 | " vec4 spec_col = vec4(0.8, 0.85, 0.4, 1.0);" |
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178 | " vec3 spec_dir = normalize(vec3(-0.7, -0.7, 0.4));" |
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179 | " float spec_exp = 60.0f;" |
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180 | |
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181 | " float spec_mul = max(-dot(world_normal, spec_dir), 0.0);" |
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182 | " spec_mul = clamp(pow(spec_mul, spec_exp), 0.0, 1.0);" |
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183 | |
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184 | |
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185 | " vec4 TmpColor = frontColor * in_Color;" |
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186 | /* NOTE: use saturate() in HLSL */ |
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187 | " pass_Color = clamp(diffuse_mul[0] * TmpColor" |
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188 | " + diffuse_mul[1] * backColor" |
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189 | " + spec_mul * spec_col, 0.0, 1.0);" |
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190 | " pass_Color.a *= alpha_mul;" |
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191 | |
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192 | " vec4 viewPosition = in_ModelView * vec4(in_Vertex, 1.0);" |
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193 | " gl_Position = in_Proj * viewPosition;" |
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194 | "}", |
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195 | |
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196 | "#version 120\n" |
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197 | "varying vec4 pass_Color;" |
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198 | "" |
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199 | "void main(void) {" |
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200 | " gl_FragColor = pass_Color;" |
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201 | "}" |
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202 | #else |
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203 | "void main(float3 in_Vertex : POSITION," |
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204 | " float3 in_Normal : NORMAL," |
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205 | " float4 in_Color : COLOR," |
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206 | " uniform float4x4 in_ModelView," |
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207 | " uniform float4x4 in_Proj," |
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208 | " uniform float3x3 in_NormalMat," |
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209 | " out float4 out_Position : POSITION," |
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210 | " out float4 pass_Color : COLOR)" |
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211 | "{" |
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212 | " float alpha_mul = 1.0f;" |
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213 | " float ambient_mul = 0.5f;" |
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214 | " float3 diffuse_dir = normalize(float3(-0.7, -0.7, -0.4));" |
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215 | " float4 frontColor = float4(1.0, 1.0, 1.0, 1.0);" |
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216 | " float4 backColor = float4(0.3, 0.2, 0.0, 1.0);" |
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217 | " float3 world_normal = normalize(mul(in_NormalMat, in_Normal));" |
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218 | " float d = dot(world_normal, diffuse_dir);" |
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219 | " float2 diffuse_mul = max(float2(-d, d), 0.0);" |
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220 | " diffuse_mul[0] = min(diffuse_mul[0] + ambient_mul, 1.0);" |
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221 | " float4 spec_col = float4(0.8, 0.85, 0.4, 1.0);" |
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222 | " float3 spec_dir = normalize(float3(-0.7, -0.7, 0.4));" |
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223 | " float spec_exp = 60.0f;" |
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224 | " float spec_mul = max(-dot(world_normal, spec_dir), 0.0);" |
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225 | " spec_mul = saturate(pow(spec_mul, spec_exp));" |
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226 | " float4 TmpColor = frontColor * in_Color;" |
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227 | " pass_Color = saturate(diffuse_mul[0] * TmpColor" |
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228 | " + diffuse_mul[1] * backColor" |
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229 | " + spec_mul * spec_col);" |
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230 | " pass_Color.a *= alpha_mul;" |
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231 | " float4 viewPosition = mul(in_ModelView, float4(in_Vertex, 1.0));" |
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232 | " out_Position = mul(in_Proj, viewPosition);" |
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233 | "}", |
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234 | |
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235 | "void main(float4 pass_Color : COLOR," |
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236 | " out float4 out_FragColor : COLOR) {" |
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237 | " out_FragColor = pass_Color;" |
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238 | "}" |
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239 | #endif |
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240 | ); |
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241 | m_gpu.modelview = m_gpu.shader->GetUniformLocation("in_ModelView"); |
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242 | m_gpu.proj = m_gpu.shader->GetUniformLocation("in_Proj"); |
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243 | m_gpu.normalmat = m_gpu.shader->GetUniformLocation("in_NormalMat"); |
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244 | m_gpu.coord = m_gpu.shader->GetAttribLocation("in_Vertex", |
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245 | VertexUsage::Position, 0); |
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246 | m_gpu.norm = m_gpu.shader->GetAttribLocation("in_Normal", |
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247 | VertexUsage::Normal, 0); |
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248 | m_gpu.color = m_gpu.shader->GetAttribLocation("in_Color", |
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249 | VertexUsage::Color, 0); |
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250 | |
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251 | m_gpu.vdecl = new VertexDeclaration( |
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252 | VertexStream<vec3,vec3,u8vec4>(VertexUsage::Position, |
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253 | VertexUsage::Normal, |
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254 | VertexUsage::Color)); |
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255 | |
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256 | Array<vec3,vec3,u8vec4> vertexlist; |
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257 | for (int i = 0; i < m_vert.Count(); i++) |
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258 | vertexlist.Append(m_vert[i].m1, |
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259 | m_vert[i].m2, |
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260 | (u8vec4)(m_vert[i].m3 * 255.f)); |
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261 | |
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262 | Array<uint16_t> indexlist; |
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263 | for (int i = 0; i < m_triidx.Count(); i += 3) |
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264 | { |
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265 | indexlist << m_triidx[i + 0]; |
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266 | indexlist << m_triidx[i + 1]; |
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267 | indexlist << m_triidx[i + 2]; |
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268 | } |
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269 | for (int i = 0; i < m_quadidx.Count(); i += 4) |
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270 | { |
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271 | indexlist << m_quadidx[i + 0]; |
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272 | indexlist << m_quadidx[i + 1]; |
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273 | indexlist << m_quadidx[i + 2]; |
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274 | |
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275 | indexlist << m_quadidx[i + 0]; |
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276 | indexlist << m_quadidx[i + 2]; |
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277 | indexlist << m_quadidx[i + 3]; |
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278 | } |
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279 | |
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280 | m_gpu.vbo = new VertexBuffer(vertexlist.Bytes()); |
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281 | void *mesh = m_gpu.vbo->Lock(0, 0); |
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282 | memcpy(mesh, &vertexlist[0], vertexlist.Bytes()); |
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283 | m_gpu.vbo->Unlock(); |
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284 | |
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285 | m_gpu.ibo = new IndexBuffer(indexlist.Bytes()); |
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286 | void *indices = m_gpu.ibo->Lock(0, 0); |
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287 | memcpy(indices, &indexlist[0], indexlist.Bytes()); |
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288 | m_gpu.ibo->Unlock(); |
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289 | |
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290 | m_gpu.vertexcount = vertexlist.Count(); |
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291 | m_gpu.indexcount = indexlist.Count(); |
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292 | } |
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293 | |
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294 | void Render(mat4 const &modelview, mat4 const &proj, mat3 const &normalmat) |
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295 | { |
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296 | m_gpu.shader->Bind(); |
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297 | m_gpu.shader->SetUniform(m_gpu.modelview, modelview); |
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298 | m_gpu.shader->SetUniform(m_gpu.proj, proj); |
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299 | m_gpu.shader->SetUniform(m_gpu.normalmat, normalmat); |
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300 | m_gpu.vdecl->SetStream(m_gpu.vbo, m_gpu.coord, m_gpu.norm, m_gpu.color); |
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301 | m_gpu.vdecl->Bind(); |
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302 | m_gpu.ibo->Bind(); |
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303 | m_gpu.vdecl->DrawIndexedElements(MeshPrimitive::Triangles, |
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304 | 0, 0, m_gpu.vertexcount, |
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305 | 0, m_gpu.indexcount / 3); |
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306 | m_gpu.ibo->Unbind(); |
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307 | m_gpu.vdecl->Unbind(); |
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308 | } |
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309 | |
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310 | void SetCurColor(vec4 const &color) { m_color = color; } |
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311 | void SetCurColor2(vec4 const &color) { m_color2 = color; } |
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312 | |
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313 | void AppendQuadVert(vec3 const &coord) |
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314 | { |
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315 | m_vert.Append(coord, vec3(0.f, 1.f, 0.f), m_color); |
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316 | } |
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317 | |
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318 | void AppendDuplicateQuadVert(int i) |
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319 | { |
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320 | m_vert.Append(m_vert[i].m1, vec3(0.f, 1.f, 0.f), m_vert[i].m3); |
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321 | } |
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322 | |
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323 | void AppendQuad(int i1, int i2, int i3, int i4, int base) |
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324 | { |
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325 | m_quadidx << base + i1; |
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326 | m_quadidx << base + i2; |
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327 | m_quadidx << base + i3; |
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328 | m_quadidx << base + i4; |
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329 | } |
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330 | |
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331 | void AppendQuadDuplicateVerts(int i1, int i2, int i3, int i4, int base) |
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332 | { |
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333 | m_quadidx << m_vert.Count(); AppendDuplicateQuadVert(base + i1); |
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334 | m_quadidx << m_vert.Count(); AppendDuplicateQuadVert(base + i2); |
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335 | m_quadidx << m_vert.Count(); AppendDuplicateQuadVert(base + i3); |
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336 | m_quadidx << m_vert.Count(); AppendDuplicateQuadVert(base + i4); |
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337 | } |
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338 | |
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339 | void AppendTriangle(int i1, int i2, int i3, int base) |
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340 | { |
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341 | m_triidx << base + i1; |
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342 | m_triidx << base + i2; |
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343 | m_triidx << base + i3; |
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344 | } |
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345 | |
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346 | void AppendTriangleDuplicateVerts(int i1, int i2, int i3, int base) |
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347 | { |
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348 | m_triidx << m_vert.Count(); AppendDuplicateQuadVert(base + i1); |
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349 | m_triidx << m_vert.Count(); AppendDuplicateQuadVert(base + i2); |
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350 | m_triidx << m_vert.Count(); AppendDuplicateQuadVert(base + i3); |
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351 | } |
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352 | |
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353 | void ComputeQuadNormals(int start, int vcount) |
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354 | { |
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355 | for (int i = 0; i < vcount; i += 4) |
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356 | { |
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357 | vec3 v0 = m_vert[m_quadidx[start + i + 2]].m1 |
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358 | - m_vert[m_quadidx[start + i + 0]].m1; |
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359 | vec3 v1 = m_vert[m_quadidx[start + i + 1]].m1 |
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360 | - m_vert[m_quadidx[start + i + 0]].m1; |
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361 | vec3 n = normalize(cross(v1, v0)); |
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362 | |
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363 | for (int j = 0; j < 4; j++) |
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364 | m_vert[m_quadidx[start + i + j]].m2 = n; |
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365 | } |
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366 | } |
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367 | |
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368 | void ComputeTriNormals(int start, int vcount) |
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369 | { |
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370 | for (int i = 0; i < vcount; i += 3) |
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371 | { |
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372 | vec3 v0 = m_vert[m_triidx[start + i + 2]].m1 |
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373 | - m_vert[m_triidx[start + i + 0]].m1; |
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374 | vec3 v1 = m_vert[m_triidx[start + i + 1]].m1 |
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375 | - m_vert[m_triidx[start + i + 0]].m1; |
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376 | vec3 n = normalize(cross(v1, v0)); |
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377 | |
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378 | for (int j = 0; j < 3; j++) |
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379 | m_vert[m_triidx[start + i + j]].m2 = n; |
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380 | } |
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381 | } |
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382 | |
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383 | void SetVertColor(vec4 const &color) |
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384 | { |
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385 | for (int i = m_vert_cursor; i < m_vert.Count(); i++) |
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386 | m_vert[i].m3 = color; |
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387 | } |
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388 | |
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389 | void SetCurVertNormal(vec3 const &normal) |
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390 | { |
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391 | m_vert[m_vert.Count() - 1].m2 = normal; |
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392 | } |
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393 | |
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394 | void SetCurVertColor(vec4 const &color) |
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395 | { |
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396 | m_vert[m_vert.Count() - 1].m3 = color; |
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397 | } |
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398 | |
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399 | void Translate(vec3 const &v) |
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400 | { |
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401 | for (int i = m_vert_cursor; i < m_vert.Count(); i++) |
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402 | m_vert[i].m1 += v; |
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403 | } |
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404 | |
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405 | void RotateX(float t) { Rotate(t, vec3(1, 0, 0)); } |
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406 | void RotateY(float t) { Rotate(t, vec3(0, 1, 0)); } |
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407 | void RotateZ(float t) { Rotate(t, vec3(0, 0, 1)); } |
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408 | |
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409 | void Rotate(float t, vec3 const &axis) |
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410 | { |
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411 | mat3 m = mat3::rotate(t, axis); |
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412 | for (int i = m_vert_cursor; i < m_vert.Count(); i++) |
---|
413 | { |
---|
414 | m_vert[i].m1 = m * m_vert[i].m1; |
---|
415 | m_vert[i].m2 = m * m_vert[i].m2; |
---|
416 | } |
---|
417 | } |
---|
418 | |
---|
419 | void TaperX(float y, float z, float xoff) |
---|
420 | { |
---|
421 | /* FIXME: this code breaks normals! */ |
---|
422 | for (int i = m_vert_cursor; i < m_vert.Count(); i++) |
---|
423 | { |
---|
424 | m_vert[i].m1.y *= 1.f + (y * m_vert[i].m1.x + xoff); |
---|
425 | m_vert[i].m1.z *= 1.f + (z * m_vert[i].m1.x + xoff); |
---|
426 | } |
---|
427 | } |
---|
428 | |
---|
429 | void TaperY(float x, float z, float yoff) |
---|
430 | { |
---|
431 | for (int i = m_vert_cursor; i < m_vert.Count(); i++) |
---|
432 | { |
---|
433 | m_vert[i].m1.x *= 1.f + (x * m_vert[i].m1.y + yoff); |
---|
434 | m_vert[i].m1.z *= 1.f + (z * m_vert[i].m1.y + yoff); |
---|
435 | } |
---|
436 | } |
---|
437 | |
---|
438 | void TaperZ(float x, float y, float zoff) |
---|
439 | { |
---|
440 | for (int i = m_vert_cursor; i < m_vert.Count(); i++) |
---|
441 | { |
---|
442 | m_vert[i].m1.x *= 1.f + (x * m_vert[i].m1.z + zoff); |
---|
443 | m_vert[i].m1.y *= 1.f + (y * m_vert[i].m1.z + zoff); |
---|
444 | } |
---|
445 | } |
---|
446 | |
---|
447 | void Scale(vec3 const &s) |
---|
448 | { |
---|
449 | vec3 const invs = vec3(1) / s; |
---|
450 | |
---|
451 | for (int i = m_vert_cursor; i < m_vert.Count(); i++) |
---|
452 | { |
---|
453 | m_vert[i].m1 *= s; |
---|
454 | m_vert[i].m2 = normalize(m_vert[i].m2 * invs); |
---|
455 | } |
---|
456 | |
---|
457 | /* Flip winding if the scaling involves mirroring */ |
---|
458 | if (s.x * s.y * s.z < 0) |
---|
459 | { |
---|
460 | for (int i = m_quadidx_cursor; i < m_quadidx.Count(); i += 2) |
---|
461 | { |
---|
462 | uint16_t tmp = m_quadidx[i + 0]; |
---|
463 | m_quadidx[i + 0] = m_quadidx[i + 1]; |
---|
464 | m_quadidx[i + 1] = tmp; |
---|
465 | } |
---|
466 | |
---|
467 | for (int i = m_triidx_cursor; i < m_triidx.Count(); i += 3) |
---|
468 | { |
---|
469 | uint16_t tmp = m_triidx[i + 0]; |
---|
470 | m_triidx[i + 0] = m_triidx[i + 1]; |
---|
471 | m_triidx[i + 1] = tmp; |
---|
472 | } |
---|
473 | } |
---|
474 | } |
---|
475 | |
---|
476 | void MirrorX() { Duplicate(); Scale(vec3(-1, 1, 1)); } |
---|
477 | void MirrorY() { Duplicate(); Scale(vec3(1, -1, 1)); } |
---|
478 | void MirrorZ() { Duplicate(); Scale(vec3(1, 1, -1)); } |
---|
479 | |
---|
480 | void Duplicate() |
---|
481 | { |
---|
482 | int vlen = m_vert.Count() - m_vert_cursor; |
---|
483 | int qlen = m_quadidx.Count() - m_quadidx_cursor; |
---|
484 | int tlen = m_triidx.Count() - m_triidx_cursor; |
---|
485 | |
---|
486 | for (int i = 0; i < vlen; i++) |
---|
487 | m_vert << m_vert[m_vert_cursor++]; |
---|
488 | |
---|
489 | for (int i = 0; i < qlen; i++) |
---|
490 | m_quadidx << m_quadidx[m_quadidx_cursor++] + vlen; |
---|
491 | |
---|
492 | for (int i = 0; i < tlen; i++) |
---|
493 | m_triidx << m_triidx[m_triidx_cursor++] + vlen; |
---|
494 | } |
---|
495 | |
---|
496 | void AppendCylinder(int nsides, float h, float r1, float r2, |
---|
497 | int dualside, int smooth) |
---|
498 | { |
---|
499 | int vbase = m_vert.Count(); |
---|
500 | |
---|
501 | mat3 rotmat = mat3::rotate(360.0f / nsides, 0.f, 1.f, 0.f); |
---|
502 | vec3 p1(r1, -h * .5f, 0.f), p2(r2, h * .5f, 0.f), n; |
---|
503 | |
---|
504 | /* Construct normal */ |
---|
505 | n = p2; |
---|
506 | n.y = r1 * (r1 - r2) / h; |
---|
507 | if (!smooth) |
---|
508 | n = mat3::rotate(180.0f / nsides, 0.f, 1.f, 0.f) * n; |
---|
509 | n = normalize(n); |
---|
510 | |
---|
511 | /* FIXME: normals should be flipped in two-sided mode, but that |
---|
512 | * means duplicating the vertices again... */ |
---|
513 | for (int i = 0; i < nsides; i++) |
---|
514 | { |
---|
515 | AppendQuadVert(p1); SetCurVertNormal(n); |
---|
516 | AppendQuadVert(p2); SetCurVertNormal(n); |
---|
517 | SetCurVertColor(m_color2); |
---|
518 | |
---|
519 | if (smooth) |
---|
520 | { |
---|
521 | int j = (i + 1) % nsides; |
---|
522 | AppendQuad(j * 2, j * 2 + 1, i * 2 + 1, i * 2, vbase); |
---|
523 | if (dualside) |
---|
524 | AppendQuad(i * 2, i * 2 + 1, j * 2 + 1, j * 2, vbase); |
---|
525 | } |
---|
526 | |
---|
527 | p1 = rotmat * p1; |
---|
528 | p2 = rotmat * p2; |
---|
529 | |
---|
530 | if (!smooth) |
---|
531 | { |
---|
532 | AppendQuadVert(p1); SetCurVertNormal(n); |
---|
533 | AppendQuadVert(p2); SetCurVertNormal(n); |
---|
534 | SetCurVertColor(m_color2); |
---|
535 | |
---|
536 | AppendQuad(i * 4 + 2, i * 4 + 3, i * 4 + 1, i * 4, vbase); |
---|
537 | if (dualside) |
---|
538 | AppendQuad(i * 4, i * 4 + 1, i * 4 + 3, i * 4 + 2, vbase); |
---|
539 | } |
---|
540 | |
---|
541 | n = rotmat * n; |
---|
542 | } |
---|
543 | } |
---|
544 | |
---|
545 | void AppendSphere(vec3 const &size, int divisions) |
---|
546 | { |
---|
547 | int ibase = m_quadidx.Count(); |
---|
548 | int vbase = m_vert.Count(); |
---|
549 | |
---|
550 | vec3 d = size * 0.5f; |
---|
551 | float const pi = acos(-1.0f); |
---|
552 | |
---|
553 | Array<vec2> table; |
---|
554 | for (int i = 0; i <= divisions; i++) |
---|
555 | table.Append(vec2(sin(pi * 2 / divisions * i) + 1e-5f, |
---|
556 | cos(pi * 2 / divisions * i) + 1e-5f)); |
---|
557 | |
---|
558 | for (int j = 0; j <= divisions / 2; j++) |
---|
559 | for (int i = 0; i < divisions; i++) |
---|
560 | { |
---|
561 | int j2 = j + 1; |
---|
562 | int i2 = (i + 1) % divisions; |
---|
563 | |
---|
564 | AppendQuadVert(d * vec3(table[i], 1.0f) * table[j].xxy); |
---|
565 | AppendQuadVert(d * vec3(table[i2], 1.0f) * table[j].xxy); |
---|
566 | AppendQuadVert(d * vec3(table[i2], 1.0f) * table[j2].xxy); |
---|
567 | AppendQuadVert(d * vec3(table[i], 1.0f) * table[j2].xxy); |
---|
568 | } |
---|
569 | |
---|
570 | for (int i = vbase; i < m_vert.Count(); i += 4) |
---|
571 | AppendQuad(0, 1, 2, 3, i); |
---|
572 | |
---|
573 | ComputeQuadNormals(ibase, m_quadidx.Count() - ibase); |
---|
574 | } |
---|
575 | |
---|
576 | void AppendBox(vec3 const &size, float chamf = 0.f) |
---|
577 | { |
---|
578 | AppendBox(size, chamf, false); |
---|
579 | } |
---|
580 | |
---|
581 | void AppendSmoothChamfBox(vec3 const &size, float chamf) |
---|
582 | { |
---|
583 | AppendBox(size, chamf, true); |
---|
584 | } |
---|
585 | |
---|
586 | void AppendFlatChamfBox(vec3 const &size, float chamf) |
---|
587 | { |
---|
588 | AppendBox(size, chamf, false); |
---|
589 | } |
---|
590 | |
---|
591 | void AppendBox(vec3 const &size, float chamf, bool smooth) |
---|
592 | { |
---|
593 | int vbase = m_vert.Count(); |
---|
594 | int qibase = m_quadidx.Count(); |
---|
595 | int tibase = m_triidx.Count(); |
---|
596 | |
---|
597 | vec3 d = size * 0.5f; |
---|
598 | |
---|
599 | AppendQuadVert(vec3(-d.x, -d.y, -d.z - chamf)); |
---|
600 | AppendQuadVert(vec3(-d.x, +d.y, -d.z - chamf)); |
---|
601 | AppendQuadVert(vec3(+d.x, +d.y, -d.z - chamf)); |
---|
602 | AppendQuadVert(vec3(+d.x, -d.y, -d.z - chamf)); |
---|
603 | |
---|
604 | AppendQuadVert(vec3(-d.x - chamf, -d.y, +d.z)); |
---|
605 | AppendQuadVert(vec3(-d.x - chamf, +d.y, +d.z)); |
---|
606 | AppendQuadVert(vec3(-d.x - chamf, +d.y, -d.z)); |
---|
607 | AppendQuadVert(vec3(-d.x - chamf, -d.y, -d.z)); |
---|
608 | |
---|
609 | AppendQuadVert(vec3(+d.x, -d.y, +d.z + chamf)); |
---|
610 | AppendQuadVert(vec3(+d.x, +d.y, +d.z + chamf)); |
---|
611 | AppendQuadVert(vec3(-d.x, +d.y, +d.z + chamf)); |
---|
612 | AppendQuadVert(vec3(-d.x, -d.y, +d.z + chamf)); |
---|
613 | |
---|
614 | AppendQuadVert(vec3(+d.x + chamf, -d.y, -d.z)); |
---|
615 | AppendQuadVert(vec3(+d.x + chamf, +d.y, -d.z)); |
---|
616 | AppendQuadVert(vec3(+d.x + chamf, +d.y, +d.z)); |
---|
617 | AppendQuadVert(vec3(+d.x + chamf, -d.y, +d.z)); |
---|
618 | |
---|
619 | AppendQuadVert(vec3(-d.x, -d.y - chamf, +d.z)); |
---|
620 | AppendQuadVert(vec3(-d.x, -d.y - chamf, -d.z)); |
---|
621 | AppendQuadVert(vec3(+d.x, -d.y - chamf, -d.z)); |
---|
622 | AppendQuadVert(vec3(+d.x, -d.y - chamf, +d.z)); |
---|
623 | |
---|
624 | AppendQuadVert(vec3(-d.x, +d.y + chamf, -d.z)); |
---|
625 | AppendQuadVert(vec3(-d.x, +d.y + chamf, +d.z)); |
---|
626 | AppendQuadVert(vec3(+d.x, +d.y + chamf, +d.z)); |
---|
627 | AppendQuadVert(vec3(+d.x, +d.y + chamf, -d.z)); |
---|
628 | |
---|
629 | /* The 6 quads on each side of the box */ |
---|
630 | for (int i = 0; i < 24; i += 4) |
---|
631 | AppendQuad(i, i + 1, i + 2, i + 3, vbase); |
---|
632 | |
---|
633 | ComputeQuadNormals(qibase, m_quadidx.Count() - qibase); |
---|
634 | qibase = m_quadidx.Count(); |
---|
635 | |
---|
636 | /* The 8 quads at each edge of the box */ |
---|
637 | if (chamf) |
---|
638 | { |
---|
639 | static int const quadlist[48] = |
---|
640 | { |
---|
641 | 0, 3, 18, 17, 4, 7, 17, 16, 8, 11, 16, 19, 12, 15, 19, 18, |
---|
642 | 2, 1, 20, 23, 6, 5, 21, 20, 10, 9, 22, 21, 14, 13, 23, 22, |
---|
643 | 1, 0, 7, 6, 5, 4, 11, 10, 9, 8, 15, 14, 13, 12, 3, 2, |
---|
644 | }; |
---|
645 | |
---|
646 | for (int i = 0; i < 48; i += 4) |
---|
647 | { |
---|
648 | if (smooth) |
---|
649 | AppendQuad(quadlist[i], quadlist[i + 1], |
---|
650 | quadlist[i + 2], quadlist[i + 3], vbase); |
---|
651 | else |
---|
652 | AppendQuadDuplicateVerts(quadlist[i], quadlist[i + 1], |
---|
653 | quadlist[i + 2], quadlist[i + 3], vbase); |
---|
654 | } |
---|
655 | } |
---|
656 | |
---|
657 | /* The 8 triangles at each corner of the box */ |
---|
658 | if (chamf) |
---|
659 | { |
---|
660 | static int const trilist[24] = |
---|
661 | { |
---|
662 | 3, 12, 18, 15, 8, 19, 11, 4, 16, 7, 0, 17, |
---|
663 | 2, 23, 13, 14, 22, 9, 10, 21, 5, 6, 20, 1, |
---|
664 | }; |
---|
665 | |
---|
666 | for (int i = 0; i < 24; i += 3) |
---|
667 | { |
---|
668 | if (smooth) |
---|
669 | AppendTriangle(trilist[i], trilist[i + 1], |
---|
670 | trilist[i + 2], vbase); |
---|
671 | else |
---|
672 | AppendTriangleDuplicateVerts(trilist[i], trilist[i + 1], |
---|
673 | trilist[i + 2], vbase); |
---|
674 | } |
---|
675 | } |
---|
676 | |
---|
677 | if (!smooth) |
---|
678 | { |
---|
679 | ComputeQuadNormals(qibase, m_quadidx.Count() - qibase); |
---|
680 | ComputeTriNormals(tibase, m_triidx.Count() - tibase); |
---|
681 | } |
---|
682 | } |
---|
683 | |
---|
684 | void AppendStar(int nbranches, float r1, float r2, |
---|
685 | int fade = 0, int fade2 = 0) |
---|
686 | { |
---|
687 | int vbase = m_vert.Count(); |
---|
688 | |
---|
689 | AppendQuadVert(vec3(0.f, 0.f, 0.f)); |
---|
690 | |
---|
691 | mat3 rotmat = mat3::rotate(180.0f / nbranches, 0.f, 1.f, 0.f); |
---|
692 | vec3 p1(r1, 0.f, 0.f), p2(r2, 0.f, 0.f); |
---|
693 | |
---|
694 | p2 = rotmat * p2; |
---|
695 | rotmat = rotmat * rotmat; |
---|
696 | |
---|
697 | for (int i = 0; i < nbranches; i++) |
---|
698 | { |
---|
699 | AppendQuadVert(p1); |
---|
700 | if (fade2) |
---|
701 | SetCurVertColor(m_color2); |
---|
702 | |
---|
703 | AppendQuadVert(p2); |
---|
704 | if (fade) |
---|
705 | SetCurVertColor(m_color2); |
---|
706 | |
---|
707 | AppendQuad(0, (2 * i + 3) % (2 * nbranches), |
---|
708 | 2 * i + 2, 2 * i + 1, vbase); |
---|
709 | |
---|
710 | p1 = rotmat * p1; |
---|
711 | p2 = rotmat * p2; |
---|
712 | } |
---|
713 | } |
---|
714 | |
---|
715 | void AppendExpandedStar(int nbranches, float r1, float r2, float extrar) |
---|
716 | { |
---|
717 | int vbase = m_vert.Count(); |
---|
718 | |
---|
719 | AppendQuadVert(vec3(0.f, 0.f, 0.f)); |
---|
720 | |
---|
721 | mat3 rotmat = mat3::rotate(180.0f / nbranches, 0.f, 1.f, 0.f); |
---|
722 | vec3 p1(r1, 0.f, 0.f), p2(r2, 0.f, 0.f), |
---|
723 | p3(r1 + extrar, 0.f, 0.f), p4(r2 + extrar, 0.f, 0.f);; |
---|
724 | |
---|
725 | p2 = rotmat * p2; |
---|
726 | p4 = rotmat * p4; |
---|
727 | rotmat = rotmat * rotmat; |
---|
728 | |
---|
729 | for (int i = 0; i < nbranches; i++) |
---|
730 | { |
---|
731 | AppendQuadVert(p1); |
---|
732 | AppendQuadVert(p2); |
---|
733 | AppendQuadVert(p3); SetCurVertColor(m_color2); |
---|
734 | AppendQuadVert(p4); SetCurVertColor(m_color2); |
---|
735 | |
---|
736 | int j = (i + 1) % nbranches; |
---|
737 | AppendQuad(0, 4 * i + 1, 4 * i + 2, 4 * j + 1, vbase); |
---|
738 | AppendQuad(4 * i + 1, 4 * i + 3, 4 * i + 4, 4 * i + 2, vbase); |
---|
739 | AppendQuad(4 * j + 1, 4 * i + 2, 4 * i + 4, 4 * j + 3, vbase); |
---|
740 | |
---|
741 | p1 = rotmat * p1; |
---|
742 | p2 = rotmat * p2; |
---|
743 | p3 = rotmat * p3; |
---|
744 | p4 = rotmat * p4; |
---|
745 | } |
---|
746 | } |
---|
747 | |
---|
748 | void AppendDisc(int nsides, float r, int fade = 0) |
---|
749 | { |
---|
750 | int vbase = m_vert.Count(); |
---|
751 | |
---|
752 | AppendQuadVert(vec3(0.f, 0.f, 0.f)); |
---|
753 | |
---|
754 | mat3 rotmat = mat3::rotate(360.0f / nsides, 0.f, 1.f, 0.f); |
---|
755 | vec3 p1(r, 0.f, 0.f); |
---|
756 | |
---|
757 | for (int i = 0; i < nsides; i++) |
---|
758 | { |
---|
759 | AppendQuadVert(p1); |
---|
760 | if (fade) |
---|
761 | SetCurVertColor(m_color2); |
---|
762 | AppendTriangle(0, ((i + 1) % nsides) + 1, i + 1, vbase); |
---|
763 | p1 = rotmat * p1; |
---|
764 | } |
---|
765 | } |
---|
766 | |
---|
767 | void AppendSimpleTriangle(float size, int fade = 0) |
---|
768 | { |
---|
769 | mat3 m = mat3::rotate(120.f, 0.f, 1.f, 0.f); |
---|
770 | vec3 p(0.f, 0.f, size); |
---|
771 | |
---|
772 | AppendQuadVert(p); |
---|
773 | p = m * p; |
---|
774 | AppendQuadVert(p); |
---|
775 | if (fade) |
---|
776 | SetCurVertColor(m_color2); |
---|
777 | p = m * p; |
---|
778 | AppendQuadVert(p); |
---|
779 | if (fade) |
---|
780 | SetCurVertColor(m_color2); |
---|
781 | |
---|
782 | AppendTriangle(0, 1, 2, m_vert.Count() - 3); |
---|
783 | } |
---|
784 | |
---|
785 | void AppendSimpleQuad(float size, int fade = 0) |
---|
786 | { |
---|
787 | AppendSimpleQuad(vec2(size * .5f), vec2(size * -.5f), 0.f, fade); |
---|
788 | } |
---|
789 | |
---|
790 | void AppendSimpleQuad(vec2 p1, vec2 p2, float z = 0.f, int fade = 0) |
---|
791 | { |
---|
792 | AppendQuadVert(vec3(p2.x, z, -p1.y)); |
---|
793 | AppendQuadVert(vec3(p2.x, z, -p2.y)); |
---|
794 | AppendQuadVert(vec3(p1.x, z, -p2.y)); |
---|
795 | if (fade) |
---|
796 | SetCurVertColor(m_color2); |
---|
797 | AppendQuadVert(vec3(p1.x, z, -p1.y)); |
---|
798 | if (fade) |
---|
799 | SetCurVertColor(m_color2); |
---|
800 | |
---|
801 | AppendQuad(0, 1, 2, 3, m_vert.Count() - 4); |
---|
802 | ComputeQuadNormals(m_quadidx.Count() - 4, 4); |
---|
803 | } |
---|
804 | |
---|
805 | void AppendCog(int nbsides, float h, float r1, float r2, |
---|
806 | float r12, float r22, float sidemul, int offset) |
---|
807 | { |
---|
808 | int qibase = m_quadidx.Count(); |
---|
809 | int vbase = m_vert.Count(); |
---|
810 | |
---|
811 | AppendQuadVert(vec3(0.f, h * .5f, 0.f)); |
---|
812 | AppendQuadVert(vec3(0.f, h * -.5f, 0.f)); |
---|
813 | SetCurVertColor(m_color2); |
---|
814 | |
---|
815 | mat3 rotmat = mat3::rotate(180.0f / nbsides, 0.f, 1.f, 0.f); |
---|
816 | mat3 smat1 = mat3::rotate(sidemul * 180.0f / nbsides, 0.f, 1.f, 0.f); |
---|
817 | mat3 smat2 = mat3::rotate(sidemul * -360.0f / nbsides, 0.f, 1.f, 0.f); |
---|
818 | |
---|
819 | vec3 p[8]; |
---|
820 | |
---|
821 | p[0] = vec3(r1, h * .5f, 0.f); |
---|
822 | p[1] = rotmat * p[0]; |
---|
823 | p[2] = smat1 * (rotmat * vec3(r1 + r12, h * .5f, 0.f)); |
---|
824 | p[3] = smat2 * (rotmat * p[2]); |
---|
825 | |
---|
826 | p[4] = vec3(r2, h * -.5f, 0.f); |
---|
827 | p[5] = rotmat * p[4]; |
---|
828 | p[6] = smat1 * (rotmat * vec3(r2 + r22, h * -.5f, 0.f)); |
---|
829 | p[7] = smat2 * (rotmat * p[6]); |
---|
830 | |
---|
831 | if (offset & 1) |
---|
832 | for (int n = 0; n < 8; n++) |
---|
833 | p[n] = rotmat * p[n]; |
---|
834 | |
---|
835 | rotmat = rotmat * rotmat; |
---|
836 | |
---|
837 | for (int i = 0; i < nbsides; i++) |
---|
838 | { |
---|
839 | /* Each vertex will share three faces, so three different |
---|
840 | * normals, therefore we add each vertex three times. */ |
---|
841 | for (int n = 0; n < 24; n++) |
---|
842 | { |
---|
843 | AppendQuadVert(p[n / 3]); |
---|
844 | if (n / 3 >= 4) |
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845 | SetCurVertColor(m_color2); |
---|
846 | } |
---|
847 | |
---|
848 | int j = 24 * i, k = 24 * ((i + 1) % nbsides); |
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849 | |
---|
850 | /* The top and bottom faces */ |
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851 | AppendQuad(0, j + 2, j + 5, k + 2, vbase); |
---|
852 | AppendQuad(1, k + 14, j + 17, j + 14, vbase); |
---|
853 | AppendQuad(j + 5, j + 8, j + 11, k + 2, vbase); |
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854 | AppendQuad(k + 14, j + 23, j + 20, j + 17, vbase); |
---|
855 | |
---|
856 | /* The side quads */ |
---|
857 | AppendQuad(j + 6, j + 3, j + 15, j + 18, vbase); |
---|
858 | AppendQuad(j + 9, j + 7, j + 19, j + 21, vbase); |
---|
859 | AppendQuad(j + 12, j + 10, j + 22, j + 24, vbase); |
---|
860 | AppendQuad(k + 4, j + 13, j + 25, k + 16, vbase); |
---|
861 | |
---|
862 | for (int n = 0; n < 8; n++) |
---|
863 | p[n] = rotmat * p[n]; |
---|
864 | } |
---|
865 | |
---|
866 | ComputeQuadNormals(qibase, m_quadidx.Count() - qibase); |
---|
867 | } |
---|
868 | |
---|
869 | private: |
---|
870 | vec4 m_color, m_color2; |
---|
871 | Array<uint16_t> m_triidx, m_quadidx; |
---|
872 | Array<vec3, vec3, vec4> m_vert; |
---|
873 | int m_vert_cursor, m_quadidx_cursor, m_triidx_cursor; |
---|
874 | |
---|
875 | struct |
---|
876 | { |
---|
877 | Shader *shader; |
---|
878 | ShaderAttrib coord, norm, color; |
---|
879 | ShaderUniform modelview, proj, normalmat; |
---|
880 | VertexDeclaration *vdecl; |
---|
881 | VertexBuffer *vbo; |
---|
882 | IndexBuffer *ibo; |
---|
883 | int vertexcount, indexcount; |
---|
884 | } |
---|
885 | m_gpu; |
---|
886 | }; |
---|
887 | |
---|
888 | #endif /* __MESH_H__ */ |
---|
889 | |
---|