1 | // |
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2 | // Orbital |
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3 | // |
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4 | // Copyright: (c) 2009-2012 Cédric Lecacheur <jordx@free.fr> |
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5 | // (c) 2009-2012 Benjamin Huet <huet.benjamin@gmail.com> |
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6 | // (c) 2012 Sam Hocevar <sam@hocevar.net> |
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7 | // |
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8 | |
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9 | /* TODO for this file: |
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10 | * - rename "AppendQuadVert" to "AddVertex" or something; it has nothing |
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11 | * to do with quads. |
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12 | */ |
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13 | |
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14 | #if !defined __MESH_H__ |
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15 | #define __MESH_H__ |
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16 | |
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17 | extern char const *lolfx_shiny; |
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18 | |
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19 | class Mesh |
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20 | { |
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21 | public: |
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22 | Mesh() |
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23 | : m_color(0), m_color2(0) |
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24 | { |
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25 | m_cursors.Push(0, 0, 0); |
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26 | } |
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27 | |
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28 | bool Compile(char const *command); |
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29 | |
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30 | void OpenBrace() |
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31 | { |
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32 | m_cursors.Push(m_vert.Count(), m_quadidx.Count(), m_triidx.Count()); |
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33 | } |
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34 | |
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35 | void CloseBrace() |
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36 | { |
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37 | m_cursors.Pop(); |
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38 | } |
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39 | |
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40 | void MeshConvert() |
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41 | { |
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42 | m_gpu.shader = Shader::Create(lolfx_shiny); |
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43 | |
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44 | m_gpu.modelview = m_gpu.shader->GetUniformLocation("in_ModelView"); |
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45 | m_gpu.proj = m_gpu.shader->GetUniformLocation("in_Proj"); |
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46 | m_gpu.normalmat = m_gpu.shader->GetUniformLocation("in_NormalMat"); |
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47 | m_gpu.damage = m_gpu.shader->GetUniformLocation("in_Damage"); |
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48 | m_gpu.coord = m_gpu.shader->GetAttribLocation("in_Vertex", |
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49 | VertexUsage::Position, 0); |
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50 | m_gpu.norm = m_gpu.shader->GetAttribLocation("in_Normal", |
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51 | VertexUsage::Normal, 0); |
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52 | m_gpu.color = m_gpu.shader->GetAttribLocation("in_Color", |
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53 | VertexUsage::Color, 0); |
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54 | |
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55 | m_gpu.vdecl = new VertexDeclaration( |
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56 | VertexStream<vec3,vec3,u8vec4>(VertexUsage::Position, |
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57 | VertexUsage::Normal, |
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58 | VertexUsage::Color)); |
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59 | |
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60 | Array<vec3,vec3,u8vec4> vertexlist; |
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61 | for (int i = 0; i < m_vert.Count(); i++) |
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62 | vertexlist.Push(m_vert[i].m1, |
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63 | m_vert[i].m2, |
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64 | (u8vec4)(m_vert[i].m3 * 255.f)); |
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65 | |
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66 | Array<uint16_t> indexlist; |
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67 | for (int i = 0; i < m_triidx.Count(); i += 3) |
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68 | { |
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69 | indexlist << m_triidx[i + 0]; |
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70 | indexlist << m_triidx[i + 1]; |
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71 | indexlist << m_triidx[i + 2]; |
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72 | } |
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73 | for (int i = 0; i < m_quadidx.Count(); i += 4) |
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74 | { |
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75 | indexlist << m_quadidx[i + 0]; |
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76 | indexlist << m_quadidx[i + 1]; |
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77 | indexlist << m_quadidx[i + 2]; |
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78 | |
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79 | indexlist << m_quadidx[i + 0]; |
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80 | indexlist << m_quadidx[i + 2]; |
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81 | indexlist << m_quadidx[i + 3]; |
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82 | } |
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83 | |
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84 | m_gpu.vbo = new VertexBuffer(vertexlist.Bytes()); |
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85 | void *mesh = m_gpu.vbo->Lock(0, 0); |
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86 | memcpy(mesh, &vertexlist[0], vertexlist.Bytes()); |
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87 | m_gpu.vbo->Unlock(); |
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88 | |
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89 | m_gpu.ibo = new IndexBuffer(indexlist.Bytes()); |
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90 | void *indices = m_gpu.ibo->Lock(0, 0); |
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91 | memcpy(indices, &indexlist[0], indexlist.Bytes()); |
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92 | m_gpu.ibo->Unlock(); |
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93 | |
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94 | m_gpu.vertexcount = vertexlist.Count(); |
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95 | m_gpu.indexcount = indexlist.Count(); |
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96 | } |
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97 | |
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98 | void Render(mat4 const &model, float damage = 0.f) |
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99 | { |
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100 | mat4 modelview = Scene::GetDefault()->GetViewMatrix() * model; |
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101 | mat3 normalmat = transpose(inverse(mat3(modelview))); |
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102 | |
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103 | m_gpu.shader->Bind(); |
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104 | m_gpu.shader->SetUniform(m_gpu.modelview, modelview); |
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105 | m_gpu.shader->SetUniform(m_gpu.proj, Scene::GetDefault()->GetProjMatrix()); |
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106 | m_gpu.shader->SetUniform(m_gpu.normalmat, normalmat); |
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107 | m_gpu.shader->SetUniform(m_gpu.damage, damage); |
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108 | m_gpu.vdecl->SetStream(m_gpu.vbo, m_gpu.coord, m_gpu.norm, m_gpu.color); |
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109 | m_gpu.vdecl->Bind(); |
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110 | m_gpu.ibo->Bind(); |
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111 | m_gpu.vdecl->DrawIndexedElements(MeshPrimitive::Triangles, |
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112 | 0, 0, m_gpu.vertexcount, |
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113 | 0, m_gpu.indexcount / 3); |
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114 | m_gpu.ibo->Unbind(); |
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115 | m_gpu.vdecl->Unbind(); |
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116 | } |
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117 | |
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118 | void SetCurColor(vec4 const &color) { m_color = color; } |
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119 | void SetCurColor2(vec4 const &color) { m_color2 = color; } |
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120 | |
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121 | void AppendQuadVert(vec3 const &coord) |
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122 | { |
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123 | m_vert.Push(coord, vec3(0.f, 1.f, 0.f), m_color); |
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124 | } |
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125 | |
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126 | void AppendDuplicateQuadVert(int i) |
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127 | { |
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128 | m_vert.Push(m_vert[i].m1, vec3(0.f, 1.f, 0.f), m_vert[i].m3); |
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129 | } |
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130 | |
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131 | void AppendQuad(int i1, int i2, int i3, int i4, int base) |
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132 | { |
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133 | m_quadidx << base + i1; |
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134 | m_quadidx << base + i2; |
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135 | m_quadidx << base + i3; |
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136 | m_quadidx << base + i4; |
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137 | } |
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138 | |
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139 | void AppendQuadDuplicateVerts(int i1, int i2, int i3, int i4, int base) |
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140 | { |
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141 | m_quadidx << m_vert.Count(); AppendDuplicateQuadVert(base + i1); |
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142 | m_quadidx << m_vert.Count(); AppendDuplicateQuadVert(base + i2); |
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143 | m_quadidx << m_vert.Count(); AppendDuplicateQuadVert(base + i3); |
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144 | m_quadidx << m_vert.Count(); AppendDuplicateQuadVert(base + i4); |
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145 | } |
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146 | |
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147 | void AppendTriangle(int i1, int i2, int i3, int base) |
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148 | { |
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149 | m_triidx << base + i1; |
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150 | m_triidx << base + i2; |
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151 | m_triidx << base + i3; |
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152 | } |
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153 | |
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154 | void AppendTriangleDuplicateVerts(int i1, int i2, int i3, int base) |
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155 | { |
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156 | m_triidx << m_vert.Count(); AppendDuplicateQuadVert(base + i1); |
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157 | m_triidx << m_vert.Count(); AppendDuplicateQuadVert(base + i2); |
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158 | m_triidx << m_vert.Count(); AppendDuplicateQuadVert(base + i3); |
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159 | } |
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160 | |
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161 | void ComputeQuadNormals(int start, int vcount) |
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162 | { |
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163 | for (int i = 0; i < vcount; i += 4) |
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164 | { |
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165 | vec3 v0 = m_vert[m_quadidx[start + i + 2]].m1 |
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166 | - m_vert[m_quadidx[start + i + 0]].m1; |
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167 | vec3 v1 = m_vert[m_quadidx[start + i + 1]].m1 |
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168 | - m_vert[m_quadidx[start + i + 0]].m1; |
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169 | vec3 n = normalize(cross(v1, v0)); |
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170 | |
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171 | for (int j = 0; j < 4; j++) |
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172 | m_vert[m_quadidx[start + i + j]].m2 = n; |
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173 | } |
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174 | } |
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175 | |
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176 | void ComputeTriNormals(int start, int vcount) |
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177 | { |
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178 | for (int i = 0; i < vcount; i += 3) |
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179 | { |
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180 | vec3 v0 = m_vert[m_triidx[start + i + 2]].m1 |
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181 | - m_vert[m_triidx[start + i + 0]].m1; |
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182 | vec3 v1 = m_vert[m_triidx[start + i + 1]].m1 |
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183 | - m_vert[m_triidx[start + i + 0]].m1; |
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184 | vec3 n = normalize(cross(v1, v0)); |
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185 | |
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186 | for (int j = 0; j < 3; j++) |
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187 | m_vert[m_triidx[start + i + j]].m2 = n; |
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188 | } |
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189 | } |
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190 | |
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191 | void SetVertColor(vec4 const &color) |
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192 | { |
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193 | for (int i = m_cursors.Last().m1; i < m_vert.Count(); i++) |
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194 | m_vert[i].m3 = color; |
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195 | } |
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196 | |
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197 | void SetCurVertNormal(vec3 const &normal) |
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198 | { |
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199 | m_vert[m_vert.Count() - 1].m2 = normal; |
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200 | } |
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201 | |
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202 | void SetCurVertColor(vec4 const &color) |
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203 | { |
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204 | m_vert[m_vert.Count() - 1].m3 = color; |
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205 | } |
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206 | |
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207 | void Translate(vec3 const &v) |
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208 | { |
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209 | for (int i = m_cursors.Last().m1; i < m_vert.Count(); i++) |
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210 | m_vert[i].m1 += v; |
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211 | } |
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212 | |
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213 | void RotateX(float t) { Rotate(t, vec3(1, 0, 0)); } |
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214 | void RotateY(float t) { Rotate(t, vec3(0, 1, 0)); } |
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215 | void RotateZ(float t) { Rotate(t, vec3(0, 0, 1)); } |
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216 | |
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217 | void Rotate(float t, vec3 const &axis) |
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218 | { |
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219 | mat3 m = mat3::rotate(t, axis); |
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220 | for (int i = m_cursors.Last().m1; i < m_vert.Count(); i++) |
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221 | { |
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222 | m_vert[i].m1 = m * m_vert[i].m1; |
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223 | m_vert[i].m2 = m * m_vert[i].m2; |
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224 | } |
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225 | } |
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226 | |
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227 | void TaperX(float y, float z, float xoff) |
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228 | { |
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229 | /* FIXME: this code breaks normals! */ |
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230 | for (int i = m_cursors.Last().m1; i < m_vert.Count(); i++) |
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231 | { |
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232 | m_vert[i].m1.y *= 1.f + (y * m_vert[i].m1.x + xoff); |
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233 | m_vert[i].m1.z *= 1.f + (z * m_vert[i].m1.x + xoff); |
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234 | } |
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235 | } |
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236 | |
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237 | void TaperY(float x, float z, float yoff) |
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238 | { |
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239 | for (int i = m_cursors.Last().m1; i < m_vert.Count(); i++) |
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240 | { |
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241 | m_vert[i].m1.x *= 1.f + (x * m_vert[i].m1.y + yoff); |
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242 | m_vert[i].m1.z *= 1.f + (z * m_vert[i].m1.y + yoff); |
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243 | } |
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244 | } |
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245 | |
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246 | void TaperZ(float x, float y, float zoff) |
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247 | { |
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248 | for (int i = m_cursors.Last().m1; i < m_vert.Count(); i++) |
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249 | { |
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250 | m_vert[i].m1.x *= 1.f + (x * m_vert[i].m1.z + zoff); |
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251 | m_vert[i].m1.y *= 1.f + (y * m_vert[i].m1.z + zoff); |
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252 | } |
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253 | } |
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254 | |
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255 | void Scale(vec3 const &s) |
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256 | { |
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257 | vec3 const invs = vec3(1) / s; |
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258 | |
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259 | for (int i = m_cursors.Last().m1; i < m_vert.Count(); i++) |
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260 | { |
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261 | m_vert[i].m1 *= s; |
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262 | m_vert[i].m2 = normalize(m_vert[i].m2 * invs); |
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263 | } |
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264 | |
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265 | /* Flip winding if the scaling involves mirroring */ |
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266 | if (s.x * s.y * s.z < 0) |
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267 | { |
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268 | for (int i = m_cursors.Last().m2; i < m_quadidx.Count(); i += 2) |
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269 | { |
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270 | uint16_t tmp = m_quadidx[i + 0]; |
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271 | m_quadidx[i + 0] = m_quadidx[i + 1]; |
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272 | m_quadidx[i + 1] = tmp; |
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273 | } |
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274 | |
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275 | for (int i = m_cursors.Last().m3; i < m_triidx.Count(); i += 3) |
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276 | { |
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277 | uint16_t tmp = m_triidx[i + 0]; |
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278 | m_triidx[i + 0] = m_triidx[i + 1]; |
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279 | m_triidx[i + 1] = tmp; |
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280 | } |
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281 | } |
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282 | } |
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283 | |
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284 | void MirrorX() { DupAndScale(vec3(-1, 1, 1)); } |
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285 | void MirrorY() { DupAndScale(vec3(1, -1, 1)); } |
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286 | void MirrorZ() { DupAndScale(vec3(1, 1, -1)); } |
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287 | |
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288 | void DupAndScale(vec3 const &s) |
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289 | { |
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290 | int vlen = m_vert.Count() - m_cursors.Last().m1; |
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291 | int qlen = m_quadidx.Count() - m_cursors.Last().m2; |
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292 | int tlen = m_triidx.Count() - m_cursors.Last().m3; |
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293 | |
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294 | for (int i = 0; i < vlen; i++) |
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295 | m_vert << m_vert[m_cursors.Last().m1++]; |
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296 | |
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297 | for (int i = 0; i < qlen; i++) |
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298 | m_quadidx << m_quadidx[m_cursors.Last().m2++] + vlen; |
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299 | |
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300 | for (int i = 0; i < tlen; i++) |
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301 | m_triidx << m_triidx[m_cursors.Last().m3++] + vlen; |
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302 | |
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303 | Scale(s); |
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304 | |
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305 | m_cursors.Last().m1 -= vlen; |
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306 | m_cursors.Last().m2 -= qlen; |
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307 | m_cursors.Last().m3 -= tlen; |
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308 | } |
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309 | |
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310 | void AppendCylinder(int nsides, float h, float r1, float r2, |
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311 | int dualside, int smooth) |
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312 | { |
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313 | int vbase = m_vert.Count(); |
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314 | |
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315 | mat3 rotmat = mat3::rotate(360.0f / nsides, 0.f, 1.f, 0.f); |
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316 | vec3 p1(r1, -h * .5f, 0.f), p2(r2, h * .5f, 0.f), n; |
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317 | |
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318 | /* Construct normal */ |
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319 | n = p2; |
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320 | n.y = r1 * (r1 - r2) / h; |
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321 | if (!smooth) |
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322 | n = mat3::rotate(180.0f / nsides, 0.f, 1.f, 0.f) * n; |
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323 | n = normalize(n); |
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324 | |
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325 | /* FIXME: normals should be flipped in two-sided mode, but that |
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326 | * means duplicating the vertices again... */ |
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327 | for (int i = 0; i < nsides; i++) |
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328 | { |
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329 | AppendQuadVert(p1); SetCurVertNormal(n); |
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330 | AppendQuadVert(p2); SetCurVertNormal(n); |
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331 | SetCurVertColor(m_color2); |
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332 | |
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333 | if (smooth) |
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334 | { |
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335 | int j = (i + 1) % nsides; |
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336 | AppendQuad(j * 2, j * 2 + 1, i * 2 + 1, i * 2, vbase); |
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337 | if (dualside) |
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338 | AppendQuad(i * 2, i * 2 + 1, j * 2 + 1, j * 2, vbase); |
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339 | } |
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340 | |
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341 | p1 = rotmat * p1; |
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342 | p2 = rotmat * p2; |
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343 | |
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344 | if (!smooth) |
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345 | { |
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346 | AppendQuadVert(p1); SetCurVertNormal(n); |
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347 | AppendQuadVert(p2); SetCurVertNormal(n); |
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348 | SetCurVertColor(m_color2); |
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349 | |
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350 | AppendQuad(i * 4 + 2, i * 4 + 3, i * 4 + 1, i * 4, vbase); |
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351 | if (dualside) |
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352 | AppendQuad(i * 4, i * 4 + 1, i * 4 + 3, i * 4 + 2, vbase); |
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353 | } |
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354 | |
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355 | n = rotmat * n; |
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356 | } |
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357 | } |
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358 | |
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359 | void AppendSphere(int ndivisions, vec3 const &size) |
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360 | { |
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361 | ndivisions *= 2; |
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362 | |
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363 | int ibase = m_quadidx.Count(); |
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364 | int vbase = m_vert.Count(); |
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365 | |
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366 | vec3 d = size * 0.5f; |
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367 | float const pi = std::acos(-1.0f); |
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368 | |
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369 | Array<vec2> table; |
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370 | for (int i = 0; i <= ndivisions; i++) |
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371 | table.Push(vec2(std::sin(pi * 2 / ndivisions * i) + 1e-5f, |
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372 | std::cos(pi * 2 / ndivisions * i) + 1e-5f)); |
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373 | |
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374 | for (int j = 0; j <= ndivisions / 2; j++) |
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375 | for (int i = 0; i < ndivisions; i++) |
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376 | { |
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377 | int j2 = j + 1; |
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378 | int i2 = (i + 1) % ndivisions; |
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379 | |
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380 | AppendQuadVert(d * vec3(table[i], 1.0f) * table[j].xxy); |
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381 | AppendQuadVert(d * vec3(table[i2], 1.0f) * table[j].xxy); |
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382 | AppendQuadVert(d * vec3(table[i2], 1.0f) * table[j2].xxy); |
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383 | AppendQuadVert(d * vec3(table[i], 1.0f) * table[j2].xxy); |
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384 | } |
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385 | |
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386 | for (int i = vbase; i < m_vert.Count(); i += 4) |
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387 | AppendQuad(0, 1, 2, 3, i); |
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388 | |
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389 | ComputeQuadNormals(ibase, m_quadidx.Count() - ibase); |
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390 | } |
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391 | |
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392 | void AppendBox(vec3 const &size, float chamf = 0.f) |
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393 | { |
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394 | AppendBox(size, chamf, false); |
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395 | } |
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396 | |
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397 | void AppendSmoothChamfBox(vec3 const &size, float chamf) |
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398 | { |
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399 | AppendBox(size, chamf, true); |
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400 | } |
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401 | |
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402 | void AppendFlatChamfBox(vec3 const &size, float chamf) |
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403 | { |
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404 | AppendBox(size, chamf, false); |
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405 | } |
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406 | |
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407 | void AppendBox(vec3 const &size, float chamf, bool smooth) |
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408 | { |
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409 | if (chamf < 0.0f) |
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410 | { |
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411 | AppendBox(size + vec3(chamf * 2.0f), -chamf, smooth); |
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412 | return; |
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413 | } |
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414 | int vbase = m_vert.Count(); |
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415 | int qibase = m_quadidx.Count(); |
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416 | int tibase = m_triidx.Count(); |
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417 | |
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418 | vec3 d = size * 0.5f; |
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419 | |
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420 | AppendQuadVert(vec3(-d.x, -d.y, -d.z - chamf)); |
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421 | AppendQuadVert(vec3(-d.x, +d.y, -d.z - chamf)); |
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422 | AppendQuadVert(vec3(+d.x, +d.y, -d.z - chamf)); |
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423 | AppendQuadVert(vec3(+d.x, -d.y, -d.z - chamf)); |
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424 | |
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425 | AppendQuadVert(vec3(-d.x - chamf, -d.y, +d.z)); |
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426 | AppendQuadVert(vec3(-d.x - chamf, +d.y, +d.z)); |
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427 | AppendQuadVert(vec3(-d.x - chamf, +d.y, -d.z)); |
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428 | AppendQuadVert(vec3(-d.x - chamf, -d.y, -d.z)); |
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429 | |
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430 | AppendQuadVert(vec3(+d.x, -d.y, +d.z + chamf)); |
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431 | AppendQuadVert(vec3(+d.x, +d.y, +d.z + chamf)); |
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432 | AppendQuadVert(vec3(-d.x, +d.y, +d.z + chamf)); |
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433 | AppendQuadVert(vec3(-d.x, -d.y, +d.z + chamf)); |
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434 | |
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435 | AppendQuadVert(vec3(+d.x + chamf, -d.y, -d.z)); |
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436 | AppendQuadVert(vec3(+d.x + chamf, +d.y, -d.z)); |
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437 | AppendQuadVert(vec3(+d.x + chamf, +d.y, +d.z)); |
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438 | AppendQuadVert(vec3(+d.x + chamf, -d.y, +d.z)); |
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439 | |
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440 | AppendQuadVert(vec3(-d.x, -d.y - chamf, +d.z)); |
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441 | AppendQuadVert(vec3(-d.x, -d.y - chamf, -d.z)); |
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442 | AppendQuadVert(vec3(+d.x, -d.y - chamf, -d.z)); |
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443 | AppendQuadVert(vec3(+d.x, -d.y - chamf, +d.z)); |
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444 | |
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445 | AppendQuadVert(vec3(-d.x, +d.y + chamf, -d.z)); |
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446 | AppendQuadVert(vec3(-d.x, +d.y + chamf, +d.z)); |
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447 | AppendQuadVert(vec3(+d.x, +d.y + chamf, +d.z)); |
---|
448 | AppendQuadVert(vec3(+d.x, +d.y + chamf, -d.z)); |
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449 | |
---|
450 | /* The 6 quads on each side of the box */ |
---|
451 | for (int i = 0; i < 24; i += 4) |
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452 | AppendQuad(i, i + 1, i + 2, i + 3, vbase); |
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453 | |
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454 | ComputeQuadNormals(qibase, m_quadidx.Count() - qibase); |
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455 | qibase = m_quadidx.Count(); |
---|
456 | |
---|
457 | /* The 8 quads at each edge of the box */ |
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458 | if (chamf) |
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459 | { |
---|
460 | static int const quadlist[48] = |
---|
461 | { |
---|
462 | 0, 3, 18, 17, 4, 7, 17, 16, 8, 11, 16, 19, 12, 15, 19, 18, |
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463 | 2, 1, 20, 23, 6, 5, 21, 20, 10, 9, 22, 21, 14, 13, 23, 22, |
---|
464 | 1, 0, 7, 6, 5, 4, 11, 10, 9, 8, 15, 14, 13, 12, 3, 2, |
---|
465 | }; |
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466 | |
---|
467 | for (int i = 0; i < 48; i += 4) |
---|
468 | { |
---|
469 | if (smooth) |
---|
470 | AppendQuad(quadlist[i], quadlist[i + 1], |
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471 | quadlist[i + 2], quadlist[i + 3], vbase); |
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472 | else |
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473 | AppendQuadDuplicateVerts(quadlist[i], quadlist[i + 1], |
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474 | quadlist[i + 2], quadlist[i + 3], vbase); |
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475 | } |
---|
476 | } |
---|
477 | |
---|
478 | /* The 8 triangles at each corner of the box */ |
---|
479 | if (chamf) |
---|
480 | { |
---|
481 | static int const trilist[24] = |
---|
482 | { |
---|
483 | 3, 12, 18, 15, 8, 19, 11, 4, 16, 7, 0, 17, |
---|
484 | 2, 23, 13, 14, 22, 9, 10, 21, 5, 6, 20, 1, |
---|
485 | }; |
---|
486 | |
---|
487 | for (int i = 0; i < 24; i += 3) |
---|
488 | { |
---|
489 | if (smooth) |
---|
490 | AppendTriangle(trilist[i], trilist[i + 1], |
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491 | trilist[i + 2], vbase); |
---|
492 | else |
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493 | AppendTriangleDuplicateVerts(trilist[i], trilist[i + 1], |
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494 | trilist[i + 2], vbase); |
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495 | } |
---|
496 | } |
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497 | |
---|
498 | if (!smooth) |
---|
499 | { |
---|
500 | ComputeQuadNormals(qibase, m_quadidx.Count() - qibase); |
---|
501 | ComputeTriNormals(tibase, m_triidx.Count() - tibase); |
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502 | } |
---|
503 | } |
---|
504 | |
---|
505 | void AppendStar(int nbranches, float r1, float r2, |
---|
506 | int fade = 0, int fade2 = 0) |
---|
507 | { |
---|
508 | int vbase = m_vert.Count(); |
---|
509 | |
---|
510 | AppendQuadVert(vec3(0.f, 0.f, 0.f)); |
---|
511 | |
---|
512 | mat3 rotmat = mat3::rotate(180.0f / nbranches, 0.f, 1.f, 0.f); |
---|
513 | vec3 p1(r1, 0.f, 0.f), p2(r2, 0.f, 0.f); |
---|
514 | |
---|
515 | p2 = rotmat * p2; |
---|
516 | rotmat = rotmat * rotmat; |
---|
517 | |
---|
518 | for (int i = 0; i < nbranches; i++) |
---|
519 | { |
---|
520 | AppendQuadVert(p1); |
---|
521 | if (fade2) |
---|
522 | SetCurVertColor(m_color2); |
---|
523 | |
---|
524 | AppendQuadVert(p2); |
---|
525 | if (fade) |
---|
526 | SetCurVertColor(m_color2); |
---|
527 | |
---|
528 | AppendQuad(0, 2 * i + 1, 2 * i + 2, (2 * i + 3) % (2 * nbranches), |
---|
529 | vbase); |
---|
530 | |
---|
531 | p1 = rotmat * p1; |
---|
532 | p2 = rotmat * p2; |
---|
533 | } |
---|
534 | } |
---|
535 | |
---|
536 | void AppendExpandedStar(int nbranches, float r1, float r2, float extrar) |
---|
537 | { |
---|
538 | int vbase = m_vert.Count(); |
---|
539 | |
---|
540 | AppendQuadVert(vec3(0.f, 0.f, 0.f)); |
---|
541 | |
---|
542 | mat3 rotmat = mat3::rotate(180.0f / nbranches, 0.f, 1.f, 0.f); |
---|
543 | vec3 p1(r1, 0.f, 0.f), p2(r2, 0.f, 0.f), |
---|
544 | p3(r1 + extrar, 0.f, 0.f), p4(r2 + extrar, 0.f, 0.f);; |
---|
545 | |
---|
546 | p2 = rotmat * p2; |
---|
547 | p4 = rotmat * p4; |
---|
548 | rotmat = rotmat * rotmat; |
---|
549 | |
---|
550 | for (int i = 0; i < nbranches; i++) |
---|
551 | { |
---|
552 | AppendQuadVert(p1); |
---|
553 | AppendQuadVert(p2); |
---|
554 | AppendQuadVert(p3); SetCurVertColor(m_color2); |
---|
555 | AppendQuadVert(p4); SetCurVertColor(m_color2); |
---|
556 | |
---|
557 | int j = (i + 1) % nbranches; |
---|
558 | AppendQuad(0, 4 * i + 1, 4 * i + 2, 4 * j + 1, vbase); |
---|
559 | AppendQuad(4 * i + 1, 4 * i + 3, 4 * i + 4, 4 * i + 2, vbase); |
---|
560 | AppendQuad(4 * j + 1, 4 * i + 2, 4 * i + 4, 4 * j + 3, vbase); |
---|
561 | |
---|
562 | p1 = rotmat * p1; |
---|
563 | p2 = rotmat * p2; |
---|
564 | p3 = rotmat * p3; |
---|
565 | p4 = rotmat * p4; |
---|
566 | } |
---|
567 | } |
---|
568 | |
---|
569 | void AppendDisc(int nsides, float r, int fade = 0) |
---|
570 | { |
---|
571 | int vbase = m_vert.Count(); |
---|
572 | |
---|
573 | AppendQuadVert(vec3(0.f, 0.f, 0.f)); |
---|
574 | |
---|
575 | mat3 rotmat = mat3::rotate(360.0f / nsides, 0.f, 1.f, 0.f); |
---|
576 | vec3 p1(r, 0.f, 0.f); |
---|
577 | |
---|
578 | for (int i = 0; i < nsides; i++) |
---|
579 | { |
---|
580 | AppendQuadVert(p1); |
---|
581 | if (fade) |
---|
582 | SetCurVertColor(m_color2); |
---|
583 | AppendTriangle(0, i + 1, ((i + 1) % nsides) + 1, vbase); |
---|
584 | p1 = rotmat * p1; |
---|
585 | } |
---|
586 | } |
---|
587 | |
---|
588 | void AppendSimpleTriangle(float size, int fade = 0) |
---|
589 | { |
---|
590 | mat3 m = mat3::rotate(120.f, 0.f, 1.f, 0.f); |
---|
591 | vec3 p(0.f, 0.f, size); |
---|
592 | |
---|
593 | AppendQuadVert(p); |
---|
594 | p = m * p; |
---|
595 | AppendQuadVert(p); |
---|
596 | if (fade) |
---|
597 | SetCurVertColor(m_color2); |
---|
598 | p = m * p; |
---|
599 | AppendQuadVert(p); |
---|
600 | if (fade) |
---|
601 | SetCurVertColor(m_color2); |
---|
602 | |
---|
603 | AppendTriangle(0, 1, 2, m_vert.Count() - 3); |
---|
604 | } |
---|
605 | |
---|
606 | void AppendSimpleQuad(float size, int fade = 0) |
---|
607 | { |
---|
608 | AppendSimpleQuad(vec2(size * .5f), vec2(size * -.5f), 0.f, fade); |
---|
609 | } |
---|
610 | |
---|
611 | void AppendSimpleQuad(vec2 p1, vec2 p2, float z = 0.f, int fade = 0) |
---|
612 | { |
---|
613 | AppendQuadVert(vec3(p2.x, z, -p1.y)); |
---|
614 | AppendQuadVert(vec3(p2.x, z, -p2.y)); |
---|
615 | AppendQuadVert(vec3(p1.x, z, -p2.y)); |
---|
616 | if (fade) |
---|
617 | SetCurVertColor(m_color2); |
---|
618 | AppendQuadVert(vec3(p1.x, z, -p1.y)); |
---|
619 | if (fade) |
---|
620 | SetCurVertColor(m_color2); |
---|
621 | |
---|
622 | AppendQuad(3, 2, 1, 0, m_vert.Count() - 4); |
---|
623 | ComputeQuadNormals(m_quadidx.Count() - 4, 4); |
---|
624 | } |
---|
625 | |
---|
626 | void AppendCog(int nbsides, float h, float r1, float r2, |
---|
627 | float r12, float r22, float sidemul, int offset) |
---|
628 | { |
---|
629 | int qibase = m_quadidx.Count(); |
---|
630 | int vbase = m_vert.Count(); |
---|
631 | |
---|
632 | AppendQuadVert(vec3(0.f, h * .5f, 0.f)); |
---|
633 | AppendQuadVert(vec3(0.f, h * -.5f, 0.f)); |
---|
634 | SetCurVertColor(m_color2); |
---|
635 | |
---|
636 | mat3 rotmat = mat3::rotate(180.0f / nbsides, 0.f, 1.f, 0.f); |
---|
637 | mat3 smat1 = mat3::rotate(sidemul * 180.0f / nbsides, 0.f, 1.f, 0.f); |
---|
638 | mat3 smat2 = mat3::rotate(sidemul * -360.0f / nbsides, 0.f, 1.f, 0.f); |
---|
639 | |
---|
640 | vec3 p[8]; |
---|
641 | |
---|
642 | p[0] = vec3(r1, h * .5f, 0.f); |
---|
643 | p[1] = rotmat * p[0]; |
---|
644 | p[2] = smat1 * (rotmat * vec3(r1 + r12, h * .5f, 0.f)); |
---|
645 | p[3] = smat2 * (rotmat * p[2]); |
---|
646 | |
---|
647 | p[4] = vec3(r2, h * -.5f, 0.f); |
---|
648 | p[5] = rotmat * p[4]; |
---|
649 | p[6] = smat1 * (rotmat * vec3(r2 + r22, h * -.5f, 0.f)); |
---|
650 | p[7] = smat2 * (rotmat * p[6]); |
---|
651 | |
---|
652 | if (offset & 1) |
---|
653 | for (int n = 0; n < 8; n++) |
---|
654 | p[n] = rotmat * p[n]; |
---|
655 | |
---|
656 | rotmat = rotmat * rotmat; |
---|
657 | |
---|
658 | for (int i = 0; i < nbsides; i++) |
---|
659 | { |
---|
660 | /* Each vertex will share three faces, so three different |
---|
661 | * normals, therefore we add each vertex three times. */ |
---|
662 | for (int n = 0; n < 24; n++) |
---|
663 | { |
---|
664 | AppendQuadVert(p[n / 3]); |
---|
665 | if (n / 3 >= 4) |
---|
666 | SetCurVertColor(m_color2); |
---|
667 | } |
---|
668 | |
---|
669 | int j = 24 * i, k = 24 * ((i + 1) % nbsides); |
---|
670 | |
---|
671 | /* The top and bottom faces */ |
---|
672 | AppendQuad(0, j + 2, j + 5, k + 2, vbase); |
---|
673 | AppendQuad(1, k + 14, j + 17, j + 14, vbase); |
---|
674 | AppendQuad(j + 5, j + 8, j + 11, k + 2, vbase); |
---|
675 | AppendQuad(k + 14, j + 23, j + 20, j + 17, vbase); |
---|
676 | |
---|
677 | /* The side quads */ |
---|
678 | AppendQuad(j + 6, j + 3, j + 15, j + 18, vbase); |
---|
679 | AppendQuad(j + 9, j + 7, j + 19, j + 21, vbase); |
---|
680 | AppendQuad(j + 12, j + 10, j + 22, j + 24, vbase); |
---|
681 | AppendQuad(k + 4, j + 13, j + 25, k + 16, vbase); |
---|
682 | |
---|
683 | for (int n = 0; n < 8; n++) |
---|
684 | p[n] = rotmat * p[n]; |
---|
685 | } |
---|
686 | |
---|
687 | ComputeQuadNormals(qibase, m_quadidx.Count() - qibase); |
---|
688 | } |
---|
689 | |
---|
690 | void Chamfer(float f) |
---|
691 | { |
---|
692 | (void)f; |
---|
693 | } |
---|
694 | |
---|
695 | private: |
---|
696 | vec4 m_color, m_color2; |
---|
697 | Array<uint16_t> m_triidx, m_quadidx; |
---|
698 | Array<vec3, vec3, vec4> m_vert; |
---|
699 | Array<int, int, int> m_cursors; |
---|
700 | |
---|
701 | /* FIXME: put this in a separate class so that we can copy meshes. */ |
---|
702 | struct |
---|
703 | { |
---|
704 | Shader *shader; |
---|
705 | ShaderAttrib coord, norm, color; |
---|
706 | ShaderUniform modelview, proj, normalmat, damage; |
---|
707 | VertexDeclaration *vdecl; |
---|
708 | VertexBuffer *vbo; |
---|
709 | IndexBuffer *ibo; |
---|
710 | int vertexcount, indexcount; |
---|
711 | } |
---|
712 | m_gpu; |
---|
713 | }; |
---|
714 | |
---|
715 | #endif /* __MESH_H__ */ |
---|
716 | |
---|