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