1 | //************************************ bs::framework - Copyright 2018 Marko Pintera **************************************// |
2 | //*********** Licensed under the MIT license. See LICENSE.md for full terms. This notice is not to be removed. ***********// |
3 | #include "Utility/BsShapeMeshes3D.h" |
4 | #include "Math/BsRect2.h" |
5 | #include "Mesh/BsMesh.h" |
6 | #include "Math/BsVector2.h" |
7 | #include "Math/BsQuaternion.h" |
8 | #include "Math/BsSphere.h" |
9 | #include "Material/BsPass.h" |
10 | #include "Components/BsCCamera.h" |
11 | #include "RenderAPI/BsVertexDataDesc.h" |
12 | #include "Mesh/BsMeshUtility.h" |
13 | |
14 | namespace bs |
15 | { |
16 | const UINT32 ShapeMeshes3D::NUM_VERTICES_AA_LINE = 8; |
17 | const UINT32 ShapeMeshes3D::NUM_INDICES_AA_LINE = 30; |
18 | |
19 | inline UINT8* writeVector3(UINT8* buffer, UINT32 stride, const Vector3& value) |
20 | { |
21 | *(Vector3*)buffer = value; |
22 | return buffer + stride; |
23 | } |
24 | |
25 | inline UINT8* writeVector2(UINT8* buffer, UINT32 stride, const Vector2& value) |
26 | { |
27 | *(Vector2*)buffer = value; |
28 | return buffer + stride; |
29 | } |
30 | |
31 | void ShapeMeshes3D::wireAABox(const AABox& box, const SPtr<MeshData>& meshData, UINT32 vertexOffset, UINT32 indexOffset) |
32 | { |
33 | UINT32* indexData = meshData->getIndices32(); |
34 | UINT8* positionData = meshData->getElementData(VES_POSITION); |
35 | |
36 | assert((vertexOffset + 8) <= meshData->getNumVertices()); |
37 | assert((indexOffset + 24) <= meshData->getNumIndices()); |
38 | |
39 | wireAABox(box, positionData, vertexOffset, meshData->getVertexDesc()->getVertexStride(), indexData, indexOffset); |
40 | } |
41 | |
42 | void ShapeMeshes3D::solidAABox(const AABox& box, const SPtr<MeshData>& meshData, UINT32 vertexOffset, UINT32 indexOffset) |
43 | { |
44 | const SPtr<VertexDataDesc>& desc = meshData->getVertexDesc(); |
45 | |
46 | UINT32* indexData = meshData->getIndices32(); |
47 | UINT8* positionData = meshData->getElementData(VES_POSITION); |
48 | UINT8* normalData = meshData->getElementData(VES_NORMAL); |
49 | |
50 | UINT32 numVertices = meshData->getNumVertices(); |
51 | UINT32 numIndices = meshData->getNumIndices(); |
52 | UINT32 vertexStride = desc->getVertexStride(); |
53 | |
54 | assert((vertexOffset + 24) <= meshData->getNumVertices()); |
55 | assert((indexOffset + 36) <= meshData->getNumIndices()); |
56 | |
57 | UINT8* uvData = nullptr; |
58 | if (desc->hasElement(VES_TEXCOORD)) |
59 | uvData = meshData->getElementData(VES_TEXCOORD); |
60 | |
61 | solidAABox(box, positionData, normalData, uvData, vertexOffset, vertexStride, indexData, indexOffset); |
62 | |
63 | if (uvData != nullptr && desc->hasElement(VES_TANGENT)) |
64 | { |
65 | UINT8* tangentData = meshData->getElementData(VES_TANGENT); |
66 | generateTangents(positionData, normalData, uvData, indexData, numVertices, numIndices, |
67 | vertexOffset, indexOffset, vertexStride, tangentData); |
68 | } |
69 | } |
70 | |
71 | void ShapeMeshes3D::wireSphere(const Sphere& sphere, const SPtr<MeshData>& meshData, UINT32 vertexOffset, UINT32 indexOffset, UINT32 quality) |
72 | { |
73 | UINT32 requiredNumVertices, requiredNumIndices; |
74 | getNumElementsWireSphere(quality, requiredNumVertices, requiredNumIndices); |
75 | |
76 | assert((vertexOffset + requiredNumVertices) <= meshData->getNumVertices()); |
77 | assert((indexOffset + requiredNumIndices) <= meshData->getNumIndices()); |
78 | |
79 | UINT32 verticesPerArc = (quality + 1) * 5; |
80 | UINT32 indicesPerArc = (verticesPerArc - 1) * 2; |
81 | |
82 | wireDisc(sphere.getCenter(), sphere.getRadius(), Vector3::UNIT_X, meshData, |
83 | vertexOffset, indexOffset, quality); |
84 | |
85 | wireDisc(sphere.getCenter(), sphere.getRadius(), Vector3::UNIT_Y, meshData, |
86 | vertexOffset + verticesPerArc, indexOffset + indicesPerArc, quality); |
87 | |
88 | wireDisc(sphere.getCenter(), sphere.getRadius(), Vector3::UNIT_Z, meshData, |
89 | vertexOffset + verticesPerArc * 2, indexOffset + indicesPerArc * 2, quality); |
90 | } |
91 | |
92 | void ShapeMeshes3D::wireHemisphere(const Sphere& sphere, const SPtr<MeshData>& meshData, UINT32 vertexOffset, |
93 | UINT32 indexOffset, UINT32 quality) |
94 | { |
95 | UINT32 requiredNumVertices, requiredNumIndices; |
96 | getNumElementsWireHemisphere(quality, requiredNumVertices, requiredNumIndices); |
97 | |
98 | assert((vertexOffset + requiredNumVertices) <= meshData->getNumVertices()); |
99 | assert((indexOffset + requiredNumIndices) <= meshData->getNumIndices()); |
100 | |
101 | UINT32 verticesPerArc = (quality + 1) * 5; |
102 | UINT32 indicesPerArc = (verticesPerArc - 1) * 2; |
103 | |
104 | wireArc(sphere.getCenter(), sphere.getRadius(), Vector3::UNIT_X, Degree(0.0f), Degree(180.0f), meshData, |
105 | vertexOffset, indexOffset, quality); |
106 | |
107 | wireArc(sphere.getCenter(), sphere.getRadius(), Vector3::UNIT_Y, Degree(0.0f), Degree(180.0f), meshData, |
108 | vertexOffset + verticesPerArc, indexOffset + indicesPerArc, quality); |
109 | |
110 | wireDisc(sphere.getCenter(), sphere.getRadius(), Vector3::UNIT_Z, meshData, |
111 | vertexOffset + verticesPerArc * 2, indexOffset + indicesPerArc * 2, quality); |
112 | } |
113 | |
114 | void ShapeMeshes3D::solidSphere(const Sphere& sphere, const SPtr<MeshData>& meshData, UINT32 vertexOffset, |
115 | UINT32 indexOffset, UINT32 quality) |
116 | { |
117 | const SPtr<VertexDataDesc>& desc = meshData->getVertexDesc(); |
118 | |
119 | UINT32* indexData = meshData->getIndices32(); |
120 | UINT8* positionData = meshData->getElementData(VES_POSITION); |
121 | UINT8* normalData = meshData->getElementData(VES_NORMAL); |
122 | |
123 | UINT32 numVertices = meshData->getNumVertices(); |
124 | UINT32 numIndices = meshData->getNumIndices(); |
125 | UINT32 vertexStride = desc->getVertexStride(); |
126 | |
127 | UINT32 requiredNumVertices, requiredNumIndices; |
128 | getNumElementsSphere(quality, requiredNumVertices, requiredNumIndices); |
129 | |
130 | assert((vertexOffset + requiredNumVertices) <= numVertices); |
131 | assert((indexOffset + requiredNumIndices) <= numIndices); |
132 | |
133 | UINT8* uvData = nullptr; |
134 | if (desc->hasElement(VES_TEXCOORD)) |
135 | uvData = meshData->getElementData(VES_TEXCOORD); |
136 | |
137 | solidSphere(sphere, positionData, normalData, uvData, vertexOffset, vertexStride, indexData, indexOffset, quality); |
138 | |
139 | if (uvData != nullptr && desc->hasElement(VES_TANGENT)) |
140 | { |
141 | UINT8* tangentData = meshData->getElementData(VES_TANGENT); |
142 | generateTangents(positionData, normalData, uvData, indexData, numVertices, numIndices, |
143 | vertexOffset, indexOffset, vertexStride, tangentData); |
144 | } |
145 | } |
146 | |
147 | void ShapeMeshes3D::wireDisc(const Vector3& center, float radius, const Vector3& normal, const SPtr<MeshData>& meshData, |
148 | UINT32 vertexOffset, UINT32 indexOffset, UINT32 quality) |
149 | { |
150 | wireArc(center, radius, normal, Degree(0), Degree(360), meshData, vertexOffset, indexOffset, quality); |
151 | } |
152 | |
153 | void ShapeMeshes3D::solidDisc(const Vector3& center, float radius, const Vector3& normal, const SPtr<MeshData>& meshData, |
154 | UINT32 vertexOffset, UINT32 indexOffset, UINT32 quality) |
155 | { |
156 | solidArc(center, radius, normal, Degree(0), Degree(360), meshData, vertexOffset, indexOffset, quality); |
157 | } |
158 | |
159 | void ShapeMeshes3D::wireArc(const Vector3& center, float radius, const Vector3& normal, Degree startAngle, Degree amountAngle, |
160 | const SPtr<MeshData>& meshData, UINT32 vertexOffset, UINT32 indexOffset, UINT32 quality) |
161 | { |
162 | UINT32* indexData = meshData->getIndices32(); |
163 | UINT8* positionData = meshData->getElementData(VES_POSITION); |
164 | |
165 | UINT32 requiredNumVertices, requiredNumIndices; |
166 | getNumElementsWireArc(quality, requiredNumVertices, requiredNumIndices); |
167 | |
168 | assert((vertexOffset + requiredNumVertices) <= meshData->getNumVertices()); |
169 | assert((indexOffset + requiredNumIndices) <= meshData->getNumIndices()); |
170 | |
171 | wireArc(center, radius, normal, startAngle, amountAngle, positionData, vertexOffset, |
172 | meshData->getVertexDesc()->getVertexStride(), indexData, indexOffset, quality); |
173 | } |
174 | |
175 | void ShapeMeshes3D::solidArc(const Vector3& center, float radius, const Vector3& normal, Degree startAngle, Degree amountAngle, |
176 | const SPtr<MeshData>& meshData, UINT32 vertexOffset, UINT32 indexOffset, UINT32 quality) |
177 | { |
178 | const SPtr<VertexDataDesc>& desc = meshData->getVertexDesc(); |
179 | |
180 | UINT32* indexData = meshData->getIndices32(); |
181 | UINT8* positionData = meshData->getElementData(VES_POSITION); |
182 | UINT8* normalData = meshData->getElementData(VES_NORMAL); |
183 | |
184 | UINT32 numVertices = meshData->getNumVertices(); |
185 | UINT32 numIndices = meshData->getNumIndices(); |
186 | UINT32 vertexStride = desc->getVertexStride(); |
187 | |
188 | UINT32 requiredNumVertices, requiredNumIndices; |
189 | getNumElementsArc(quality, requiredNumVertices, requiredNumIndices); |
190 | |
191 | assert((vertexOffset + requiredNumVertices) <= meshData->getNumVertices()); |
192 | assert((indexOffset + requiredNumIndices) <= meshData->getNumIndices()); |
193 | |
194 | UINT8* uvData = nullptr; |
195 | if (desc->hasElement(VES_TEXCOORD)) |
196 | uvData = meshData->getElementData(VES_TEXCOORD); |
197 | |
198 | solidArc(center, radius, normal, startAngle, amountAngle, positionData, normalData, uvData, vertexOffset, |
199 | vertexStride, indexData, indexOffset, quality); |
200 | |
201 | if (uvData != nullptr && desc->hasElement(VES_TANGENT)) |
202 | { |
203 | UINT8* tangentData = meshData->getElementData(VES_TANGENT); |
204 | generateTangents(positionData, normalData, uvData, indexData, numVertices, numIndices, |
205 | vertexOffset, indexOffset, vertexStride, tangentData); |
206 | } |
207 | } |
208 | |
209 | void ShapeMeshes3D::wireFrustum(const Vector3& position, float aspect, Degree FOV, float near, float far, |
210 | const SPtr<MeshData>& meshData, UINT32 vertexOffset, UINT32 indexOffset) |
211 | { |
212 | UINT32* indexData = meshData->getIndices32(); |
213 | UINT8* positionData = meshData->getElementData(VES_POSITION); |
214 | |
215 | assert((vertexOffset + 8) <= meshData->getNumVertices()); |
216 | assert((indexOffset + 24) <= meshData->getNumIndices()); |
217 | |
218 | wireFrustum(position, aspect, FOV, near, far, positionData, vertexOffset, meshData->getVertexDesc()->getVertexStride(), indexData, indexOffset); |
219 | } |
220 | |
221 | void ShapeMeshes3D::solidCone(const Vector3& base, const Vector3& normal, float height, float radius, Vector2 scale, |
222 | const SPtr<MeshData>& meshData, UINT32 vertexOffset, UINT32 indexOffset, UINT32 quality) |
223 | { |
224 | const SPtr<VertexDataDesc>& desc = meshData->getVertexDesc(); |
225 | |
226 | UINT32* indexData = meshData->getIndices32(); |
227 | UINT8* positionData = meshData->getElementData(VES_POSITION); |
228 | UINT8* normalData = meshData->getElementData(VES_NORMAL); |
229 | |
230 | UINT32 numVertices = meshData->getNumVertices(); |
231 | UINT32 numIndices = meshData->getNumIndices(); |
232 | UINT32 vertexStride = desc->getVertexStride(); |
233 | |
234 | UINT32 requiredNumVertices, requiredNumIndices; |
235 | getNumElementsCone(quality, requiredNumVertices, requiredNumIndices); |
236 | |
237 | assert((vertexOffset + requiredNumVertices) <= meshData->getNumVertices()); |
238 | assert((indexOffset + requiredNumIndices) <= meshData->getNumIndices()); |
239 | |
240 | UINT8* uvData = nullptr; |
241 | if (desc->hasElement(VES_TEXCOORD)) |
242 | uvData = meshData->getElementData(VES_TEXCOORD); |
243 | |
244 | solidCone(base, normal, height, radius, scale, positionData, normalData, uvData, vertexOffset, |
245 | vertexStride, indexData, indexOffset, quality); |
246 | |
247 | if (uvData != nullptr && desc->hasElement(VES_TANGENT)) |
248 | { |
249 | UINT8* tangentData = meshData->getElementData(VES_TANGENT); |
250 | generateTangents(positionData, normalData, uvData, indexData, numVertices, numIndices, |
251 | vertexOffset, indexOffset, vertexStride, tangentData); |
252 | } |
253 | } |
254 | |
255 | void ShapeMeshes3D::wireCone(const Vector3& base, const Vector3& normal, float height, float radius, Vector2 scale, |
256 | const SPtr<MeshData>& meshData, UINT32 vertexOffset, UINT32 indexOffset, UINT32 quality) |
257 | { |
258 | UINT32* indexData = meshData->getIndices32(); |
259 | UINT8* positionData = meshData->getElementData(VES_POSITION); |
260 | |
261 | UINT32 requiredNumVertices, requiredNumIndices; |
262 | getNumElementsWireCone(quality, requiredNumVertices, requiredNumIndices); |
263 | |
264 | assert((vertexOffset + requiredNumVertices) <= meshData->getNumVertices()); |
265 | assert((indexOffset + requiredNumIndices) <= meshData->getNumIndices()); |
266 | |
267 | wireCone(base, normal, height, radius, scale, positionData, vertexOffset, |
268 | meshData->getVertexDesc()->getVertexStride(), indexData, indexOffset, quality); |
269 | } |
270 | |
271 | void ShapeMeshes3D::solidCylinder(const Vector3& base, const Vector3& normal, float height, float radius, Vector2 scale, |
272 | const SPtr<MeshData>& meshData, UINT32 vertexOffset, UINT32 indexOffset, UINT32 quality) |
273 | { |
274 | const SPtr<VertexDataDesc>& desc = meshData->getVertexDesc(); |
275 | |
276 | UINT32* indexData = meshData->getIndices32(); |
277 | UINT8* positionData = meshData->getElementData(VES_POSITION); |
278 | UINT8* normalData = meshData->getElementData(VES_NORMAL); |
279 | |
280 | UINT32 numVertices = meshData->getNumVertices(); |
281 | UINT32 numIndices = meshData->getNumIndices(); |
282 | UINT32 vertexStride = desc->getVertexStride(); |
283 | |
284 | UINT32 requiredNumVertices, requiredNumIndices; |
285 | getNumElementsCylinder(quality, requiredNumVertices, requiredNumIndices); |
286 | |
287 | assert((vertexOffset + requiredNumVertices) <= meshData->getNumVertices()); |
288 | assert((indexOffset + requiredNumIndices) <= meshData->getNumIndices()); |
289 | |
290 | UINT8* uvData = nullptr; |
291 | if (desc->hasElement(VES_TEXCOORD)) |
292 | uvData = meshData->getElementData(VES_TEXCOORD); |
293 | |
294 | solidCylinder(base, normal, height, radius, scale, positionData, normalData, uvData, vertexOffset, |
295 | vertexStride, indexData, indexOffset, quality); |
296 | |
297 | if (uvData != nullptr && desc->hasElement(VES_TANGENT)) |
298 | { |
299 | UINT8* tangentData = meshData->getElementData(VES_TANGENT); |
300 | generateTangents(positionData, normalData, uvData, indexData, numVertices, numIndices, |
301 | vertexOffset, indexOffset, vertexStride, tangentData); |
302 | } |
303 | } |
304 | |
305 | void ShapeMeshes3D::wireCylinder(const Vector3& base, const Vector3& normal, float height, float radius, Vector2 scale, |
306 | const SPtr<MeshData>& meshData, UINT32 vertexOffset, UINT32 indexOffset, UINT32 quality) |
307 | { |
308 | UINT32* indexData = meshData->getIndices32(); |
309 | UINT8* positionData = meshData->getElementData(VES_POSITION); |
310 | |
311 | UINT32 requiredNumVertices, requiredNumIndices; |
312 | getNumElementsWireCylinder(quality, requiredNumVertices, requiredNumIndices); |
313 | |
314 | assert((vertexOffset + requiredNumVertices) <= meshData->getNumVertices()); |
315 | assert((indexOffset + requiredNumIndices) <= meshData->getNumIndices()); |
316 | |
317 | wireCylinder(base, normal, height, radius, scale, positionData, vertexOffset, |
318 | meshData->getVertexDesc()->getVertexStride(), indexData, indexOffset, quality); |
319 | } |
320 | |
321 | void ShapeMeshes3D::solidQuad(const Rect3& area, const SPtr<MeshData>& meshData, UINT32 vertexOffset, UINT32 indexOffset) |
322 | { |
323 | const SPtr<VertexDataDesc>& desc = meshData->getVertexDesc(); |
324 | |
325 | UINT32* indexData = meshData->getIndices32(); |
326 | UINT8* positionData = meshData->getElementData(VES_POSITION); |
327 | UINT8* normalData = meshData->getElementData(VES_NORMAL); |
328 | |
329 | UINT32 numVertices = meshData->getNumVertices(); |
330 | UINT32 numIndices = meshData->getNumIndices(); |
331 | UINT32 vertexStride = desc->getVertexStride(); |
332 | |
333 | assert((vertexOffset + 8) <= numVertices); |
334 | assert((indexOffset + 12) <= numIndices); |
335 | |
336 | UINT8* uvData = nullptr; |
337 | if (desc->hasElement(VES_TEXCOORD)) |
338 | uvData = meshData->getElementData(VES_TEXCOORD); |
339 | |
340 | solidQuad(area, positionData, normalData, uvData, vertexOffset, |
341 | meshData->getVertexDesc()->getVertexStride(), indexData, indexOffset); |
342 | |
343 | if(uvData != nullptr && desc->hasElement(VES_TANGENT)) |
344 | { |
345 | UINT8* tangentData = meshData->getElementData(VES_TANGENT); |
346 | generateTangents(positionData, normalData, uvData, indexData, numVertices, numIndices, |
347 | vertexOffset, indexOffset, vertexStride, tangentData); |
348 | } |
349 | } |
350 | |
351 | void ShapeMeshes3D::pixelLine(const Vector3& a, const Vector3& b, const SPtr<MeshData>& meshData, UINT32 vertexOffset, UINT32 indexOffset) |
352 | { |
353 | UINT32* indexData = meshData->getIndices32(); |
354 | UINT8* positionData = meshData->getElementData(VES_POSITION); |
355 | |
356 | assert((vertexOffset + 2) <= meshData->getNumVertices()); |
357 | assert((indexOffset + 2) <= meshData->getNumIndices()); |
358 | |
359 | pixelLine(a, b, positionData, vertexOffset, meshData->getVertexDesc()->getVertexStride(), indexData, indexOffset); |
360 | } |
361 | |
362 | void ShapeMeshes3D::pixelLineList(const Vector<Vector3>& linePoints, const SPtr<MeshData>& meshData, UINT32 vertexOffset, UINT32 indexOffset) |
363 | { |
364 | assert(linePoints.size() % 2 == 0); |
365 | |
366 | assert((vertexOffset + linePoints.size()) <= meshData->getNumVertices()); |
367 | assert((indexOffset + linePoints.size()) <= meshData->getNumIndices()); |
368 | |
369 | UINT32 curVertOffset = vertexOffset; |
370 | UINT32 curIdxOffset = indexOffset; |
371 | |
372 | UINT32* indexData = meshData->getIndices32(); |
373 | UINT8* positionData = meshData->getElementData(VES_POSITION); |
374 | |
375 | UINT32 numPoints = (UINT32)linePoints.size(); |
376 | for (UINT32 i = 0; i < numPoints; i += 2) |
377 | { |
378 | pixelLine(linePoints[i], linePoints[i + 1], positionData, curVertOffset, meshData->getVertexDesc()->getVertexStride(), indexData, curIdxOffset); |
379 | |
380 | curVertOffset += 2; |
381 | curIdxOffset += 2; |
382 | } |
383 | } |
384 | |
385 | void ShapeMeshes3D::antialiasedLine(const Vector3& a, const Vector3& b, const Vector3& up, float width, float borderWidth, |
386 | const Color& color, const SPtr<MeshData>& meshData, UINT32 vertexOffset, UINT32 indexOffset) |
387 | { |
388 | UINT32* indexData = meshData->getIndices32(); |
389 | UINT8* positionData = meshData->getElementData(VES_POSITION); |
390 | UINT8* colorData = meshData->getElementData(VES_COLOR); |
391 | |
392 | assert((vertexOffset + NUM_VERTICES_AA_LINE) <= meshData->getNumVertices()); |
393 | assert((indexOffset + NUM_INDICES_AA_LINE) <= meshData->getNumIndices()); |
394 | |
395 | antialiasedLine(a, b, up, width, borderWidth, color, positionData, colorData, vertexOffset, meshData->getVertexDesc()->getVertexStride(), indexData, indexOffset); |
396 | } |
397 | |
398 | void ShapeMeshes3D::antialiasedLineList(const Vector<Vector3>& linePoints, const Vector3& up, float width, float borderWidth, |
399 | const Color& color, const SPtr<MeshData>& meshData, UINT32 vertexOffset, UINT32 indexOffset) |
400 | { |
401 | assert(linePoints.size() % 2 == 0); |
402 | |
403 | assert((vertexOffset + linePoints.size() * 4) <= meshData->getNumVertices()); |
404 | assert((indexOffset + linePoints.size() * 15) <= meshData->getNumIndices()); |
405 | |
406 | UINT32 curVertOffset = vertexOffset; |
407 | UINT32 curIdxOffset = indexOffset; |
408 | |
409 | UINT32* indexData = meshData->getIndices32(); |
410 | UINT8* positionData = meshData->getElementData(VES_POSITION); |
411 | UINT8* colorData = meshData->getElementData(VES_COLOR); |
412 | |
413 | UINT32 numPoints = (UINT32)linePoints.size(); |
414 | for (UINT32 i = 0; i < numPoints; i += 2) |
415 | { |
416 | antialiasedLine(linePoints[i], linePoints[i + 1], up, width, borderWidth, color, positionData, colorData, curVertOffset, meshData->getVertexDesc()->getVertexStride(), indexData, curIdxOffset); |
417 | |
418 | curVertOffset += NUM_VERTICES_AA_LINE; |
419 | curIdxOffset += NUM_INDICES_AA_LINE; |
420 | } |
421 | } |
422 | |
423 | /************************************************************************/ |
424 | /* ELEMENT COUNT */ |
425 | /************************************************************************/ |
426 | |
427 | void ShapeMeshes3D::getNumElementsAABox(UINT32& numVertices, UINT32& numIndices) |
428 | { |
429 | numVertices = 24; |
430 | numIndices = 36; |
431 | } |
432 | |
433 | void ShapeMeshes3D::getNumElementsWireAABox(UINT32& numVertices, UINT32& numIndices) |
434 | { |
435 | numVertices = 8; |
436 | numIndices = 24; |
437 | } |
438 | |
439 | void ShapeMeshes3D::getNumElementsSphere(UINT32 quality, UINT32& numVertices, UINT32& numIndices) |
440 | { |
441 | numVertices = 20 * (3 * ((UINT32)std::pow(4, quality))); |
442 | numIndices = numVertices; |
443 | |
444 | // Extra for the seam fix. 4 initial triangles each split 4 times per quality level, one vertex each |
445 | numVertices += (3 * (UINT32)pow(4, quality)); |
446 | } |
447 | |
448 | void ShapeMeshes3D::getNumElementsWireSphere(UINT32 quality, UINT32& numVertices, UINT32& numIndices) |
449 | { |
450 | getNumElementsWireArc(quality, numVertices, numIndices); |
451 | numVertices *= 3; |
452 | numIndices *= 3; |
453 | } |
454 | |
455 | void ShapeMeshes3D::getNumElementsWireHemisphere(UINT32 quality, UINT32& numVertices, UINT32& numIndices) |
456 | { |
457 | getNumElementsWireArc(quality, numVertices, numIndices); |
458 | numVertices *= 3; |
459 | numIndices *= 3; |
460 | } |
461 | |
462 | void ShapeMeshes3D::getNumElementsArc(UINT32 quality, UINT32& numVertices, UINT32& numIndices) |
463 | { |
464 | numVertices = ((quality + 1) * 5 + 1) * 2; |
465 | numIndices = ((quality + 1) * 5) * 6; |
466 | } |
467 | |
468 | void ShapeMeshes3D::getNumElementsWireArc(UINT32 quality, UINT32& numVertices, UINT32& numIndices) |
469 | { |
470 | numVertices = (quality + 1) * 5; |
471 | numIndices = ((quality + 1) * 5 - 1) * 2; |
472 | } |
473 | |
474 | void ShapeMeshes3D::getNumElementsDisc(UINT32 quality, UINT32& numVertices, UINT32& numIndices) |
475 | { |
476 | getNumElementsArc(quality, numVertices, numIndices); |
477 | } |
478 | |
479 | void ShapeMeshes3D::getNumElementsWireDisc(UINT32 quality, UINT32& numVertices, UINT32& numIndices) |
480 | { |
481 | getNumElementsWireArc(quality, numVertices, numIndices); |
482 | } |
483 | |
484 | void ShapeMeshes3D::getNumElementsCone(UINT32 quality, UINT32& numVertices, UINT32& numIndices) |
485 | { |
486 | numVertices = ((quality + 1) * 4) * 3 + 1; |
487 | numIndices = ((quality + 1) * 4) * 6; |
488 | } |
489 | |
490 | void ShapeMeshes3D::getNumElementsWireCone(UINT32 quality, UINT32& numVertices, UINT32& numIndices) |
491 | { |
492 | numVertices = (quality + 1) * 4 + 5; |
493 | numIndices = ((quality + 1) * 4 + 4) * 2; |
494 | } |
495 | |
496 | void ShapeMeshes3D::getNumElementsCylinder(UINT32 quality, UINT32& numVertices, UINT32& numIndices) |
497 | { |
498 | numVertices = ((quality + 1) * 4 + 1) * 4; |
499 | numIndices = ((quality + 1) * 4) * 12; |
500 | } |
501 | |
502 | void ShapeMeshes3D::getNumElementsWireCylinder(UINT32 quality, UINT32& numVertices, UINT32& numIndices) |
503 | { |
504 | numVertices = ((quality + 1) * 4) * 2; |
505 | numIndices = ((quality + 1) * 4) * 6; |
506 | } |
507 | |
508 | void ShapeMeshes3D::getNumElementsQuad(UINT32& numVertices, UINT32& numIndices) |
509 | { |
510 | numVertices = 8; |
511 | numIndices = 12; |
512 | } |
513 | |
514 | void ShapeMeshes3D::getNumElementsFrustum(UINT32& numVertices, UINT32& numIndices) |
515 | { |
516 | numVertices = 8; |
517 | numIndices = 36; |
518 | } |
519 | |
520 | void ShapeMeshes3D::wireAABox(const AABox& box, UINT8* outVertices, UINT32 vertexOffset, UINT32 vertexStride, UINT32* outIndices, UINT32 indexOffset) |
521 | { |
522 | outVertices += vertexOffset * vertexStride; |
523 | |
524 | outVertices = writeVector3(outVertices, vertexStride, box.getCorner(AABox::NEAR_LEFT_BOTTOM)); |
525 | outVertices = writeVector3(outVertices, vertexStride, box.getCorner(AABox::NEAR_RIGHT_BOTTOM)); |
526 | outVertices = writeVector3(outVertices, vertexStride, box.getCorner(AABox::NEAR_RIGHT_TOP)); |
527 | outVertices = writeVector3(outVertices, vertexStride, box.getCorner(AABox::NEAR_LEFT_TOP)); |
528 | |
529 | outVertices = writeVector3(outVertices, vertexStride, box.getCorner(AABox::FAR_RIGHT_BOTTOM)); |
530 | outVertices = writeVector3(outVertices, vertexStride, box.getCorner(AABox::FAR_LEFT_BOTTOM)); |
531 | outVertices = writeVector3(outVertices, vertexStride, box.getCorner(AABox::FAR_LEFT_TOP)); |
532 | outVertices = writeVector3(outVertices, vertexStride, box.getCorner(AABox::FAR_RIGHT_TOP)); |
533 | |
534 | outIndices += indexOffset; |
535 | |
536 | // Front |
537 | outIndices[0] = vertexOffset + 0; |
538 | outIndices[1] = vertexOffset + 1; |
539 | |
540 | outIndices[2] = vertexOffset + 1; |
541 | outIndices[3] = vertexOffset + 2; |
542 | |
543 | outIndices[4] = vertexOffset + 2; |
544 | outIndices[5] = vertexOffset + 3; |
545 | |
546 | outIndices[6] = vertexOffset + 3; |
547 | outIndices[7] = vertexOffset + 0; |
548 | |
549 | // Center |
550 | outIndices[8] = vertexOffset + 0; |
551 | outIndices[9] = vertexOffset + 5; |
552 | |
553 | outIndices[10] = vertexOffset + 1; |
554 | outIndices[11] = vertexOffset + 4; |
555 | |
556 | outIndices[12] = vertexOffset + 2; |
557 | outIndices[13] = vertexOffset + 7; |
558 | |
559 | outIndices[14] = vertexOffset + 3; |
560 | outIndices[15] = vertexOffset + 6; |
561 | |
562 | // Back |
563 | outIndices[16] = vertexOffset + 4; |
564 | outIndices[17] = vertexOffset + 5; |
565 | |
566 | outIndices[18] = vertexOffset + 5; |
567 | outIndices[19] = vertexOffset + 6; |
568 | |
569 | outIndices[20] = vertexOffset + 6; |
570 | outIndices[21] = vertexOffset + 7; |
571 | |
572 | outIndices[22] = vertexOffset + 7; |
573 | outIndices[23] = vertexOffset + 4; |
574 | } |
575 | |
576 | void ShapeMeshes3D::solidAABox(const AABox& box, UINT8* outVertices, UINT8* outNormals, UINT8* outUVs, |
577 | UINT32 vertexOffset, UINT32 vertexStride, UINT32* outIndices, UINT32 indexOffset) |
578 | { |
579 | outVertices += (vertexOffset * vertexStride); |
580 | |
581 | // Front face |
582 | outVertices = writeVector3(outVertices, vertexStride, box.getCorner(AABox::NEAR_LEFT_BOTTOM)); |
583 | outVertices = writeVector3(outVertices, vertexStride, box.getCorner(AABox::NEAR_RIGHT_BOTTOM)); |
584 | outVertices = writeVector3(outVertices, vertexStride, box.getCorner(AABox::NEAR_RIGHT_TOP)); |
585 | outVertices = writeVector3(outVertices, vertexStride, box.getCorner(AABox::NEAR_LEFT_TOP)); |
586 | |
587 | // Back face |
588 | outVertices = writeVector3(outVertices, vertexStride, box.getCorner(AABox::FAR_RIGHT_BOTTOM)); |
589 | outVertices = writeVector3(outVertices, vertexStride, box.getCorner(AABox::FAR_LEFT_BOTTOM)); |
590 | outVertices = writeVector3(outVertices, vertexStride, box.getCorner(AABox::FAR_LEFT_TOP)); |
591 | outVertices = writeVector3(outVertices, vertexStride, box.getCorner(AABox::FAR_RIGHT_TOP)); |
592 | |
593 | // Left face |
594 | outVertices = writeVector3(outVertices, vertexStride, box.getCorner(AABox::FAR_LEFT_BOTTOM)); |
595 | outVertices = writeVector3(outVertices, vertexStride, box.getCorner(AABox::NEAR_LEFT_BOTTOM)); |
596 | outVertices = writeVector3(outVertices, vertexStride, box.getCorner(AABox::NEAR_LEFT_TOP)); |
597 | outVertices = writeVector3(outVertices, vertexStride, box.getCorner(AABox::FAR_LEFT_TOP)); |
598 | |
599 | // Right face |
600 | outVertices = writeVector3(outVertices, vertexStride, box.getCorner(AABox::NEAR_RIGHT_BOTTOM)); |
601 | outVertices = writeVector3(outVertices, vertexStride, box.getCorner(AABox::FAR_RIGHT_BOTTOM)); |
602 | outVertices = writeVector3(outVertices, vertexStride, box.getCorner(AABox::FAR_RIGHT_TOP)); |
603 | outVertices = writeVector3(outVertices, vertexStride, box.getCorner(AABox::NEAR_RIGHT_TOP)); |
604 | |
605 | // Top face |
606 | outVertices = writeVector3(outVertices, vertexStride, box.getCorner(AABox::FAR_LEFT_TOP)); |
607 | outVertices = writeVector3(outVertices, vertexStride, box.getCorner(AABox::NEAR_LEFT_TOP)); |
608 | outVertices = writeVector3(outVertices, vertexStride, box.getCorner(AABox::NEAR_RIGHT_TOP)); |
609 | outVertices = writeVector3(outVertices, vertexStride, box.getCorner(AABox::FAR_RIGHT_TOP)); |
610 | |
611 | // Bottom face |
612 | outVertices = writeVector3(outVertices, vertexStride, box.getCorner(AABox::FAR_LEFT_BOTTOM)); |
613 | outVertices = writeVector3(outVertices, vertexStride, box.getCorner(AABox::FAR_RIGHT_BOTTOM)); |
614 | outVertices = writeVector3(outVertices, vertexStride, box.getCorner(AABox::NEAR_RIGHT_BOTTOM)); |
615 | outVertices = writeVector3(outVertices, vertexStride, box.getCorner(AABox::NEAR_LEFT_BOTTOM)); |
616 | |
617 | // Normals |
618 | static const Vector3 faceNormals[6] = |
619 | { |
620 | Vector3(0, 0, 1), |
621 | Vector3(0, 0, -1), |
622 | Vector3(-1, 0, 0), |
623 | Vector3(1, 0, 0), |
624 | Vector3(0, 1, 0), |
625 | Vector3(0, -1, 0) |
626 | }; |
627 | |
628 | if (outNormals != nullptr) |
629 | { |
630 | outNormals += (vertexOffset * vertexStride); |
631 | for (UINT32 face = 0; face < 6; face++) |
632 | { |
633 | outNormals = writeVector3(outNormals, vertexStride, faceNormals[face]); |
634 | outNormals = writeVector3(outNormals, vertexStride, faceNormals[face]); |
635 | outNormals = writeVector3(outNormals, vertexStride, faceNormals[face]); |
636 | outNormals = writeVector3(outNormals, vertexStride, faceNormals[face]); |
637 | } |
638 | } |
639 | |
640 | // UV |
641 | if(outUVs != nullptr) |
642 | { |
643 | outUVs += (vertexOffset * vertexStride); |
644 | for (UINT32 face = 0; face < 6; face++) |
645 | { |
646 | outUVs = writeVector2(outUVs, vertexStride, Vector2(0.0f, 1.0f)); |
647 | outUVs = writeVector2(outUVs, vertexStride, Vector2(1.0f, 1.0f)); |
648 | outUVs = writeVector2(outUVs, vertexStride, Vector2(1.0f, 0.0f)); |
649 | outUVs = writeVector2(outUVs, vertexStride, Vector2(0.0f, 0.0f)); |
650 | } |
651 | } |
652 | |
653 | // Indices |
654 | UINT32* indices = outIndices + indexOffset; |
655 | for (UINT32 face = 0; face < 6; face++) |
656 | { |
657 | UINT32 faceVertOffset = vertexOffset + face * 4; |
658 | |
659 | indices[face * 6 + 0] = faceVertOffset + 2; |
660 | indices[face * 6 + 1] = faceVertOffset + 1; |
661 | indices[face * 6 + 2] = faceVertOffset + 0; |
662 | indices[face * 6 + 3] = faceVertOffset + 0; |
663 | indices[face * 6 + 4] = faceVertOffset + 3; |
664 | indices[face * 6 + 5] = faceVertOffset + 2; |
665 | } |
666 | } |
667 | |
668 | void ShapeMeshes3D::solidSphere(const Sphere& sphere, UINT8* outVertices, UINT8* outNormals, UINT8 *outUV, |
669 | UINT32 vertexOffset, UINT32 vertexStride, UINT32* outIndices, UINT32 indexOffset, UINT32 quality) |
670 | { |
671 | // Create icosahedron |
672 | static const float x = 0.525731112119133606f; |
673 | static const float z = 0.850650808352039932f; |
674 | |
675 | static const Vector3 vertices[12] = |
676 | { |
677 | Vector3(-x, 0.0f, z), |
678 | Vector3(x, 0.0f, z), |
679 | Vector3(-x, 0.0f, -z), |
680 | Vector3(x, 0.0f, -z), |
681 | Vector3(0.0f, z, x), |
682 | Vector3(0.0f, z, -x), |
683 | Vector3(0.0f, -z, x), |
684 | Vector3(0.0f, -z, -x), |
685 | Vector3(z, x, 0.0f), |
686 | Vector3(-z, x, 0.0f), |
687 | Vector3(z, -x, 0.0f), |
688 | Vector3(-z, -x, 0.0f) |
689 | }; |
690 | |
691 | static const UINT32 triangles[20][3] = |
692 | { |
693 | { 0, 4, 1 }, { 0, 9, 4 }, { 9, 5, 4 }, { 4, 5, 8 }, |
694 | { 4, 8, 1 }, { 8, 10, 1 }, { 8, 3, 10 }, { 5, 3, 8 }, |
695 | { 5, 2, 3 }, { 2, 7, 3 }, { 7, 10, 3 }, { 7, 6, 10 }, |
696 | { 7, 11, 6 }, { 11, 0, 6 }, { 0, 1, 6 }, { 6, 1, 10 }, |
697 | { 9, 0, 11 }, { 9, 11, 2 }, { 9, 2, 5 }, { 7, 2, 11 } |
698 | }; |
699 | |
700 | // Tessellate it |
701 | UINT32 curVertOffset = vertexOffset; |
702 | for (int i = 0; i < 20; ++i) |
703 | { |
704 | curVertOffset += subdivideTriangleOnSphere(sphere.getCenter(), sphere.getRadius(), quality, |
705 | vertices[triangles[i][2]], vertices[triangles[i][1]], vertices[triangles[i][0]], |
706 | outVertices, outNormals, curVertOffset, vertexStride); |
707 | } |
708 | |
709 | // Create UV if required |
710 | if (outUV != nullptr) |
711 | { |
712 | UINT32 numVertices = curVertOffset - vertexOffset; |
713 | |
714 | outUV += (vertexOffset * vertexStride); |
715 | UINT8* curUV = outUV; |
716 | for(UINT32 i = 0; i < numVertices; i++) |
717 | { |
718 | Vector3 position = *(Vector3*)&outVertices[(vertexOffset + i) * vertexStride]; |
719 | Vector3 normal = Vector3::normalize(position); |
720 | |
721 | Vector2 uv; |
722 | uv.x = 0.5f - atan2(normal.x, normal.z) / Math::TWO_PI; |
723 | uv.y = 0.5f - asin(normal.y) / Math::PI; |
724 | |
725 | curUV = writeVector2(curUV, vertexStride, uv); |
726 | } |
727 | } |
728 | |
729 | // Create indices |
730 | outIndices += indexOffset; |
731 | |
732 | UINT32 numIndices = 20 * (3 * (UINT32)std::pow(4, quality)); |
733 | for (UINT32 i = 0; i < numIndices; i += 3) |
734 | { |
735 | outIndices[i] = vertexOffset + i + 2; |
736 | outIndices[i + 1] = vertexOffset + i + 1; |
737 | outIndices[i + 2] = vertexOffset + i + 0; |
738 | } |
739 | |
740 | // Fix UV seams |
741 | UINT8* = outVertices + curVertOffset * vertexStride; |
742 | |
743 | UINT8* = nullptr; |
744 | if (outNormals) |
745 | extraNormals = outNormals + curVertOffset * vertexStride; |
746 | |
747 | UINT8* = nullptr; |
748 | if(outUV) |
749 | extraUV = outUV + curVertOffset * vertexStride; |
750 | |
751 | const UINT32 = 3 * (UINT32)pow(4, quality); |
752 | UINT32 = 0; |
753 | if (outUV != nullptr) |
754 | { |
755 | // Note: This only fixes seams for tileable textures. To properly fix seams for all textures the triangles |
756 | // would actually need to be split along the UV seam. This is ignored as non-tileable textures won't look |
757 | // good on a sphere regardless of the seam. |
758 | for (UINT32 i = 0; i < numIndices; i += 3) |
759 | { |
760 | const Vector2& uv0 = *(Vector2*)&outUV[(i + 0) * vertexStride]; |
761 | const Vector2& uv1 = *(Vector2*)&outUV[(i + 1) * vertexStride]; |
762 | const Vector2& uv2 = *(Vector2*)&outUV[(i + 2) * vertexStride]; |
763 | |
764 | UINT32 indexToSplit = (UINT32)-1; |
765 | float offset = 1.0f; |
766 | if(fabs(uv2.x - uv0.x) > 0.5f) |
767 | { |
768 | if(uv0.x < 0.5f) |
769 | { |
770 | // 2 is the odd-one out, > 0.5 |
771 | if(uv1.x < 0.5f) |
772 | { |
773 | indexToSplit = 2; |
774 | offset = -1.0f; |
775 | } |
776 | // 0 is the odd-one out, < 0.5 |
777 | else |
778 | { |
779 | indexToSplit = 0; |
780 | offset = 1.0f; |
781 | } |
782 | } |
783 | else |
784 | { |
785 | // 2 is the odd-one out, < 0.5 |
786 | if(uv1.x > 0.5f) |
787 | { |
788 | indexToSplit = 2; |
789 | offset = 1.0f; |
790 | } |
791 | // 0 is the odd-one out, > 0.5 |
792 | else |
793 | { |
794 | indexToSplit = 0; |
795 | offset = -1.0f; |
796 | } |
797 | |
798 | } |
799 | } |
800 | else if(fabs(uv1.x - uv0.x) > 0.5f) |
801 | { |
802 | if(uv0.x < 0.5f) |
803 | { |
804 | // 1 is the odd-one out, > 0.5 |
805 | if(uv2.x < 0.5f) |
806 | { |
807 | indexToSplit = 1; |
808 | offset = -1.0f; |
809 | } |
810 | // 0 is the odd-one out, < 0.5 |
811 | else |
812 | { |
813 | indexToSplit = 0; |
814 | offset = 1.0f; |
815 | } |
816 | } |
817 | else |
818 | { |
819 | // 1 is the odd-one out, < 0.5 |
820 | if(uv2.x > 0.5f) |
821 | { |
822 | indexToSplit = 1; |
823 | offset = 1.0f; |
824 | } |
825 | // 0 is the odd-one out, > 0.5 |
826 | else |
827 | { |
828 | indexToSplit = 0; |
829 | offset = -1.0f; |
830 | } |
831 | } |
832 | } |
833 | else if(fabs(uv1.x - uv2.x) > 0.5f) |
834 | { |
835 | if(uv2.x < 0.5f) |
836 | { |
837 | // 1 is the odd-one out, > 0.5 |
838 | if(uv0.x < 0.5f) |
839 | { |
840 | indexToSplit = 1; |
841 | offset = -1.0f; |
842 | } |
843 | // 2 is the odd-one out, < 0.5 |
844 | else |
845 | { |
846 | indexToSplit = 2; |
847 | offset = 1.0f; |
848 | } |
849 | } |
850 | else |
851 | { |
852 | // 1 is the odd-one out, < 0.5 |
853 | if(uv0.x > 0.5f) |
854 | { |
855 | indexToSplit = 1; |
856 | offset = 1.0f; |
857 | } |
858 | // 2 is the odd-one out, > 0.5 |
859 | else |
860 | { |
861 | indexToSplit = 2; |
862 | offset = -1.0f; |
863 | } |
864 | } |
865 | } |
866 | |
867 | if(indexToSplit != (UINT32)-1) |
868 | { |
869 | Vector3 position = *(Vector3*)&outVertices[(vertexOffset + i + indexToSplit) * vertexStride]; |
870 | extraPositions = writeVector3(extraPositions, vertexStride, position); |
871 | |
872 | if(extraNormals) |
873 | { |
874 | Vector3 normal = *(Vector3*)&outNormals[(vertexOffset + i + indexToSplit) * vertexStride]; |
875 | extraNormals = writeVector3(extraNormals, vertexStride, normal); |
876 | } |
877 | |
878 | Vector2 uv = *(Vector2*)&outUV[(i + indexToSplit) * vertexStride]; |
879 | uv.x += offset; |
880 | |
881 | extraUV = writeVector2(extraUV, vertexStride, uv); |
882 | |
883 | // Index 0 maps to vertex 2, index 1 to vertex 1, index 2 to vertex 0 |
884 | if(indexToSplit == 0) |
885 | indexToSplit = 2; |
886 | else if(indexToSplit == 2) |
887 | indexToSplit = 0; |
888 | |
889 | outIndices[i + indexToSplit] = vertexOffset + numIndices + extraVertIdx; |
890 | |
891 | assert(extraVertIdx < maxExtraVerts); |
892 | extraVertIdx++; |
893 | } |
894 | } |
895 | } |
896 | |
897 | // Fill out the remaining extra vertices, just so they aren't uninitialized |
898 | for(; extraVertIdx < maxExtraVerts; extraVertIdx++) |
899 | { |
900 | extraPositions = writeVector3(extraPositions, vertexStride, sphere.getCenter()); |
901 | |
902 | if (extraNormals) |
903 | extraNormals = writeVector3(extraNormals, vertexStride, Vector3::UNIT_Z); |
904 | |
905 | if(extraUV) |
906 | extraUV = writeVector2(extraUV, vertexStride, Vector2::ZERO); |
907 | } |
908 | } |
909 | |
910 | void ShapeMeshes3D::wireArc(const Vector3& center, float radius, const Vector3& normal, Degree startAngle, Degree amountAngle, |
911 | UINT8* outVertices, UINT32 vertexOffset, UINT32 vertexStride, UINT32* outIndices, UINT32 indexOffset, UINT32 quality) |
912 | { |
913 | UINT32 numVertices = (quality + 1) * 5; |
914 | |
915 | generateArcVertices(center, normal, radius, startAngle, amountAngle, Vector2::ONE, |
916 | numVertices, outVertices, vertexOffset, vertexStride); |
917 | |
918 | outIndices += indexOffset; |
919 | UINT32 numLines = numVertices - 1; |
920 | for (UINT32 i = 0; i < numLines; i++) |
921 | { |
922 | outIndices[i * 2 + 0] = vertexOffset + i; |
923 | outIndices[i * 2 + 1] = vertexOffset + i + 1; |
924 | } |
925 | } |
926 | |
927 | void ShapeMeshes3D::solidArc(const Vector3& center, float radius, const Vector3& normal, Degree startAngle, |
928 | Degree amountAngle, UINT8* outVertices, UINT8* outNormals, UINT8* outUV, UINT32 vertexOffset, UINT32 vertexStride, |
929 | UINT32* outIndices, UINT32 indexOffset, UINT32 quality) |
930 | { |
931 | outVertices += vertexOffset * vertexStride; |
932 | outNormals += vertexOffset * vertexStride; |
933 | outIndices += indexOffset; |
934 | |
935 | bool reverseOrder = amountAngle.valueDegrees() < 0.0f; |
936 | Vector3 visibleNormal = normal; |
937 | |
938 | outVertices = writeVector3(outVertices, vertexStride, center); |
939 | outNormals = writeVector3(outNormals, vertexStride, visibleNormal); |
940 | |
941 | UINT32 numArcVertices = (quality + 1) * 5; |
942 | generateArcVertices(center, normal, radius, startAngle, amountAngle, Vector2::ONE, |
943 | numArcVertices, outVertices, vertexOffset, vertexStride); |
944 | |
945 | UINT8* otherSideVertices = outVertices + (numArcVertices * vertexStride); |
946 | UINT8* otherSideNormals = outNormals + (numArcVertices * vertexStride); |
947 | |
948 | otherSideVertices = writeVector3(otherSideVertices, vertexStride, center); |
949 | otherSideNormals = writeVector3(otherSideNormals, vertexStride, -visibleNormal); |
950 | |
951 | for (UINT32 i = 0; i < numArcVertices; i++) |
952 | { |
953 | otherSideVertices = writeVector3(otherSideVertices, vertexStride, *(Vector3*)&outVertices[i * vertexStride]); |
954 | |
955 | outNormals = writeVector3(outNormals, vertexStride, visibleNormal); |
956 | otherSideNormals = writeVector3(otherSideNormals, vertexStride, -visibleNormal); |
957 | } |
958 | |
959 | // UV |
960 | if(outUV != nullptr) |
961 | { |
962 | outUV += vertexOffset * vertexStride; |
963 | |
964 | // Center |
965 | outUV = writeVector2(outUV, vertexStride, Vector2(0.5f, 0.5f)); |
966 | |
967 | Vector3 arcNormal = normal; |
968 | Vector3 right, top; |
969 | arcNormal.orthogonalComplement(right, top); |
970 | |
971 | for (UINT32 i = 0; i < numArcVertices; i++) |
972 | { |
973 | Vector3 vec = *(Vector3*)&outVertices[i * vertexStride]; |
974 | Vector3 diff = Vector3::normalize(vec - center); |
975 | |
976 | Vector2 uv; |
977 | uv.x = Vector3::dot(diff, right) * 0.5f + 0.5f; |
978 | uv.y = Vector3::dot(diff, top) * 0.5f + 0.5f; |
979 | |
980 | outUV = writeVector2(outUV, vertexStride, uv); |
981 | } |
982 | |
983 | // Reverse |
984 | outUV = writeVector2(outUV, vertexStride, Vector2(0.5f, 0.5f)); |
985 | |
986 | for (UINT32 i = 0; i < numArcVertices; i++) |
987 | { |
988 | Vector3 vec = *(Vector3*)&outVertices[(numArcVertices + i + 1) * vertexStride]; |
989 | Vector3 diff = Vector3::normalize(vec - center); |
990 | |
991 | Vector2 uv; |
992 | uv.x = Vector3::dot(diff, -right) * 0.5f + 0.5f; |
993 | uv.y = Vector3::dot(diff, -top) * 0.5f + 0.5f; |
994 | |
995 | outUV = writeVector2(outUV, vertexStride, uv); |
996 | } |
997 | } |
998 | |
999 | UINT32 numTriangles = numArcVertices; |
1000 | |
1001 | // If angle is negative the order of vertices is reversed so we need to reverse the indexes too |
1002 | UINT32 frontSideOffset = vertexOffset + (reverseOrder ? (numArcVertices + 1) : 0); |
1003 | UINT32 backSideOffset = vertexOffset + (!reverseOrder ? (numArcVertices + 1) : 0); |
1004 | |
1005 | for (UINT32 i = 0; i < numTriangles; i++) |
1006 | { |
1007 | outIndices[i * 6 + 0] = frontSideOffset + 0; |
1008 | outIndices[i * 6 + 1] = frontSideOffset + i; |
1009 | outIndices[i * 6 + 2] = frontSideOffset + i + 1; |
1010 | |
1011 | outIndices[i * 6 + 3] = backSideOffset + 0; |
1012 | outIndices[i * 6 + 4] = backSideOffset + i + 1; |
1013 | outIndices[i * 6 + 5] = backSideOffset + i; |
1014 | } |
1015 | } |
1016 | |
1017 | void ShapeMeshes3D::wireFrustum(const Vector3& position, float aspect, Degree FOV, float near, float far, |
1018 | UINT8* outVertices, UINT32 vertexOffset, UINT32 vertexStride, UINT32* outIndices, UINT32 indexOffset) |
1019 | { |
1020 | float fovTan = Math::tan(FOV * 0.5f); |
1021 | |
1022 | Vector3 nearPoint(0, 0, near); |
1023 | Vector3 nearWidth(near * fovTan * aspect, 0, 0); |
1024 | Vector3 nearHeight(0, (near * fovTan) / aspect, 0); |
1025 | |
1026 | Vector3 farPoint(0, 0, far); |
1027 | Vector3 farWidth(far * fovTan * aspect, 0, 0); |
1028 | Vector3 farHeight(0, (far * fovTan) / aspect, 0); |
1029 | |
1030 | Vector3 points[8] = |
1031 | { |
1032 | nearPoint + nearWidth + nearHeight, |
1033 | nearPoint - nearWidth + nearHeight, |
1034 | nearPoint - nearWidth - nearHeight, |
1035 | nearPoint + nearWidth - nearHeight, |
1036 | farPoint + farWidth + farHeight, |
1037 | farPoint - farWidth + farHeight, |
1038 | farPoint - farWidth - farHeight, |
1039 | farPoint + farWidth - farHeight |
1040 | }; |
1041 | |
1042 | outVertices += vertexOffset * vertexStride; |
1043 | |
1044 | for (UINT32 i = 0; i < 8; i++) |
1045 | outVertices = writeVector3(outVertices, vertexStride, position + points[i]); |
1046 | |
1047 | outIndices += indexOffset; |
1048 | |
1049 | // Front |
1050 | outIndices[0] = vertexOffset + 0; outIndices[1] = vertexOffset + 1; |
1051 | outIndices[2] = vertexOffset + 1; outIndices[3] = vertexOffset + 2; |
1052 | outIndices[4] = vertexOffset + 2; outIndices[5] = vertexOffset + 3; |
1053 | outIndices[6] = vertexOffset + 3; outIndices[7] = vertexOffset + 0; |
1054 | |
1055 | // Center |
1056 | outIndices[8] = vertexOffset + 0; outIndices[9] = vertexOffset + 4; |
1057 | outIndices[10] = vertexOffset + 1; outIndices[11] = vertexOffset + 5; |
1058 | outIndices[12] = vertexOffset + 2; outIndices[13] = vertexOffset + 6; |
1059 | outIndices[14] = vertexOffset + 3; outIndices[15] = vertexOffset + 7; |
1060 | |
1061 | // Back |
1062 | outIndices[16] = vertexOffset + 4; outIndices[17] = vertexOffset + 5; |
1063 | outIndices[18] = vertexOffset + 5; outIndices[19] = vertexOffset + 6; |
1064 | outIndices[20] = vertexOffset + 6; outIndices[21] = vertexOffset + 7; |
1065 | outIndices[22] = vertexOffset + 7; outIndices[23] = vertexOffset + 4; |
1066 | } |
1067 | |
1068 | void ShapeMeshes3D::solidCone(const Vector3& base, const Vector3& normal, float height, float radius, Vector2 scale, |
1069 | UINT8* outVertices, UINT8* outNormals, UINT8* outUV, UINT32 vertexOffset, UINT32 vertexStride, UINT32* outIndices, |
1070 | UINT32 indexOffset, UINT32 quality) |
1071 | { |
1072 | outVertices += vertexOffset * vertexStride; |
1073 | outIndices += indexOffset; |
1074 | |
1075 | if (outUV != nullptr) |
1076 | outUV += vertexOffset * vertexStride; |
1077 | |
1078 | if (outNormals != nullptr) |
1079 | outNormals += vertexOffset * vertexStride; |
1080 | |
1081 | // Generate base disc |
1082 | UINT32 numArcVertices = (quality + 1) * 4; |
1083 | |
1084 | generateArcVertices(base, normal, radius, Degree(0), Degree(360), scale, |
1085 | numArcVertices + 1, outVertices, 0, vertexStride); |
1086 | |
1087 | if (outUV != nullptr) |
1088 | { |
1089 | Vector3 arcNormal = normal; |
1090 | Vector3 right, top; |
1091 | arcNormal.orthogonalComplement(right, top); |
1092 | |
1093 | for (UINT32 i = 0; i < numArcVertices; i++) |
1094 | { |
1095 | Vector3 vec = *(Vector3*)&outVertices[i * vertexStride]; |
1096 | Vector3 diff = Vector3::normalize(vec - base); |
1097 | |
1098 | Vector2 uv; |
1099 | uv.x = Vector3::dot(diff, right) * 0.5f + 0.5f; |
1100 | uv.y = Vector3::dot(diff, top) * 0.5f + 0.5f; |
1101 | |
1102 | outUV = writeVector2(outUV, vertexStride, uv); |
1103 | } |
1104 | |
1105 | // Center base |
1106 | outUV = writeVector2(outUV, vertexStride, Vector2(0.5f, 0.5f)); |
1107 | } |
1108 | |
1109 | outVertices += numArcVertices * vertexStride; |
1110 | outVertices = writeVector3(outVertices, vertexStride, base); // Write base vertex |
1111 | |
1112 | UINT32 baseIdx = numArcVertices; |
1113 | |
1114 | if (outNormals != nullptr) |
1115 | { |
1116 | UINT32 totalNumBaseVertices = numArcVertices + 1; |
1117 | for (UINT32 i = 0; i < totalNumBaseVertices; i++) |
1118 | outNormals = writeVector3(outNormals, vertexStride, -normal); |
1119 | } |
1120 | |
1121 | UINT32 numTriangles = numArcVertices; |
1122 | for (UINT32 i = 0; i < numTriangles - 1; i++) |
1123 | { |
1124 | outIndices[i * 3 + 0] = vertexOffset + baseIdx; |
1125 | outIndices[i * 3 + 1] = vertexOffset + i + 1; |
1126 | outIndices[i * 3 + 2] = vertexOffset + i; |
1127 | } |
1128 | |
1129 | { |
1130 | UINT32 i = numTriangles - 1; |
1131 | outIndices[i * 3 + 0] = vertexOffset + baseIdx; |
1132 | outIndices[i * 3 + 1] = vertexOffset + 0; |
1133 | outIndices[i * 3 + 2] = vertexOffset + i; |
1134 | } |
1135 | |
1136 | //// Generate cone |
1137 | // Base vertices |
1138 | generateArcVertices(base, normal, radius, Degree(0), Degree(360), scale, |
1139 | numArcVertices + 1, outVertices, 0, vertexStride); |
1140 | |
1141 | Vector3 topVertex = base + normal * height; |
1142 | |
1143 | // Normals |
1144 | if (outNormals != nullptr) |
1145 | { |
1146 | UINT8* outNormalsBase = outNormals; |
1147 | UINT8* outNormalsTop = outNormals + numArcVertices * vertexStride; |
1148 | for (INT32 i = 0; i < (INT32)numArcVertices; i++) |
1149 | { |
1150 | int offsetA = i == 0 ? numArcVertices - 1 : i - 1; |
1151 | int offsetB = i; |
1152 | int offsetC = (i + 1) % numArcVertices; |
1153 | |
1154 | Vector3* a = (Vector3*)(outVertices + (offsetA * vertexStride)); |
1155 | Vector3* b = (Vector3*)(outVertices + (offsetB * vertexStride)); |
1156 | Vector3* c = (Vector3*)(outVertices + (offsetC * vertexStride)); |
1157 | |
1158 | Vector3 toTop = topVertex - *b; |
1159 | |
1160 | Vector3 normalLeft = Vector3::cross(*a - *b, toTop); |
1161 | normalLeft.normalize(); |
1162 | |
1163 | Vector3 normalRight = Vector3::cross(toTop, *c - *b); |
1164 | normalRight.normalize(); |
1165 | |
1166 | Vector3 triNormal = Vector3::normalize(normalLeft + normalRight); |
1167 | |
1168 | outNormalsBase = writeVector3(outNormalsBase, vertexStride, triNormal); |
1169 | outNormalsTop = writeVector3(outNormalsTop, vertexStride, triNormal); |
1170 | } |
1171 | } |
1172 | |
1173 | // UV |
1174 | if(outUV != nullptr) |
1175 | { |
1176 | float angle = 0.0f; |
1177 | float angleIncrement = Math::TWO_PI / numArcVertices; |
1178 | |
1179 | // Bottom |
1180 | for (UINT32 i = 0; i < numArcVertices; i++) |
1181 | { |
1182 | Vector2 uv; |
1183 | uv.x = angle / Math::TWO_PI; |
1184 | uv.y = 1.0f; |
1185 | |
1186 | outUV = writeVector2(outUV, vertexStride, uv); |
1187 | angle += angleIncrement; |
1188 | } |
1189 | |
1190 | // Top |
1191 | angle = 0.0f; |
1192 | for (UINT32 i = 0; i < numArcVertices; i++) |
1193 | { |
1194 | Vector2 uv; |
1195 | uv.x = angle / Math::TWO_PI; |
1196 | uv.y = 0.0f; |
1197 | |
1198 | outUV = writeVector2(outUV, vertexStride, uv); |
1199 | angle += angleIncrement; |
1200 | } |
1201 | } |
1202 | |
1203 | // Top vertices (All same position, but need them separate because of different normals & uv) |
1204 | outVertices += numArcVertices * vertexStride; |
1205 | |
1206 | for (UINT32 i = 0; i < numArcVertices; i++) |
1207 | outVertices = writeVector3(outVertices, vertexStride, topVertex); |
1208 | |
1209 | outIndices += numTriangles * 3; |
1210 | UINT32 curVertBaseOffset = vertexOffset + numArcVertices + 1; |
1211 | UINT32 curVertTopOffset = curVertBaseOffset + numArcVertices; |
1212 | for (UINT32 i = 0; i < numTriangles - 1; i++) |
1213 | { |
1214 | outIndices[i * 3 + 0] = curVertTopOffset + i; |
1215 | outIndices[i * 3 + 1] = curVertBaseOffset + i; |
1216 | outIndices[i * 3 + 2] = curVertBaseOffset + i + 1; |
1217 | } |
1218 | |
1219 | { |
1220 | UINT32 i = numTriangles - 1; |
1221 | outIndices[i * 3 + 0] = curVertTopOffset + i; |
1222 | outIndices[i * 3 + 1] = curVertBaseOffset + i; |
1223 | outIndices[i * 3 + 2] = curVertBaseOffset + 0; |
1224 | } |
1225 | } |
1226 | |
1227 | void ShapeMeshes3D::wireCone(const Vector3& base, const Vector3& normal, float height, float radius, Vector2 scale, |
1228 | UINT8* outVertices, UINT32 vertexOffset, UINT32 vertexStride, UINT32* outIndices, UINT32 indexOffset, UINT32 quality) |
1229 | { |
1230 | outVertices += vertexOffset * vertexStride; |
1231 | outIndices += indexOffset; |
1232 | |
1233 | // Generate arc vertices |
1234 | UINT32 numArcVertices = (quality + 1) * 4; |
1235 | |
1236 | generateArcVertices(base, normal, radius, Degree(0), Degree(360), scale, |
1237 | numArcVertices + 1, outVertices, 0, vertexStride); |
1238 | |
1239 | outVertices += numArcVertices * vertexStride; |
1240 | |
1241 | UINT32 numLines = numArcVertices; |
1242 | for (UINT32 i = 0; i < numLines; i++) |
1243 | { |
1244 | outIndices[i * 2 + 0] = vertexOffset + i; |
1245 | outIndices[i * 2 + 1] = vertexOffset + i + 1; |
1246 | } |
1247 | |
1248 | outIndices += numLines * 2; |
1249 | |
1250 | // Generate cone vertices |
1251 | generateArcVertices(base, normal, radius, Degree(0), Degree(360), scale, |
1252 | 5, outVertices, 0, vertexStride); |
1253 | |
1254 | // Cone point |
1255 | outVertices += 4 * vertexStride; |
1256 | outVertices = writeVector3(outVertices, vertexStride, base + normal * height); |
1257 | |
1258 | vertexOffset += numArcVertices; |
1259 | |
1260 | for (UINT32 i = 0; i < 4; i++) |
1261 | { |
1262 | outIndices[i * 2 + 0] = vertexOffset + 4; |
1263 | outIndices[i * 2 + 1] = vertexOffset + i; |
1264 | } |
1265 | } |
1266 | |
1267 | void ShapeMeshes3D::solidCylinder(const Vector3& base, const Vector3& normal, float height, float radius, Vector2 scale, |
1268 | UINT8* outVertices, UINT8* outNormals, UINT8* outUV, UINT32 vertexOffset, UINT32 vertexStride, UINT32* outIndices, |
1269 | UINT32 indexOffset, UINT32 quality) |
1270 | { |
1271 | outVertices += vertexOffset * vertexStride; |
1272 | outIndices += indexOffset; |
1273 | |
1274 | if (outUV != nullptr) |
1275 | outUV += vertexOffset * vertexStride; |
1276 | |
1277 | if (outNormals != nullptr) |
1278 | outNormals += vertexOffset * vertexStride; |
1279 | |
1280 | // Generate base disc |
1281 | UINT32 numArcVertices = (quality + 1) * 4; |
1282 | |
1283 | generateArcVertices(base, normal, radius, Degree(0), Degree(360), scale, |
1284 | numArcVertices + 1, outVertices, 0, vertexStride); |
1285 | |
1286 | if (outUV != nullptr) |
1287 | { |
1288 | Vector3 arcNormal = normal; |
1289 | Vector3 right, top; |
1290 | arcNormal.orthogonalComplement(right, top); |
1291 | |
1292 | for (UINT32 i = 0; i < numArcVertices; i++) |
1293 | { |
1294 | Vector3 vec = *(Vector3*)&outVertices[i * vertexStride]; |
1295 | Vector3 diff = Vector3::normalize(vec - base); |
1296 | |
1297 | Vector2 uv; |
1298 | uv.x = Vector3::dot(diff, right) * 0.5f + 0.5f; |
1299 | uv.y = Vector3::dot(diff, top) * 0.5f + 0.5f; |
1300 | |
1301 | outUV = writeVector2(outUV, vertexStride, uv); |
1302 | } |
1303 | |
1304 | outUV = writeVector2(outUV, vertexStride, Vector2(0.5f, 0.5f)); |
1305 | } |
1306 | |
1307 | outVertices += numArcVertices * vertexStride; |
1308 | outVertices = writeVector3(outVertices, vertexStride, base); // Write base vertex |
1309 | |
1310 | UINT32 baseIdx = numArcVertices; |
1311 | |
1312 | if (outNormals != nullptr) |
1313 | { |
1314 | UINT32 totalNumBaseVertices = numArcVertices + 1; |
1315 | for (UINT32 i = 0; i < totalNumBaseVertices; i++) |
1316 | outNormals = writeVector3(outNormals, vertexStride, -normal); |
1317 | } |
1318 | |
1319 | UINT32 numTriangles = numArcVertices; |
1320 | for (UINT32 i = 0; i < numTriangles - 1; i++) |
1321 | { |
1322 | outIndices[i * 3 + 0] = vertexOffset + baseIdx; |
1323 | outIndices[i * 3 + 1] = vertexOffset + i + 1; |
1324 | outIndices[i * 3 + 2] = vertexOffset + i; |
1325 | } |
1326 | |
1327 | { |
1328 | UINT32 i = numTriangles - 1; |
1329 | outIndices[i * 3 + 0] = vertexOffset + baseIdx; |
1330 | outIndices[i * 3 + 1] = vertexOffset + 0; |
1331 | outIndices[i * 3 + 2] = vertexOffset + i; |
1332 | } |
1333 | |
1334 | outIndices += numTriangles * 3; |
1335 | UINT32 vertexOffsetBase = vertexOffset + numArcVertices + 1; |
1336 | |
1337 | // Generate cap disc |
1338 | Vector3 topVertex = base + normal * height; |
1339 | |
1340 | generateArcVertices(topVertex, normal, radius, Degree(0), Degree(360), scale, |
1341 | numArcVertices + 1, outVertices, 0, vertexStride); |
1342 | |
1343 | if (outUV != nullptr) |
1344 | { |
1345 | Vector3 arcNormal = normal; |
1346 | Vector3 right, top; |
1347 | arcNormal.orthogonalComplement(right, top); |
1348 | |
1349 | for (UINT32 i = 0; i < numArcVertices; i++) |
1350 | { |
1351 | Vector3 vec = *(Vector3*)&outVertices[i * vertexStride]; |
1352 | Vector3 diff = Vector3::normalize(vec - topVertex); |
1353 | |
1354 | Vector2 uv; |
1355 | uv.x = Vector3::dot(diff, right) * 0.5f + 0.5f; |
1356 | uv.y = Vector3::dot(diff, top) * 0.5f + 0.5f; |
1357 | |
1358 | outUV = writeVector2(outUV, vertexStride, uv); |
1359 | } |
1360 | |
1361 | outUV = writeVector2(outUV, vertexStride, Vector2(0.5f, 0.5f)); |
1362 | } |
1363 | |
1364 | outVertices += numArcVertices * vertexStride; |
1365 | outVertices = writeVector3(outVertices, vertexStride, topVertex); // Write top vertex |
1366 | |
1367 | if (outNormals != nullptr) |
1368 | { |
1369 | UINT32 totalNumBaseVertices = numArcVertices + 1; |
1370 | for (UINT32 i = 0; i < totalNumBaseVertices; i++) |
1371 | outNormals = writeVector3(outNormals, vertexStride, normal); |
1372 | } |
1373 | |
1374 | for (UINT32 i = 0; i < numTriangles - 1; i++) |
1375 | { |
1376 | outIndices[i * 3 + 0] = vertexOffsetBase + baseIdx; |
1377 | outIndices[i * 3 + 1] = vertexOffsetBase + i; |
1378 | outIndices[i * 3 + 2] = vertexOffsetBase + i + 1; |
1379 | } |
1380 | |
1381 | { |
1382 | UINT32 i = numTriangles - 1; |
1383 | outIndices[i * 3 + 0] = vertexOffsetBase + baseIdx; |
1384 | outIndices[i * 3 + 1] = vertexOffsetBase + i; |
1385 | outIndices[i * 3 + 2] = vertexOffsetBase + 0; |
1386 | } |
1387 | |
1388 | outIndices += numTriangles * 3; |
1389 | UINT32 vertexOffsetCap = vertexOffsetBase + numArcVertices + 1; |
1390 | |
1391 | // Generate cylinder |
1392 | generateArcVertices(base, normal, radius, Degree(0), Degree(360), scale, |
1393 | numArcVertices + 1, outVertices, 0, vertexStride); |
1394 | |
1395 | generateArcVertices(topVertex, normal, radius, Degree(0), Degree(360), scale, |
1396 | numArcVertices + 1, outVertices, numArcVertices + 1, vertexStride); |
1397 | |
1398 | // Normals |
1399 | if (outNormals != nullptr) |
1400 | { |
1401 | UINT8* outNormalsBase = outNormals; |
1402 | UINT8* outNormalsCap = outNormals + (numArcVertices + 1) * vertexStride; |
1403 | for (UINT32 i = 0; i < numArcVertices + 1; i++) |
1404 | { |
1405 | UINT32 offsetA = i == 0 ? numArcVertices - 1 : i - 1; |
1406 | UINT32 offsetB = i; |
1407 | UINT32 offsetC = i == numArcVertices ? 1 : i + 1; |
1408 | |
1409 | Vector3* a = (Vector3*)(outVertices + (offsetA * vertexStride)); |
1410 | Vector3* b = (Vector3*)(outVertices + (offsetB * vertexStride)); |
1411 | Vector3* c = (Vector3*)(outVertices + (offsetC * vertexStride)); |
1412 | |
1413 | Vector3 toTop = normal; |
1414 | |
1415 | Vector3 normalLeft = Vector3::cross(*a - *b, toTop); |
1416 | normalLeft.normalize(); |
1417 | |
1418 | Vector3 normalRight = Vector3::cross(toTop, *c - *b); |
1419 | normalRight.normalize(); |
1420 | |
1421 | Vector3 triNormal = Vector3::normalize(normalLeft + normalRight); |
1422 | |
1423 | outNormalsBase = writeVector3(outNormalsBase, vertexStride, triNormal); |
1424 | outNormalsCap = writeVector3(outNormalsCap, vertexStride, triNormal); |
1425 | } |
1426 | } |
1427 | |
1428 | // UV |
1429 | if (outUV != nullptr) |
1430 | { |
1431 | float angle = 0.0f; |
1432 | float angleIncrement = Math::TWO_PI / numArcVertices; |
1433 | |
1434 | for (UINT32 i = 0; i < numArcVertices + 1; i++) |
1435 | { |
1436 | Vector2 uv; |
1437 | uv.x = angle / Math::TWO_PI; |
1438 | uv.y = 1.0f; |
1439 | |
1440 | outUV = writeVector2(outUV, vertexStride, uv); |
1441 | angle += angleIncrement; |
1442 | } |
1443 | |
1444 | angle = 0.0f; |
1445 | for (UINT32 i = 0; i < numArcVertices + 1; i++) |
1446 | { |
1447 | Vector2 uv; |
1448 | uv.x = angle / Math::TWO_PI; |
1449 | uv.y = 0.0f; |
1450 | |
1451 | outUV = writeVector2(outUV, vertexStride, uv); |
1452 | angle += angleIncrement; |
1453 | } |
1454 | } |
1455 | |
1456 | vertexOffsetBase = vertexOffsetCap; |
1457 | vertexOffsetCap = vertexOffsetCap + numArcVertices + 1; |
1458 | |
1459 | for (UINT32 i = 0; i < numTriangles; i++) |
1460 | { |
1461 | outIndices[i * 6 + 0] = vertexOffsetCap + i; |
1462 | outIndices[i * 6 + 1] = vertexOffsetBase + i; |
1463 | outIndices[i * 6 + 2] = vertexOffsetBase + i + 1; |
1464 | |
1465 | outIndices[i * 6 + 3] = vertexOffsetCap + i; |
1466 | outIndices[i * 6 + 4] = vertexOffsetBase + i + 1; |
1467 | outIndices[i * 6 + 5] = vertexOffsetCap + i + 1; |
1468 | } |
1469 | } |
1470 | |
1471 | void ShapeMeshes3D::wireCylinder(const Vector3& base, const Vector3& normal, float height, float radius, Vector2 scale, |
1472 | UINT8* outVertices, UINT32 vertexOffset, UINT32 vertexStride, UINT32* outIndices, UINT32 indexOffset, UINT32 quality) |
1473 | { |
1474 | outVertices += vertexOffset * vertexStride; |
1475 | outIndices += indexOffset; |
1476 | |
1477 | // Generate base and cap discs |
1478 | UINT32 numArcVertices = (quality + 1) * 4; |
1479 | |
1480 | Degree angleAmount = Degree(360) - Degree(360) / (float)(numArcVertices); |
1481 | |
1482 | generateArcVertices(base, normal, radius, Degree(0), angleAmount, scale, |
1483 | numArcVertices, outVertices, 0, vertexStride); |
1484 | |
1485 | Vector3 topVertex = base + normal * height; |
1486 | |
1487 | generateArcVertices(topVertex, normal, radius, Degree(0), angleAmount, scale, |
1488 | numArcVertices, outVertices, numArcVertices, vertexStride); |
1489 | |
1490 | UINT32 vertexOffsetBase = vertexOffset; |
1491 | UINT32 vertexOffsetCap = vertexOffset + numArcVertices; |
1492 | |
1493 | UINT32 numLines = numArcVertices; |
1494 | for (UINT32 i = 0; i < numLines - 1; i++) |
1495 | { |
1496 | outIndices[i * 4 + 0] = vertexOffsetBase + i; |
1497 | outIndices[i * 4 + 1] = vertexOffsetBase + i + 1; |
1498 | outIndices[i * 4 + 2] = vertexOffsetCap + i; |
1499 | outIndices[i * 4 + 3] = vertexOffsetCap + i + 1; |
1500 | } |
1501 | { |
1502 | UINT32 i = numLines - 1; |
1503 | outIndices[i * 4 + 0] = vertexOffsetBase + i; |
1504 | outIndices[i * 4 + 1] = vertexOffsetBase + 0; |
1505 | outIndices[i * 4 + 2] = vertexOffsetCap + i; |
1506 | outIndices[i * 4 + 3] = vertexOffsetCap + 0; |
1507 | } |
1508 | |
1509 | // Generate cylinder |
1510 | outIndices += numLines * 4; |
1511 | for (UINT32 i = 0; i < numLines; i++) |
1512 | { |
1513 | outIndices[i * 2 + 0] = vertexOffsetBase + i; |
1514 | outIndices[i * 2 + 1] = vertexOffsetCap + i; |
1515 | } |
1516 | } |
1517 | |
1518 | void ShapeMeshes3D::solidQuad(const Rect3& area, UINT8* outVertices, UINT8* outNormals, UINT8* outUV, |
1519 | UINT32 vertexOffset, UINT32 vertexStride, UINT32* outIndices, UINT32 indexOffset) |
1520 | { |
1521 | outVertices += (vertexOffset * vertexStride); |
1522 | |
1523 | Vector3 topLeft = area.getCenter() - area.getAxisHorz() * area.getExtentHorz() + area.getAxisVert() * area.getExtentVertical(); |
1524 | Vector3 topRight = area.getCenter() + area.getAxisHorz() * area.getExtentHorz() + area.getAxisVert() * area.getExtentVertical(); |
1525 | Vector3 botRight = area.getCenter() + area.getAxisHorz() * area.getExtentHorz() - area.getAxisVert() * area.getExtentVertical(); |
1526 | Vector3 botLeft = area.getCenter() - area.getAxisHorz() * area.getExtentHorz() - area.getAxisVert() * area.getExtentVertical(); |
1527 | |
1528 | outVertices = writeVector3(outVertices, vertexStride, topLeft); |
1529 | outVertices = writeVector3(outVertices, vertexStride, topRight); |
1530 | outVertices = writeVector3(outVertices, vertexStride, botRight); |
1531 | outVertices = writeVector3(outVertices, vertexStride, botLeft); |
1532 | |
1533 | outVertices = writeVector3(outVertices, vertexStride, topLeft); |
1534 | outVertices = writeVector3(outVertices, vertexStride, topRight); |
1535 | outVertices = writeVector3(outVertices, vertexStride, botRight); |
1536 | outVertices = writeVector3(outVertices, vertexStride, botLeft); |
1537 | |
1538 | Vector3 normal = area.getAxisHorz().cross(area.getAxisVert()); |
1539 | Vector3 reverseNormal = -normal; |
1540 | |
1541 | outNormals += (vertexOffset * vertexStride); |
1542 | outNormals = writeVector3(outNormals, vertexStride, normal); |
1543 | outNormals = writeVector3(outNormals, vertexStride, normal); |
1544 | outNormals = writeVector3(outNormals, vertexStride, normal); |
1545 | outNormals = writeVector3(outNormals, vertexStride, normal); |
1546 | |
1547 | outNormals = writeVector3(outNormals, vertexStride, reverseNormal); |
1548 | outNormals = writeVector3(outNormals, vertexStride, reverseNormal); |
1549 | outNormals = writeVector3(outNormals, vertexStride, reverseNormal); |
1550 | outNormals = writeVector3(outNormals, vertexStride, reverseNormal); |
1551 | |
1552 | if(outUV != nullptr) |
1553 | { |
1554 | outUV += (vertexOffset * vertexStride); |
1555 | outUV = writeVector2(outUV, vertexStride, Vector2(0.0f, 0.0f)); |
1556 | outUV = writeVector2(outUV, vertexStride, Vector2(1.0f, 0.0f)); |
1557 | outUV = writeVector2(outUV, vertexStride, Vector2(1.0f, 1.0f)); |
1558 | outUV = writeVector2(outUV, vertexStride, Vector2(0.0f, 1.0f)); |
1559 | |
1560 | outUV = writeVector2(outUV, vertexStride, Vector2(0.0f, 0.0f)); |
1561 | outUV = writeVector2(outUV, vertexStride, Vector2(1.0f, 0.0f)); |
1562 | outUV = writeVector2(outUV, vertexStride, Vector2(1.0f, 1.0f)); |
1563 | outUV = writeVector2(outUV, vertexStride, Vector2(0.0f, 1.0f)); |
1564 | } |
1565 | |
1566 | outIndices += indexOffset; |
1567 | outIndices[0] = vertexOffset; |
1568 | outIndices[1] = vertexOffset + 1; |
1569 | outIndices[2] = vertexOffset + 2; |
1570 | |
1571 | outIndices[3] = vertexOffset; |
1572 | outIndices[4] = vertexOffset + 2; |
1573 | outIndices[5] = vertexOffset + 3; |
1574 | |
1575 | outIndices[6] = vertexOffset + 4; |
1576 | outIndices[7] = vertexOffset + 6; |
1577 | outIndices[8] = vertexOffset + 5; |
1578 | |
1579 | outIndices[9] = vertexOffset + 4; |
1580 | outIndices[10] = vertexOffset + 7; |
1581 | outIndices[11] = vertexOffset + 6; |
1582 | } |
1583 | |
1584 | Vector3 ShapeMeshes3D::calcCenter(UINT8* vertices, UINT32 numVertices, UINT32 vertexStride) |
1585 | { |
1586 | Vector3 center = Vector3::ZERO; |
1587 | for(UINT32 i = 0; i < numVertices; i++) |
1588 | { |
1589 | Vector3* curVert = (Vector3*)vertices; |
1590 | center += *curVert; |
1591 | |
1592 | vertices += vertexStride; |
1593 | } |
1594 | |
1595 | center /= (float)numVertices; |
1596 | return center; |
1597 | } |
1598 | |
1599 | void ShapeMeshes3D::pixelLine(const Vector3& a, const Vector3& b, UINT8* outVertices, |
1600 | UINT32 vertexOffset, UINT32 vertexStride, UINT32* outIndices, UINT32 indexOffset) |
1601 | { |
1602 | outVertices += (vertexOffset * vertexStride); |
1603 | |
1604 | Vector3* vertices = (Vector3*)outVertices; |
1605 | (*vertices) = a; |
1606 | |
1607 | vertices = (Vector3*)(outVertices + vertexStride); |
1608 | (*vertices) = b; |
1609 | |
1610 | outIndices += indexOffset; |
1611 | outIndices[0] = vertexOffset + 0; |
1612 | outIndices[1] = vertexOffset + 1; |
1613 | } |
1614 | |
1615 | void ShapeMeshes3D::antialiasedLine(const Vector3& a, const Vector3& b, const Vector3& up, float width, float borderWidth, const Color& color, UINT8* outVertices, UINT8* outColors, |
1616 | UINT32 vertexOffset, UINT32 vertexStride, UINT32* outIndices, UINT32 indexOffset) |
1617 | { |
1618 | Vector3 dir = b - a; |
1619 | dir.normalize(); |
1620 | |
1621 | Vector3 right = dir.cross(up); |
1622 | right.normalize(); |
1623 | |
1624 | Vector<Vector3> points(4); |
1625 | |
1626 | float r = width * 0.5f; |
1627 | dir = dir * r; |
1628 | right = right * r; |
1629 | |
1630 | Vector3 v0 = a - dir - right; |
1631 | Vector3 v1 = a - dir + right; |
1632 | Vector3 v2 = b + dir + right; |
1633 | Vector3 v3 = b + dir - right; |
1634 | |
1635 | points[0] = v0; |
1636 | points[1] = v1; |
1637 | points[2] = v2; |
1638 | points[3] = v3; |
1639 | |
1640 | antialiasedPolygon(points, up, borderWidth, color, outVertices, outColors, vertexOffset, vertexStride, outIndices, indexOffset); |
1641 | } |
1642 | |
1643 | void ShapeMeshes3D::pixelSolidPolygon(const Vector<Vector3>& points, UINT8* outVertices, |
1644 | UINT32 vertexOffset, UINT32 vertexStride, UINT32* outIndices, UINT32 indexOffset) |
1645 | { |
1646 | outVertices += (vertexOffset * vertexStride); |
1647 | |
1648 | for (auto& point : points) |
1649 | { |
1650 | Vector3* vertices = (Vector3*)outVertices; |
1651 | (*vertices) = point; |
1652 | |
1653 | outVertices += vertexStride; |
1654 | } |
1655 | |
1656 | outIndices += indexOffset; |
1657 | INT32 numPoints = (INT32)points.size(); |
1658 | UINT32 idxCnt = 0; |
1659 | for (int i = 2; i < numPoints; i++) |
1660 | { |
1661 | outIndices[idxCnt++] = vertexOffset; |
1662 | outIndices[idxCnt++] = vertexOffset + i - 1; |
1663 | outIndices[idxCnt++] = vertexOffset + i; |
1664 | } |
1665 | } |
1666 | |
1667 | void ShapeMeshes3D::pixelWirePolygon(const Vector<Vector3>& points, UINT8* outVertices, |
1668 | UINT32 vertexOffset, UINT32 vertexStride, UINT32* outIndices, UINT32 indexOffset) |
1669 | { |
1670 | INT32 numPoints = (INT32)points.size(); |
1671 | UINT32 curVertOffset = vertexOffset; |
1672 | UINT32 curIdxOffset = indexOffset; |
1673 | for (INT32 i = 0, j = numPoints - 1; i < numPoints; j = i++) |
1674 | { |
1675 | pixelLine(points[j], points[i], outVertices, curVertOffset, vertexStride, outIndices, curIdxOffset); |
1676 | curVertOffset += 2; |
1677 | curIdxOffset += 2; |
1678 | } |
1679 | } |
1680 | |
1681 | void ShapeMeshes3D::antialiasedPolygon(const Vector<Vector3>& points, const Vector3& up, float borderWidth, const Color& color, UINT8* outVertices, UINT8* outColors, |
1682 | UINT32 vertexOffset, UINT32 vertexStride, UINT32* outIndices, UINT32 indexOffset) |
1683 | { |
1684 | UINT32 numCoords = (UINT32)points.size(); |
1685 | |
1686 | outVertices += vertexOffset * vertexStride; |
1687 | outColors += vertexOffset * vertexStride; |
1688 | Vector<Vector3> tempNormals(numCoords); |
1689 | |
1690 | for (UINT32 i = 0, j = numCoords - 1; i < numCoords; j = i++) |
1691 | { |
1692 | const Vector3& v0 = points[j]; |
1693 | const Vector3& v1 = points[i]; |
1694 | |
1695 | Vector3 dir = v1 - v0; |
1696 | Vector3 right = dir.cross(up); |
1697 | right.normalize(); |
1698 | |
1699 | tempNormals[j] = right; |
1700 | |
1701 | // Also start populating the vertex array |
1702 | Vector3* vertices = (Vector3*)outVertices; |
1703 | *vertices = v1; |
1704 | |
1705 | UINT32* colors = (UINT32*)outColors; |
1706 | *colors = color.getAsRGBA(); |
1707 | |
1708 | outVertices += vertexStride; |
1709 | outColors += vertexStride; |
1710 | } |
1711 | |
1712 | Color transparentColor = color; |
1713 | transparentColor.a = 0.0f; |
1714 | |
1715 | for (UINT32 i = 0, j = numCoords - 1; i < numCoords; j = i++) |
1716 | { |
1717 | const Vector3& n0 = tempNormals[j]; |
1718 | const Vector3& n1 = tempNormals[i]; |
1719 | |
1720 | Vector3 avgNrm = (n0 + n1) * 0.5f; |
1721 | float magSqrd = avgNrm.squaredLength(); |
1722 | |
1723 | if (magSqrd > 0.000001f) |
1724 | { |
1725 | float scale = 1.0f / magSqrd; |
1726 | if (scale > 10.0f) |
1727 | scale = 10.0f; |
1728 | |
1729 | avgNrm = avgNrm * scale; |
1730 | } |
1731 | |
1732 | Vector3 tempCoord = points[i] + avgNrm * borderWidth; |
1733 | |
1734 | // Move it to the vertex array |
1735 | Vector3* vertices = (Vector3*)outVertices; |
1736 | *vertices = tempCoord; |
1737 | |
1738 | UINT32* colors = (UINT32*)outColors; |
1739 | *colors = transparentColor.getAsRGBA(); |
1740 | |
1741 | outVertices += vertexStride; |
1742 | outColors += vertexStride; |
1743 | } |
1744 | |
1745 | // Populate index buffer |
1746 | outIndices += indexOffset; |
1747 | |
1748 | UINT32 idxCnt = 0; |
1749 | for (UINT32 i = 0, j = numCoords - 1; i < numCoords; j = i++) |
1750 | { |
1751 | outIndices[idxCnt++] = vertexOffset + i; |
1752 | outIndices[idxCnt++] = vertexOffset + j; |
1753 | outIndices[idxCnt++] = vertexOffset + numCoords + j; |
1754 | |
1755 | outIndices[idxCnt++] = vertexOffset + numCoords + j; |
1756 | outIndices[idxCnt++] = vertexOffset + numCoords + i; |
1757 | outIndices[idxCnt++] = vertexOffset + i; |
1758 | } |
1759 | |
1760 | for (UINT32 i = 2; i < numCoords; ++i) |
1761 | { |
1762 | outIndices[idxCnt++] = vertexOffset + 0; |
1763 | outIndices[idxCnt++] = vertexOffset + i - 1; |
1764 | outIndices[idxCnt++] = vertexOffset + i; |
1765 | } |
1766 | } |
1767 | |
1768 | UINT32 ShapeMeshes3D::subdivideTriangleOnSphere(const Vector3& center, float radius, UINT32 numLevels, |
1769 | const Vector3& a, const Vector3& b, const Vector3& c, |
1770 | UINT8* outVertices, UINT8* outNormals, UINT32 vertexOffset, UINT32 vertexStride) |
1771 | { |
1772 | outVertices += (vertexOffset * vertexStride); |
1773 | |
1774 | if (outNormals != nullptr) |
1775 | outNormals += (vertexOffset * vertexStride); |
1776 | |
1777 | UINT32 numVertices = 0; |
1778 | |
1779 | if (numLevels > 0) |
1780 | { |
1781 | Vector3 sub1 = Vector3::normalize((a + b) * 0.5f); |
1782 | Vector3 sub2 = Vector3::normalize((b + c) * 0.5f); |
1783 | Vector3 sub3 = Vector3::normalize((c + a) * 0.5f); |
1784 | |
1785 | numLevels--; |
1786 | |
1787 | numVertices += subdivideTriangleOnSphere(center, radius, numLevels, a, sub1, sub3, outVertices, |
1788 | outNormals, numVertices, vertexStride); |
1789 | numVertices += subdivideTriangleOnSphere(center, radius, numLevels, sub1, b, sub2, outVertices, |
1790 | outNormals, numVertices, vertexStride); |
1791 | numVertices += subdivideTriangleOnSphere(center, radius, numLevels, sub1, sub2, sub3, outVertices, |
1792 | outNormals, numVertices, vertexStride); |
1793 | numVertices += subdivideTriangleOnSphere(center, radius, numLevels, sub3, sub2, c, outVertices, |
1794 | outNormals, numVertices, vertexStride); |
1795 | } |
1796 | else |
1797 | { |
1798 | *((Vector3*)outVertices) = center + a * radius; |
1799 | outVertices += vertexStride; |
1800 | |
1801 | *((Vector3*)outVertices) = center + b * radius; |
1802 | outVertices += vertexStride; |
1803 | |
1804 | *((Vector3*)outVertices) = center + c * radius; |
1805 | outVertices += vertexStride; |
1806 | |
1807 | if (outNormals != nullptr) |
1808 | { |
1809 | *((Vector3*)outNormals) = a; |
1810 | outNormals += vertexStride; |
1811 | |
1812 | *((Vector3*)outNormals) = b; |
1813 | outNormals += vertexStride; |
1814 | |
1815 | *((Vector3*)outNormals) = c; |
1816 | outNormals += vertexStride; |
1817 | } |
1818 | |
1819 | numVertices += 3; |
1820 | } |
1821 | |
1822 | return numVertices; |
1823 | } |
1824 | |
1825 | void ShapeMeshes3D::generateArcVertices(const Vector3& center, const Vector3& up, float radius, Degree startAngle, |
1826 | Degree angleAmount, Vector2 scale, UINT32 numVertices, UINT8* outVertices, UINT32 vertexOffset, UINT32 vertexStride) |
1827 | { |
1828 | assert(numVertices >= 2); |
1829 | |
1830 | Quaternion alignWithStart = Quaternion(-Vector3::UNIT_Y, startAngle); |
1831 | Quaternion alignWithUp = Quaternion::getRotationFromTo(Vector3::UNIT_Y, up); |
1832 | |
1833 | Vector3 right = alignWithUp.rotate(alignWithStart.rotate(Vector3::UNIT_X)); |
1834 | right.normalize(); |
1835 | |
1836 | Quaternion increment(-up, angleAmount / (float)(numVertices - 1)); |
1837 | |
1838 | outVertices += vertexOffset * vertexStride; |
1839 | Vector3 curDirection = right * radius; |
1840 | for (UINT32 i = 0; i < numVertices; i++) |
1841 | { |
1842 | // Note: Ignoring scale |
1843 | outVertices = writeVector3(outVertices, vertexStride, (center + curDirection)); |
1844 | curDirection = increment.rotate(curDirection); |
1845 | } |
1846 | } |
1847 | |
1848 | void ShapeMeshes3D::generateTangents(UINT8* positions, UINT8* normals, UINT8* uv, UINT32* indices, |
1849 | UINT32 numVertices, UINT32 numIndices, UINT32 vertexOffset, UINT32 indexOffset, UINT32 vertexStride, UINT8* tangents) |
1850 | { |
1851 | Vector3* tempTangents = bs_stack_alloc<Vector3>(numVertices); |
1852 | Vector3* tempBitangents = bs_stack_alloc<Vector3>(numVertices); |
1853 | |
1854 | MeshUtility::calculateTangents( |
1855 | (Vector3*)(positions + vertexOffset * vertexStride), |
1856 | (Vector3*)(normals + vertexOffset * vertexStride), |
1857 | (Vector2*)(uv + vertexOffset * vertexStride), |
1858 | (UINT8*)(indices + indexOffset), |
1859 | numVertices, numIndices, tempTangents, tempBitangents, 4, vertexStride); |
1860 | |
1861 | for (UINT32 i = 0; i < (UINT32)numVertices; i++) |
1862 | { |
1863 | Vector3 normal = *(Vector3*)&normals[(vertexOffset + i) * vertexStride]; |
1864 | Vector3 tangent = tempTangents[i]; |
1865 | Vector3 bitangent = tempBitangents[i]; |
1866 | |
1867 | Vector3 engineBitangent = Vector3::cross(normal, tangent); |
1868 | float sign = Vector3::dot(engineBitangent, bitangent); |
1869 | |
1870 | Vector4 packedTangent(tangent.x, tangent.y, tangent.z, sign > 0 ? 1.0f : -1.0f); |
1871 | memcpy(tangents + (vertexOffset + i) * vertexStride, &packedTangent, sizeof(Vector4)); |
1872 | } |
1873 | |
1874 | bs_stack_free(tempBitangents); |
1875 | bs_stack_free(tempTangents); |
1876 | } |
1877 | } |
1878 | |