| 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 | #pragma once |
| 4 | |
| 5 | #include "BsPrerequisites.h" |
| 6 | #include "Image/BsColor.h" |
| 7 | #include "Math/BsAABox.h" |
| 8 | #include "Math/BsRect3.h" |
| 9 | |
| 10 | namespace bs |
| 11 | { |
| 12 | /** @addtogroup Utility-Engine |
| 13 | * @{ |
| 14 | */ |
| 15 | |
| 16 | /** Helper class for easily creating common 3D shapes. */ |
| 17 | class BS_EXPORT ShapeMeshes3D |
| 18 | { |
| 19 | public: |
| 20 | /** |
| 21 | * Fills the mesh data with vertices representing an outline of axis aligned box. |
| 22 | * |
| 23 | * @param[in] box Axis aligned box to create the mesh data for |
| 24 | * @param[in, out] meshData Mesh data that will be populated. |
| 25 | * @param[in] vertexOffset Offset in number of vertices from the start of the buffer to start writing at. |
| 26 | * @param[in] indexOffset Offset in number of indices from the start of the buffer to start writing at. |
| 27 | * |
| 28 | * @note |
| 29 | * Provided MeshData must have some specific elements at least: |
| 30 | * Vector3 VES_POSITION |
| 31 | * 32bit index buffer |
| 32 | * Enough space for 8 vertices and 24 indices |
| 33 | * @note |
| 34 | * Primitives are output in the form of a line list. |
| 35 | */ |
| 36 | static void wireAABox(const AABox& box, const SPtr<MeshData>& meshData, UINT32 vertexOffset, UINT32 indexOffset); |
| 37 | |
| 38 | /** |
| 39 | * Fills the mesh data with vertices representing a solid axis aligned box. |
| 40 | * |
| 41 | * @param[in] box Axis aligned box to create the mesh data for |
| 42 | * @param[in, out] meshData Mesh data that will be populated. |
| 43 | * @param[in] vertexOffset Offset in number of vertices from the start of the buffer to start writing at. |
| 44 | * @param[in] indexOffset Offset in number of indices from the start of the buffer to start writing at. |
| 45 | * |
| 46 | * @note |
| 47 | * Provided MeshData must have some specific elements at least: |
| 48 | * Vector3 VES_POSITION |
| 49 | * Vector3 VES_NORMAL |
| 50 | * 32bit index buffer |
| 51 | * Enough space for 24 vertices and 36 indices |
| 52 | * Optionally it may also have: |
| 53 | * Vector2 VES_TEXCOORD |
| 54 | * Vector4 VES_TANGENT |
| 55 | * @note |
| 56 | * Primitives are output in the form of a triangle list. |
| 57 | */ |
| 58 | static void solidAABox(const AABox& box, const SPtr<MeshData>& meshData, UINT32 vertexOffset, UINT32 indexOffset); |
| 59 | |
| 60 | /** |
| 61 | * Fills the mesh data with vertices representing an outline of a sphere. |
| 62 | * |
| 63 | * @param[in] sphere Sphere to get the mesh data for |
| 64 | * @param[in, out] meshData Mesh data that will be populated. |
| 65 | * @param[in] vertexOffset Offset in number of vertices from the start of the buffer to start writing at. |
| 66 | * @param[in] indexOffset Offset in number of indices from the start of the buffer to start writing at. |
| 67 | * @param[in] quality Represents the level of tessellation the sphere will have. Higher level means |
| 68 | * higher quality but also more vertices and primitives. |
| 69 | * |
| 70 | * @note |
| 71 | * Provided MeshData must have some specific elements at least: |
| 72 | * Vector3 VES_POSITION |
| 73 | * 32bit index buffer |
| 74 | * Enough space for 3 * ((quality + 1) * 5) vertices |
| 75 | * Enough space for 6 * ((quality + 1) * 5 - 1) indices |
| 76 | * @note |
| 77 | * Primitives are output in the form of a line list. |
| 78 | */ |
| 79 | static void wireSphere(const Sphere& sphere, const SPtr<MeshData>& meshData, UINT32 vertexOffset, UINT32 indexOffset, |
| 80 | UINT32 quality = 10); |
| 81 | |
| 82 | /** |
| 83 | * Fills the mesh data with vertices representing an outline of a hemisphere. |
| 84 | * |
| 85 | * @param[in] sphere Sphere to get the mesh data for |
| 86 | * @param[in, out] meshData Mesh data that will be populated. |
| 87 | * @param[in] vertexOffset Offset in number of vertices from the start of the buffer to start writing at. |
| 88 | * @param[in] indexOffset Offset in number of indices from the start of the buffer to start writing at. |
| 89 | * @param[in] quality Represents the level of tessellation the sphere will have. Higher level means |
| 90 | * higher quality but also more vertices and primitives. |
| 91 | * |
| 92 | * @note |
| 93 | * Provided MeshData must have some specific elements at least: |
| 94 | * Vector3 VES_POSITION |
| 95 | * 32bit index buffer |
| 96 | * Enough space for 3 * ((quality + 1) * 5) vertices |
| 97 | * Enough space for 6 * ((quality + 1) * 5 - 1) indices |
| 98 | * @note |
| 99 | * Primitives are output in the form of a line list. |
| 100 | */ |
| 101 | static void wireHemisphere(const Sphere& sphere, const SPtr<MeshData>& meshData, UINT32 vertexOffset, |
| 102 | UINT32 indexOffset, UINT32 quality = 10); |
| 103 | |
| 104 | /** |
| 105 | * Fills the mesh data with vertices representing a sphere. |
| 106 | * |
| 107 | * @param[in] sphere Sphere to get the mesh data for |
| 108 | * @param[in, out] meshData Mesh data that will be populated. |
| 109 | * @param[in] vertexOffset Offset in number of vertices from the start of the buffer to start writing at. |
| 110 | * @param[in] indexOffset Offset in number of indices from the start of the buffer to start writing at. |
| 111 | * @param[in] quality Represents the level of tessellation the sphere will have. Higher level means |
| 112 | * higher quality but also more vertices and primitives. |
| 113 | * |
| 114 | * @note |
| 115 | * Provided MeshData must have some specific elements at least: |
| 116 | * Vector3 VES_POSITION |
| 117 | * Vector3 VES_NORMAL |
| 118 | * 32bit index buffer |
| 119 | * Enough space for 20 * (4 * (3 ^ quality)) vertices |
| 120 | * Enough space for 20 * (4 * (3 ^ quality)) indices |
| 121 | * Optionally it may also have: |
| 122 | * Vector2 VES_TEXCOORD |
| 123 | * Vector4 VES_TANGENT |
| 124 | * @note |
| 125 | * Primitives are output in the form of a triangle list. |
| 126 | */ |
| 127 | static void solidSphere(const Sphere& sphere, const SPtr<MeshData>& meshData, UINT32 vertexOffset, UINT32 indexOffset, |
| 128 | UINT32 quality = 1); |
| 129 | |
| 130 | /** |
| 131 | * Fills the mesh data with vertices representing an outline of an arc. |
| 132 | * |
| 133 | * @param[in] center Center of the arc to generate geometry for. |
| 134 | * @param[in] radius Radius of the arc to generate geometry for. |
| 135 | * @param[in] normal Normal around which the arc is generated. Arc geometry will be perpendicular |
| 136 | * to the normal. |
| 137 | * @param[in] startAngle Angle at which the arc starts. |
| 138 | * @param[in] amountAngle Angle that the arc spans. |
| 139 | * @param[in, out] meshData Mesh data that will be populated. |
| 140 | * @param[in] vertexOffset Offset in number of vertices from the start of the buffer to start writing at. |
| 141 | * @param[in] indexOffset Offset in number of indices from the start of the buffer to start writing at. |
| 142 | * @param[in] quality Represents the level of tessellation the arc will have. Higher level means |
| 143 | * higher quality but also more vertices and primitives. |
| 144 | * |
| 145 | * @note |
| 146 | * Provided MeshData must have some specific elements at least: |
| 147 | * Vector3 VES_POSITION |
| 148 | * 32bit index buffer |
| 149 | * Enough space for ((quality + 1) * 5) vertices |
| 150 | * Enough space for (((quality + 1) * 5 - 1) * 2) indices |
| 151 | * @note |
| 152 | * Primitives are output in the form of a line list. |
| 153 | */ |
| 154 | static void wireArc(const Vector3& center, float radius, const Vector3& normal, Degree startAngle, Degree amountAngle, |
| 155 | const SPtr<MeshData>& meshData, UINT32 vertexOffset, UINT32 indexOffset, UINT32 quality = 10); |
| 156 | |
| 157 | /** |
| 158 | * Fills the mesh data with vertices representing a solid double-sided arc. |
| 159 | * |
| 160 | * @param[in] center Center of the arc to generate geometry for. |
| 161 | * @param[in] radius Radius of the arc to generate geometry for. |
| 162 | * @param[in] normal Normal around which the arc is generated. Arc geometry will be perpendicular to |
| 163 | * the normal. |
| 164 | * @param[in] startAngle Angle at which the arc starts. |
| 165 | * @param[in] amountAngle Angle that the arc spans. |
| 166 | * @param[in, out] meshData Mesh data that will be populated. |
| 167 | * @param[in] vertexOffset Offset in number of vertices from the start of the buffer to start writing at. |
| 168 | * @param[in] indexOffset Offset in number of indices from the start of the buffer to start writing at. |
| 169 | * @param[in] quality Represents the level of tessellation the arc will have. Higher level means higher |
| 170 | * quality but also more vertices and primitives. |
| 171 | * |
| 172 | * @note |
| 173 | * Provided MeshData must have some specific elements at least: |
| 174 | * Vector3 VES_POSITION |
| 175 | * Vector3 VES_NORMAL |
| 176 | * 32bit index buffer |
| 177 | * Enough space for ((quality + 1) * 5 + 1) * 2 vertices |
| 178 | * Enough space for (((quality + 1) * 5 - 1) * 6) indices |
| 179 | * Optionally it may also have: |
| 180 | * Vector2 VES_TEXCOORD |
| 181 | * Vector4 VES_TANGENT |
| 182 | * @note |
| 183 | * Primitives are output in the form of a triangle list. |
| 184 | */ |
| 185 | static void solidArc(const Vector3& center, float radius, const Vector3& normal, Degree startAngle, Degree amountAngle, |
| 186 | const SPtr<MeshData>& meshData, UINT32 vertexOffset, UINT32 indexOffset, UINT32 quality = 10); |
| 187 | |
| 188 | /** |
| 189 | * Fills the mesh data with vertices representing an outline of a disc. |
| 190 | * |
| 191 | * @param[in] center Center of the disc to generate geometry for. |
| 192 | * @param[in] radius Radius of the disc to generate geometry for. |
| 193 | * @param[in] normal Normal around which the disc is generated. Disc geometry will be perpendicular |
| 194 | * to the normal. |
| 195 | * @param[in, out] meshData Mesh data that will be populated. |
| 196 | * @param[in] vertexOffset Offset in number of vertices from the start of the buffer to start writing at. |
| 197 | * @param[in] indexOffset Offset in number of indices from the start of the buffer to start writing at. |
| 198 | * @param[in] quality Represents the level of tessellation the disc will have. Higher level means |
| 199 | * higher quality but also more vertices and primitives. |
| 200 | * |
| 201 | * @note |
| 202 | * Provided MeshData must have some specific elements at least: |
| 203 | * Vector3 VES_POSITION |
| 204 | * 32bit index buffer |
| 205 | * Enough space for ((quality + 1) * 5) vertices |
| 206 | * Enough space for (((quality + 1) * 5 - 1) * 2) indices |
| 207 | * @note |
| 208 | * Primitives are output in the form of a line list. |
| 209 | */ |
| 210 | static void wireDisc(const Vector3& center, float radius, const Vector3& normal, const SPtr<MeshData>& meshData, |
| 211 | UINT32 vertexOffset, UINT32 indexOffset, UINT32 quality = 10); |
| 212 | |
| 213 | /** |
| 214 | * Fills the mesh data with vertices representing a solid double-sided disc. |
| 215 | * |
| 216 | * @param[in] center Center of the disc to generate geometry for. |
| 217 | * @param[in] radius Radius of the disc to generate geometry for. |
| 218 | * @param[in] normal Normal around which the disc is generated. Disc geometry will be perpendicular |
| 219 | * to the normal. |
| 220 | * @param[in, out] meshData Mesh data that will be populated. |
| 221 | * @param[in] vertexOffset Offset in number of vertices from the start of the buffer to start writing at. |
| 222 | * @param[in] indexOffset Offset in number of indices from the start of the buffer to start writing at. |
| 223 | * @param[in] quality Represents the level of tessellation the disc will have. Higher level means higher |
| 224 | * quality but also more vertices and primitives. |
| 225 | * |
| 226 | * @note |
| 227 | * Provided MeshData must have some specific elements at least: |
| 228 | * Vector3 VES_POSITION |
| 229 | * Vector3 VES_NORMAL |
| 230 | * 32bit index buffer |
| 231 | * Enough space for ((quality + 1) * 5 + 1) * 2 vertices |
| 232 | * Enough space for (((quality + 1) * 5 - 1) * 6) indices |
| 233 | * @note |
| 234 | * Primitives are output in the form of a triangle list. |
| 235 | */ |
| 236 | static void solidDisc(const Vector3& center, float radius, const Vector3& normal, const SPtr<MeshData>& meshData, |
| 237 | UINT32 vertexOffset, UINT32 indexOffset, UINT32 quality = 10); |
| 238 | |
| 239 | /** |
| 240 | * Fills the mesh data with vertices representing an outline of an camera frustum. Frustum will be facing -z and be |
| 241 | * positioned at world origin. |
| 242 | * |
| 243 | * @param[in] position Starting point for the frustum. |
| 244 | * @param[in] aspect Aspect ratio (width / height). |
| 245 | * @param[in] FOV Horizontal field of view angle. |
| 246 | * @param[in] near Distance to near clipping plane. |
| 247 | * @param[in] far Distance to far clipping plane. |
| 248 | * @param[in, out] meshData Mesh data that will be populated. |
| 249 | * @param[in] vertexOffset Offset in number of vertices from the start of the buffer to start writing at. |
| 250 | * @param[in] indexOffset Offset in number of indices from the start of the buffer to start writing at. |
| 251 | * |
| 252 | * @note |
| 253 | * Provided MeshData must have some specific elements at least: |
| 254 | * Vector3 VES_POSITION |
| 255 | * 32bit index buffer |
| 256 | * Enough space for 8 vertices and 24 indices |
| 257 | * @note |
| 258 | * Primitives are output in the form of a line list. |
| 259 | */ |
| 260 | static void wireFrustum(const Vector3& position, float aspect, Degree FOV, float near, float far, |
| 261 | const SPtr<MeshData>& meshData, UINT32 vertexOffset, UINT32 indexOffset); |
| 262 | |
| 263 | /** |
| 264 | * Fills the mesh data with vertices representing a wireframe cone. |
| 265 | * |
| 266 | * @param[in] base World position of the cone base. |
| 267 | * @param[in] normal Direction of the pointed part of the cone. |
| 268 | * @param[in] height Cone height (distance from base to the top). |
| 269 | * @param[in] radius Cone radius (distance from base center to outer edge). |
| 270 | * @param[in] scale Scale to apply to the x/y axes, allowing you to create elliptical cones. |
| 271 | * @param[in, out] meshData Mesh data that will be populated. |
| 272 | * @param[in] vertexOffset Offset in number of vertices from the start of the buffer to start writing at. |
| 273 | * @param[in] indexOffset Offset in number of indices from the start of the buffer to start writing at. |
| 274 | * @param[in] quality Represents the level of tessellation the cone will have. Higher level means |
| 275 | * higher quality but also more vertices and primitives. |
| 276 | * |
| 277 | * @note |
| 278 | * Provided MeshData must have some specific elements at least: |
| 279 | * Vector3 VES_POSITION |
| 280 | * 32bit index buffer |
| 281 | * Enough space for ((quality + 1) * 4 + 5) vertices |
| 282 | * Enough space for (((quality + 1) * 4 + 4) * 2) indices |
| 283 | * @note |
| 284 | * Primitives are output in the form of a line list. |
| 285 | */ |
| 286 | static void wireCone(const Vector3& base, const Vector3& normal, float height, float radius, Vector2 scale, |
| 287 | const SPtr<MeshData>& meshData, UINT32 vertexOffset, UINT32 indexOffset, UINT32 quality = 10); |
| 288 | |
| 289 | /** |
| 290 | * Fills the mesh data with vertices representing a solid cone. |
| 291 | * |
| 292 | * @param[in] base World position of the cone base. |
| 293 | * @param[in] normal Direction of the pointed part of the cone. |
| 294 | * @param[in] height Cone height (distance from base to the top). |
| 295 | * @param[in] radius Cone radius (distance from base center to outer edge). |
| 296 | * @param[in] scale Scale to apply to the x/y axes, allowing you to create elliptical cones. |
| 297 | * @param[in, out] meshData Mesh data that will be populated. |
| 298 | * @param[in] vertexOffset Offset in number of vertices from the start of the buffer to start writing at. |
| 299 | * @param[in] indexOffset Offset in number of indices from the start of the buffer to start writing at. |
| 300 | * @param[in] quality Represents the level of tessellation the cone will have. Higher level means |
| 301 | * higher quality but also more vertices and primitives. |
| 302 | * |
| 303 | * @note |
| 304 | * Provided MeshData must have some specific elements at least: |
| 305 | * Vector3 VES_POSITION |
| 306 | * Vector3 VES_NORMAL |
| 307 | * 32bit index buffer |
| 308 | * Enough space for ((quality + 1) * 4) * 3 + 1 vertices |
| 309 | * Enough space for (((quality + 1) * 4) * 6) indices |
| 310 | * Optionally it may also have: |
| 311 | * Vector2 VES_TEXCOORD |
| 312 | * Vector4 VES_TANGENT |
| 313 | * @note |
| 314 | * Primitives are output in the form of a triangle list. |
| 315 | */ |
| 316 | static void solidCone(const Vector3& base, const Vector3& normal, float height, float radius, Vector2 scale, |
| 317 | const SPtr<MeshData>& meshData, UINT32 vertexOffset, UINT32 indexOffset, UINT32 quality = 10); |
| 318 | |
| 319 | /** |
| 320 | * Fills the mesh data with vertices representing a wireframe cylinder. |
| 321 | * |
| 322 | * @param[in] base World position of the cylinder base. |
| 323 | * @param[in] normal Orientation of the cylinder (height gets applied in this direction). |
| 324 | * @param[in] height Cylinder height (distance from base to the top). |
| 325 | * @param[in] radius Cylinder radius (distance from base center to outer edge). |
| 326 | * @param[in] scale Scale to apply to the x/y axes, allowing you to create elliptical cylinders. |
| 327 | * @param[in, out] meshData Mesh data that will be populated. |
| 328 | * @param[in] vertexOffset Offset in number of vertices from the start of the buffer to start writing at. |
| 329 | * @param[in] indexOffset Offset in number of indices from the start of the buffer to start writing at. |
| 330 | * @param[in] quality Represents the level of tessellation the cylinder will have. Higher level means |
| 331 | * higher quality but also more vertices and primitives. |
| 332 | * |
| 333 | * @note |
| 334 | * Provided MeshData must have some specific elements at least: |
| 335 | * Vector3 VES_POSITION |
| 336 | * 32bit index buffer |
| 337 | * Enough space for ((quality + 1) * 4) * 2) vertices |
| 338 | * Enough space for ((quality + 1) * 4) * 6) indices |
| 339 | * @note |
| 340 | * Primitives are output in the form of a line list. |
| 341 | */ |
| 342 | static void wireCylinder(const Vector3& base, const Vector3& normal, float height, float radius, Vector2 scale, |
| 343 | const SPtr<MeshData>& meshData, UINT32 vertexOffset, UINT32 indexOffset, UINT32 quality = 10); |
| 344 | |
| 345 | /** |
| 346 | * Fills the mesh data with vertices representing a solid cylinder. |
| 347 | * |
| 348 | * @param[in] base World position of the cylinder base. |
| 349 | * @param[in] normal Orientation of the cylinder (height gets applied in this direction). |
| 350 | * @param[in] height Cylinder height (distance from base to the top). |
| 351 | * @param[in] radius Cylinder radius (distance from base center to outer edge). |
| 352 | * @param[in] scale Scale to apply to the x/y axes, allowing you to create elliptical cylinders. |
| 353 | * @param[in, out] meshData Mesh data that will be populated. |
| 354 | * @param[in] vertexOffset Offset in number of vertices from the start of the buffer to start writing at. |
| 355 | * @param[in] indexOffset Offset in number of indices from the start of the buffer to start writing at. |
| 356 | * @param[in] quality Represents the level of tessellation the cylinder will have. Higher level means |
| 357 | * higher quality but also more vertices and primitives. |
| 358 | * |
| 359 | * @note |
| 360 | * Provided MeshData must have some specific elements at least: |
| 361 | * Vector3 VES_POSITION |
| 362 | * Vector3 VES_NORMAL |
| 363 | * 32bit index buffer |
| 364 | * Enough space for ((quality + 1) * 4 + 1) * 4) vertices |
| 365 | * Enough space for ((quality + 1) * 4) * 12) indices |
| 366 | * Optionally it may also have: |
| 367 | * Vector2 VES_TEXCOORD |
| 368 | * Vector4 VES_TANGENT |
| 369 | * @note |
| 370 | * Primitives are output in the form of a triangle list. |
| 371 | */ |
| 372 | static void solidCylinder(const Vector3& base, const Vector3& normal, float height, float radius, Vector2 scale, |
| 373 | const SPtr<MeshData>& meshData, UINT32 vertexOffset, UINT32 indexOffset, UINT32 quality = 10); |
| 374 | |
| 375 | /** |
| 376 | * Fills the mesh data with vertices representing a quad (4 triangles, two sided). |
| 377 | * |
| 378 | * @param[in] area Area in which to draw the quad. |
| 379 | * @param[in, out] meshData Mesh data that will be populated. |
| 380 | * @param[in] vertexOffset Offset in number of vertices from the start of the buffer to start writing at. |
| 381 | * @param[in] indexOffset Offset in number of indices from the start of the buffer to start writing at. |
| 382 | * |
| 383 | * @note |
| 384 | * Provided MeshData must have some specific elements at least: |
| 385 | * Vector3 VES_POSITION |
| 386 | * Vector3 VES_NORMAL |
| 387 | * 32bit index buffer |
| 388 | * Enough space for 8 vertices and 12 indices |
| 389 | * Optionally it may also have: |
| 390 | * Vector2 VES_TEXCOORD |
| 391 | * Vector4 VES_TANGENT |
| 392 | * @note |
| 393 | * Primitives are output in the form of a triangle list. |
| 394 | */ |
| 395 | static void solidQuad(const Rect3& area, const SPtr<MeshData>& meshData, UINT32 vertexOffset, UINT32 indexOffset); |
| 396 | |
| 397 | /** |
| 398 | * Fills the mesh data with vertices representing a per-pixel line. |
| 399 | * |
| 400 | * @param[in] a Start point of the line. |
| 401 | * @param[in] b End point of the line. |
| 402 | * @param[in, out] meshData Mesh data that will be populated. |
| 403 | * @param[in] vertexOffset Offset in number of vertices from the start of the buffer to start writing at. |
| 404 | * @param[in] indexOffset Offset in number of indices from the start of the buffer to start writing at. |
| 405 | * |
| 406 | * @note |
| 407 | * Provided MeshData must have some specific elements at least: |
| 408 | * Vector3 VES_POSITION |
| 409 | * 32bit index buffer |
| 410 | * Enough space for 2 vertices and 2 indices |
| 411 | * @note |
| 412 | * Primitives are output in the form of a line list. |
| 413 | */ |
| 414 | static void pixelLine(const Vector3& a, const Vector3& b, const SPtr<MeshData>& meshData, UINT32 vertexOffset, UINT32 indexOffset); |
| 415 | |
| 416 | /** |
| 417 | * Fills the mesh data with vertices representing an anti-aliased line of specific width. Antialiasing is done |
| 418 | * using alpha blending. |
| 419 | * |
| 420 | * @param[in] a Start point of the line. |
| 421 | * @param[in] b End point of the line. |
| 422 | * @param[in] up Up direction to which the line will run perpendicular to. |
| 423 | * @param[in] width Width of the line. |
| 424 | * @param[in] borderWidth Width of the anti-aliased border. |
| 425 | * @param[in] color Color of the line. |
| 426 | * @param[in, out] meshData Mesh data that will be populated by this method. |
| 427 | * @param[in] vertexOffset Offset in number of vertices from the start of the buffer to start writing at. |
| 428 | * @param[in] indexOffset Offset in number of indices from the start of the buffer to start writing at. |
| 429 | * |
| 430 | * @note |
| 431 | * Provided MeshData must have some specific elements at least: |
| 432 | * Vector3 VES_POSITION |
| 433 | * UINT32 VES_COLOR |
| 434 | * 32bit index buffer |
| 435 | * Enough space for 8 vertices and 30 indices |
| 436 | * @note |
| 437 | * Primitives are output in the form of a triangle list. |
| 438 | */ |
| 439 | static void antialiasedLine(const Vector3& a, const Vector3& b, const Vector3& up, float width, float borderWidth, const Color& color, |
| 440 | const SPtr<MeshData>& meshData, UINT32 vertexOffset, UINT32 indexOffset); |
| 441 | |
| 442 | /** |
| 443 | * Fills the mesh data with vertices representing per-pixel lines. |
| 444 | * |
| 445 | * @param[in] linePoints A list of start and end points for the lines. Must be a multiple of 2. |
| 446 | * @param[in, out] meshData Mesh data that will be populated. |
| 447 | * @param[in] vertexOffset Offset in number of vertices from the start of the buffer to start writing at. |
| 448 | * @param[in] indexOffset Offset in number of indices from the start of the buffer to start writing at. |
| 449 | * |
| 450 | * @note |
| 451 | * Provided MeshData must have some specific elements at least: |
| 452 | * Vector3 VES_POSITION |
| 453 | * 32bit index buffer |
| 454 | * Enough space for (numLines * 2) vertices and (numLines * 2) indices |
| 455 | * @note |
| 456 | * Primitives are output in the form of a line list. |
| 457 | */ |
| 458 | static void pixelLineList(const Vector<Vector3>& linePoints, const SPtr<MeshData>& meshData, UINT32 vertexOffset, UINT32 indexOffset); |
| 459 | |
| 460 | /** |
| 461 | * Fills the mesh data with vertices representing anti-aliased lines of specific width. Antialiasing is done using |
| 462 | * alpha blending. |
| 463 | * |
| 464 | * @param[in] linePoints A list of start and end points for the lines. Must be a multiple of 2. |
| 465 | * @param[in] up Up direction to which the line will run perpendicular to. |
| 466 | * @param[in] width Width of the line. |
| 467 | * @param[in] borderWidth Width of the anti-aliased border. |
| 468 | * @param[in] color Color of the line. |
| 469 | * @param[in, out] meshData Mesh data that will be populated by this method. |
| 470 | * @param[in] vertexOffset Offset in number of vertices from the start of the buffer to start writing at. |
| 471 | * @param[in] indexOffset Offset in number of indices from the start of the buffer to start writing at. |
| 472 | * |
| 473 | * @note |
| 474 | * Provided MeshData must have some specific elements at least: |
| 475 | * Vector3 VES_POSITION |
| 476 | * UINT32 VES_COLOR |
| 477 | * 32bit index buffer |
| 478 | * Enough space for (numLines * 8) vertices and (numLines * 30) indices |
| 479 | * @note |
| 480 | * Primitives are output in the form of a triangle list. |
| 481 | */ |
| 482 | static void antialiasedLineList(const Vector<Vector3>& linePoints, const Vector3& up, float width, float borderWidth, |
| 483 | const Color& color, const SPtr<MeshData>& meshData, UINT32 vertexOffset, UINT32 indexOffset); |
| 484 | |
| 485 | /** |
| 486 | * Fills the provided buffers with position and index data representing an outline of an axis aligned box. Use |
| 487 | * getNumElementsWireAABox() to determine the required sizes of the output buffers. |
| 488 | * |
| 489 | * @param[in] box Box to create geometry for. |
| 490 | * @param[out] outVertices Pre-allocated output buffer that will store the vertex position data. |
| 491 | * @param[in] vertexOffset Offset in number of vertices from the start of the buffer to start writing at. |
| 492 | * @param[in] vertexStride Size of a single vertex, in bytes. |
| 493 | * @param[out] outIndices Pre-allocated output buffer that will store the index data. Indices are 32bit. |
| 494 | * @param[in] indexOffset Offset in number of indices from the start of the buffer to start writing at. |
| 495 | */ |
| 496 | static void wireAABox(const AABox& box, UINT8* outVertices, UINT32 vertexOffset, UINT32 vertexStride, |
| 497 | UINT32* outIndices, UINT32 indexOffset); |
| 498 | |
| 499 | /** |
| 500 | * Fills the provided buffers with position and index data representing a solid axis aligned box. Use |
| 501 | * getNumElementsAABox() to determine the required sizes of the output buffers. |
| 502 | * |
| 503 | * @param[in] box Box to create geometry for. |
| 504 | * @param[out] outVertices Pre-allocated output buffer that will store the vertex position data. |
| 505 | * @param[out] outNormals Pre-allocated output buffer that will store the vertex normal data. |
| 506 | * @param[out] outUV Pre-allocated output buffer that will store the vertex UV data. Set to null if not |
| 507 | * required. |
| 508 | * @param[in] vertexOffset Offset in number of vertices from the start of the buffer to start writing at. |
| 509 | * @param[in] vertexStride Size of a single vertex, in bytes. (Same for both position and normal buffer) |
| 510 | * @param[out] outIndices Pre-allocated output buffer that will store the index data. Indices are 32bit. |
| 511 | * @param[in] indexOffset Offset in number of indices from the start of the buffer to start writing at. |
| 512 | */ |
| 513 | static void solidAABox(const AABox& box, UINT8* outVertices, UINT8* outNormals, UINT8* outUV, UINT32 vertexOffset, |
| 514 | UINT32 vertexStride, UINT32* outIndices, UINT32 indexOffset); |
| 515 | |
| 516 | /** |
| 517 | * Fills the provided buffers with position and index data representing a sphere. Use getNumElementsSphere() to |
| 518 | * determine the required sizes of the output buffers. |
| 519 | * |
| 520 | * @param[in] sphere Sphere to create geometry for. |
| 521 | * @param[out] outVertices Pre-allocated output buffer that will store the vertex position data. |
| 522 | * @param[out] outNormals Pre-allocated output buffer that will store the vertex normal data. Can be null if |
| 523 | * normals aren't needed. |
| 524 | * @param[out] outUV Pre-allocated output buffer that will store the vertex UV data. Set to null if not |
| 525 | * required. |
| 526 | * @param[in] vertexOffset Offset in number of vertices from the start of the buffer to start writing at. |
| 527 | * @param[in] vertexStride Size of a single vertex, in bytes. (Same for both position and normal buffer) |
| 528 | * @param[out] outIndices Pre-allocated output buffer that will store the index data. Indices are 32bit. |
| 529 | * @param[in] indexOffset Offset in number of indices from the start of the buffer to start writing at. |
| 530 | * @param[in] quality Represents the level of tessellation the sphere will have. Higher level means higher |
| 531 | * quality but also more vertices and primitives. |
| 532 | */ |
| 533 | static void solidSphere(const Sphere& sphere, UINT8* outVertices, UINT8* outNormals, UINT8* outUV, |
| 534 | UINT32 vertexOffset, UINT32 vertexStride, UINT32* outIndices, UINT32 indexOffset, UINT32 quality); |
| 535 | |
| 536 | /** |
| 537 | * Fills the provided buffers with position and index data representing an outline of an arc. Use |
| 538 | * getNumElementWiresArc() to determine the required sizes of the output buffers. |
| 539 | * |
| 540 | * @param[in] center Center of the arc to generate geometry for. |
| 541 | * @param[in] radius Radius of the arc to generate geometry for. |
| 542 | * @param[in] normal Normal around which the arc is generated. Arc geometry will be perpendicular to the |
| 543 | * normal. |
| 544 | * @param[in] startAngle Angle at which the arc starts. |
| 545 | * @param[in] amountAngle Angle that the arc spans. |
| 546 | * @param[out] outVertices Pre-allocated output buffer that will store the vertex position data. |
| 547 | * @param[in] vertexOffset Offset in number of vertices from the start of the buffer to start writing at. |
| 548 | * @param[in] vertexStride Size of a single vertex, in bytes. |
| 549 | * @param[out] outIndices Pre-allocated output buffer that will store the index data. Indices are 32bit. |
| 550 | * @param[in] indexOffset Offset in number of indices from the start of the buffer to start writing at. |
| 551 | * @param[in] quality Represents the level of tessellation the arc will have. Higher level means higher |
| 552 | * quality but also more vertices and primitives. |
| 553 | */ |
| 554 | static void wireArc(const Vector3& center, float radius, const Vector3& normal, Degree startAngle, Degree amountAngle, |
| 555 | UINT8* outVertices, UINT32 vertexOffset, UINT32 vertexStride, UINT32* outIndices, UINT32 indexOffset, UINT32 quality); |
| 556 | |
| 557 | /** |
| 558 | * Fills the provided buffers with position and index data representing a solid arc. Use getNumElementsArc() to |
| 559 | * determine the required sizes of the output buffers. |
| 560 | * |
| 561 | * @param[in] center Center of the arc to generate geometry for. |
| 562 | * @param[in] radius Radius of the arc to generate geometry for. |
| 563 | * @param[in] normal Normal around which the arc is generated. Arc geometry will be perpendicular to the |
| 564 | * normal. |
| 565 | * @param[in] startAngle Angle at which the arc starts. |
| 566 | * @param[in] amountAngle Angle that the arc spans. |
| 567 | * @param[out] outVertices Pre-allocated output buffer that will store the vertex position data. |
| 568 | * @param[out] outNormals Pre-allocated output buffer that will store the vertex normal data. |
| 569 | * @param[out] outUV Pre-allocated output buffer that will store the vertex UV data. Set to null if not |
| 570 | * required. |
| 571 | * @param[in] vertexOffset Offset in number of vertices from the start of the buffer to start writing at. |
| 572 | * @param[in] vertexStride Size of a single vertex, in bytes. (Same for both position and normal buffer) |
| 573 | * @param[out] outIndices Pre-allocated output buffer that will store the index data. Indices are 32bit. |
| 574 | * @param[in] indexOffset Offset in number of indices from the start of the buffer to start writing at. |
| 575 | * @param[in] quality Represents the level of tessellation the arc will have. Higher level means higher |
| 576 | * quality but also more vertices and primitives. |
| 577 | */ |
| 578 | static void solidArc(const Vector3& center, float radius, const Vector3& normal, Degree startAngle, |
| 579 | Degree amountAngle, UINT8* outVertices, UINT8* outNormals, UINT8* outUV, UINT32 vertexOffset, |
| 580 | UINT32 vertexStride, UINT32* outIndices, UINT32 indexOffset, UINT32 quality); |
| 581 | |
| 582 | /** |
| 583 | * Fills the provided buffers with position and index data representing an outline of a camera frustum. Use |
| 584 | * getNumElementsFrustum() to determine the required sizes of the output buffers. |
| 585 | * |
| 586 | * @param[in] position Starting point for the frustum. |
| 587 | * @param[in] aspect Aspect ratio (width / height). |
| 588 | * @param[in] FOV Horizontal field of view angle. |
| 589 | * @param[in] near Distance to near clipping plane. |
| 590 | * @param[in] far Distance to far clipping plane. |
| 591 | * @param[out] outVertices Pre-allocated output buffer that will store the vertex position data. |
| 592 | * @param[in] vertexOffset Offset in number of vertices from the start of the buffer to start writing at. |
| 593 | * @param[in] vertexStride Size of a single vertex, in bytes. |
| 594 | * @param[out] outIndices Pre-allocated output buffer that will store the index data. Indices are 32bit. |
| 595 | * @param[in] indexOffset Offset in number of indices from the start of the buffer to start writing at. |
| 596 | */ |
| 597 | static void wireFrustum(const Vector3& position, float aspect, Degree FOV, float near, float far, |
| 598 | UINT8* outVertices, UINT32 vertexOffset, UINT32 vertexStride, UINT32* outIndices, UINT32 indexOffset); |
| 599 | |
| 600 | /** |
| 601 | * Fills the provided buffers with position and index data representing a solid cone. Use getNumElementsCone() to |
| 602 | * determine the required sizes of the output buffers. |
| 603 | * |
| 604 | * @param[in] base World position of the cone base. |
| 605 | * @param[in] normal Direction of the pointed part of the cone. |
| 606 | * @param[in] height Cone height (distance from base to the top). |
| 607 | * @param[in] radius Cone radius (distance from base center to outer edge). |
| 608 | * @param[in] scale Scale to apply to the x/y axes, allowing you to create elliptical cones. |
| 609 | * @param[out] outVertices Pre-allocated output buffer that will store the vertex position data. |
| 610 | * @param[out] outNormals Pre-allocated output buffer that will store the vertex normal data. Can be null if |
| 611 | * normals aren't needed. |
| 612 | * @param[out] outUV Pre-allocated output buffer that will store the vertex UV data. Set to null if not |
| 613 | * required. |
| 614 | * @param[in] vertexOffset Offset in number of vertices from the start of the buffer to start writing at. |
| 615 | * @param[in] vertexStride Size of a single vertex, in bytes. (Same for both position and normal buffer) |
| 616 | * @param[out] outIndices Pre-allocated output buffer that will store the index data. Indices are 32bit. |
| 617 | * @param[in] indexOffset Offset in number of indices from the start of the buffer to start writing at. |
| 618 | * @param[in] quality Represents the level of tessellation the cone will have. Higher level means higher |
| 619 | * quality but also more vertices and primitives. |
| 620 | */ |
| 621 | static void solidCone(const Vector3& base, const Vector3& normal, float height, float radius, Vector2 scale, |
| 622 | UINT8* outVertices, UINT8* outNormals, UINT8* outUV, UINT32 vertexOffset, UINT32 vertexStride, |
| 623 | UINT32* outIndices, UINT32 indexOffset, UINT32 quality); |
| 624 | |
| 625 | /** |
| 626 | * Fills the provided buffers with position and index data representing a wire cone. Use getNumElementsWireCone() to |
| 627 | * determine the required sizes of the output buffers. |
| 628 | * |
| 629 | * @param[in] base World position of the cone base. |
| 630 | * @param[in] normal Direction of the pointed part of the cone. |
| 631 | * @param[in] height Cone height (distance from base to the top). |
| 632 | * @param[in] radius Cone radius (distance from base center to outer edge). |
| 633 | * @param[in] scale Scale to apply to the x/y axes, allowing you to create elliptical cones. |
| 634 | * @param[out] outVertices Pre-allocated output buffer that will store the vertex position data. |
| 635 | * @param[in] vertexOffset Offset in number of vertices from the start of the buffer to start writing at. |
| 636 | * @param[in] vertexStride Size of a single vertex, in bytes. (Same for both position and normal buffer) |
| 637 | * @param[out] outIndices Pre-allocated output buffer that will store the index data. Indices are 32bit. |
| 638 | * @param[in] indexOffset Offset in number of indices from the start of the buffer to start writing at. |
| 639 | * @param[in] quality Represents the level of tessellation the cone will have. Higher level means higher |
| 640 | * quality but also more vertices and primitives. |
| 641 | */ |
| 642 | static void wireCone(const Vector3& base, const Vector3& normal, float height, float radius, Vector2 scale, |
| 643 | UINT8* outVertices, UINT32 vertexOffset, UINT32 vertexStride, UINT32* outIndices, UINT32 indexOffset, |
| 644 | UINT32 quality); |
| 645 | |
| 646 | /** |
| 647 | * Fills the provided buffers with position and index data representing a solid cylinder. Use getNumElementsCylinder() to |
| 648 | * determine the required sizes of the output buffers. |
| 649 | * |
| 650 | * @param[in] base World position of the cylinder base. |
| 651 | * @param[in] normal Orientation of the cylinder (height gets applied in this direction). |
| 652 | * @param[in] height Cylinder height (distance from base to the top). |
| 653 | * @param[in] radius Cylinder radius (distance from base center to outer edge). |
| 654 | * @param[in] scale Scale to apply to the x/y axes, allowing you to create elliptical cylinders. |
| 655 | * @param[out] outVertices Pre-allocated output buffer that will store the vertex position data. |
| 656 | * @param[out] outNormals Pre-allocated output buffer that will store the vertex normal data. Can be null if |
| 657 | * normals aren't needed. |
| 658 | * @param[out] outUV Pre-allocated output buffer that will store the vertex UV data. Set to null if not |
| 659 | * required. |
| 660 | * @param[in] vertexOffset Offset in number of vertices from the start of the buffer to start writing at. |
| 661 | * @param[in] vertexStride Size of a single vertex, in bytes. (Same for both position and normal buffer) |
| 662 | * @param[out] outIndices Pre-allocated output buffer that will store the index data. Indices are 32bit. |
| 663 | * @param[in] indexOffset Offset in number of indices from the start of the buffer to start writing at. |
| 664 | * @param[in] quality Represents the level of tessellation the cylinder will have. Higher level means higher |
| 665 | * quality but also more vertices and primitives. |
| 666 | */ |
| 667 | static void solidCylinder(const Vector3& base, const Vector3& normal, float height, float radius, Vector2 scale, |
| 668 | UINT8* outVertices, UINT8* outNormals, UINT8* outUV, UINT32 vertexOffset, UINT32 vertexStride, |
| 669 | UINT32* outIndices, UINT32 indexOffset, UINT32 quality); |
| 670 | |
| 671 | /** |
| 672 | * Fills the provided buffers with position and index data representing a wire cylinder. Use getNumElementsWireCylinder() to |
| 673 | * determine the required sizes of the output buffers. |
| 674 | * |
| 675 | * @param[in] base World position of the cylinder base. |
| 676 | * @param[in] normal Orientation of the cylinder (height gets applied in this direction). |
| 677 | * @param[in] height Cylinder height (distance from base to the top). |
| 678 | * @param[in] radius Cylinder radius (distance from base center to outer edge). |
| 679 | * @param[in] scale Scale to apply to the x/y axes, allowing you to create elliptical cylinders. |
| 680 | * @param[out] outVertices Pre-allocated output buffer that will store the vertex position data. |
| 681 | * @param[in] vertexOffset Offset in number of vertices from the start of the buffer to start writing at. |
| 682 | * @param[in] vertexStride Size of a single vertex, in bytes. (Same for both position and normal buffer) |
| 683 | * @param[out] outIndices Pre-allocated output buffer that will store the index data. Indices are 32bit. |
| 684 | * @param[in] indexOffset Offset in number of indices from the start of the buffer to start writing at. |
| 685 | * @param[in] quality Represents the level of tessellation the cylinder will have. Higher level means higher |
| 686 | * quality but also more vertices and primitives. |
| 687 | */ |
| 688 | static void wireCylinder(const Vector3& base, const Vector3& normal, float height, float radius, Vector2 scale, |
| 689 | UINT8* outVertices, UINT32 vertexOffset, UINT32 vertexStride, UINT32* outIndices, UINT32 indexOffset, |
| 690 | UINT32 quality); |
| 691 | |
| 692 | /** |
| 693 | * Fills the provided buffers with position and index data representing a solid quad. Use getNumElementsQuad() to |
| 694 | * determine the required sizes of the output buffers. |
| 695 | * |
| 696 | * @param[in] area Area covered by the quad. |
| 697 | * @param[out] outVertices Pre-allocated output buffer that will store the vertex position data. |
| 698 | * @param[out] outNormals Pre-allocated output buffer that will store the vertex normal data. |
| 699 | * @param[out] outUV Pre-allocated output buffer that will store the vertex UV data. Set to null if not |
| 700 | * required. |
| 701 | * @param[in] vertexOffset Offset in number of vertices from the start of the buffer to start writing at. |
| 702 | * @param[in] vertexStride Size of a single vertex, in bytes. (Same for both position and normal buffer) |
| 703 | * @param[out] outIndices Pre-allocated output buffer that will store the index data. Indices are 32bit. |
| 704 | * @param[in] indexOffset Offset in number of indices from the start of the buffer to start writing at. |
| 705 | */ |
| 706 | static void solidQuad(const Rect3& area, UINT8* outVertices, UINT8* outNormals, UINT8* outUV, UINT32 vertexOffset, |
| 707 | UINT32 vertexStride, UINT32* outIndices, UINT32 indexOffset); |
| 708 | |
| 709 | /** Calculates number of vertices and indices required for geometry of a solid axis aligned box. */ |
| 710 | static void getNumElementsAABox(UINT32& numVertices, UINT32& numIndices); |
| 711 | |
| 712 | /** Calculates number of vertices and indices required for geometry of a wireframe axis aligned box. */ |
| 713 | static void getNumElementsWireAABox(UINT32& numVertices, UINT32& numIndices); |
| 714 | |
| 715 | /** Calculates number of vertices and indices required for geometry of a solid sphere of the specified quality. */ |
| 716 | static void getNumElementsSphere(UINT32 quality, UINT32& numVertices, UINT32& numIndices); |
| 717 | |
| 718 | /** Calculates number of vertices and indices required for geometry of a wire sphere of the specified quality. */ |
| 719 | static void getNumElementsWireSphere(UINT32 quality, UINT32& numVertices, UINT32& numIndices); |
| 720 | |
| 721 | /** Calculates number of vertices and indices required for geometry of a wire hemisphere of the specified quality. */ |
| 722 | static void getNumElementsWireHemisphere(UINT32 quality, UINT32& numVertices, UINT32& numIndices); |
| 723 | |
| 724 | /** Calculates number of vertices and indices required for geometry of a solid arc of the specified quality. */ |
| 725 | static void getNumElementsArc(UINT32 quality, UINT32& numVertices, UINT32& numIndices); |
| 726 | |
| 727 | /** Calculates number of vertices and indices required for geometry of a wire arc of the specified quality. */ |
| 728 | static void getNumElementsWireArc(UINT32 quality, UINT32& numVertices, UINT32& numIndices); |
| 729 | |
| 730 | /** Calculates number of vertices and indices required for geometry of a solid desc of the specified quality. */ |
| 731 | static void getNumElementsDisc(UINT32 quality, UINT32& numVertices, UINT32& numIndices); |
| 732 | |
| 733 | /** Calculates number of vertices and indices required for geometry of a wire disc of the specified quality. */ |
| 734 | static void getNumElementsWireDisc(UINT32 quality, UINT32& numVertices, UINT32& numIndices); |
| 735 | |
| 736 | /** Calculates number of vertices and indices required for geometry of a solid cone of the specified quality. */ |
| 737 | static void getNumElementsCone(UINT32 quality, UINT32& numVertices, UINT32& numIndices); |
| 738 | |
| 739 | /** Calculates number of vertices and indices required for geometry of a wireframe cone of the specified quality. */ |
| 740 | static void getNumElementsWireCone(UINT32 quality, UINT32& numVertices, UINT32& numIndices); |
| 741 | |
| 742 | /** Calculates number of vertices and indices required for geometry of a solid cylinder of the specified quality. */ |
| 743 | static void getNumElementsCylinder(UINT32 quality, UINT32& numVertices, UINT32& numIndices); |
| 744 | |
| 745 | /** Calculates number of vertices and indices required for geometry of a wireframe cylinder of the specified quality. */ |
| 746 | static void getNumElementsWireCylinder(UINT32 quality, UINT32& numVertices, UINT32& numIndices); |
| 747 | |
| 748 | /** Calculates number of vertices and indices required for geometry of a frustum. */ |
| 749 | static void getNumElementsFrustum(UINT32& numVertices, UINT32& numIndices); |
| 750 | |
| 751 | /** Calculates number of vertices and indices required for geometry of a quadrirateral. */ |
| 752 | static void getNumElementsQuad(UINT32& numVertices, UINT32& numIndices); |
| 753 | |
| 754 | static const UINT32 NUM_VERTICES_AA_LINE; |
| 755 | static const UINT32 NUM_INDICES_AA_LINE; |
| 756 | |
| 757 | protected: |
| 758 | /** |
| 759 | * Fills the provided buffers with vertices representing a per-pixel line. |
| 760 | * |
| 761 | * @param[in] a Start point of the line. |
| 762 | * @param[in] b End point of the line. |
| 763 | * @param[out] outVertices Output buffer that will store the vertex position data. |
| 764 | * @param[in] vertexOffset Offset in number of vertices from the start of the buffer to start writing at. |
| 765 | * @param[in] vertexStride Size of a single vertex, in bytes. (Same for both position and color buffer) |
| 766 | * @param[out] outIndices Output buffer that will store the index data. Indices are 32bit. |
| 767 | * @param[in] indexOffset Offset in number of indices from the start of the buffer to start writing at. |
| 768 | */ |
| 769 | static void pixelLine(const Vector3& a, const Vector3& b, UINT8* outVertices, |
| 770 | UINT32 vertexOffset, UINT32 vertexStride, UINT32* outIndices, UINT32 indexOffset); |
| 771 | |
| 772 | /** |
| 773 | * Fills the provided buffers with vertices representing an antialiased line with a custom width. |
| 774 | * |
| 775 | * @param[in] a Start point of the line. |
| 776 | * @param[in] b End point of the line. |
| 777 | * @param[in] up Up direction to which the line will run perpendicular to. |
| 778 | * @param[in] width Width of the line. |
| 779 | * @param[in] borderWidth Width of the anti-aliased border. |
| 780 | * @param[in] color Color of the line. |
| 781 | * @param[out] outVertices Output buffer that will store the vertex position data. |
| 782 | * @param[out] outColors Output buffer that will store the vertex color data. |
| 783 | * @param[in] vertexOffset Offset in number of vertices from the start of the buffer to start writing at. |
| 784 | * @param[in] vertexStride Size of a single vertex, in bytes. (Same for both position and color buffer) |
| 785 | * @param[out] outIndices Output buffer that will store the index data. Indices are 32bit. |
| 786 | * @param[in] indexOffset Offset in number of indices from the start of the buffer to start writing at. |
| 787 | */ |
| 788 | static void antialiasedLine(const Vector3& a, const Vector3& b, const Vector3& up, float width, float borderWidth, |
| 789 | const Color& color, UINT8* outVertices, UINT8* outColors, UINT32 vertexOffset, UINT32 vertexStride, |
| 790 | UINT32* outIndices, UINT32 indexOffset); |
| 791 | |
| 792 | /** |
| 793 | * Fills the provided buffers with position data and indices representing an inner area of a polygon (basically a |
| 794 | * normal non-antialiased polygon). |
| 795 | * |
| 796 | * @param[in] points Points defining the polygon. First point is assumed to be the start and end point. |
| 797 | * @param[out] outVertices Output buffer that will store the vertex position data. |
| 798 | * @param[in] vertexOffset Offset in number of vertices from the start of the buffer to start writing at. |
| 799 | * @param[in] vertexStride Size of a single vertex, in bytes. (Same for both position and color buffer) |
| 800 | * @param[out] outIndices Output buffer that will store the index data. Indices are 32bit. |
| 801 | * @param[in] indexOffset Offset in number of indices from the start of the buffer to start writing at. |
| 802 | */ |
| 803 | static void pixelSolidPolygon(const Vector<Vector3>& points, UINT8* outVertices, |
| 804 | UINT32 vertexOffset, UINT32 vertexStride, UINT32* outIndices, UINT32 indexOffset); |
| 805 | |
| 806 | /** |
| 807 | * Fills the provided buffers with vertices representing a pixel-wide polygon border. |
| 808 | * |
| 809 | * @param[in] points Points defining the polygon. First point is assumed to be the start and end point. |
| 810 | * @param[out] outVertices Output buffer that will store the vertex position data. |
| 811 | * @param[in] vertexOffset Offset in number of vertices from the start of the buffer to start writing at. |
| 812 | * @param[in] vertexStride Size of a single vertex, in bytes. (Same for both position and color buffer) |
| 813 | * @param[out] outIndices Output buffer that will store the index data. Indices are 32bit. |
| 814 | * @param[in] indexOffset Offset in number of indices from the start of the buffer to start writing at. |
| 815 | */ |
| 816 | static void pixelWirePolygon(const Vector<Vector3>& points, UINT8* outVertices, |
| 817 | UINT32 vertexOffset, UINT32 vertexStride, UINT32* outIndices, UINT32 indexOffset); |
| 818 | |
| 819 | /** |
| 820 | * Fills the provided buffers with vertices representing an antialiased polygon. |
| 821 | * |
| 822 | * @param[in] points Points defining the polygon. First point is assumed to be the start and end point. |
| 823 | * @param[in] up Up direction to which the polygon will run perpendicular to. |
| 824 | * @param[in] borderWidth Width of the anti-aliased border. |
| 825 | * @param[in] color Color of the polygon. |
| 826 | * @param[out] outVertices Output buffer that will store the vertex position data. |
| 827 | * @param[out] outColors Output buffer that will store the vertex color data. |
| 828 | * @param[in] vertexOffset Offset in number of vertices from the start of the buffer to start writing at. |
| 829 | * @param[in] vertexStride Size of a single vertex, in bytes. (Same for both position and color buffer) |
| 830 | * @param[out] outIndices Output buffer that will store the index data. Indices are 32bit. |
| 831 | * @param[in] indexOffset Offset in number of indices from the start of the buffer to start writing at. |
| 832 | */ |
| 833 | static void antialiasedPolygon(const Vector<Vector3>& points, const Vector3& up, float borderWidth, const Color& color, UINT8* outVertices, UINT8* outColors, |
| 834 | UINT32 vertexOffset, UINT32 vertexStride, UINT32* outIndices, UINT32 indexOffset); |
| 835 | |
| 836 | private: |
| 837 | /** |
| 838 | * Calculates the center of the provided vertices. |
| 839 | * |
| 840 | * @param[in] vertices Buffer containing vertices. Vertices must be of three dimensions at least. |
| 841 | * @param[in] numVertices Number of vertices to calculate the center for. |
| 842 | * @param[in] vertexStride Number of bytes between two vertices in the buffer. |
| 843 | * @return Center point of the vertices. |
| 844 | */ |
| 845 | static Vector3 calcCenter(UINT8* vertices, UINT32 numVertices, UINT32 vertexStride); |
| 846 | |
| 847 | /** |
| 848 | * Subdivides the provided triangle so it approximates a curved surface of a sphere. |
| 849 | * |
| 850 | * @param[in] center Center of the sphere to approximate. |
| 851 | * @param[in] radius Radius of the sphere to approximate. |
| 852 | * @param[in] numLevels Number of times to subdivide the triangle. Higher number means better approximation. |
| 853 | * @param[in] a First corner of the triangle. Must be normalized. |
| 854 | * @param[in] b Second corner of the triangle. Must be normalized. |
| 855 | * @param[in] c Third corner of the triangle. Must be normalized. |
| 856 | * @param[out] outVertices Output buffer that will store the vertex position data. |
| 857 | * @param[out] outNormals Output buffer that will store the vertex normal data. |
| 858 | * @param[in] vertexOffset Offset in number of vertices from the start of the buffer to start writing at. |
| 859 | * @param[in] vertexStride Size of a single vertex, in bytes. (Same for both position and color buffer) |
| 860 | * @return Number of vertices generated (3 * (4 ^ numLevels)). |
| 861 | */ |
| 862 | static UINT32 subdivideTriangleOnSphere(const Vector3& center, float radius, UINT32 numLevels, |
| 863 | const Vector3& a, const Vector3& b, const Vector3& c, |
| 864 | UINT8* outVertices, UINT8* outNormals, UINT32 vertexOffset, UINT32 vertexStride); |
| 865 | |
| 866 | /** |
| 867 | * Generates vertices that are part of an arc approximation. |
| 868 | * |
| 869 | * @param[in] center Determines world position of the arc. |
| 870 | * @param[in] up Determines rotation of the arc. Arc vertices will be perpendicular to this |
| 871 | * direction. |
| 872 | * @param[in] radius Distance of arc vertices from the center. |
| 873 | * @param[in] startAngle Angle in degrees to start the arc at. |
| 874 | * @param[in] angleAmount Angle in degrees to extend the arc from the start angle. |
| 875 | * @param[in] scale Scale to apply to the x/y axes, allowing you to create elliptical arcs. |
| 876 | * @param[in] numVertices Number of vertices to generate for the arc. Higher number means better arc |
| 877 | * approximation. Must be 2 or higher. |
| 878 | * @param[out] outVertices Output buffer that will store the vertex position data. |
| 879 | * @param[in] vertexOffset Offset in number of vertices from the start of the buffer to start writing at. |
| 880 | * @param[in] vertexStride Size of a single vertex, in bytes. (Same for both position and color buffer) |
| 881 | */ |
| 882 | static void generateArcVertices(const Vector3& center, const Vector3& up, float radius, Degree startAngle, |
| 883 | Degree angleAmount, Vector2 scale, UINT32 numVertices, UINT8* outVertices, UINT32 vertexOffset, |
| 884 | UINT32 vertexStride); |
| 885 | |
| 886 | /** |
| 887 | * Calculates per-vertex tangents and bitangents based on the provided vertices, uv coordinates and indices. |
| 888 | * |
| 889 | * @param[in] positions Pointer to an array of vertex positions. |
| 890 | * @param[in] normals Pointer to an array of vertex normals. |
| 891 | * @param[in] uv Pointer to an array of vertex UV coordinates. |
| 892 | * @param[in] indices Set of 32-bit indices containing indexes into vertex array for each triangle. |
| 893 | * @param[in] numVertices Number of vertices in the @p vertices, @p normals and @p uv arrays. |
| 894 | * @param[in] numIndices Number of indices in the @p indices array. Must be a multiple of three. |
| 895 | * @param[in] vertexOffset Offset in number of vertices from the start of the buffers to start reading/writing. |
| 896 | * @param[in] indexOffset Offset in number of indices from the start of the buffer to start reading from. |
| 897 | * @param[in] vertexStride Number of bytes to advance the @p vertices, @p normals and @p uv arrays with each |
| 898 | * vertex. If set to zero them each array is advanced according to its own size. |
| 899 | * @param[out] tangents Pre-allocated buffer that will contain the calculated tangents & bitangents packed |
| 900 | * into 4D vector where first three components are the tangent, and 4th is the sign of |
| 901 | * the bitangent. Must be the same length as the vertex array. |
| 902 | */ |
| 903 | static void generateTangents(UINT8* positions, UINT8* normals, UINT8* uv, UINT32* indices, UINT32 numVertices, |
| 904 | UINT32 numIndices, UINT32 vertexOffset, UINT32 indexOffset, UINT32 vertexStride, |
| 905 | UINT8* tangents); |
| 906 | }; |
| 907 | |
| 908 | /** @} */ |
| 909 | } |