BsShapeMeshes3D.cpp 37 KB

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  1. #include "BsShapeMeshes3D.h"
  2. #include "BsRect2.h"
  3. #include "BsMesh.h"
  4. #include "BsTime.h"
  5. #include "BsVector2.h"
  6. #include "BsQuaternion.h"
  7. #include "BsSphere.h"
  8. #include "BsMaterial.h"
  9. #include "BsPass.h"
  10. #include "BsCoreApplication.h"
  11. #include "BsRenderQueue.h"
  12. #include "BsException.h"
  13. #include "BsCCamera.h"
  14. #include "BsBuiltinResources.h"
  15. #include "BsVertexDataDesc.h"
  16. // DEBUG ONLY
  17. #include "BsDebug.h"
  18. namespace BansheeEngine
  19. {
  20. const UINT32 ShapeMeshes3D::NUM_VERTICES_AA_LINE = 8;
  21. const UINT32 ShapeMeshes3D::NUM_INDICES_AA_LINE = 30;
  22. inline UINT8* writeVector3(UINT8* buffer, UINT32 stride, const Vector3& value)
  23. {
  24. *(Vector3*)buffer = value;
  25. return buffer + stride;
  26. }
  27. void ShapeMeshes3D::wireAABox(const AABox& box, const MeshDataPtr& meshData, UINT32 vertexOffset, UINT32 indexOffset)
  28. {
  29. UINT32* indexData = meshData->getIndices32();
  30. UINT8* positionData = meshData->getElementData(VES_POSITION);
  31. assert((vertexOffset + 8) <= meshData->getNumVertices());
  32. assert((indexOffset + 24) <= meshData->getNumIndices());
  33. wireAABox(box, positionData, vertexOffset, meshData->getVertexDesc()->getVertexStride(), indexData, indexOffset);
  34. }
  35. void ShapeMeshes3D::solidAABox(const AABox& box, const MeshDataPtr& meshData, UINT32 vertexOffset, UINT32 indexOffset)
  36. {
  37. UINT32* indexData = meshData->getIndices32();
  38. UINT8* positionData = meshData->getElementData(VES_POSITION);
  39. UINT8* normalData = meshData->getElementData(VES_NORMAL);
  40. assert((vertexOffset + 24) <= meshData->getNumVertices());
  41. assert((indexOffset + 36) <= meshData->getNumIndices());
  42. solidAABox(box, positionData, normalData, vertexOffset, meshData->getVertexDesc()->getVertexStride(), indexData, indexOffset);
  43. }
  44. void ShapeMeshes3D::wireSphere(const Sphere& sphere, const MeshDataPtr& meshData, UINT32 vertexOffset, UINT32 indexOffset, UINT32 quality)
  45. {
  46. UINT32* indexData = meshData->getIndices32();
  47. UINT8* positionData = meshData->getElementData(VES_POSITION);
  48. UINT32 requiredNumVertices, requiredNumIndices;
  49. getNumElementsWireSphere(quality, requiredNumVertices, requiredNumIndices);
  50. assert((vertexOffset + requiredNumVertices) <= meshData->getNumVertices());
  51. assert((indexOffset + requiredNumIndices) <= meshData->getNumIndices());
  52. UINT32 verticesPerArc = (quality + 1) * 5;
  53. UINT32 indicesPerArc = (verticesPerArc - 1) * 2;
  54. wireDisc(sphere.getCenter(), sphere.getRadius(), Vector3::UNIT_X, meshData,
  55. vertexOffset, indexOffset, quality);
  56. wireDisc(sphere.getCenter(), sphere.getRadius(), Vector3::UNIT_Y, meshData,
  57. vertexOffset + verticesPerArc, indexOffset + indicesPerArc, quality);
  58. wireDisc(sphere.getCenter(), sphere.getRadius(), Vector3::UNIT_Z, meshData,
  59. vertexOffset + verticesPerArc * 2, indexOffset + indicesPerArc * 2, quality);
  60. }
  61. void ShapeMeshes3D::solidSphere(const Sphere& sphere, const MeshDataPtr& meshData, UINT32 vertexOffset, UINT32 indexOffset, UINT32 quality)
  62. {
  63. UINT32* indexData = meshData->getIndices32();
  64. UINT8* positionData = meshData->getElementData(VES_POSITION);
  65. UINT8* normalData = meshData->getElementData(VES_NORMAL);
  66. UINT32 requiredNumVertices, requiredNumIndices;
  67. getNumElementsSphere(quality, requiredNumVertices, requiredNumIndices);
  68. assert((vertexOffset + requiredNumVertices) <= meshData->getNumVertices());
  69. assert((indexOffset + requiredNumIndices) <= meshData->getNumIndices());
  70. solidSphere(sphere, positionData, normalData, vertexOffset,
  71. meshData->getVertexDesc()->getVertexStride(), indexData, indexOffset, quality);
  72. }
  73. void ShapeMeshes3D::wireDisc(const Vector3& center, float radius, const Vector3& normal, const MeshDataPtr& meshData,
  74. UINT32 vertexOffset, UINT32 indexOffset, UINT32 quality)
  75. {
  76. wireArc(center, radius, normal, Degree(0), Degree(360), meshData, vertexOffset, indexOffset, quality);
  77. }
  78. void ShapeMeshes3D::solidDisc(const Vector3& center, float radius, const Vector3& normal, const MeshDataPtr& meshData,
  79. UINT32 vertexOffset, UINT32 indexOffset, UINT32 quality)
  80. {
  81. solidArc(center, radius, normal, Degree(0), Degree(360), meshData, vertexOffset, indexOffset, quality);
  82. }
  83. void ShapeMeshes3D::wireArc(const Vector3& center, float radius, const Vector3& normal, Degree startAngle, Degree amountAngle,
  84. const MeshDataPtr& meshData, UINT32 vertexOffset, UINT32 indexOffset, UINT32 quality)
  85. {
  86. UINT32* indexData = meshData->getIndices32();
  87. UINT8* positionData = meshData->getElementData(VES_POSITION);
  88. UINT32 requiredNumVertices, requiredNumIndices;
  89. getNumElementsWireArc(quality, requiredNumVertices, requiredNumIndices);
  90. assert((vertexOffset + requiredNumVertices) <= meshData->getNumVertices());
  91. assert((indexOffset + requiredNumIndices) <= meshData->getNumIndices());
  92. wireArc(center, radius, normal, startAngle, amountAngle, positionData, vertexOffset,
  93. meshData->getVertexDesc()->getVertexStride(), indexData, indexOffset, quality);
  94. }
  95. void ShapeMeshes3D::solidArc(const Vector3& center, float radius, const Vector3& normal, Degree startAngle, Degree amountAngle,
  96. const MeshDataPtr& meshData, UINT32 vertexOffset, UINT32 indexOffset, UINT32 quality)
  97. {
  98. UINT32* indexData = meshData->getIndices32();
  99. UINT8* positionData = meshData->getElementData(VES_POSITION);
  100. UINT8* normalData = meshData->getElementData(VES_NORMAL);
  101. UINT32 requiredNumVertices, requiredNumIndices;
  102. getNumElementsArc(quality, requiredNumVertices, requiredNumIndices);
  103. assert((vertexOffset + requiredNumVertices) <= meshData->getNumVertices());
  104. assert((indexOffset + requiredNumIndices) <= meshData->getNumIndices());
  105. solidArc(center, radius, normal, startAngle, amountAngle, positionData, normalData, vertexOffset,
  106. meshData->getVertexDesc()->getVertexStride(), indexData, indexOffset, quality);
  107. }
  108. void ShapeMeshes3D::wireFrustum(const Vector3& position, float aspect, Degree FOV, float near, float far,
  109. const MeshDataPtr& meshData, UINT32 vertexOffset, UINT32 indexOffset)
  110. {
  111. UINT32* indexData = meshData->getIndices32();
  112. UINT8* positionData = meshData->getElementData(VES_POSITION);
  113. assert((vertexOffset + 8) <= meshData->getNumVertices());
  114. assert((indexOffset + 24) <= meshData->getNumIndices());
  115. wireFrustum(position, aspect, FOV, near, far, positionData, vertexOffset, meshData->getVertexDesc()->getVertexStride(), indexData, indexOffset);
  116. }
  117. void ShapeMeshes3D::solidCone(const Vector3& base, const Vector3& normal, float height, float radius,
  118. const MeshDataPtr& meshData, UINT32 vertexOffset, UINT32 indexOffset, UINT32 quality)
  119. {
  120. UINT32* indexData = meshData->getIndices32();
  121. UINT8* positionData = meshData->getElementData(VES_POSITION);
  122. UINT8* normalData = meshData->getElementData(VES_NORMAL);
  123. UINT32 requiredNumVertices, requiredNumIndices;
  124. getNumElementsCone(quality, requiredNumVertices, requiredNumIndices);
  125. assert((vertexOffset + requiredNumVertices) <= meshData->getNumVertices());
  126. assert((indexOffset + requiredNumIndices) <= meshData->getNumIndices());
  127. solidCone(base, normal, height, radius, positionData, normalData, vertexOffset,
  128. meshData->getVertexDesc()->getVertexStride(), indexData, indexOffset, quality);
  129. }
  130. void ShapeMeshes3D::solidQuad(const Rect3& area, const MeshDataPtr& meshData, UINT32 vertexOffset, UINT32 indexOffset)
  131. {
  132. UINT32* indexData = meshData->getIndices32();
  133. UINT8* positionData = meshData->getElementData(VES_POSITION);
  134. UINT8* normalData = meshData->getElementData(VES_NORMAL);
  135. assert((vertexOffset + 8) <= meshData->getNumVertices());
  136. assert((indexOffset + 12) <= meshData->getNumIndices());
  137. solidQuad(area, positionData, normalData, vertexOffset,
  138. meshData->getVertexDesc()->getVertexStride(), indexData, indexOffset);
  139. }
  140. void ShapeMeshes3D::pixelLine(const Vector3& a, const Vector3& b, const MeshDataPtr& meshData, UINT32 vertexOffset, UINT32 indexOffset)
  141. {
  142. UINT32* indexData = meshData->getIndices32();
  143. UINT8* positionData = meshData->getElementData(VES_POSITION);
  144. assert((vertexOffset + 2) <= meshData->getNumVertices());
  145. assert((indexOffset + 2) <= meshData->getNumIndices());
  146. pixelLine(a, b, positionData, vertexOffset, meshData->getVertexDesc()->getVertexStride(), indexData, indexOffset);
  147. }
  148. void ShapeMeshes3D::antialiasedLine(const Vector3& a, const Vector3& b, const Vector3& up, float width, float borderWidth,
  149. const Color& color, const MeshDataPtr& meshData, UINT32 vertexOffset, UINT32 indexOffset)
  150. {
  151. UINT32* indexData = meshData->getIndices32();
  152. UINT8* positionData = meshData->getElementData(VES_POSITION);
  153. UINT8* colorData = meshData->getElementData(VES_COLOR);
  154. assert((vertexOffset + NUM_VERTICES_AA_LINE) <= meshData->getNumVertices());
  155. assert((indexOffset + NUM_INDICES_AA_LINE) <= meshData->getNumIndices());
  156. antialiasedLine(a, b, up, width, borderWidth, color, positionData, colorData, vertexOffset, meshData->getVertexDesc()->getVertexStride(), indexData, indexOffset);
  157. }
  158. void ShapeMeshes3D::pixelLineList(const Vector<Vector3>& linePoints, const MeshDataPtr& meshData, UINT32 vertexOffset, UINT32 indexOffset)
  159. {
  160. assert(linePoints.size() % 2 == 0);
  161. assert((vertexOffset + linePoints.size() * 2) <= meshData->getNumVertices());
  162. assert((indexOffset + linePoints.size() * 2) <= meshData->getNumIndices());
  163. UINT32 curVertOffset = vertexOffset;
  164. UINT32 curIdxOffset = indexOffset;
  165. UINT32* indexData = meshData->getIndices32();
  166. UINT8* positionData = meshData->getElementData(VES_POSITION);
  167. UINT32 numPoints = (UINT32)linePoints.size();
  168. for (UINT32 i = 0; i < numPoints; i += 2)
  169. {
  170. pixelLine(linePoints[i], linePoints[i + 1], positionData, curVertOffset, meshData->getVertexDesc()->getVertexStride(), indexData, curIdxOffset);
  171. curVertOffset += 2;
  172. curIdxOffset += 2;
  173. }
  174. }
  175. void ShapeMeshes3D::antialiasedLineList(const Vector<Vector3>& linePoints, const Vector3& up, float width, float borderWidth,
  176. const Color& color, const MeshDataPtr& meshData, UINT32 vertexOffset, UINT32 indexOffset)
  177. {
  178. assert(linePoints.size() % 2 == 0);
  179. assert((vertexOffset + linePoints.size() * 4) <= meshData->getNumVertices());
  180. assert((indexOffset + linePoints.size() * 15) <= meshData->getNumIndices());
  181. UINT32 curVertOffset = vertexOffset;
  182. UINT32 curIdxOffset = indexOffset;
  183. UINT32* indexData = meshData->getIndices32();
  184. UINT8* positionData = meshData->getElementData(VES_POSITION);
  185. UINT8* colorData = meshData->getElementData(VES_COLOR);
  186. UINT32 numPoints = (UINT32)linePoints.size();
  187. for (UINT32 i = 0; i < numPoints; i += 2)
  188. {
  189. antialiasedLine(linePoints[i], linePoints[i + 1], up, width, borderWidth, color, positionData, colorData, curVertOffset, meshData->getVertexDesc()->getVertexStride(), indexData, curIdxOffset);
  190. curVertOffset += NUM_VERTICES_AA_LINE;
  191. curIdxOffset += NUM_INDICES_AA_LINE;
  192. }
  193. }
  194. /************************************************************************/
  195. /* ELEMENT COUNT */
  196. /************************************************************************/
  197. void ShapeMeshes3D::getNumElementsSphere(UINT32 quality, UINT32& numVertices, UINT32& numIndices)
  198. {
  199. numVertices = 20 * (4 * ((UINT32)std::pow(3, quality)));
  200. numIndices = numVertices;
  201. }
  202. void ShapeMeshes3D::getNumElementsWireSphere(UINT32 quality, UINT32& numVertices, UINT32& numIndices)
  203. {
  204. getNumElementsWireArc(quality, numVertices, numIndices);
  205. numVertices *= 3;
  206. numIndices *= 3;
  207. }
  208. void ShapeMeshes3D::getNumElementsArc(UINT32 quality, UINT32& numVertices, UINT32& numIndices)
  209. {
  210. numVertices = ((quality + 1) * 5 + 1) * 2;
  211. numIndices = ((quality + 1) * 5 - 1) * 6;
  212. }
  213. void ShapeMeshes3D::getNumElementsWireArc(UINT32 quality, UINT32& numVertices, UINT32& numIndices)
  214. {
  215. numVertices = (quality + 1) * 5;
  216. numIndices = ((quality + 1) * 5 - 1) * 2;
  217. }
  218. void ShapeMeshes3D::getNumElementsDisc(UINT32 quality, UINT32& numVertices, UINT32& numIndices)
  219. {
  220. getNumElementsArc(quality, numVertices, numIndices);
  221. }
  222. void ShapeMeshes3D::getNumElementsWireDisc(UINT32 quality, UINT32& numVertices, UINT32& numIndices)
  223. {
  224. getNumElementsWireArc(quality, numVertices, numIndices);
  225. }
  226. void ShapeMeshes3D::getNumElementsCone(UINT32 quality, UINT32& numVertices, UINT32& numIndices)
  227. {
  228. numVertices = ((quality + 1) * 4) * 3 + 1;
  229. numIndices = ((quality + 1) * 4) * 6;
  230. }
  231. void ShapeMeshes3D::wireAABox(const AABox& box, UINT8* outVertices, UINT32 vertexOffset, UINT32 vertexStride, UINT32* outIndices, UINT32 indexOffset)
  232. {
  233. outVertices += vertexOffset * vertexStride;
  234. outVertices = writeVector3(outVertices, vertexStride, box.getCorner(AABox::NEAR_LEFT_BOTTOM));
  235. outVertices = writeVector3(outVertices, vertexStride, box.getCorner(AABox::NEAR_RIGHT_BOTTOM));
  236. outVertices = writeVector3(outVertices, vertexStride, box.getCorner(AABox::NEAR_RIGHT_TOP));
  237. outVertices = writeVector3(outVertices, vertexStride, box.getCorner(AABox::NEAR_LEFT_TOP));
  238. outVertices = writeVector3(outVertices, vertexStride, box.getCorner(AABox::FAR_RIGHT_BOTTOM));
  239. outVertices = writeVector3(outVertices, vertexStride, box.getCorner(AABox::FAR_LEFT_BOTTOM));
  240. outVertices = writeVector3(outVertices, vertexStride, box.getCorner(AABox::FAR_LEFT_TOP));
  241. outVertices = writeVector3(outVertices, vertexStride, box.getCorner(AABox::FAR_RIGHT_TOP));
  242. outIndices += indexOffset;
  243. // Front
  244. outIndices[0] = vertexOffset + 0;
  245. outIndices[1] = vertexOffset + 1;
  246. outIndices[2] = vertexOffset + 1;
  247. outIndices[3] = vertexOffset + 2;
  248. outIndices[4] = vertexOffset + 2;
  249. outIndices[5] = vertexOffset + 3;
  250. outIndices[6] = vertexOffset + 3;
  251. outIndices[7] = vertexOffset + 0;
  252. // Center
  253. outIndices[8] = vertexOffset + 0;
  254. outIndices[9] = vertexOffset + 5;
  255. outIndices[10] = vertexOffset + 1;
  256. outIndices[11] = vertexOffset + 4;
  257. outIndices[12] = vertexOffset + 2;
  258. outIndices[13] = vertexOffset + 7;
  259. outIndices[14] = vertexOffset + 3;
  260. outIndices[15] = vertexOffset + 6;
  261. // Back
  262. outIndices[16] = vertexOffset + 4;
  263. outIndices[17] = vertexOffset + 5;
  264. outIndices[18] = vertexOffset + 5;
  265. outIndices[19] = vertexOffset + 6;
  266. outIndices[20] = vertexOffset + 6;
  267. outIndices[21] = vertexOffset + 7;
  268. outIndices[22] = vertexOffset + 7;
  269. outIndices[23] = vertexOffset + 4;
  270. }
  271. void ShapeMeshes3D::solidAABox(const AABox& box, UINT8* outVertices, UINT8* outNormals, UINT32 vertexOffset, UINT32 vertexStride,
  272. UINT32* outIndices, UINT32 indexOffset)
  273. {
  274. outVertices += (vertexOffset * vertexStride);
  275. Vector3* corners = (Vector3*)outVertices;
  276. // Front face
  277. outVertices = writeVector3(outVertices, vertexStride, box.getCorner(AABox::NEAR_LEFT_BOTTOM));
  278. outVertices = writeVector3(outVertices, vertexStride, box.getCorner(AABox::NEAR_RIGHT_BOTTOM));
  279. outVertices = writeVector3(outVertices, vertexStride, box.getCorner(AABox::NEAR_RIGHT_TOP));
  280. outVertices = writeVector3(outVertices, vertexStride, box.getCorner(AABox::NEAR_LEFT_TOP));
  281. // Back face
  282. outVertices = writeVector3(outVertices, vertexStride, box.getCorner(AABox::FAR_RIGHT_BOTTOM));
  283. outVertices = writeVector3(outVertices, vertexStride, box.getCorner(AABox::FAR_LEFT_BOTTOM));
  284. outVertices = writeVector3(outVertices, vertexStride, box.getCorner(AABox::FAR_LEFT_TOP));
  285. outVertices = writeVector3(outVertices, vertexStride, box.getCorner(AABox::FAR_RIGHT_TOP));
  286. // Left face
  287. outVertices = writeVector3(outVertices, vertexStride, box.getCorner(AABox::FAR_LEFT_BOTTOM));
  288. outVertices = writeVector3(outVertices, vertexStride, box.getCorner(AABox::NEAR_LEFT_BOTTOM));
  289. outVertices = writeVector3(outVertices, vertexStride, box.getCorner(AABox::NEAR_LEFT_TOP));
  290. outVertices = writeVector3(outVertices, vertexStride, box.getCorner(AABox::FAR_LEFT_TOP));
  291. // Right face
  292. outVertices = writeVector3(outVertices, vertexStride, box.getCorner(AABox::NEAR_RIGHT_BOTTOM));
  293. outVertices = writeVector3(outVertices, vertexStride, box.getCorner(AABox::FAR_RIGHT_BOTTOM));
  294. outVertices = writeVector3(outVertices, vertexStride, box.getCorner(AABox::FAR_RIGHT_TOP));
  295. outVertices = writeVector3(outVertices, vertexStride, box.getCorner(AABox::NEAR_RIGHT_TOP));
  296. // Top face
  297. outVertices = writeVector3(outVertices, vertexStride, box.getCorner(AABox::FAR_LEFT_TOP));
  298. outVertices = writeVector3(outVertices, vertexStride, box.getCorner(AABox::NEAR_LEFT_TOP));
  299. outVertices = writeVector3(outVertices, vertexStride, box.getCorner(AABox::NEAR_RIGHT_TOP));
  300. outVertices = writeVector3(outVertices, vertexStride, box.getCorner(AABox::FAR_RIGHT_TOP));
  301. // Bottom face
  302. outVertices = writeVector3(outVertices, vertexStride, box.getCorner(AABox::FAR_LEFT_BOTTOM));
  303. outVertices = writeVector3(outVertices, vertexStride, box.getCorner(AABox::FAR_RIGHT_BOTTOM));
  304. outVertices = writeVector3(outVertices, vertexStride, box.getCorner(AABox::NEAR_RIGHT_BOTTOM));
  305. outVertices = writeVector3(outVertices, vertexStride, box.getCorner(AABox::NEAR_LEFT_BOTTOM));
  306. static const Vector3 faceNormals[6] =
  307. {
  308. Vector3(0, 0, 1),
  309. Vector3(0, 0, -1),
  310. Vector3(-1, 0, 0),
  311. Vector3(1, 0, 0),
  312. Vector3(0, 1, 0),
  313. Vector3(0, -1, 0)
  314. };
  315. outNormals += (vertexOffset * vertexStride);
  316. for (UINT32 face = 0; face < 6; face++)
  317. {
  318. outNormals = writeVector3(outNormals, vertexStride, faceNormals[face]);
  319. outNormals = writeVector3(outNormals, vertexStride, faceNormals[face]);
  320. outNormals = writeVector3(outNormals, vertexStride, faceNormals[face]);
  321. outNormals = writeVector3(outNormals, vertexStride, faceNormals[face]);
  322. }
  323. UINT32* indices = outIndices + indexOffset;
  324. for (UINT32 face = 0; face < 6; face++)
  325. {
  326. UINT32 faceVertOffset = vertexOffset + face * 4;
  327. indices[face * 6 + 0] = faceVertOffset + 2;
  328. indices[face * 6 + 1] = faceVertOffset + 1;
  329. indices[face * 6 + 2] = faceVertOffset + 0;
  330. indices[face * 6 + 3] = faceVertOffset + 0;
  331. indices[face * 6 + 4] = faceVertOffset + 3;
  332. indices[face * 6 + 5] = faceVertOffset + 2;
  333. }
  334. }
  335. void ShapeMeshes3D::solidSphere(const Sphere& sphere, UINT8* outVertices, UINT8* outNormals, UINT32 vertexOffset,
  336. UINT32 vertexStride, UINT32* outIndices, UINT32 indexOffset, UINT32 quality)
  337. {
  338. // Create icosahedron
  339. static const float x = 0.525731112119133606f;
  340. static const float z = 0.850650808352039932f;
  341. static const Vector3 vertices[12] =
  342. {
  343. Vector3(-x, 0.0f, z),
  344. Vector3(x, 0.0f, z),
  345. Vector3(-x, 0.0f, -z),
  346. Vector3(x, 0.0f, -z),
  347. Vector3(0.0f, z, x),
  348. Vector3(0.0f, z, -x),
  349. Vector3(0.0f, -z, x),
  350. Vector3(0.0f, -z, -x),
  351. Vector3(z, x, 0.0f),
  352. Vector3(-z, x, 0.0f),
  353. Vector3(z, -x, 0.0f),
  354. Vector3(-z, -x, 0.0f)
  355. };
  356. static const UINT32 triangles[20][3] =
  357. {
  358. { 0, 4, 1 }, { 0, 9, 4 }, { 9, 5, 4 }, { 4, 5, 8 },
  359. { 4, 8, 1 }, { 8, 10, 1 }, { 8, 3, 10 }, { 5, 3, 8 },
  360. { 5, 2, 3 }, { 2, 7, 3 }, { 7, 10, 3 }, { 7, 6, 10 },
  361. { 7, 11, 6 }, { 11, 0, 6 }, { 0, 1, 6 }, { 6, 1, 10 },
  362. { 9, 0, 11 }, { 9, 11, 2 }, { 9, 2, 5 }, { 7, 2, 11 }
  363. };
  364. // Tessellate it
  365. UINT32 curVertOffset = vertexOffset;
  366. for (int i = 0; i < 20; ++i)
  367. {
  368. curVertOffset += subdivideTriangleOnSphere(sphere.getCenter(), sphere.getRadius(), quality,
  369. vertices[triangles[i][2]], vertices[triangles[i][1]], vertices[triangles[i][0]],
  370. outVertices, outNormals, curVertOffset, vertexStride);
  371. }
  372. // Create indices
  373. outIndices += indexOffset;
  374. UINT32 numIndices = 20 * (3 * ((UINT32)std::pow(4L, (long)quality)));
  375. for (UINT32 i = 0; i < numIndices; i += 3)
  376. {
  377. outIndices[i] = vertexOffset + i + 2;
  378. outIndices[i + 1] = vertexOffset + i + 1;
  379. outIndices[i + 2] = vertexOffset + i + 0;
  380. }
  381. }
  382. void ShapeMeshes3D::wireArc(const Vector3& center, float radius, const Vector3& normal, Degree startAngle, Degree amountAngle,
  383. UINT8* outVertices, UINT32 vertexOffset, UINT32 vertexStride, UINT32* outIndices, UINT32 indexOffset, UINT32 quality)
  384. {
  385. UINT32 numVertices = (quality + 1) * 5;
  386. generateArcVertices(center, normal, radius, startAngle, amountAngle,
  387. numVertices, outVertices, vertexOffset, vertexStride);
  388. outIndices += indexOffset;
  389. UINT32 numLines = numVertices - 1;
  390. for (UINT32 i = 0; i < numLines; i++)
  391. {
  392. outIndices[i * 2 + 0] = vertexOffset + i;
  393. outIndices[i * 2 + 1] = vertexOffset + i + 1;
  394. }
  395. }
  396. void ShapeMeshes3D::solidArc(const Vector3& center, float radius, const Vector3& normal, Degree startAngle, Degree amountAngle,
  397. UINT8* outVertices, UINT8* outNormals, UINT32 vertexOffset, UINT32 vertexStride, UINT32* outIndices, UINT32 indexOffset, UINT32 quality)
  398. {
  399. outVertices += vertexOffset * vertexStride;
  400. outNormals += vertexOffset * vertexStride;
  401. outIndices += indexOffset;
  402. bool reverseOrder = amountAngle.valueDegrees() < 0.0f;
  403. Vector3 visibleNormal = normal;
  404. outVertices = writeVector3(outVertices, vertexStride, center);
  405. outNormals = writeVector3(outNormals, vertexStride, visibleNormal);
  406. UINT32 numArcVertices = (quality + 1) * 5;
  407. generateArcVertices(center, normal, radius, startAngle, amountAngle,
  408. numArcVertices, outVertices, vertexOffset, vertexStride);
  409. UINT8* otherSideVertices = outVertices + (numArcVertices * vertexStride);
  410. UINT8* otherSideNormals = outNormals + (numArcVertices * vertexStride);
  411. otherSideVertices = writeVector3(otherSideVertices, vertexStride, center);
  412. otherSideNormals = writeVector3(otherSideNormals, vertexStride, -visibleNormal);
  413. for (UINT32 i = 0; i < numArcVertices; i++)
  414. {
  415. otherSideVertices = writeVector3(otherSideVertices, vertexStride, *(Vector3*)outVertices);
  416. outVertices += vertexStride;
  417. outNormals = writeVector3(outNormals, vertexStride, visibleNormal);
  418. otherSideNormals = writeVector3(otherSideNormals, vertexStride, -visibleNormal);
  419. }
  420. UINT32 numTriangles = numArcVertices - 1;
  421. // If angle is negative the order of vertices is reversed so we need to reverse the indexes too
  422. UINT32 frontSideOffset = vertexOffset + (reverseOrder ? (numArcVertices + 1) : 0);
  423. UINT32 backSideOffset = vertexOffset + (!reverseOrder ? (numArcVertices + 1) : 0);
  424. for (UINT32 i = 0; i < numTriangles; i++)
  425. {
  426. outIndices[i * 6 + 0] = frontSideOffset + 0;
  427. outIndices[i * 6 + 1] = frontSideOffset + i + 1;
  428. outIndices[i * 6 + 2] = frontSideOffset + i;
  429. outIndices[i * 6 + 3] = backSideOffset + 0;
  430. outIndices[i * 6 + 4] = backSideOffset + i;
  431. outIndices[i * 6 + 5] = backSideOffset + i + 1;
  432. }
  433. }
  434. void ShapeMeshes3D::wireFrustum(const Vector3& position, float aspect, Degree FOV, float near, float far,
  435. UINT8* outVertices, UINT32 vertexOffset, UINT32 vertexStride, UINT32* outIndices, UINT32 indexOffset)
  436. {
  437. float fovTan = Math::tan(FOV * 0.5f);
  438. Vector3 nearPoint(0, 0, near);
  439. Vector3 nearWidth(near * fovTan * aspect, 0, 0);
  440. Vector3 nearHeight(0, (near * fovTan) / aspect, 0);
  441. Vector3 farPoint(0, 0, far);
  442. Vector3 farWidth(far * fovTan * aspect, 0, 0);
  443. Vector3 farHeight(0, (far * fovTan) / aspect, 0);
  444. Vector3 points[8] =
  445. {
  446. nearPoint + nearWidth + nearHeight,
  447. nearPoint - nearWidth + nearHeight,
  448. nearPoint - nearWidth - nearHeight,
  449. nearPoint + nearWidth - nearHeight,
  450. farPoint + farWidth + farHeight,
  451. farPoint - farWidth + farHeight,
  452. farPoint - farWidth - farHeight,
  453. farPoint + farWidth - farHeight
  454. };
  455. outVertices += vertexOffset * vertexStride;
  456. for (UINT32 i = 0; i < 8; i++)
  457. outVertices = writeVector3(outVertices, vertexStride, position + points[i]);
  458. outIndices += indexOffset;
  459. // Front
  460. outIndices[0] = vertexOffset + 0; outIndices[1] = vertexOffset + 1;
  461. outIndices[2] = vertexOffset + 1; outIndices[3] = vertexOffset + 2;
  462. outIndices[4] = vertexOffset + 2; outIndices[5] = vertexOffset + 3;
  463. outIndices[6] = vertexOffset + 3; outIndices[7] = vertexOffset + 0;
  464. // Center
  465. outIndices[8] = vertexOffset + 0; outIndices[9] = vertexOffset + 4;
  466. outIndices[10] = vertexOffset + 1; outIndices[11] = vertexOffset + 5;
  467. outIndices[12] = vertexOffset + 2; outIndices[13] = vertexOffset + 6;
  468. outIndices[14] = vertexOffset + 3; outIndices[15] = vertexOffset + 7;
  469. // Back
  470. outIndices[16] = vertexOffset + 4; outIndices[17] = vertexOffset + 5;
  471. outIndices[18] = vertexOffset + 5; outIndices[19] = vertexOffset + 6;
  472. outIndices[20] = vertexOffset + 6; outIndices[21] = vertexOffset + 7;
  473. outIndices[22] = vertexOffset + 7; outIndices[23] = vertexOffset + 4;
  474. }
  475. void ShapeMeshes3D::solidCone(const Vector3& base, const Vector3& normal, float height, float radius,
  476. UINT8* outVertices, UINT8* outNormals, UINT32 vertexOffset, UINT32 vertexStride, UINT32* outIndices, UINT32 indexOffset, UINT32 quality)
  477. {
  478. outVertices += vertexOffset * vertexStride;
  479. outNormals += vertexOffset * vertexStride;
  480. outIndices += indexOffset;
  481. // Generate base disc
  482. UINT32 numArcVertices = (quality + 1) * 4;
  483. generateArcVertices(base, normal, radius, Degree(0), Degree(360),
  484. numArcVertices + 1, outVertices, 0, vertexStride);
  485. outVertices += numArcVertices * vertexStride;
  486. outVertices = writeVector3(outVertices, vertexStride, base); // Write base vertex
  487. UINT32 baseIdx = numArcVertices;
  488. UINT32 totalNumBaseVertices = numArcVertices + 1;
  489. for (UINT32 i = 0; i < totalNumBaseVertices; i++)
  490. {
  491. outNormals = writeVector3(outNormals, vertexStride, -normal);
  492. }
  493. UINT32 numTriangles = numArcVertices;
  494. for (UINT32 i = 0; i < numTriangles - 1; i++)
  495. {
  496. outIndices[i * 3 + 0] = vertexOffset + baseIdx;
  497. outIndices[i * 3 + 1] = vertexOffset + i;
  498. outIndices[i * 3 + 2] = vertexOffset + i + 1;
  499. }
  500. {
  501. UINT32 i = numTriangles - 1;
  502. outIndices[i * 3 + 0] = vertexOffset + baseIdx;
  503. outIndices[i * 3 + 1] = vertexOffset + i;
  504. outIndices[i * 3 + 2] = vertexOffset + 0;
  505. }
  506. //// Generate cone
  507. // Base vertices
  508. generateArcVertices(base, normal, radius, Degree(0), Degree(360),
  509. numArcVertices + 1, outVertices, 0, vertexStride);
  510. Vector3 topVertex = base + normal * height;
  511. // Normals
  512. UINT8* outNormalsBase = outNormals;
  513. UINT8* outNormalsTop = outNormals + numArcVertices * vertexStride;
  514. for (INT32 i = 0; i < (INT32)numArcVertices; i++)
  515. {
  516. int offsetA = i == 0 ? numArcVertices - 1 : i - 1;
  517. int offsetB = i;
  518. int offsetC = (i + 1) % numArcVertices;
  519. Vector3* a = (Vector3*)(outVertices + (offsetA * vertexStride));
  520. Vector3* b = (Vector3*)(outVertices + (offsetB * vertexStride));
  521. Vector3* c = (Vector3*)(outVertices + (offsetC * vertexStride));
  522. Vector3 toTop = topVertex - *b;
  523. Vector3 normalLeft = Vector3::cross(toTop, *a - *b);
  524. normalLeft.normalize();
  525. Vector3 normalRight = Vector3::cross(*c - *b, toTop);
  526. normalRight.normalize();
  527. Vector3 triNormal = Vector3::normalize(normalLeft + normalRight);
  528. outNormalsBase = writeVector3(outNormalsBase, vertexStride, triNormal);
  529. outNormalsTop = writeVector3(outNormalsTop, vertexStride, triNormal);
  530. }
  531. // Top vertices (All same position, but need them separate because of different normals)
  532. outVertices += numArcVertices * vertexStride;
  533. for (UINT32 i = 0; i < numArcVertices; i++)
  534. outVertices = writeVector3(outVertices, vertexStride, topVertex);
  535. outIndices += numTriangles * 3;
  536. UINT32 curVertBaseOffset = vertexOffset + numArcVertices + 1;
  537. UINT32 curVertTopOffset = curVertBaseOffset + numArcVertices;
  538. for (UINT32 i = 0; i < numTriangles - 1; i++)
  539. {
  540. outIndices[i * 3 + 0] = curVertTopOffset + i;
  541. outIndices[i * 3 + 1] = curVertBaseOffset + i + 1;
  542. outIndices[i * 3 + 2] = curVertBaseOffset + i;
  543. }
  544. {
  545. UINT32 i = numTriangles - 1;
  546. outIndices[i * 3 + 0] = curVertTopOffset + i;
  547. outIndices[i * 3 + 1] = curVertBaseOffset + 0;
  548. outIndices[i * 3 + 2] = curVertBaseOffset + i;
  549. }
  550. }
  551. void ShapeMeshes3D::solidQuad(const Rect3& area, UINT8* outVertices, UINT8* outNormals, UINT32 vertexOffset, UINT32 vertexStride, UINT32* outIndices, UINT32 indexOffset)
  552. {
  553. outVertices += (vertexOffset * vertexStride);
  554. Vector3 topLeft = area.getCenter() - area.getAxisHorz() * area.getExtentHorz() + area.getAxisVert() * area.getExtentVertical();
  555. Vector3 topRight = area.getCenter() + area.getAxisHorz() * area.getExtentHorz() + area.getAxisVert() * area.getExtentVertical();
  556. Vector3 botRight = area.getCenter() + area.getAxisHorz() * area.getExtentHorz() - area.getAxisVert() * area.getExtentVertical();
  557. Vector3 botLeft = area.getCenter() - area.getAxisHorz() * area.getExtentHorz() - area.getAxisVert() * area.getExtentVertical();
  558. outVertices = writeVector3(outVertices, vertexStride, topLeft);
  559. outVertices = writeVector3(outVertices, vertexStride, topRight);
  560. outVertices = writeVector3(outVertices, vertexStride, botRight);
  561. outVertices = writeVector3(outVertices, vertexStride, botLeft);
  562. outVertices = writeVector3(outVertices, vertexStride, topLeft);
  563. outVertices = writeVector3(outVertices, vertexStride, topRight);
  564. outVertices = writeVector3(outVertices, vertexStride, botRight);
  565. outVertices = writeVector3(outVertices, vertexStride, botLeft);
  566. Vector3 normal = area.getAxisHorz().cross(area.getAxisVert());
  567. Vector3 reverseNormal = -normal;
  568. outNormals += (vertexOffset * vertexStride);
  569. outNormals = writeVector3(outNormals, vertexStride, normal);
  570. outNormals = writeVector3(outNormals, vertexStride, normal);
  571. outNormals = writeVector3(outNormals, vertexStride, normal);
  572. outNormals = writeVector3(outNormals, vertexStride, normal);
  573. outNormals = writeVector3(outNormals, vertexStride, reverseNormal);
  574. outNormals = writeVector3(outNormals, vertexStride, reverseNormal);
  575. outNormals = writeVector3(outNormals, vertexStride, reverseNormal);
  576. outNormals = writeVector3(outNormals, vertexStride, reverseNormal);
  577. outIndices += indexOffset;
  578. outIndices[0] = vertexOffset;
  579. outIndices[1] = vertexOffset + 1;
  580. outIndices[2] = vertexOffset + 2;
  581. outIndices[3] = vertexOffset;
  582. outIndices[4] = vertexOffset + 2;
  583. outIndices[5] = vertexOffset + 3;
  584. outIndices[6] = vertexOffset;
  585. outIndices[7] = vertexOffset + 2;
  586. outIndices[8] = vertexOffset + 1;
  587. outIndices[9] = vertexOffset;
  588. outIndices[10] = vertexOffset + 3;
  589. outIndices[11] = vertexOffset + 2;
  590. }
  591. Vector3 ShapeMeshes3D::calcCenter(UINT8* vertices, UINT32 numVertices, UINT32 vertexStride)
  592. {
  593. Vector3 center = Vector3::ZERO;
  594. for(UINT32 i = 0; i < numVertices; i++)
  595. {
  596. Vector3* curVert = (Vector3*)vertices;
  597. center += *curVert;
  598. vertices += vertexStride;
  599. }
  600. center /= (float)numVertices;
  601. return center;
  602. }
  603. void ShapeMeshes3D::pixelLine(const Vector3& a, const Vector3& b, UINT8* outVertices,
  604. UINT32 vertexOffset, UINT32 vertexStride, UINT32* outIndices, UINT32 indexOffset)
  605. {
  606. outVertices += (vertexOffset * vertexStride);
  607. Vector3* vertices = (Vector3*)outVertices;
  608. (*vertices) = a;
  609. vertices = (Vector3*)(outVertices + vertexStride);
  610. (*vertices) = b;
  611. outIndices += indexOffset;
  612. outIndices[0] = vertexOffset + 0;
  613. outIndices[1] = vertexOffset + 1;
  614. }
  615. void ShapeMeshes3D::antialiasedLine(const Vector3& a, const Vector3& b, const Vector3& up, float width, float borderWidth, const Color& color, UINT8* outVertices, UINT8* outColors,
  616. UINT32 vertexOffset, UINT32 vertexStride, UINT32* outIndices, UINT32 indexOffset)
  617. {
  618. Vector3 dir = b - a;
  619. dir.normalize();
  620. Vector3 right = dir.cross(up);
  621. right.normalize();
  622. Vector<Vector3> points(4);
  623. float r = width * 0.5f;
  624. dir = dir * r;
  625. right = right * r;
  626. Vector3 v0 = a - dir - right;
  627. Vector3 v1 = a - dir + right;
  628. Vector3 v2 = b + dir + right;
  629. Vector3 v3 = b + dir - right;
  630. points[0] = v0;
  631. points[1] = v1;
  632. points[2] = v2;
  633. points[3] = v3;
  634. antialiasedPolygon(points, up, borderWidth, color, outVertices, outColors, vertexOffset, vertexStride, outIndices, indexOffset);
  635. }
  636. void ShapeMeshes3D::pixelSolidPolygon(const Vector<Vector3>& points, UINT8* outVertices,
  637. UINT32 vertexOffset, UINT32 vertexStride, UINT32* outIndices, UINT32 indexOffset)
  638. {
  639. outVertices += (vertexOffset * vertexStride);
  640. for (auto& point : points)
  641. {
  642. Vector3* vertices = (Vector3*)outVertices;
  643. (*vertices) = point;
  644. outVertices += vertexStride;
  645. }
  646. outIndices += indexOffset;
  647. INT32 numPoints = (INT32)points.size();
  648. UINT32 idxCnt = 0;
  649. for (int i = 2; i < numPoints; i++)
  650. {
  651. outIndices[idxCnt++] = vertexOffset;
  652. outIndices[idxCnt++] = vertexOffset + i - 1;
  653. outIndices[idxCnt++] = vertexOffset + i;
  654. }
  655. }
  656. void ShapeMeshes3D::pixelWirePolygon(const Vector<Vector3>& points, UINT8* outVertices,
  657. UINT32 vertexOffset, UINT32 vertexStride, UINT32* outIndices, UINT32 indexOffset)
  658. {
  659. INT32 numPoints = (INT32)points.size();
  660. UINT32 curVertOffset = vertexOffset;
  661. UINT32 curIdxOffset = indexOffset;
  662. for (INT32 i = 0, j = numPoints - 1; i < numPoints; j = i++)
  663. {
  664. pixelLine(points[j], points[i], outVertices, curVertOffset, vertexStride, outIndices, curIdxOffset);
  665. curVertOffset += 2;
  666. curIdxOffset += 2;
  667. }
  668. }
  669. void ShapeMeshes3D::antialiasedPolygon(const Vector<Vector3>& points, const Vector3& up, float borderWidth, const Color& color, UINT8* outVertices, UINT8* outColors,
  670. UINT32 vertexOffset, UINT32 vertexStride, UINT32* outIndices, UINT32 indexOffset)
  671. {
  672. UINT32 numCoords = (UINT32)points.size();
  673. outVertices += vertexOffset * vertexStride;
  674. outColors += vertexOffset * vertexStride;
  675. Vector<Vector3> tempNormals(numCoords);
  676. for (UINT32 i = 0, j = numCoords - 1; i < numCoords; j = i++)
  677. {
  678. const Vector3& v0 = points[j];
  679. const Vector3& v1 = points[i];
  680. Vector3 dir = v1 - v0;
  681. Vector3 right = dir.cross(up);
  682. right.normalize();
  683. tempNormals[j] = right;
  684. // Also start populating the vertex array
  685. Vector3* vertices = (Vector3*)outVertices;
  686. *vertices = v1;
  687. UINT32* colors = (UINT32*)outColors;
  688. *colors = color.getAsRGBA();
  689. outVertices += vertexStride;
  690. outColors += vertexStride;
  691. }
  692. Color transparentColor = color;
  693. transparentColor.a = 0.0f;
  694. for (UINT32 i = 0, j = numCoords - 1; i < numCoords; j = i++)
  695. {
  696. const Vector3& n0 = tempNormals[j];
  697. const Vector3& n1 = tempNormals[i];
  698. Vector3 avgNrm = (n0 + n1) * 0.5f;
  699. float magSqrd = avgNrm.squaredLength();
  700. if (magSqrd > 0.000001f)
  701. {
  702. float scale = 1.0f / magSqrd;
  703. if (scale > 10.0f)
  704. scale = 10.0f;
  705. avgNrm = avgNrm * scale;
  706. }
  707. Vector3 tempCoord = points[i] + avgNrm * borderWidth;
  708. // Move it to the vertex array
  709. Vector3* vertices = (Vector3*)outVertices;
  710. *vertices = tempCoord;
  711. UINT32* colors = (UINT32*)outColors;
  712. *colors = transparentColor.getAsRGBA();
  713. outVertices += vertexStride;
  714. outColors += vertexStride;
  715. }
  716. // Populate index buffer
  717. outIndices += indexOffset;
  718. UINT32 idxCnt = 0;
  719. for (UINT32 i = 0, j = numCoords - 1; i < numCoords; j = i++)
  720. {
  721. outIndices[idxCnt++] = vertexOffset + i;
  722. outIndices[idxCnt++] = vertexOffset + j;
  723. outIndices[idxCnt++] = vertexOffset + numCoords + j;
  724. outIndices[idxCnt++] = vertexOffset + numCoords + j;
  725. outIndices[idxCnt++] = vertexOffset + numCoords + i;
  726. outIndices[idxCnt++] = vertexOffset + i;
  727. }
  728. for (UINT32 i = 2; i < numCoords; ++i)
  729. {
  730. outIndices[idxCnt++] = vertexOffset + 0;
  731. outIndices[idxCnt++] = vertexOffset + i - 1;
  732. outIndices[idxCnt++] = vertexOffset + i;
  733. }
  734. }
  735. UINT32 ShapeMeshes3D::subdivideTriangleOnSphere(const Vector3& center, float radius, UINT32 numLevels,
  736. const Vector3& a, const Vector3& b, const Vector3& c,
  737. UINT8* outVertices, UINT8* outNormals, UINT32 vertexOffset, UINT32 vertexStride)
  738. {
  739. outVertices += (vertexOffset * vertexStride);
  740. outNormals += (vertexOffset * vertexStride);
  741. UINT32 numVertices = 0;
  742. if (numLevels > 0)
  743. {
  744. Vector3 sub1 = Vector3::normalize((a + b) * 0.5f);
  745. Vector3 sub2 = Vector3::normalize((b + c) * 0.5f);
  746. Vector3 sub3 = Vector3::normalize((c + a) * 0.5f);
  747. numLevels--;
  748. numVertices += subdivideTriangleOnSphere(center, radius, numLevels, a, sub1, sub3, outVertices,
  749. outNormals, numVertices, vertexStride);
  750. numVertices += subdivideTriangleOnSphere(center, radius, numLevels, sub1, b, sub2, outVertices,
  751. outNormals, numVertices, vertexStride);
  752. numVertices += subdivideTriangleOnSphere(center, radius, numLevels, sub1, sub2, sub3, outVertices,
  753. outNormals, numVertices, vertexStride);
  754. numVertices += subdivideTriangleOnSphere(center, radius, numLevels, sub3, sub2, c, outVertices,
  755. outNormals, numVertices, vertexStride);
  756. }
  757. else
  758. {
  759. *((Vector3*)outVertices) = center + a * radius;
  760. *((Vector3*)outNormals) = a;
  761. outVertices += vertexStride;
  762. outNormals += vertexStride;
  763. *((Vector3*)outVertices) = center + b * radius;
  764. *((Vector3*)outNormals) = b;
  765. outVertices += vertexStride;
  766. outNormals += vertexStride;
  767. *((Vector3*)outVertices) = center + c * radius;
  768. *((Vector3*)outNormals) = c;
  769. outVertices += vertexStride;
  770. outNormals += vertexStride;
  771. numVertices += 3;
  772. }
  773. return numVertices;
  774. }
  775. void ShapeMeshes3D::generateArcVertices(const Vector3& center, const Vector3& up, float radius, Degree startAngle, Degree angleAmount, UINT32 numVertices,
  776. UINT8* outVertices, UINT32 vertexOffset, UINT32 vertexStride)
  777. {
  778. assert(numVertices >= 2);
  779. Quaternion alignWithStart = Quaternion(-Vector3::UNIT_Y, startAngle);
  780. Quaternion alignWithUp = Quaternion::getRotationFromTo(Vector3::UNIT_Y, up);
  781. Vector3 right = alignWithUp.rotate(alignWithStart.rotate(Vector3::UNIT_X));
  782. right.normalize();
  783. Quaternion increment(up, angleAmount / (float)(numVertices - 1));
  784. outVertices += vertexOffset * vertexStride;
  785. Vector3 curDirection = right * radius;
  786. for (UINT32 i = 0; i < numVertices; i++)
  787. {
  788. outVertices = writeVector3(outVertices, vertexStride, center + curDirection);
  789. curDirection = increment.rotate(curDirection);
  790. }
  791. }
  792. }