Example #1
0
        void createVertices() // Note: This can be done a lot more efficiently if multiple spheres have the same number of vertices
        {
            vertices = new VertexPositionColorNormal[nvertices];
            Vector3 center = new Vector3(0, 0, 0);
            Vector3 rad    = new Vector3(1, 0, 0);

            for (int x = 0; x < numVertices; x++)
            {
                float difx = 360.0f / (float)numVertices;
                for (int y = 0; y < numVertices; y++)
                {
                    float   dify  = 360.0f / (float)numVertices;
                    Matrix  zrot  = Matrix.CreateRotationZ(MathHelper.ToRadians(y * dify));
                    Matrix  yrot  = Matrix.CreateRotationY(MathHelper.ToRadians(x * difx));
                    Vector3 point = Vector3.Transform(Vector3.Transform(rad, zrot), yrot);
                    point.Normalize();
                    Vector3 normal = point;

                    vertices[x + y * numVertices] = new VertexPositionColorNormal()
                    {
                        Position = point, Color = color, Normal = normal
                    };
                }
            }
        }
        private VertexPositionColorNormal[] CreateBox()
        {
            var vertices = new VertexPositionColorNormal[]
            {
                
                // Front Surface
                new VertexPositionColorNormal(new Vector3(-1.0f, -1.0f, 1.0f), Color.Blue, new Vector3(1, 0, 1)),
                new VertexPositionColorNormal(new Vector3(-1.0f, 1.0f, 1.0f), Color.Red, new Vector3(1, 0, 1)),
                new VertexPositionColorNormal(new Vector3(1.0f, -1.0f, 1.0f), Color.Red, new Vector3(1, 0, 1)),
                new VertexPositionColorNormal(new Vector3(1.0f, -1.0f, 1.0f), Color.Red, new Vector3(1, 0, 1)),
                new VertexPositionColorNormal(new Vector3(-1.0f, 1.0f, 1.0f), Color.Red, new Vector3(1, 0, 1)),
                new VertexPositionColorNormal(new Vector3(1.0f, 1.0f, 1.0f), Color.Blue, new Vector3(1, 0, 1)),  

                // Back Surface
                new VertexPositionColorNormal(new Vector3(1.0f, -1.0f, -1.0f), Color.Yellow, new Vector3(1, 0, 1)),
                new VertexPositionColorNormal(new Vector3(1.0f, 1.0f, -1.0f), Color.Yellow, new Vector3(1, 0, 1)),
                new VertexPositionColorNormal(new Vector3(-1.0f, -1.0f, -1.0f), Color.Yellow, new Vector3(1, 0, 1)),
                new VertexPositionColorNormal(new Vector3(-1.0f, -1.0f, -1.0f), Color.Yellow, new Vector3(1, 0, 1)),
                new VertexPositionColorNormal(new Vector3(1.0f, 1.0f, -1.0f), Color.Yellow, new Vector3(1, 0, 1)),
                new VertexPositionColorNormal(new Vector3(-1.0f, 1.0f, -1.0f), Color.Yellow, new Vector3(1, 0, 1)), 

                
                // Left Surface
                new VertexPositionColorNormal(new Vector3(-1.0f, -1.0f, -1.0f), Color.Blue, new Vector3(1, 0, 1)),
                new VertexPositionColorNormal(new Vector3(-1.0f, 1.0f, -1.0f), Color.Blue, new Vector3(1, 0, 1)),
                new VertexPositionColorNormal(new Vector3(-1.0f, -1.0f, 1.0f), Color.Blue, new Vector3(1, 0, 1)),
                new VertexPositionColorNormal(new Vector3(-1.0f, -1.0f, 1.0f), Color.Blue, new Vector3(1, 0, 1)),
                new VertexPositionColorNormal(new Vector3(-1.0f, 1.0f, -1.0f), Color.Blue, new Vector3(1, 0, 1)),
                new VertexPositionColorNormal(new Vector3(-1.0f, 1.0f, 1.0f), Color.Blue, new Vector3(1, 0, 1)),

                
                // Right Surface
                new VertexPositionColorNormal(new Vector3(1.0f, -1.0f, 1.0f), Color.Violet, new Vector3(1, 0, 1)),
                new VertexPositionColorNormal(new Vector3(1.0f, 1.0f, 1.0f), Color.Violet, new Vector3(1, 0, 1)),
                new VertexPositionColorNormal(new Vector3(1.0f, -1.0f, -1.0f), Color.Violet, new Vector3(1, 0, 1)),
                new VertexPositionColorNormal(new Vector3(1.0f, -1.0f, -1.0f), Color.Violet, new Vector3(1, 0, 1)),
                new VertexPositionColorNormal(new Vector3(1.0f, 1.0f, 1.0f), Color.Violet, new Vector3(1, 0, 1)),
                new VertexPositionColorNormal(new Vector3(1.0f, 1.0f, -1.0f), Color.Violet, new Vector3(1, 0, 1)),
                

                // Top Surface
                new VertexPositionColorNormal(new Vector3(-1.0f, 1.0f, 1.0f), Color.Green, new Vector3(1, 0, 1)),
                new VertexPositionColorNormal(new Vector3(-1.0f, 1.0f, -1.0f), Color.Green, new Vector3(1, 0, 1)),
                new VertexPositionColorNormal(new Vector3(1.0f, 1.0f, 1.0f), Color.Green, new Vector3(1, 0, 1)),
                new VertexPositionColorNormal(new Vector3(1.0f, 1.0f, 1.0f), Color.Green, new Vector3(1, 0, 1)),
                new VertexPositionColorNormal(new Vector3(-1.0f, 1.0f, -1.0f), Color.Green, new Vector3(1, 0, 1)),
                new VertexPositionColorNormal(new Vector3(1.0f, 1.0f, -1.0f), Color.Green, new Vector3(1, 0, 1)),

                // Bottom Surface
                new VertexPositionColorNormal(new Vector3(-1.0f, -1.0f, -1.0f), Color.Orange, new Vector3(1, 0, 1)),
                new VertexPositionColorNormal(new Vector3(-1.0f, -1.0f, 1.0f), Color.Orange, new Vector3(1, 0, 1)),
                new VertexPositionColorNormal(new Vector3(1.0f, -1.0f, -1.0f), Color.Orange, new Vector3(1, 0, 1)),
                new VertexPositionColorNormal(new Vector3(1.0f, -1.0f, -1.0f), Color.Orange, new Vector3(1, 0, 1)),
                new VertexPositionColorNormal(new Vector3(-1.0f, -1.0f, 1.0f), Color.Orange, new Vector3(1, 0, 1)),
                new VertexPositionColorNormal(new Vector3(1.0f, -1.0f, 1.0f), Color.Orange, new Vector3(1, 0, 1)),
            };

            return vertices;
        }
        public static IEnumerable <VertexPositionColorNormal> getTris(VertexPositionColorNormal[] source, int Depth, int Width)
        {
            VertexPositionColorNormal[,] Data = new VertexPositionColorNormal[Width, Depth]; //The new, easy to read 2D array
            for (int x = 0; x < Width; x++)                                                  //Convert!
            {
                for (int y = 0; y < Depth; y++)
                {
                    Data[x, y] = source[x + y * Width];
                }
            }

            var result = new List <VertexPositionColorNormal>();

            for (int x = 0; x < Width - 1; x++)
            {
                for (int y = 0; y < Depth - 1; y++)
                {
                    var a = Data[x, y];
                    var b = Data[x + 1, y];
                    var c = Data[x, y + 1];

                    if (a.Color != Color.Transparent && b.Color != Color.Transparent && c.Color != Color.Transparent)
                    {
                        result.Add(a);
                        result.Add(b);
                        result.Add(c);
                    }
                }
            }

            for (int x = 1; x < Width; x++)
            {
                for (int y = 0; y < Depth - 1; y++)
                {
                    var a = Data[x, y];
                    var b = Data[x, y + 1];
                    var c = Data[x - 1, y + 1];

                    if (a.Color != Color.Transparent && b.Color != Color.Transparent && c.Color != Color.Transparent)
                    {
                        result.Add(a);
                        result.Add(b);
                        result.Add(c);
                    }
                }
            }

            return(result);
        }
Example #4
0
        private static void GenerateNormals(VertexPositionColorNormal[] vertices, int[] indices)
        {
            for (int i = 0; i < indices.Length / 3; i++)
            {
                Vector3 firstvec = vertices[indices[i * 3 + 1]].Position - vertices[indices[i * 3]].Position;
                Vector3 secondvec = vertices[indices[i * 3]].Position - vertices[indices[i * 3 + 2]].Position;
                Vector3 normal = Vector3.Cross(firstvec, secondvec);
                normal.Normalize();
                vertices[indices[i * 3]].Normal += normal;
                vertices[indices[i * 3 + 1]].Normal += normal;
                vertices[indices[i * 3 + 2]].Normal += normal;
            }

            for (int i = 0; i < vertices.Length; i++)
                vertices[i].Normal.Normalize();
        }
        public override void Generate(int TerrainDepth, int TerrainWidth, int Spacing, GraphicsDevice gd)
        {
            var Terrain = new VertexPositionColorNormal[TerrainDepth * TerrainWidth];

            for (int i = 0; i != TerrainWidth; i++)
            {
                for (int j = 0; j != TerrainDepth; j++)
                {
                    VertexPositionColorNormal vpc = new VertexPositionColorNormal();

                    vpc.Color = Utils.BrownishColours[Utils.RNG.Next(Utils.BrownishColours.Length - 1)];
                    if (i == 0 || j == 0 ||
                        i == TerrainWidth - 1 || j == TerrainDepth - 1)
                    {
                        vpc.Position   = new Vector3(Spacing * i, 0, Spacing * j);
                        vpc.Position  *= 1.125f;
                        vpc.Position.Y = -500;
                        vpc.Color.A    = 0;
                    }
                    else
                    {
                        float X = (Spacing * i);// + (x - 1) * Consts.spacing) - (Consts.spacing / 2);
                        //float Y = (proceduralGeneration.generateHeight(
                        //        Spacing * i, Spacing * j) * 1.5f);// - 60;
                        //Y = Utils.Map(Y, -40, 40, -10, 10);
                        //Y *= 2;
                        float Y = Utils.generateOffset(Spacing * Utils.RNG.Next() * i, Spacing * Utils.RNG.Next() * j, 0.5f, 0.324234f) * 5;
                        float Z = (Spacing * j);// + (y - 1) * Consts.spacing) - (Consts.spacing / 2);
                        vpc.Position = new Vector3(X, Y, Z);
                    }
                    Terrain[i + j * TerrainWidth] = vpc;
                }
            }

            uint[, ][] empty;

            Terrain = Utils.getTrisAlternating(Terrain, TerrainDepth, TerrainWidth, out empty).ToArray();

            Utils.GenerateNormals(ref Terrain);

            VertexBuffer = new VertexBuffer(gd, VertexPositionColorNormal.VertexDeclaration, Terrain.Length, BufferUsage.WriteOnly);
            VertexBuffer.SetData(Terrain);

            ID = new Color(Utils.RNG.Next(255), Utils.RNG.Next(255), Utils.RNG.Next(255));
        }
Example #6
0
        private VertexPositionColorNormal[] loadVertices(HeightMap heightMap, float heightScale)
        {
            VertexPositionColorNormal[] vertices = new VertexPositionColorNormal[this.width * this.height];

            for (int x = 0; x < this.width; x++)
            {
                for (int y = 0; y < this.height; y++)
                {
                    int   v = x + y * this.width;
                    float h = heightMap[x, y] * heightScale;

                    vertices[v].Position = new Vector3(x, h, -y);
                    vertices[v].Color    = Color.Green;
                }
            }

            return(vertices);
        }
Example #7
0
        public void GenerateCircle(int TerrainDepth, int TerrainWidth, int Spacing, float Radius, GraphicsDevice gd)
        {
            var TempVertices = new VertexPositionColorNormal[TerrainDepth, TerrainWidth];

            this.Spacing    = Spacing;
            ID              = Color.White;
            Width           = TerrainWidth;
            Depth           = TerrainDepth;
            TotalWaterSizeX = TerrainWidth * Spacing;
            TotalWaterSizeZ = TerrainDepth * Spacing;
            tempVecs        = new Vector3[Width * Depth];

            for (int x = 0; x < TerrainDepth; x++)
            {
                for (int z = 0; z < TerrainWidth; z++)
                {
                    VertexPositionColorNormal vpc = new VertexPositionColorNormal();
                    vpc.Position = new Vector3((x * Spacing) - (TotalWaterSizeX / 2f), -85, (z * Spacing) - (TotalWaterSizeZ / 2f));
                    vpc.Color    = new Color(0, 0, 0, 0);
                    if (Vector2.Distance(new Vector2(vpc.Position.X, vpc.Position.Z), new Vector2(0)) <= Radius)
                    {
                        vpc.Color = Utils.BlueishColours[Utils.RNG.Next(Utils.BlueishColours.Length - 1)];
                        //vpc.Color = Color.Lerp(vpc.Color, Color.Transparent, Vector2.Distance(new Vector2(vpc.Position.X, vpc.Position.Z), new Vector2(0)) / (Radius*2));
                        //vpc.Color = new Color(vpc.Color.ToVector4().Slerp(Color.Transparent.ToVector4(), Vector2.Distance(new Vector2(vpc.Position.X, vpc.Position.Z), new Vector2(0)) / (Radius)));
                    }
                    else if (Vector2.Distance(new Vector2(vpc.Position.X, vpc.Position.Z), new Vector2(0)) <= Radius + Spacing + 25)
                    {
                        vpc.Color = new Color(0, 0, 0, 1);
                    }
                    TempVertices[x, z]      = vpc;
                    tempVecs[x + z * Width] = vpc.Position;
                }
            }

            Indices = new uint[TerrainWidth, TerrainDepth][];

            Vertices = Utils.getTrisAlternating(TempVertices, TerrainWidth, TerrainDepth, out Indices).ToArray();

            Utils.GenerateNormals(ref Vertices);

            VertexBuffer = new VertexBuffer(gd, VertexPositionColorNormal.VertexDeclaration, Vertices.Length, BufferUsage.WriteOnly);
            VertexBuffer.SetData(Vertices);
        }
Example #8
0
        private unsafe void UpdateBuffers(RectangleF view, int zoomLevel, int sampleResolution = 9)
        {
            // y = latitude
            // x = longitude

            // we only need to generate this if our resolution changes or our index buffer is null
            if (_indexBuffer == null || sampleResolution != _lastResolution)
            {
                _indices       = GenerateGridIndexBuffer(sampleResolution, sampleResolution);
                _indexBuffer   = Buffer.Create(_tileTexture2D.Device, BindFlags.IndexBuffer, _indices);
                _triangleCount = _indices.Length / 3;
            }
            _lastResolution = sampleResolution;

            var vertexData = new VertexPositionColorNormal[sampleResolution * sampleResolution];
            // sample data at vertices and create vertex buffer
            int pos = 0;

            for (int y = 0; y < sampleResolution; y++)
            {
                for (int x = 0; x < sampleResolution; x++)
                {
                    float lat   = x * (view.Width / sampleResolution) + view.Left;
                    float lon   = y * (view.Height / sampleResolution) + view.Top;
                    float value = SampleData(lon, lat, zoomLevel);

                    // if (ValueMax - ValueMin)
                    float valueRatio = (value - ValueMin) / (ValueMax - ValueMin);

                    vertexData[pos++] = new VertexPositionColorNormal(
                        new Vector4((float)x / (sampleResolution - 1) * 256f, (float)y / (sampleResolution - 1) * 256f, 1, 1f),
                        new Vector4(valueRatio, valueRatio, valueRatio, 0),
                        Vector3.Zero);
                }
            }

            CalculateNormals(ref vertexData, ref _indices);
            _vertexBuffer = Buffer.Create(_tileTexture2D.Device, BindFlags.VertexBuffer, vertexData, structureByteStride: sizeof(VertexPositionColorNormal));

            //   SharpDX.Direct2D1.Mesh m = new Mesh(_renderTarget2D);
            //    _renderTarget2D.drawt
        }
Example #9
0
        public void AddLine(Vector3 start, Vector3 end, Color startColor, Color endColor)
        {
            var startVert = new VertexPositionColorNormal(start, startColor, Vector3.Zero);
            var endVert   = new VertexPositionColorNormal(end, endColor, Vector3.Zero);
            //int startIndex = Array.IndexOf(Vertices, startVert);
            //int endIndex = Array.IndexOf(Vertices, endVert);
            int startIndex = -1;
            int endIndex   = -1;

            //If start vertex can't be recycled from an old one, make a new one.
            if (startIndex == -1)
            {
                AddVertex(startVert);
                startIndex = Vertices.Length - 1;
            }

            //If end vertex can't be recycled from an old one, make a new one.
            if (endIndex == -1)
            {
                AddVertex(endVert);
                endIndex = Vertices.Length - 1;
            }

            for (int i = 0; i < Indices.Length; i += 2)
            {
                int lineStart = Indices[i];
                if ((i + 1) < Indices.Length)
                {
                    int lineEnd = Indices[i + 1];

                    if (lineStart == startIndex && lineEnd == endIndex)
                    {
                        // Line literally already exists lmao
                        return;
                    }
                }
            }

            AddIndex((short)startIndex);
            AddIndex((short)endIndex);
        }
Example #10
0
        public void AddTri(Vector3 a, Vector3 b, Vector3 c)
        {
            //var dir = Vector3.Cross(b - a, c - a);
            //var norm = Vector3.Normalize(dir);

            var vertA = new VertexPositionColorNormal(a, Color.White, Vector3.Zero);
            var vertB = new VertexPositionColorNormal(b, Color.White, Vector3.Zero);
            var vertC = new VertexPositionColorNormal(c, Color.White, Vector3.Zero);

            int vertIndexA = Array.IndexOf(Vertices, vertA);
            int vertIndexB = Array.IndexOf(Vertices, vertB);
            int vertIndexC = Array.IndexOf(Vertices, vertC);

            //If vertex A can't be recycled from an old one, make a new one.
            if (vertIndexA == -1)
            {
                AddVertex(vertA);
                vertIndexA = Vertices.Length - 1;
            }

            //If vertex B can't be recycled from an old one, make a new one.
            if (vertIndexB == -1)
            {
                AddVertex(vertB);
                vertIndexB = Vertices.Length - 1;
            }

            //If vertex C can't be recycled from an old one, make a new one.
            if (vertIndexC == -1)
            {
                AddVertex(vertC);
                vertIndexC = Vertices.Length - 1;
            }

            AddIndex((short)vertIndexA);
            AddIndex((short)vertIndexB);
            AddIndex((short)vertIndexC);
        }
Example #11
0
        public static void GenerateNormals(ref VertexPositionColorNormal[] verts)
        {
            for (int i = 0; i < verts.Count() - 2; i += 3)
            {
                VertexPositionColorNormal vpcn1 = verts[i];
                VertexPositionColorNormal vpcn2 = verts[i + 1];
                VertexPositionColorNormal vpcn3 = verts[i + 2];

                Vector3 v1     = vpcn2.Position - vpcn1.Position;
                Vector3 v2     = vpcn3.Position - vpcn1.Position;
                Vector3 normal = Vector3.Cross(v1, v2);

                normal.Normalize();

                vpcn1.Normal = normal;
                vpcn2.Normal = normal;
                vpcn3.Normal = normal;

                verts[i]     = vpcn1;
                verts[i + 1] = vpcn2;
                verts[i + 2] = vpcn3;
            }
        }
Example #12
0
        public void DrawTriangle(JVector pos1, JVector pos2, JVector pos3)
        {
            JVector n = JVector.Cross(pos2 - pos1, pos3 - pos1);

            n.Normalize();
            Vector3 xn = new Vector3(n.X, n.Y, n.Z);

            VertexPositionColorNormal[] tri = new VertexPositionColorNormal[3] {
                new VertexPositionColorNormal(new Vector3(pos1.X, pos1.Y, pos1.Z), Color.Green, xn),
                new VertexPositionColorNormal(new Vector3(pos3.X, pos3.Y, pos3.Z), Color.Green, xn),
                new VertexPositionColorNormal(new Vector3(pos2.X, pos2.Y, pos2.Z), Color.Green, xn),
            };

            effect.Parameters["World"].SetValue(Matrix.Identity);
            effect.Parameters["ViewProj"].SetValue(Camera.CurrentCamera.View * Camera.CurrentCamera.Projection);
            effect.CurrentTechnique = effect.Techniques["VBO"];

            foreach (EffectPass p in effect.CurrentTechnique.Passes)
            {
                p.Apply();
                device.DrawUserPrimitives(PrimitiveType.TriangleList, tri, 0, 1);
            }
        }
 private VertexPositionColorNormal[] CreateTriangle()
 {
     var vertices = new VertexPositionColorNormal[6];
     vertices[0].Position = new Vector3(-1f, -1f, 0f);
     vertices[0].Color = Color.Blue;
     vertices[0].Normal = new Vector3(1, 0, 1);
     vertices[1].Position = new Vector3(0, 1f, 0f);
     vertices[1].Color = Color.Green;
     vertices[1].Normal = new Vector3(1, 0, 1);
     vertices[2].Position = new Vector3(1f, -1f, 0f);
     vertices[2].Color = Color.White;
     vertices[2].Normal = new Vector3(1, 0, 1);
     vertices[3].Position = new Vector3(1f, -1f, 0f);
     vertices[3].Color = Color.White;
     vertices[3].Normal = new Vector3(1, 0, 1);
     vertices[4].Position = new Vector3(0, 1f, 0f);
     vertices[4].Color = Color.Green;
     vertices[4].Normal = new Vector3(1, 0, 1);
     vertices[5].Position = new Vector3(-1f, -1f, 0f);
     vertices[5].Color = Color.Blue;
     vertices[5].Normal = new Vector3(1, 0, 1);
     return vertices;
 }
Example #14
0
        public override void Generate(int TerrainDepth, int TerrainWidth, int Spacing, GraphicsDevice gd)
        {
            var TempVertices = new VertexPositionColorNormal[TerrainDepth, TerrainWidth];

            this.Spacing    = Spacing;
            Width           = TerrainWidth;
            Depth           = TerrainDepth;
            TotalWaterSizeX = TerrainWidth * Spacing;
            TotalWaterSizeZ = TerrainDepth * Spacing;
            tempVecs        = new Vector3[Width * Depth];

            for (int x = 0; x < TerrainDepth; x++)
            {
                for (int z = 0; z < TerrainWidth; z++)
                {
                    VertexPositionColorNormal vpc = new VertexPositionColorNormal();
                    vpc.Position = new Vector3((x * Spacing) - (TotalWaterSizeX / 2f), -45, (z * Spacing) - (TotalWaterSizeZ / 2f));
                    vpc.Color    = Utils.BlueishColours[Utils.RNG.Next(Utils.BlueishColours.Length - 1)];
                    if (x == 0 || z == 0 ||
                        x == TerrainWidth - 1 || z == TerrainDepth - 1)
                    {
                        vpc.Color.A = 0;
                    }
                    TempVertices[x, z]      = vpc;
                    tempVecs[x + z * Width] = vpc.Position;
                }
            }

            Indices = new uint[TerrainWidth, TerrainDepth][];

            Vertices = Utils.getTrisAlternating(TempVertices, TerrainWidth, TerrainDepth, out Indices).ToArray();

            Utils.GenerateNormals(ref Vertices);

            VertexBuffer = new VertexBuffer(gd, VertexPositionColorNormal.VertexDeclaration, Vertices.Length, BufferUsage.WriteOnly);
            VertexBuffer.SetData(Vertices);
        }
Example #15
0
        public Skybox(GraphicsDevice device, TextureCube environment, Effect shader)
        {
            this.Environment = environment;
            this.Shader = shader;

            this.Device = device;

            VertexPositionColorNormal[] vertices = new VertexPositionColorNormal[8] {
                new VertexPositionColorNormal(new Vector3(-1, 1, 1), new Vector3(-1, 1, 1), Color.AliceBlue),
                new VertexPositionColorNormal(new Vector3(1, 1, 1), new Vector3(-1, 1, 1), Color.AliceBlue),
                new VertexPositionColorNormal(new Vector3(1, 1, -1), new Vector3(-1, 1, 1), Color.AliceBlue),
                new VertexPositionColorNormal(new Vector3(-1, 1, -1), new Vector3(-1, 1, 1), Color.AliceBlue),

                new VertexPositionColorNormal(new Vector3(-1, -1, 1), new Vector3(-1, 1, 1), Color.AliceBlue),
                new VertexPositionColorNormal(new Vector3(1, -1, 1), new Vector3(-1, 1, 1), Color.AliceBlue),
                new VertexPositionColorNormal(new Vector3(1, -1, -1), new Vector3(-1, 1, 1), Color.AliceBlue),
                new VertexPositionColorNormal(new Vector3(-1, -1, -1), new Vector3(-1, 1, 1), Color.AliceBlue)
            };
            //vertices[1].Position = new Vector3(1, 1, 1);
            //vertices[2].Position = new Vector3(1, 1, -1);
            //vertices[3].Position = new Vector3(-1, 1, -1);

            //vertices[4].Position = new Vector3(-1, -1, 1);
            //vertices[5].Position = new Vector3(1, -1, 1);
            //vertices[6].Position = new Vector3(1, -1, -1);
            //vertices[7].Position = new Vector3(-1, -1, -1);

            //vertices = null;

            ushort[] indices = new ushort[36];

            // top
            indices[0] = 0; indices[1] = 1; indices[2] = 3;
            indices[3] = 2; indices[4] = 3; indices[5] = 1;

            //bottom
            indices[6] = 5; indices[7] = 4; indices[8] = 6;
            indices[9] = 7; indices[10] = 6; indices[11] = 4;

            // front
            indices[12] = 3; indices[13] = 2; indices[14] = 7;
            indices[15] = 6; indices[16] = 7; indices[17] = 2;

            // back
            indices[18] = 1; indices[19] = 0; indices[20] = 4;
            indices[21] = 4; indices[22] = 5; indices[23] = 1;

            // left
            indices[24] = 0; indices[25] = 3; indices[26] = 4;
            indices[27] = 4; indices[28] = 3; indices[29] = 7;

            // right
            indices[30] = 2; indices[31] = 1; indices[32] = 6;
            indices[33] = 5; indices[34] = 6; indices[35] = 1;

            //this.IndexBuffer = new IndexBuffer(device, 36 * sizeof(ushort), BufferUsage.WriteOnly, IndexElementSize.SixteenBits);
            this.VertexDeclaration = new VertexDeclaration(VertexPositionColorNormal.VertexDeclaration.GetVertexElements());
            this.VertexBuffer = new VertexBuffer(device, typeof(VertexPositionColorNormal), vertices.Length, BufferUsage.WriteOnly);
            this.IndexBuffer = new IndexBuffer(device, IndexElementSize.SixteenBits, 36 * sizeof(ushort), BufferUsage.WriteOnly);
            this.VertexBuffer.SetData(vertices, 0, 8);

            this.IndexBuffer.SetData(indices, 0, 36);

            indices = null;
        }
Example #16
0
 private Tuple<VertexPositionColorNormal[], int[]> getCylinder(CorePoint[] points, int steps, bool reverse)
 {
     VertexPositionColorNormal[] vertices = new VertexPositionColorNormal[points.Length * steps];
     int[] indices = new int[2*steps+2];
     for (int i = 0; i < points.Length; i++) {
         CorePoint p = points[i];
         for (int j = 0; j < steps; j++) {
             Matrix fromAxisAngle = Matrix.CreateFromAxisAngle(p.orient, (float) ((reverse?-1:1)*j * Math.PI * 2 / steps));
             vertices[i*steps + j].Position = Vector3.Transform(p.up, fromAxisAngle)*p.radius + p.pos;
             vertices[i*steps + j].Normal = Vector3.TransformNormal(p.up, fromAxisAngle);
             vertices[i*steps + j].Color = p.color;
         }
     }
     for (int j = 0; j < steps; j++) {
         indices[2*j] = j;
         indices[2 * j + 1] = steps + j;
     }
     indices[2 * steps] = 0;
     indices[2 * steps + 1] = steps;
     return new Tuple<VertexPositionColorNormal[], int[]>(vertices, indices);
 }
Example #17
0
        private int AddVertexToMesh(Vector3 point, Color color, Vector3 normal)
        {
            //Make it into a vertex
            VertexPositionColorNormal v = new VertexPositionColorNormal(point, color, normal);

            //Check if vertex already exists
            //if (VertexList.Contains(v))
                //return VertexList.IndexOf(v);
            //else
            {
                VertexList.Add(v);
                return VertexList.Count - 1;
            }
        }
Example #18
0
        public static Mesh Sphere(float radius, int m = 24, int n = 24)
        {
            // http://wiki.unity3d.com/index.php/ProceduralPrimitives

            var r = radius;

            var verts = new VertexPositionColorNormal[(m + 1) * (n + 2)];

            verts[0] = new VertexPositionColorNormal {
                Position = r * Vector3.Up
            };

            for (var i = 0; i < m; i++)
            {
                var a    = (float)Math.PI * (float)(i + 1) / (m + 1);
                var cosa = (float)Math.Cos(a);
                var sina = (float)Math.Sin(a);

                for (var j = 0; j <= n; j++)
                {
                    var b    = 2.0f * (float)Math.PI * (float)(j == n ? 0 : j) / n;
                    var cosb = (float)Math.Cos(b);
                    var sinb = (float)Math.Sin(b);

                    var pos = new Vector3(sina * cosb, cosa, sina * sinb) * r;
                    verts[j + i * (n + 1) + 1] = new VertexPositionColorNormal {
                        Position = pos,
                    };
                }
            }

            verts[verts.Length - 1] = new VertexPositionColorNormal {
                Position = r * Vector3.Down
            };

            for (var i = 0; i < verts.Length; i++)
            {
                var norm = verts[i].Position;
                norm.Normalize();
                verts[i].Normal = norm;
            }

            var numTris    = 2 * verts.Length;
            var numIndices = 3 * numTris;

            var indices = new int[numIndices];

            var idx = 0;

            for (var j = 0; j < n; j++)
            {
                indices[idx++] = j + 1;
                indices[idx++] = j + 2;
                indices[idx++] = 0;
            }

            for (var i = 0; i < m - 1; i++)
            {
                for (var j = 0; j < n; j++)
                {
                    var c = j + i * (n + 1) + 1;
                    var x = c + n + 1;

                    indices[idx++] = c;
                    indices[idx++] = x + 1;
                    indices[idx++] = c + 1;
                    indices[idx++] = c;
                    indices[idx++] = x;
                    indices[idx++] = x + 1;
                }
            }

            for (var j = 0; j < n; j++)
            {
                indices[idx++] = verts.Length - 1;
                indices[idx++] = verts.Length - (j + 2) - 1;
                indices[idx++] = verts.Length - (j + 1) - 1;
            }

            return(new Mesh(verts, indices));
        }
Example #19
0
        public void Initialize(Microsoft.Xna.Framework.Game game, Color color, IEnumerable<Vector3> vertices, IEnumerable<Triangle<uint>> triangles)
        {
            _game = game;
            int vertCount = vertices.Count();
            int triCount = triangles.Count();
            _vertexBuffer = new VertexBuffer(game.GraphicsDevice, typeof(VertexPositionColorNormal), vertCount, BufferUsage.None);
            _indexBuffer = new IndexBuffer(game.GraphicsDevice, typeof(int), triCount * 3, BufferUsage.None);

            var data = new VertexPositionColorNormal[vertCount];
            int c = 0;
            foreach (var vert in vertices)
                data[c++] = new VertexPositionColorNormal(new Vector3(vert.Y, vert.Z, vert.X), color, new Vector3(0));

            var triData = new int[triCount*3];
            c = 0;
            foreach (var tri in triangles)
            {
                triData[c] = (int)tri.V0;
                triData[c + 1] = (int) tri.V1;
                triData[c + 2] = (int) tri.V2;
                c += 3;

                switch (tri.Type)
                {
                    case TriangleType.Water:
                        data[tri.V0].Color = Color.Blue;
                        data[tri.V1].Color = Color.Blue;
                        data[tri.V2].Color = Color.Blue;
                        break;
                }
            }

            GenerateNormals(data, triData);
            _vertexBuffer.SetData(data);
            _indexBuffer.SetData(triData);
        }
Example #20
0
        private void GenerateVertices()
        {
            _vertices = new VertexPositionColorNormal[_terrainHeight * _terrainWidth];

            for (int x = 0; x < _terrainWidth; x++)
            {
                for (int y = 0; y < _terrainHeight; y++)
                {
                    _vertices[x + y * _terrainWidth].Position = new Vector3(x, _heightData[x, y], -y) * _scale;
                    _vertices[x + y * _terrainWidth].Normal = new Vector3(0, 0, 0);
                    if (!_isWater)
                    {
                        if (_heightData[x, y] > 3)
                            _vertices[x + y * _terrainWidth].Color = Color.LightGray;
                        else
                            _vertices[x + y * _terrainWidth].Color = Color.Green;
                    }
                    else
                    {
                            _vertices[x + y * _terrainWidth].Color = Color.DeepSkyBlue;
                    }
                }
            }
        }
Example #21
0
        public static int ExtractMesh(World world, Layer layer, bool disableGreedyMeshing = false, bool disableAO = false)
        {
            /*
            * Extract all faces
            *  - Store hidden faces (which should only be tops) in its own temporary list
            *  - Put all visible faces in to the vertex buffer
            *  - Mark the last primitive/index of visible faces and then insert hidden faces
            *  - When rendering above zLevel, only render up to the end of visible faces
            *      when rendering on the zlevel, render the entire buffer to show hidden faces
            */

            layer.visibleMesh.Clear();
            layer.hiddenMesh.Clear();

            VertexPositionColorNormal[] vertices = new VertexPositionColorNormal[5];

            var layerDepth = layer.Depth;
            var lowerLayer = world[layerDepth - 1];
            var upperLayer = world[layerDepth + 1];
            var depth = world.Depth;
            var size = world.Size;
            var cells = layer.GetCells();
            var dims = new int[] { world.Size, 1, world.Size };

            var f = new Func<int, int, int, uint>((i, j, k) =>
            {
                var idx = i | k;
                if (i < 0 || k < 0 || i >= size || k >= size)
                    return 0;

                MapCell cell;
                if (j < 0)
                {
                    if (lowerLayer == null)
                        return 0;

                    cell = lowerLayer[i + k * size];
                }
                else if (j > 0)
                {
                    if (upperLayer == null)
                        return 0;

                    cell = upperLayer[i + k * size];
                }
                else
                    cell = cells[i + k * size];

                if (cell.Hidden)
                    return 0xff;

                return cell.ToUInt();
            });

            //Sweep over 3-axes
            // d0 = x, d1 = y, d2 = z
            for (var d = 0; d < 3; ++d)
            {
                int i, j, k, l, w, h
                  , u = (d + 1) % 3
                  , v = (d + 2) % 3;
                int[] x = { 0, 0, 0 };
                int[] q = { 0, 0, 0 };
                int[,] posArea = { { 0, 0, 0 }, { 0, 0, 0 }, { 0, 0, 0 }, { 0, 0, 0 } };
                int[,] negArea = { { 0, 0, 0 }, { 0, 0, 0 }, { 0, 0, 0 }, { 0, 0, 0 } };

                if (mask.Length < dims[u] * dims[v])
                {
                    mask = new uint[dims[u] * dims[v] * 3 / 2];
                    maskLayout = new MaskLayout[dims[u] * dims[v] * 3 / 2];
                }
                q[d] = 1;

                posArea[0, u] = -1;
                posArea[1, v] = -1;
                posArea[2, u] = 1;
                posArea[3, v] = 1;

                negArea[0, v] = -1;
                negArea[1, u] = -1;
                negArea[2, v] = 1;
                negArea[3, u] = 1;

                for (x[d] = -1; x[d] < dims[d]; )
                {
                    //Compute mask
                    var n = 0;
                    for (x[v] = 0; x[v] < dims[v]; ++x[v])
                    {
                        for (x[u] = 0; x[u] < dims[u]; ++x[u], ++n)
                        {
                            var a = f(x[0], x[1], x[2]);
                            var b = f(x[0] + q[0], x[1] + q[1], x[2] + q[2]);

                            mask[n] = 0;
                            maskLayout[n].data = 0u;
                            if ((a != 0) == (b != 0))
                            {
                                if (d == 1)
                                {
                                    mask[n] = a;
                                    maskLayout[n].HiddenFace = true;
                                }
                                else
                                {
                                    mask[n] = 0;
                                }
                            }
                            else if (a != 0)
                            {
                                mask[n] = x[d] > -1 ? a : 0;
                                maskLayout[n].BackFace = false;
                            }
                            else
                            {
                                if (d == 1)
                                {
                                    mask[n] = 0;
                                }
                                else
                                {
                                    mask[n] = x[d] < dims[d] - 1 ? b : 0;
                                    maskLayout[n].BackFace = true;
                                }
                            }

                            if (disableAO || mask[n] == 0 || maskLayout[n].HiddenFace)
                            {
                                //maskLayout[n].data = 4095u;
                            }
                            else
                            {
                                uint side1 = 0, side2 = 0, corner = 0;
                                var neighbors = new uint[4];

                                for (var t = 0; t < 4; ++t)
                                {
                                    var tt = (t + 1) % 4;

                                    if (a != 0)
                                    {
                                        side1 = (f(x[0] + q[0] + posArea[t, 0], x[1] + q[1] + posArea[t, 1], x[2] + q[2] + posArea[t, 2]) > 0u ? 1u : 0u);
                                        side2 = (f(x[0] + q[0] + posArea[tt, 0], x[1] + q[1] + posArea[tt, 1], x[2] + q[2] + posArea[tt, 2]) > 0u ? 1u : 0u);
                                    }
                                    else
                                    {
                                        side1 = (f(x[0] + negArea[t, 0], x[1] + negArea[t, 1], x[2] + negArea[t, 2]) > 0u ? 1u : 0u);
                                        side2 = (f(x[0] + negArea[tt, 0], x[1] + negArea[tt, 1], x[2] + negArea[tt, 2]) > 0u ? 1u : 0u);
                                    }

                                    if (side1 > 0 && side2 > 0)
                                    {
                                        neighbors[t] = 0;
                                    }
                                    else
                                    {
                                        if (a != 0)
                                        {
                                            corner = (f(x[0] + q[0] + posArea[t, 0] + posArea[tt, 0], x[1] + q[1] + posArea[t, 1] + posArea[tt, 1], x[2] + q[2] + posArea[t, 2] + posArea[tt, 2]) > 0u ? 1u : 0u);
                                        }
                                        else
                                        {
                                            corner = (f(x[0] + negArea[t, 0] + negArea[tt, 0], x[1] + negArea[t, 1] + negArea[tt, 1], x[2] + negArea[t, 2] + negArea[tt, 2]) > 0u ? 1u : 0u);
                                        }
                                        neighbors[t] = 3u - (side1 + side2 + corner);
                                    }

                                    maskLayout[n].SetOcclusion(t, neighbors[t]);
                                }

                                uint a00 = neighbors[1],
                                     a01 = neighbors[2],
                                     a11 = neighbors[3],
                                     a10 = neighbors[0];

                                if (a00 + a01 + a11 + a10 != 12)
                                    maskLayout[n].AOFace = true;
                            }
                        }
                    }
                    //Increment x[d]
                    ++x[d];
                    //Generate mesh for mask using lexicographic ordering
                    n = 0;
                    for (j = 0; j < dims[v]; ++j)
                    {
                        for (i = 0; i < dims[u]; )
                        {
                            var c = mask[n];
                            if (c != 0)
                            {
                                var a = maskLayout[n];
                                if (disableGreedyMeshing || a.AOFace)
                                {
                                    w = 1;
                                    h = 1;
                                }
                                else
                                {
                                    //Compute width
                                    for (w = 1; c == mask[n + w] && (a.data == (maskLayout[n + w].data)) && i + w < dims[u]; ++w)
                                    {
                                    }
                                    //Compute height (this is slightly awkward
                                    var done = false;
                                    for (h = 1; j + h < dims[v]; ++h)
                                    {
                                        for (k = 0; k < w; ++k)
                                        {
                                            if (c != mask[n + k + h * dims[u]] || a.data != maskLayout[n + k + h * dims[u]].data)
                                            {
                                                done = true;
                                                break;
                                            }
                                        }
                                        if (done)
                                        {
                                            break;
                                        }
                                    }
                                }

                                //Add quad
                                x[u] = i; x[v] = j;
                                int[] du = { 0, 0, 0 };
                                int[] dv = { 0, 0, 0 };

                                var normal = new Vector3(q[0], q[1], q[2]);
                                var aoFace = maskLayout[n].AOFace;

                                if (!maskLayout[n].BackFace)
                                {
                                    dv[v] = h;
                                    du[u] = w;
                                }
                                else
                                {
                                    du[v] = h;
                                    dv[u] = w;
                                    normal = -normal;
                                }

                                var typeid = c & 0xff;
                                var meta = MapCellDescriptor.MapCells[typeid];

                                var cr = meta.Color.R / 255f;
                                var cg = meta.Color.G / 255f;
                                var cb = meta.Color.B / 255f;

                                var ao = 0f;
                                var AOcurve = new float[] { 0.45f, 0.65f, 0.85f, 1.0f };
                                var auCurveFactor = new float[] { 1f, 0.99f, 0.98f, 0.97f, 0.96f };
                                var aoFactor = auCurveFactor[maskLayout[n].TotalOcclusion()];
                                for (var o = 0; o < 4; ++o)
                                {
                                    var pao = disableAO ? 1f : AOcurve[maskLayout[n].GetOcclusion(o)];
                                    //vertices[o].Color = new Color(cr * pao, cg * pao, cb * pao);
                                    vertices[o].Color = new Color(cr * pao, cg * pao, cb * pao);
                                    vertices[o].Normal = normal;
                                    ao += pao;
                                }
                                ao /= 4f;

                                vertices[0].Position = new Vector3(x[0], x[1], x[2]);
                                vertices[1].Position = new Vector3(x[0] + du[0], x[1] + du[1], x[2] + du[2]);
                                vertices[2].Position = new Vector3(x[0] + du[0] + dv[0], x[1] + du[1] + dv[1], x[2] + du[2] + dv[2]);
                                vertices[3].Position = new Vector3(x[0] + dv[0], x[1] + dv[1], x[2] + dv[2]);

                                //vertices[0].Position += new Vector3(0.25f, 0.25f, 0.25f);
                                //vertices[1].Position += new Vector3(0.25f, 0.25f, 0.25f);
                                //vertices[2].Position += new Vector3(0.25f, 0.25f, 0.25f);
                                //vertices[3].Position += new Vector3(0.25f, 0.25f, 0.25f);

                                var mesh = a.HiddenFace ? layer.hiddenMesh : layer.visibleMesh;
                                var v0 = mesh.Add(vertices[0]);
                                var v1 = mesh.Add(vertices[1]);
                                var v2 = mesh.Add(vertices[2]);
                                var v3 = mesh.Add(vertices[3]);

                                if (aoFace)
                                {
                                    vertices[4].Position = (vertices[0].Position + vertices[1].Position + vertices[2].Position + vertices[3].Position) / 4;
                                    vertices[4].Normal = normal;
                                    vertices[4].Color = new Color(cr * ao, cg * ao, cb * ao);

                                    var v4 = mesh.Add(vertices[4]);
                                    mesh.Triangle(v0, v4, v1);
                                    mesh.Triangle(v1, v4, v2);
                                    mesh.Triangle(v2, v4, v3);
                                    mesh.Triangle(v3, v4, v0);

                                }
                                else
                                {
                                    mesh.Quad(v0, v1, v2, v3);
                                }

                                //Zero-out mask
                                for (l = 0; l < h; ++l)
                                {
                                    for (k = 0; k < w; ++k)
                                    {
                                        mask[n + k + l * dims[u]] = 0;
                                        maskLayout[n + k + l * dims[u]].data = 0;
                                    }
                                }
                                //Increment counters and continue
                                i += w; n += w;
                            }
                            else
                            {
                                ++i; ++n;
                            }
                        }
                    }
                }
            }

            layer.visibleMesh.Update();
            layer.hiddenMesh.Update();
            return layer.visibleMesh.VertexCount + layer.hiddenMesh.VertexCount;
        }
Example #22
0
        public void BuildMesh()
        {
            SurfaceExtractor.ExtractMesh(this.world, this);
            return;
            /*
            * Extract all faces
            *  - Store hidden faces (which should only be tops) in its own temporary list
            *  - Put all visible faces in to the vertex buffer
            *  - Mark the last primitive/index of visible faces and then insert hidden faces
            *  - When rendering above zLevel, only render up to the end of visible faces
            *      when rendering on the zlevel, render the entire buffer to show hidden faces
            */

            visibleMesh.Clear();

            VertexPositionColorNormal[] vertices = new VertexPositionColorNormal[4];

            var dims = new int[] { world.Size, 1, world.Size };

            var f = new Func<int, int, int, MapCell>((x, y, z) =>
            {
                if (x < 0 || y < 0 || z < 0 || x >= dims[0] || y >= dims[1] || z >= dims[2])
                    return world[x, z, y];

                return mapCells[x + z * world.Size];
            });

            //Sweep over 3-axes
            // d0 = x, d1 = y, d2 = z
            for (var d = 0; d < 3; ++d)
            {
                int i, j, k, l, w, h
                  , u = (d + 1) % 3
                  , v = (d + 2) % 3;
                int[] x = { 0, 0, 0 };
                int[] q = { 0, 0, 0 };

                q[d] = 1;

                for (x[d] = -1; x[d] < dims[d]; )
                {
                    //Compute mask
                    int[] du = { 0, 0, 0 };
                    int[] dv = { 0, 0, 0 };

                    for (x[v] = 0; x[v] < dims[v]; ++x[v])
                    {
                        for (x[u] = 0; x[u] < dims[u]; ++x[u])
                        {
                            var a = f(x[0], x[1], x[2]);
                            var b = f(x[0] + q[0], x[1] + q[1], x[2] + q[2]);

                            if ((!a.Meta.IsEmpty) == (!b.Meta.IsEmpty))
                            {
                                continue;
                            }

                            //x[u] = i; x[v] = j;
                            var normal = new Vector3(q[0], q[1], q[2]);
                            MapCellDescriptor meta;

                            if (!a.Meta.IsEmpty)
                            {
                                //normal quad
                                du[v] = 1;
                                dv[u] = 1;
                                meta = a.Meta;

                                vertices[0].Position = new Vector3(x[0], x[1], x[2]);
                                vertices[1].Position = new Vector3(x[0] + du[0], x[1] + du[1], x[2] + du[2]);
                                vertices[2].Position = new Vector3(x[0] + du[0] + dv[0], x[1] + du[1] + dv[1], x[2] + du[2] + dv[2]);
                                vertices[3].Position = new Vector3(x[0] + dv[0], x[1] + dv[1], x[2] + dv[2]);

                            }
                            else
                            {
                                //continue;
                                //backface quad
                                dv[v] = 1;
                                du[u] = 1;
                                normal = -normal;
                                meta = b.Meta;

                                vertices[0].Position = new Vector3(x[0] + q[0], x[1] + q[1], x[2] + q[2]);
                                vertices[1].Position = new Vector3(x[0] + q[0] + du[0], x[1] + q[1] + du[1], x[2] + q[2] + du[2]);
                                vertices[2].Position = new Vector3(x[0] + q[0] + du[0] + dv[0], x[1] + q[1] + du[1] + dv[1], x[2] + q[2] + du[2] + dv[2]);
                                vertices[3].Position = new Vector3(x[0] + q[0] + dv[0], x[1] + q[1] + dv[1], x[2] + q[2] + dv[2]);

                            }

                            for (var p = 0; p < 4; ++p)
                            {
                                vertices[p].Color = meta.Color;
                                vertices[p].Normal = normal;
                            }

                            var v0 = visibleMesh.Add(vertices[0]);
                            var v1 = visibleMesh.Add(vertices[1]);
                            var v2 = visibleMesh.Add(vertices[2]);
                            var v3 = visibleMesh.Add(vertices[3]);
                            visibleMesh.Quad(v0, v1, v2, v3);
                        }
                    }

                    //Increment x[d]
                    ++x[d];
                }
            }

            visibleMesh.Update();
        }
Example #23
0
        public void CalculateIndexes(float threshold)
        {
            if (!FlatShading)
            {
                Indices.Clear();
            }
            else
            {
                Indices = new List <int>();
            }
            List <int> tri_count = new List <int>();

            tree.ProcessCell(Indices, tri_count, threshold);
            if (!FlatShading)
            {
                IndexCount = Indices.Count;
                if (Indices.Count == 0)
                {
                    return;
                }
            }

            if (!FlatShading)
            {
                IndexBuffer.SetData <int>(Indices.ToArray());
            }
            else
            {
                List <VertexPositionColorNormal> new_vertices = new List <VertexPositionColorNormal>();
                int t_index = 0;
                for (int i = 0; i < Indices.Count; i += 3)
                {
                    int     count = tri_count[t_index++];
                    Vector3 n     = Vector3.Zero;
                    if (count == 1)
                    {
                        n = GetNormalQ(Vertices, Indices[i + 2], Indices[i + 0], Indices[i + 1]);
                    }
                    else
                    {
                        n = GetNormalQ(Vertices, Indices[i + 2], Indices[i + 0], Indices[i + 1], Indices[i + 5], Indices[i + 3], Indices[i + 4]);
                    }
                    Vector3 nc = n * 0.5f + Vector3.One * 0.5f;
                    nc.Normalize();
                    Color c = new Color(nc);

                    VertexPositionColorNormal v0 = new VertexPositionColorNormal(Vertices[Indices[i + 0]].Position, c, n);
                    VertexPositionColorNormal v1 = new VertexPositionColorNormal(Vertices[Indices[i + 1]].Position, c, n);
                    VertexPositionColorNormal v2 = new VertexPositionColorNormal(Vertices[Indices[i + 2]].Position, c, n);

                    new_vertices.Add(v0);
                    new_vertices.Add(v1);
                    new_vertices.Add(v2);

                    if (count > 1)
                    {
                        VertexPositionColorNormal v3 = new VertexPositionColorNormal(Vertices[Indices[i + 3]].Position, c, n);
                        VertexPositionColorNormal v4 = new VertexPositionColorNormal(Vertices[Indices[i + 4]].Position, c, n);
                        VertexPositionColorNormal v5 = new VertexPositionColorNormal(Vertices[Indices[i + 5]].Position, c, n);

                        new_vertices.Add(v3);
                        new_vertices.Add(v4);
                        new_vertices.Add(v5);

                        i += 3;
                    }
                }

                if (new_vertices.Count > 0)
                {
                    VertexBuffer.SetData <VertexPositionColorNormal>(new_vertices.ToArray());
                }
                VertexCount = new_vertices.Count;
            }
        }
Example #24
0
            internal void ComputeVerticesIndices(PAL Palette)
            {
                if (ComputedVertices == null)
                {
                    ComputedVertices = new List <VertexPositionColorNormal>();
                    ComputedIndices  = new List <int>();

                    var Normals = GetNormals();

                    var shifts = new Vector3[] {
                        new Vector3(-1, -1, -1),
                        new Vector3(-1, +1, -1),
                        new Vector3(-1, -1, +1),
                        new Vector3(-1, +1, +1),
                        new Vector3(+1, -1, -1),
                        new Vector3(+1, +1, -1),
                        new Vector3(+1, -1, +1),
                        new Vector3(+1, +1, +1),
                    };

                    foreach (var sp in Body.Spans)
                    {
                        foreach (var v in sp.Voxels)
                        {
                            var Clr = Palette.Colors[v.ColorIndex];
                            var N   = Normals[v.NormalIndex];

                            var obs = Body.ObscuredFrom(v.X, v.Y, v.Z);

                            if (obs == Edges.All)
                            {
                                continue;
                            }

                            var realPos = Tail.Displacement(v.X, v.Y, v.Z);

                            var start = ComputedVertices.Count;

                            foreach (var sh in shifts)
                            {
                                var vpcn = new VertexPositionColorNormal();

                                var scaledShift = sh * Tail.Scale;

                                var pos = realPos + scaledShift;

                                vpcn.Position = pos;
                                vpcn.Color    = Clr;
                                vpcn.Normal   = N;
                                ComputedVertices.Add(vpcn);
                            }

                            if (!obs.HasFlag(Edges.XLess))
                            {
                                // 0123
                                ComputedIndices.Add(start + 0);
                                ComputedIndices.Add(start + 1);
                                ComputedIndices.Add(start + 2);

                                ComputedIndices.Add(start + 1);
                                ComputedIndices.Add(start + 2);
                                ComputedIndices.Add(start + 3);
                            }

                            if (!obs.HasFlag(Edges.YLess))
                            {
                                // 0246
                                ComputedIndices.Add(start + 0);
                                ComputedIndices.Add(start + 2);
                                ComputedIndices.Add(start + 4);

                                ComputedIndices.Add(start + 2);
                                ComputedIndices.Add(start + 4);
                                ComputedIndices.Add(start + 6);
                            }

                            if (!obs.HasFlag(Edges.ZLess))
                            {
                                // 0145
                                ComputedIndices.Add(start + 0);
                                ComputedIndices.Add(start + 1);
                                ComputedIndices.Add(start + 4);

                                ComputedIndices.Add(start + 1);
                                ComputedIndices.Add(start + 4);
                                ComputedIndices.Add(start + 5);
                            }

                            if (!obs.HasFlag(Edges.ZMore))
                            {
                                // 2367
                                ComputedIndices.Add(start + 2);
                                ComputedIndices.Add(start + 3);
                                ComputedIndices.Add(start + 6);

                                ComputedIndices.Add(start + 3);
                                ComputedIndices.Add(start + 6);
                                ComputedIndices.Add(start + 7);
                            }

                            if (!obs.HasFlag(Edges.YMore))
                            {
                                // 1357
                                ComputedIndices.Add(start + 1);
                                ComputedIndices.Add(start + 3);
                                ComputedIndices.Add(start + 5);

                                ComputedIndices.Add(start + 3);
                                ComputedIndices.Add(start + 5);
                                ComputedIndices.Add(start + 7);
                            }

                            if (!obs.HasFlag(Edges.XMore))
                            {
                                // 4567
                                ComputedIndices.Add(start + 4);
                                ComputedIndices.Add(start + 5);
                                ComputedIndices.Add(start + 6);

                                ComputedIndices.Add(start + 5);
                                ComputedIndices.Add(start + 6);
                                ComputedIndices.Add(start + 7);
                            }
                        }
                    }
                }
            }
Example #25
0
        private void Polygonize(int x, int y, int z)
        {
            if (Cells[x, y, z] == null)
            {
                return;
            }

            int cube_index = 0;

            for (int i = 0; i < 8; i++)
            {
                if (Sampler.Sample(new Vector3(x, y, z) + CornerDeltas[i]) < 0)
                {
                    cube_index |= 1 << i;
                }
            }

            if (cube_index == 0 || cube_index == 255)
            {
                return;
            }

            Cells[x, y, z].Vertices = new Vertex[VerticesNumberTable[cube_index]];

            /*for (int i = 0; i < 12; i++)
             * {
             *      Cells[x, y, z].Edges[i].A = new Vector3(x, y, z) + CornerDeltas[EdgePairs[i, 0]];
             *      Cells[x, y, z].Edges[i].B = new Vector3(x, y, z) + CornerDeltas[EdgePairs[i, 1]];
             *
             *      Cells[x, y, z].Edges[i].ValueA = Sampler.Sample(Cells[x, y, z].Edges[i].A);
             *      Cells[x, y, z].Edges[i].ValueB = Sampler.Sample(Cells[x, y, z].Edges[i].B);
             * }*/

            int v_index = 0;

            Cells[x, y, z].Vertices[0] = new Vertex();
            for (int e = 0; e < EdgesTable.GetLength(1); e++)
            {
                if (EdgesTable[cube_index, e] == -2)
                {
                    break;
                }
                if (EdgesTable[cube_index, e] == -1)
                {
                    v_index++;
                    if (v_index < Cells[x, y, z].Vertices.Length)
                    {
                        Cells[x, y, z].Vertices[v_index] = new Vertex();
                    }
                    continue;
                }

                //Cells[x, y, z].Vertices[v_index].Index = v_index;
                Cells[x, y, z].Vertices[v_index].Edges.Add(EdgesTable[cube_index, e]);
                Cells[x, y, z].Edges[EdgesTable[cube_index, e]].Vertices.Add(Cells[x, y, z].Vertices[v_index]);
                //Cells[x, y, z].Edges[EdgesTable[cube_index, e]].Flipped = Cells[x, y, z].Edges[EdgesTable[cube_index, e]].ValueA < 0;
            }

            foreach (Vertex v in Cells[x, y, z].Vertices)
            {
                Vertex tx = v;
                if (v == null)                 //for edges 241/243, which were originally marked as having 2 vertices...?
                {
                    continue;
                }
                Vector3 point = new Vector3();

                if (VertexMode != VertexModes.Block)
                {
                    //QEF3D qef = new QEF3D();
                    QEFProper.QEFSolver qef = new QEFProper.QEFSolver();
                    VertexPlacement     qem = new VertexPlacement();
                    for (int e_i = 0; e_i < tx.Edges.Count; e_i++)
                    {
                        Edge e = Cells[x, y, z].Edges[tx.Edges[e_i]];
                        if (VertexMode == VertexModes.Edges)
                        {
                            point += e.GetIntersection();
                        }
                        else if (VertexMode == VertexModes.QEF)
                        {
                            qef.Add(e.GetIntersection() - new Vector3(x, y, z), Sampler.GetNormal(e.GetIntersection()));
                        }
                        else
                        {
                            qem.AddPlane(e.GetIntersection() - new Vector3(x, y, z), Sampler.GetNormal(e.GetIntersection()));
                        }
                    }

                    if (VertexMode == VertexModes.Edges)
                    {
                        point /= (float)tx.Edges.Count;
                    }
                    else if (VertexMode == VertexModes.QEF)
                    {
                        point = qef.Solve(1e-6f, 4, 1e-6f) + new Vector3(x, y, z);
                    }
                    else
                    {
                        point = qem.Solve() + new Vector3(x, y, z);
                    }
                }
                else
                {
                    point = new Vector3(x, y, z) + Vector3.One * 0.5f;
                }
                //point = Vector3.Clamp(point, new Vector3(x, y, z), new Vector3(x + 1, y + 1, z + 1));

                tx.Position = point;
                Vector3 norm = Sampler.GetNormal(point);
                Vector3 c_v  = norm * 0.5f + Vector3.One * 0.5f;
                c_v.Normalize();
                Color clr = new Color(c_v);
                if (!UseFlatShading)
                {
                    tx.Index = Vertices.Count;
                    VertexPositionColorNormal pv = new VertexPositionColorNormal(tx.Position, clr, norm);
                    Vertices.Add(pv);
                }
                else
                {
                    tx.Index = CalculatedVertices.Count;
                    VertexPositionColor pv = new VertexPositionColor(tx.Position, clr);
                    CalculatedVertices.Add(pv);
                }

                VertexPositionColor[] vs = new VertexPositionColor[24];
                Color c  = Color.Red;
                float vx = tx.Position.X;
                float vy = tx.Position.Y;
                float vz = tx.Position.Z;
                float r  = 0.25f;
                vs[0] = new VertexPositionColor(new Vector3((vx + 0), (vy + 0), (vz + 0)), c);
                vs[1] = new VertexPositionColor(new Vector3((vx + r), (vy + 0), (vz + 0)), c);
                vs[2] = new VertexPositionColor(new Vector3((vx + r), (vy + 0), (vz + 0)), c);
                vs[3] = new VertexPositionColor(new Vector3((vx + r), (vy + r), (vz + 0)), c);
                vs[4] = new VertexPositionColor(new Vector3((vx + r), (vy + r), (vz + 0)), c);
                vs[5] = new VertexPositionColor(new Vector3((vx + 0), (vy + r), (vz + 0)), c);
                vs[6] = new VertexPositionColor(new Vector3((vx + 0), (vy + r), (vz + 0)), c);
                vs[7] = new VertexPositionColor(new Vector3((vx + 0), (vy + 0), (vz + 0)), c);

                vs[8]  = new VertexPositionColor(new Vector3((vx + 0), (vy + 0), (vz + r)), c);
                vs[9]  = new VertexPositionColor(new Vector3((vx + r), (vy + 0), (vz + r)), c);
                vs[10] = new VertexPositionColor(new Vector3((vx + r), (vy + 0), (vz + r)), c);
                vs[11] = new VertexPositionColor(new Vector3((vx + r), (vy + r), (vz + r)), c);
                vs[12] = new VertexPositionColor(new Vector3((vx + r), (vy + r), (vz + r)), c);
                vs[13] = new VertexPositionColor(new Vector3((vx + 0), (vy + r), (vz + r)), c);
                vs[14] = new VertexPositionColor(new Vector3((vx + 0), (vy + r), (vz + r)), c);
                vs[15] = new VertexPositionColor(new Vector3((vx + 0), (vy + 0), (vz + r)), c);

                vs[16] = new VertexPositionColor(new Vector3((vx + 0), (vy + 0), (vz + 0)), c);
                vs[17] = new VertexPositionColor(new Vector3((vx + 0), (vy + 0), (vz + r)), c);
                vs[18] = new VertexPositionColor(new Vector3((vx + 0), (vy + r), (vz + 0)), c);
                vs[19] = new VertexPositionColor(new Vector3((vx + 0), (vy + r), (vz + r)), c);

                vs[20] = new VertexPositionColor(new Vector3((vx + r), (vy + 0), (vz + 0)), c);
                vs[21] = new VertexPositionColor(new Vector3((vx + r), (vy + 0), (vz + r)), c);
                vs[22] = new VertexPositionColor(new Vector3((vx + r), (vy + r), (vz + 0)), c);
                vs[23] = new VertexPositionColor(new Vector3((vx + r), (vy + r), (vz + r)), c);

                OutlineBuffer.SetData <VertexPositionColor>(OutlineLocation * VertexPositionColor.VertexDeclaration.VertexStride, vs, 0, 24, VertexPositionColor.VertexDeclaration.VertexStride);
                OutlineLocation += 24;
            }
        }
Example #26
0
        public static IEnumerable <VertexPositionColorNormal> getTrisAlternating(VertexPositionColorNormal[] Data, int Depth, int Width, out uint[, ][] Indices)
        {
            VertexPositionColorNormal[,] source = new VertexPositionColorNormal[Width, Depth]; //The new, easy to read 2D array
            for (int x = 0; x < Width; x++)                                                    //Convert!
            {
                for (int y = 0; y < Depth; y++)
                {
                    source[x, y] = Data[x + y * Width];
                }
            }
            List <uint>[,] Indexes = new List <uint> [Width, Depth];
            for (int i = 0; i != Width; i++)
            {
                for (int j = 0; j != Width; j++)
                {
                    Indexes[i, j] = new List <uint>();
                }
            }
            var result = new List <VertexPositionColorNormal>();

            for (int x = 0; x < Width - 1; x++)
            {
                for (int y = 0; y < Depth - 1; y++)
                {
                    if ((y + x % 2) % 2 == 0)
                    {
                        var a = source[x, y];
                        var b = source[x + 1, y];
                        var c = source[x + 1, y + 1];



                        if (a.Color != Color.Transparent && b.Color != Color.Transparent && c.Color != Color.Transparent)
                        {
                            result.Add(a);
                            result.Add(b);
                            result.Add(c);
                            Indexes[x, y].Add((uint)((x + y * Width) * 6));
                            Indexes[x + 1, y].Add((uint)((x + y * Width) * 6) + 1);
                            Indexes[x + 1, y + 1].Add((uint)((x + y * Width) * 6) + 2);
                        }

                        b = source[x + 1, y + 1];
                        c = source[x, y + 1];



                        if (a.Color != Color.Transparent && b.Color != Color.Transparent && c.Color != Color.Transparent)
                        {
                            result.Add(a);
                            result.Add(b);
                            result.Add(c);
                            Indexes[x, y].Add((uint)((x + y * Width) * 6) + 3);
                            Indexes[x + 1, y + 1].Add((uint)((x + y * Width) * 6) + 4);
                            Indexes[x, y + 1].Add((uint)((x + y * Width) * 6) + 5);
                        }
                    }
                    else
                    {
                        var a = source[x, y];
                        var b = source[x + 1, y];
                        var c = source[x, y + 1];



                        if (a.Color != Color.Transparent && b.Color != Color.Transparent && c.Color != Color.Transparent)
                        {
                            result.Add(a);
                            result.Add(b);
                            result.Add(c);
                            Indexes[x, y].Add((uint)((x + y * Width) * 6));
                            Indexes[x + 1, y].Add((uint)((x + y * Width) * 6) + 1);
                            Indexes[x, y + 1].Add((uint)((x + y * Width) * 6) + 2);
                        }

                        a = source[x + 1, y];
                        b = source[x + 1, y + 1];
                        c = source[x, y + 1];



                        if (a.Color != Color.Transparent && b.Color != Color.Transparent && c.Color != Color.Transparent)
                        {
                            result.Add(a);
                            result.Add(b);
                            result.Add(c);
                            Indexes[x + 1, y].Add((uint)((x + y * Width) * 6) + 3);
                            Indexes[x + 1, y + 1].Add((uint)((x + y * Width) * 6) + 4);
                            Indexes[x, y + 1].Add((uint)((x + y * Width) * 6) + 5);
                        }
                    }
                }
            }

            Indices = new uint[Width, Depth][];

            for (int i = 0; i != Width; i++)
            {
                for (int j = 0; j != Width; j++)
                {
                    Indices[i, j] = Indexes[i, j].ToArray();
                }
            }

            return(result);
        }
Example #27
0
        void generate(object ctx)
        {
            building = true;

            List<int> inds = new List<int>(Icosphere.Indicies);
            List<VertexPositionColorNormal> verts = new List<VertexPositionColorNormal>();
            for (int i = 0; i < Icosphere.Verticies.Length; i++) {
                verts.Add(new VertexPositionColorNormal(Icosphere.Verticies[i] / Icosphere.Verticies[i].Length(), Icosphere.Verticies[i], landColor));
            }

            IndexBuffer = new Dictionary<int, int[]>();
            IndexBuffer[0] = inds.ToArray();

            LODv = new List<int>();
            LODv.Add(verts.Count);

            int levels = (int)ctx;
            for (int l = 1; l < levels; l++) {
                List<int> newinds = new List<int>();

                for (int i = 0; i < inds.Count; i+=3) {
                    int i1 = inds[i], i2 = inds[i + 1], i3 = inds[i + 2];
                    Vector3 v1 = verts[i1].Position, v2 = verts[i2].Position, v3 = verts[i3].Position;
                    Vector3 v4 = (v1 + v3) / 2f;
                    Vector3 v5 = (v1 + v2) / 2f;
                    Vector3 v6 = (v3 + v2) / 2f;
                    v4.Normalize(); v5.Normalize(); v6.Normalize();

                    verts.Add(new VertexPositionColorNormal(v4, v4, landColor));
                    verts.Add(new VertexPositionColorNormal(v5, v5, landColor));
                    verts.Add(new VertexPositionColorNormal(v6, v6, landColor));

                    int i4 = verts.Count - 3;
                    int i5 = verts.Count - 2;
                    int i6 = verts.Count - 1;

                    newinds.AddRange(new int[] { i1, i5, i4 });
                    newinds.AddRange(new int[] { i4, i5, i6 });
                    newinds.AddRange(new int[] { i3, i4, i6 });
                    newinds.AddRange(new int[] { i6, i5, i2 });
                }
                inds = new List<int>(newinds);
                IndexBuffer[l] = inds.ToArray();
                LODv.Add(verts.Count);
            }

            VertexBuffer = verts.ToArray();
            if (HasWater)
                WaterVertexBuffer = new VertexPositionColorPolar[VertexBuffer.Length];
            if (HasAtmosphere)
                AtmosphereVertexBuffer = new VertexPositionColorNormal[VertexBuffer.Length];
            // set terrain heights
            for (int i = 0; i < VertexBuffer.Length; i++) {
                // water verts
                if (HasWater){
                    WaterVertexBuffer[i] = new VertexPositionColorPolar(VertexBuffer[i].Position, Vector2.Zero, waterColor);
                    WaterVertexBuffer[i].Polar.X = (float)Math.Asin(WaterVertexBuffer[i].Position.Z);
                    WaterVertexBuffer[i].Polar.Y = (float)Math.Atan2(WaterVertexBuffer[i].Position.Y, WaterVertexBuffer[i].Position.X);
                    WaterVertexBuffer[i].Position *= Radius;
                }
                // atmo verts
                if (HasAtmosphere) {
                    AtmosphereVertexBuffer[i] = new VertexPositionColorNormal(VertexBuffer[i].Position, VertexBuffer[i].Position, atmosphereColor);
                    AtmosphereVertexBuffer[i].Normal.Normalize();
                    AtmosphereVertexBuffer[i].Position *= AtmosphereHeight;
                }

                // land verts
                VertexBuffer[i].Color = landColor;
                float h = getHeight(VertexBuffer[i].Position);
                if (h <= Radius)
                    VertexBuffer[i].Color = oceanFloorColor;
                VertexBuffer[i].Position *= h;
                VertexBuffer[i].Normal = Vector3.Zero;
            }
            for (int i = 0; i < IndexBuffer[levels - 1].Length; i+=3) {
                int i1 = IndexBuffer[levels - 1][i];
                int i2 = IndexBuffer[levels - 1][i + 1];
                int i3 = IndexBuffer[levels - 1][i + 2];
                Vector3 norm = -Vector3.Cross(VertexBuffer[i1].Position - VertexBuffer[i2].Position, VertexBuffer[i1].Position - VertexBuffer[i3].Position);
                VertexBuffer[i1].Normal += norm;
                VertexBuffer[i2].Normal += norm;
                VertexBuffer[i3].Normal += norm;
            }
            for (int i = 0; i < VertexBuffer.Length; i++)
                VertexBuffer[i].Normal.Normalize();

            if (HasWater){
                waves[0] = new Wave(.5f, 2, Vector2.UnitX, 50, 1f);
                waves[1] = new Wave(.2f, 2, Vector2.UnitY, 50, .2f);
            }

            built = true;
            building = false;
        }
Example #28
0
 private Tuple<VertexPositionColorNormal[], int[]> getCylinderCap(CorePoint point, int steps, bool reverse, bool backwards)
 {
     VertexPositionColorNormal[] vertices = new VertexPositionColorNormal[steps * steps];
     int[] indices = new int[2 * steps + 2];
     for (int i = 0; i < steps; i++)
     {
         for (int j = 0; j < steps; j++) {
             float t = (float) j/(steps - 1);
             Vector3 newp = point.pos - point.radius* point.orient*(backwards ? 1 : -1)*t;
             float newr = point.radius*(float)Math.Sqrt(1-(1-t)*(1-t));
             Vector3 newn = newr*point.up + newp - point.pos;
             newn.Normalize();
             Matrix rotationMatrix = Matrix.CreateFromAxisAngle(point.orient, (float)((reverse ? -1 : 1) * j * Math.PI * 2 / steps));
             vertices[i * steps + j].Position = Vector3.Transform(point.up, rotationMatrix) * newr + newp;
             vertices[i * steps + j].Normal = Vector3.TransformNormal(newn, rotationMatrix);
             vertices[i * steps + j].Color = point.color;
         }
     }
     for (int j = 0; j < steps; j++)
     {
         indices[2 * j] = j;
         indices[2 * j + 1] = steps + j;
     }
     indices[2 * steps] = 0;
     indices[2 * steps + 1] = steps;
     return new Tuple<VertexPositionColorNormal[], int[]>(vertices, indices);
 }
Example #29
0
        public void Polygonize(List <VertexPositionColorNormal> vertices, int size)
        {
            int bitmask = 0;

            for (int i = 0; i < 4; i++)
            {
                if (Sampler.Sample(Positions[i]) < 0)
                {
                    bitmask |= Bitmasks[i];
                }
            }
            if (bitmask == 0 || bitmask == 15)
            {
                return;
            }

            List <Vector2> vs = new List <Vector2>();

            switch (bitmask)
            {
            case 0x0:
                break;

            case 0x1:
                vs.Add(GetPosition(0, 1));
                vs.Add(GetPosition(2, 0));
                break;

            case 0x2:
                vs.Add(GetPosition(3, 2));
                vs.Add(GetPosition(2, 0));
                break;

            case 0x3:
                vs.Add(GetPosition(3, 2));
                vs.Add(GetPosition(0, 1));
                break;

            //Counterclockwise lines stop here because I grew lazy...
            case 0x4:
                vs.Add(GetPosition(3, 2));
                vs.Add(GetPosition(1, 3));
                break;

            case 0x5:
                vs.Add(GetPosition(0, 2));
                vs.Add(GetPosition(3, 2));

                vs.Add(GetPosition(0, 1));
                vs.Add(GetPosition(1, 3));
                break;

            case 0x6:
                vs.Add(GetPosition(0, 2));
                vs.Add(GetPosition(1, 3));
                break;

            case 0x7:
                vs.Add(GetPosition(0, 1));
                vs.Add(GetPosition(1, 3));
                break;

            case 0x8:
                vs.Add(GetPosition(0, 1));
                vs.Add(GetPosition(1, 3));
                break;

            case 0x9:
                vs.Add(GetPosition(0, 2));
                vs.Add(GetPosition(1, 3));
                break;

            case 0xA:
                vs.Add(GetPosition(0, 2));
                vs.Add(GetPosition(0, 1));

                vs.Add(GetPosition(3, 2));
                vs.Add(GetPosition(1, 3));
                break;

            case 0xB:
                vs.Add(GetPosition(3, 2));
                vs.Add(GetPosition(1, 3));
                break;

            case 0xC:
                vs.Add(GetPosition(0, 1));
                vs.Add(GetPosition(3, 2));
                break;

            case 0xD:
                vs.Add(GetPosition(0, 2));
                vs.Add(GetPosition(3, 2));
                break;

            case 0xE:
                vs.Add(GetPosition(0, 1));
                vs.Add(GetPosition(2, 0));
                break;

            case 0xF:
                break;
            }

            for (int i = 0; i < vs.Count; i += 2)
            {
                VertexPositionColorNormal v0 = new VertexPositionColorNormal(new Vector3(vs[i], 0) * size, Color.Blue, Vector3.One);
                VertexPositionColorNormal v1 = new VertexPositionColorNormal(new Vector3(vs[i + 1], 0) * size, Color.Blue, Vector3.One);
                vertices.Add(v0);
                vertices.Add(v1);
            }
        }
Example #30
0
        public static int ExtractMesh(VoxelVolume volume, bool disableGreedyMeshing = false, bool disableAO = false)
        {
            volume.PrepareMesh();

            VertexPositionColorNormal[] vertices = new VertexPositionColorNormal[5];

            var dims = volume.dims;

            var f = new Func<int, int, int, uint>((i, j, k) =>
            {
                if (i < 0 || j < 0 || k < 0 || i >= dims[0] || j >= dims[1] || k >= dims[2])
                    return volume.GetRelativeVoxel(i, j, k);
                //return cm.GetVoxelByRelative(volume.X, volume.Y, volume.Z, i, j, k);

                var r = volume[i + dims[0] * (j + dims[1] * k)];
                if (r > 0 && (r & 0x1000000u) > 0u)
                {
                    r = 0;
                }
                return r;
            });

            //Sweep over 3-axes
            // d0 = x, d1 = y, d2 = z
            for (var d = 0; d < 3; ++d)
            {
                int i, j, k, l, w, h
                  , u = (d + 1) % 3
                  , v = (d + 2) % 3;
                int[] x = { 0, 0, 0 };
                int[] q = { 0, 0, 0 };
                int[,] posArea = { { 0, 0, 0 }, { 0, 0, 0 }, { 0, 0, 0 }, { 0, 0, 0 } };
                int[,] negArea = { { 0, 0, 0 }, { 0, 0, 0 }, { 0, 0, 0 }, { 0, 0, 0 } };

                if (mask.Length < dims[u] * dims[v])
                {
                    mask = new uint[dims[u] * dims[v]];
                    maskLayout = new MaskLayout[dims[u] * dims[v]];
                }
                q[d] = 1;

                posArea[0, u] = -1;
                posArea[1, v] = -1;
                posArea[2, u] = 1;
                posArea[3, v] = 1;

                negArea[0, v] = -1;
                negArea[1, u] = -1;
                negArea[2, v] = 1;
                negArea[3, u] = 1;

                for (x[d] = -1; x[d] < dims[d]; )
                {
                    //Compute mask
                    var n = 0;
                    for (x[v] = 0; x[v] < dims[v]; ++x[v])
                    {
                        for (x[u] = 0; x[u] < dims[u]; ++x[u], ++n)
                        {
                            var a = f(x[0], x[1], x[2]);
                            var b = f(x[0] + q[0], x[1] + q[1], x[2] + q[2]);

                            maskLayout[n].data = 0u;
                            if ((a != 0) == (b != 0))
                            {
                                mask[n] = 0;
                            }
                            else if (a != 0)
                            {
                                mask[n] = x[d] > -1 ? a : 0;
                                maskLayout[n].BackFace = false;
                            }
                            else
                            {
                                mask[n] = x[d] < dims[d] - 1 ? b : 0;
                                maskLayout[n].BackFace = true;
                            }

                            if (disableAO || mask[n] == 0)
                            {
                                //maskLayout[n].data = 4095u;
                            }
                            else
                            {
                                uint side1 = 0, side2 = 0, corner = 0;
                                var neighbors = new uint[4];

                                for (var t = 0; t < 4; ++t)
                                {
                                    var tt = (t + 1) % 4;

                                    if (a != 0)
                                    {
                                        side1 = (f(x[0] + q[0] + posArea[t, 0], x[1] + q[1] + posArea[t, 1], x[2] + q[2] + posArea[t, 2]) > 0u ? 1u : 0u);
                                        side2 = (f(x[0] + q[0] + posArea[tt, 0], x[1] + q[1] + posArea[tt, 1], x[2] + q[2] + posArea[tt, 2]) > 0u ? 1u : 0u);
                                    }
                                    else
                                    {
                                        side1 = (f(x[0] + negArea[t, 0], x[1] + negArea[t, 1], x[2] + negArea[t, 2]) > 0u ? 1u : 0u);
                                        side2 = (f(x[0] + negArea[tt, 0], x[1] + negArea[tt, 1], x[2] + negArea[tt, 2]) > 0u ? 1u : 0u);
                                    }

                                    if (side1 > 0 && side2 > 0)
                                    {
                                        neighbors[t] = 0;
                                    }
                                    else
                                    {
                                        if (a != 0)
                                        {
                                            corner = (f(x[0] + q[0] + posArea[t, 0] + posArea[tt, 0], x[1] + q[1] + posArea[t, 1] + posArea[tt, 1], x[2] + q[2] + posArea[t, 2] + posArea[tt, 2]) > 0u ? 1u : 0u);
                                        }
                                        else
                                        {
                                            corner = (f(x[0] + negArea[t, 0] + negArea[tt, 0], x[1] + negArea[t, 1] + negArea[tt, 1], x[2] + negArea[t, 2] + negArea[tt, 2]) > 0u ? 1u : 0u);
                                        }
                                        neighbors[t] = 3u - (side1 + side2 + corner);
                                    }

                                    maskLayout[n].SetOcclusion(t, neighbors[t]);
                                }

                                uint a00 = neighbors[1],
                                     a01 = neighbors[2],
                                     a11 = neighbors[3],
                                     a10 = neighbors[0];

                                //if (a00 + a01 + a11 + a10 != 12)
                                //    maskLayout[n].AOFace = true;
                            }
                        }
                    }
                    //Increment x[d]
                    ++x[d];
                    //Generate mesh for mask using lexicographic ordering
                    n = 0;
                    for (j = 0; j < dims[v]; ++j)
                    {
                        for (i = 0; i < dims[u]; )
                        {
                            var c = mask[n];
                            if (c != 0)
                            {
                                var a = maskLayout[n];
                                if (disableGreedyMeshing || a.AOFace)
                                {
                                    w = 1;
                                    h = 1;
                                }
                                else
                                {
                                    //Compute width
                                    for (w = 1; c == mask[n + w] && (a.data == (maskLayout[n + w].data)) && i + w < dims[u]; ++w)
                                    {
                                    }
                                    //Compute height (this is slightly awkward
                                    var done = false;
                                    for (h = 1; j + h < dims[v]; ++h)
                                    {
                                        for (k = 0; k < w; ++k)
                                        {
                                            if (c != mask[n + k + h * dims[u]] || a.data != maskLayout[n + k + h * dims[u]].data)
                                            {
                                                done = true;
                                                break;
                                            }
                                        }
                                        if (done)
                                        {
                                            break;
                                        }
                                    }
                                }

                                //Add quad
                                x[u] = i; x[v] = j;
                                int[] du = { 0, 0, 0 };
                                int[] dv = { 0, 0, 0 };

                                var normal = new Vector3(q[0], q[1], q[2]);
                                var aoFace = maskLayout[n].AOFace;

                                if (!maskLayout[n].BackFace)
                                {
                                    dv[v] = h;
                                    du[u] = w;
                                }
                                else
                                {
                                    du[v] = h;
                                    dv[u] = w;
                                    normal = -normal;
                                }

                                var cr = ((c >> 16) & 0xff) / 255f;
                                var cg = ((c >> 8) & 0xff) / 255f;
                                var cb = (c & 0xff) / 255f;

                                var ao = 0f;
                                var AOcurve = new float[] { 0.45f, 0.65f, 0.85f, 1.0f };
                                var auCurveFactor = new float[] { 1f, 0.99f, 0.98f, 0.97f, 0.96f };
                                var aoFactor = auCurveFactor[maskLayout[n].TotalOcclusion()];
                                for (var o = 0; o < 4; ++o)
                                {
                                    var pao = disableAO ? 1f : AOcurve[maskLayout[n].GetOcclusion(o)];
                                    //vertices[o].Color = new Color(cr * pao, cg * pao, cb * pao);
                                    vertices[o].Color = new Color(cr * aoFactor, cg * aoFactor, cb * aoFactor);
                                    vertices[o].Normal = normal;
                                    ao += pao;
                                }
                                ao /= 4f;

                                if (aoFace)
                                {
                                    vertices[0].Position = new Vector3(x[0], x[1], x[2]);
                                    vertices[1].Position = new Vector3(x[0] + du[0], x[1] + du[1], x[2] + du[2]);
                                    vertices[2].Position = new Vector3(x[0] + du[0] + dv[0], x[1] + du[1] + dv[1], x[2] + du[2] + dv[2]);
                                    vertices[3].Position = new Vector3(x[0] + dv[0], x[1] + dv[1], x[2] + dv[2]);
                                    vertices[4].Position = (vertices[0].Position + vertices[1].Position + vertices[2].Position + vertices[3].Position) / 4;
                                    vertices[4].Normal = normal;
                                    vertices[4].Color = new Color(cr * ao, cg * ao, cb * ao);
                                }
                                else
                                {
                                    vertices[0].Position = new Vector3(x[0], x[1], x[2]);
                                    vertices[1].Position = new Vector3(x[0] + du[0], x[1] + du[1], x[2] + du[2]);
                                    vertices[2].Position = new Vector3(x[0] + du[0] + dv[0], x[1] + du[1] + dv[1], x[2] + du[2] + dv[2]);
                                    vertices[3].Position = new Vector3(x[0] + dv[0], x[1] + dv[1], x[2] + dv[2]);
                                }

                                var v0 = (ushort)volume.opaqueMesh.Add(vertices[0]);
                                var v1 = (ushort)volume.opaqueMesh.Add(vertices[1]);
                                var v2 = (ushort)volume.opaqueMesh.Add(vertices[2]);
                                var v3 = (ushort)volume.opaqueMesh.Add(vertices[3]);

                                if (aoFace)
                                {
                                    var v4 = (ushort)volume.opaqueMesh.Add(vertices[4]);
                                    volume.opaqueMesh.Triangle(v0, v4, v1);
                                    volume.opaqueMesh.Triangle(v1, v4, v2);
                                    volume.opaqueMesh.Triangle(v2, v4, v3);
                                    volume.opaqueMesh.Triangle(v3, v4, v0);

                                }
                                else
                                {
                                    volume.opaqueMesh.Quad(v0, v1, v2, v3);
                                }

                                //Zero-out mask
                                for (l = 0; l < h; ++l)
                                {
                                    for (k = 0; k < w; ++k)
                                    {
                                        mask[n + k + l * dims[u]] = 0;
                                        maskLayout[n + k + l * dims[u]].data = 4095u;
                                    }
                                }
                                //Increment counters and continue
                                i += w; n += w;
                            }
                            else
                            {
                                ++i; ++n;
                            }
                        }
                    }
                }
            }

            volume.opaqueMesh.Update();
            return volume.opaqueMesh.VertexCount;
        }
Example #31
0
        public void MakeRoadGeometry(GraphicsDevice device)
        {
            roadObject = new VertexBufferObject(Center, Area);
            List <VertexPositionColorNormal> roadverts = new List <VertexPositionColorNormal>();
            List <int> roadinds  = new List <int>();
            Color      roadColor = new Color(87, 59, 12);

            float roadwidth = 1.5f;

            foreach (Road r in Roads)
            {
                float   d   = Vector3.Distance(r.A, r.B);
                Vector3 dir = r.B - r.A;
                dir.Normalize();
                Vector3 fxz = r.B - r.A;
                fxz.Y = 0;
                fxz.Normalize();
                Vector3 right = Vector3.Cross(Vector3.Up, fxz) * roadwidth * .5f;

                int ioff = roadverts.Count;
                int vc   = 0;
                for (float t = -1; t < d + 1; t += .5f)
                {
                    Vector3 p = r.A - Center + dir * t;
                    p.Y = Area.HeightAt(p + Center) - Center.Y;
                    Vector3 p1 = p - right;
                    Vector3 p2 = p + right;
                    p1.Y = Area.HeightAt(p1 + Center) - Center.Y + .05f;
                    p2.Y = Area.HeightAt(p2 + Center) - Center.Y + .05f;
                    roadverts.Add(new VertexPositionColorNormal(p1, roadColor, Vector3.Zero));
                    roadverts.Add(new VertexPositionColorNormal(p2, roadColor, Vector3.Zero));
                    vc += 2;
                }
                int ic = roadinds.Count;
                for (int i = 0; i < vc - 2; i += 2)
                {
                    // top square
                    roadinds.Add(ioff + i);
                    roadinds.Add(ioff + i + 1);
                    roadinds.Add(ioff + i + 2);
                    roadinds.Add(ioff + i + 1);
                    roadinds.Add(ioff + i + 3);
                    roadinds.Add(ioff + i + 2);
                }

                // normals
                for (int i = ic; i < roadinds.Count; i += 3)
                {
                    VertexPositionColorNormal v1 = roadverts[roadinds[i]], v2 = roadverts[roadinds[i + 1]], v3 = roadverts[roadinds[i + 2]];
                    Vector3 d1 = v1.Position - v2.Position;
                    Vector3 d2 = v3.Position - v1.Position;
                    d1.Normalize(); d2.Normalize();
                    Vector3 normal = Vector3.Cross(d1, d2);
                    v1.Normal += normal; v2.Normal += normal; v3.Normal += normal;
                    roadverts[roadinds[i]]     = v1;
                    roadverts[roadinds[i + 1]] = v2;
                    roadverts[roadinds[i + 2]] = v3;
                }
                for (int i = ioff; i < roadverts.Count; i++)
                {
                    roadverts[i].Normal.Normalize();
                }
            }

            // weld some verticies together
            // to form nice edges
            for (int i = 0; i < roadverts.Count; i++)
            {
                for (int j = 0; j < roadverts.Count; j++)
                {
                    if (i != j)
                    {
                        float d = Vector3.DistanceSquared(roadverts[i].Position, roadverts[j].Position);
                        if (d < .2f)
                        {
                            Vector3 mid = (roadverts[i].Position + roadverts[j].Position) * .5f;
                            roadverts[i] = new VertexPositionColorNormal(mid, roadverts[i].Color, roadverts[i].Normal);
                            roadverts[j] = new VertexPositionColorNormal(mid, roadverts[j].Color, roadverts[j].Normal);
                        }
                    }
                }
            }

            roadObject.VBuffer = new VertexBuffer(device, typeof(VertexPositionColorNormal), roadverts.Count, BufferUsage.WriteOnly);
            roadObject.VBuffer.SetData(roadverts.ToArray());
            roadObject.IBuffer = new IndexBuffer(device, typeof(int), roadinds.Count, BufferUsage.WriteOnly);
            roadObject.IBuffer.SetData(roadinds.ToArray());
        }
Example #32
0
        public void GenerateAt(int x, int y, int z)
        {
            int corners = 0;

            for (int i = 0; i < 8; i++)
            {
                if (map[x + i / 4, y + i % 4 / 2, z + i % 2] < 0)
                {
                    corners |= 1 << i;
                }
            }

            if (corners == 0 || corners == 255)
            {
                return;
            }

            VertexPositionColor[] vs = new VertexPositionColor[24];
            Color c = Color.LightSteelBlue;

            vs[0] = new VertexPositionColor(new Vector3((x + 0), (y + 0), (z + 0)), c);
            vs[1] = new VertexPositionColor(new Vector3((x + 1), (y + 0), (z + 0)), c);
            vs[2] = new VertexPositionColor(new Vector3((x + 1), (y + 0), (z + 0)), c);
            vs[3] = new VertexPositionColor(new Vector3((x + 1), (y + 1), (z + 0)), c);
            vs[4] = new VertexPositionColor(new Vector3((x + 1), (y + 1), (z + 0)), c);
            vs[5] = new VertexPositionColor(new Vector3((x + 0), (y + 1), (z + 0)), c);
            vs[6] = new VertexPositionColor(new Vector3((x + 0), (y + 1), (z + 0)), c);
            vs[7] = new VertexPositionColor(new Vector3((x + 0), (y + 0), (z + 0)), c);

            vs[8]  = new VertexPositionColor(new Vector3((x + 0), (y + 0), (z + 1)), c);
            vs[9]  = new VertexPositionColor(new Vector3((x + 1), (y + 0), (z + 1)), c);
            vs[10] = new VertexPositionColor(new Vector3((x + 1), (y + 0), (z + 1)), c);
            vs[11] = new VertexPositionColor(new Vector3((x + 1), (y + 1), (z + 1)), c);
            vs[12] = new VertexPositionColor(new Vector3((x + 1), (y + 1), (z + 1)), c);
            vs[13] = new VertexPositionColor(new Vector3((x + 0), (y + 1), (z + 1)), c);
            vs[14] = new VertexPositionColor(new Vector3((x + 0), (y + 1), (z + 1)), c);
            vs[15] = new VertexPositionColor(new Vector3((x + 0), (y + 0), (z + 1)), c);

            vs[16] = new VertexPositionColor(new Vector3((x + 0), (y + 0), (z + 0)), c);
            vs[17] = new VertexPositionColor(new Vector3((x + 0), (y + 0), (z + 1)), c);
            vs[18] = new VertexPositionColor(new Vector3((x + 0), (y + 1), (z + 0)), c);
            vs[19] = new VertexPositionColor(new Vector3((x + 0), (y + 1), (z + 1)), c);

            vs[20] = new VertexPositionColor(new Vector3((x + 1), (y + 0), (z + 0)), c);
            vs[21] = new VertexPositionColor(new Vector3((x + 1), (y + 0), (z + 1)), c);
            vs[22] = new VertexPositionColor(new Vector3((x + 1), (y + 1), (z + 0)), c);
            vs[23] = new VertexPositionColor(new Vector3((x + 1), (y + 1), (z + 1)), c);

            OutlineBuffer.SetData <VertexPositionColor>(OutlineLocation * VertexPositionColor.VertexDeclaration.VertexStride, vs, 0, 24, VertexPositionColor.VertexDeclaration.VertexStride);
            OutlineLocation += 24;

            QEF3D   qef            = new QEF3D();
            Vector3 average_normal = new Vector3();

            for (int i = 0; i < 12; i++)
            {
                int c1 = edges[i, 0];
                int c2 = edges[i, 1];

                int m1 = (corners >> c1) & 1;
                int m2 = (corners >> c2) & 1;
                if (m1 == m2)
                {
                    continue;
                }

                float d1 = map[x + c1 / 4, y + c1 % 4 / 2, z + c1 % 2];
                float d2 = map[x + c2 / 4, y + c2 % 4 / 2, z + c2 % 2];

                Vector3 p1 = new Vector3((float)((c1 / 4)), (float)((c1 % 4 / 2)), (float)((c1 % 2)));
                Vector3 p2 = new Vector3((float)((c2 / 4)), (float)((c2 % 4 / 2)), (float)((c2 % 2)));

                Vector3 intersection = Sampler.GetIntersection(p1, p2, d1, d2);
                Vector3 normal       = Sampler.GetNormal(intersection + new Vector3(x, y, z));          //GetNormal(x, y);
                average_normal += normal;

                qef.Add(intersection, normal);
            }

            Vector3 p = qef.Solve2(0, 16, 0);

            Vector3 n = average_normal / (float)qef.Intersections.Count;

            VertexPositionColorNormal[] v2 = new VertexPositionColorNormal[1];
            Vector3 c_v = n * 0.5f + Vector3.One * 0.5f;

            c_v.Normalize();
            Color clr = new Color(c_v);

            v2[0] = new VertexPositionColorNormal(new Vector3((p.X + x), (p.Y + y), (p.Z + z)), clr, n);
            VertexBuffer.SetData <VertexPositionColorNormal>(VertexCount * VertexPositionColorNormal.VertexDeclaration.VertexStride, v2, 0, 1, VertexPositionColorNormal.VertexDeclaration.VertexStride);
            vertex_indexes[x, y, z] = VertexCount;
            VertexCount++;

            /*vs[0] = new VertexPositionColor(new Vector3((x + 0) , (y + 0) , 0), Color.Black);
             * vs[1] = new VertexPositionColor(new Vector3((x + 1) , (y + 0) , 0), Color.Black);
             * vs[2] = new VertexPositionColor(new Vector3((x + 1) , (y + 0) , 0), Color.Black);
             * vs[3] = new VertexPositionColor(new Vector3((x + 1) , (y + 1) , 0), Color.Black);
             * vs[4] = new VertexPositionColor(new Vector3((x + 1) , (y + 1) , 0), Color.Black);
             * vs[5] = new VertexPositionColor(new Vector3((x + 0) , (y + 1) , 0), Color.Black);
             * vs[6] = new VertexPositionColor(new Vector3((x + 0) , (y + 1) , 0), Color.Black);
             * vs[7] = new VertexPositionColor(new Vector3((x + 0) , (y + 0) , 0), Color.Black);
             *
             * vs[8] = new VertexPositionColor(new Vector3((p.X + x) , (p.Y + y) , 0), Color.Black);
             * vs[9] = new VertexPositionColor(new Vector3((p.X + x + .1f) , (p.Y + y + .1f) , 0), Color.Black);
             * index = 10;
             *
             * VertexBuffer.SetData<VertexPositionColor>(VertexCount * VertexPositionColor.VertexDeclaration.VertexStride, vs, 0, index, VertexPositionColor.VertexDeclaration.VertexStride);
             * VertexCount += index;*/
        }
Example #33
0
        public Ground(ContentManager content, float Y)
        {
            heightMap = new float[width + 1, length + 1];
            vertices  = new VertexPositionColorNormal[width * length * 6]; //we are intentionally duplicating vertices, hence the * 6 and lack of indexing
            positionY = Y;

            var random = new Random();

            //Generate terrain
            for (int x = 0; x <= width; x++)
            {
                for (int y = 0; y <= length; y++)
                {
                    float value = ((float)noiseSource.GetValue(x * 0.5f, (y + positionY / scale.Y) * 0.5f, 0.5f) + 0) / 1;

                    //If this tile is under the road then make it have 0 height so it doesn't stick out
                    if (Math.Abs(x - width / 2) * scale.X < Road.Size * 0.6f)
                    {
                        value = 0;
                    }

                    heightMap[x, y] = value;
                }
            }

            //After generating the heightmap, generate the actual vertices
            for (int x = 0; x < width; x++)
            {
                for (int y = 0; y < length; y++)
                {
                    int i = (width * y + x) * 6; //Starting vertex index for this tile

                    VertexPositionColorNormal vertex;

                    //6 vertices per tile (x, y)
                    for (int j = 0; j < 6; j++)
                    {
                        vertex = new VertexPositionColorNormal();

                        //Assign position
                        float ox     = x + offsets[j].X;
                        float oy     = y + offsets[j].Y;
                        float height = heightMap[(int)ox, (int)oy];
                        vertex.Position = new Vector3(ox * scale.X, oy * scale.Y, height * 1.5f);

                        //Generate base color based on the following array
                        //Each index corresponds to a different "biome"
                        //The base color therefore implicitly depends on the biome (and usually explicitly depends on height)
                        Vector3[] colors =
                        {
                            new Vector3(0.2f,          (heightMap[(int)ox, (int)oy] + 1) / 4 + 0.3f, 0.3f),
                            new Vector3(height.Map(-1,                  1,                     0.4f, 0.9f),          0.4f, 0.3f),
                            new Vector3(height.Map(-1,                  1,                     0.7f, 0.9f),height.Map(-1,      1,0.6f, 0.8f), height.Map(-1, 1, 0.2f, 0.5f)),
                        };

                        //Determine which biome to use based on current position
                        float val = Math.Abs(y + positionY) / biomeScale % colors.Length;

                        int primary   = (int)val;                      //Current biome color
                        int secondary = (primary + 1) % colors.Length; //Next biome color

                        //Smoothly blend between the biome colors if we are in between biomes
                        float blendAmt = 1 - (float)Math.Pow((val - primary) * 2 - 1f, 2);
                        if (val - primary < 0.8f)
                        {
                            blendAmt = 1;
                        }
                        Vector3 blended = colors[primary] * blendAmt + colors[secondary] * (1 - blendAmt);

                        //Assign color
                        Color color = new Color(blended.X, blended.Y, blended.Z);
                        vertex.Color = color;

                        vertices[i + j] = vertex; //Base tile index + local index
                    }
                }
            }

            //These calculations depend on an entire triangle, so I compute them afterwards
            for (int i = 0; i < vertices.Length; i += 3)
            {
                //Compute normal
                Vector3 u      = vertices[i].Position - vertices[i + 1].Position;
                Vector3 v      = vertices[i].Position - vertices[i + 2].Position;
                Vector3 normal = Vector3.Cross(v, u);
                normal.Normalize();

                //Compute average color of the 3 vertices of a triangle
                Color color = Color.White;
                color.R = Math.Max(Math.Max(vertices[i + 0].Color.R, vertices[i + 1].Color.R), vertices[i + 2].Color.R);
                color.G = Math.Max(Math.Max(vertices[i + 0].Color.G, vertices[i + 1].Color.G), vertices[i + 2].Color.G);
                color.B = Math.Max(Math.Max(vertices[i + 0].Color.B, vertices[i + 1].Color.B), vertices[i + 2].Color.B);

                //Assign the same normal and average color to all 3 vertices
                for (int j = 0; j < 3; j++)
                {
                    vertices[i + j].Normal = normal;
                    vertices[i + j].Color  = color;
                }
            }
        }
        public static IEnumerable <VertexPositionColorNormal> getTrisAlternatingOld(VertexPositionColorNormal[] Data, int Depth, int Width)
        {
            VertexPositionColorNormal[,] source = new VertexPositionColorNormal[Width, Depth]; //The new, easy to read 2D array
            for (int x = 0; x < Width; x++)                                                    //Convert!
            {
                for (int y = 0; y < Depth; y++)
                {
                    source[x, y] = Data[x + y * Width];
                }
            }
            var result = new List <VertexPositionColorNormal>();

            for (int x = 0; x < Width - 1; x++)
            {
                for (int y = 0; y < Depth - 1; y++)
                {
                    if ((y + x % 2) % 2 == 0)
                    {
                        var a = source[x, y];
                        var b = source[x + 1, y];
                        var c = source[x + 1, y + 1];

                        if (a.Color != Color.Transparent && b.Color != Color.Transparent && c.Color != Color.Transparent)
                        {
                            result.Add(a);
                            result.Add(b);
                            result.Add(c);
                        }

                        b = source[x + 1, y + 1];
                        c = source[x, y + 1];

                        if (a.Color != Color.Transparent && b.Color != Color.Transparent && c.Color != Color.Transparent)
                        {
                            result.Add(a);
                            result.Add(b);
                            result.Add(c);
                        }
                    }
                    else
                    {
                        var a = source[x, y];
                        var b = source[x + 1, y];
                        var c = source[x, y + 1];

                        if (a.Color != Color.Transparent && b.Color != Color.Transparent && c.Color != Color.Transparent)
                        {
                            result.Add(a);
                            result.Add(b);
                            result.Add(c);
                        }

                        a = source[x + 1, y];
                        b = source[x + 1, y + 1];
                        c = source[x, y + 1];

                        if (a.Color != Color.Transparent && b.Color != Color.Transparent && c.Color != Color.Transparent)
                        {
                            result.Add(a);
                            result.Add(b);
                            result.Add(c);
                        }
                    }
                }
            }

            return(result);
        }
Example #35
0
 public void Initialize(Microsoft.Xna.Framework.Game game, Color color, float[] verts, int[] tris)
 {
     _game = game;
     _vertexBuffer = new VertexBuffer(game.GraphicsDevice, typeof(VertexPositionColorNormal), verts.Length / 3, BufferUsage.None);
     _indexBuffer = new IndexBuffer(game.GraphicsDevice, typeof(int), tris.Length, BufferUsage.None);
     var data = new VertexPositionColorNormal[verts.Length/3];
     for (int i = 0; i < verts.Length / 3; i++)
         data[i] = new VertexPositionColorNormal(new Vector3(-verts[(i*3) + 0], verts[(i*3)+1], -verts[(i*3)+2]), color, new Vector3(0));
     GenerateNormals(data, tris);
     _vertexBuffer.SetData(data);
     _indexBuffer.SetData(tris);
 }
Example #36
0
        public void GenerateAt(int x, int y)
        {
            int corners = 0;

            for (int i = 0; i < 4; i++)
            {
                if (map[x + i / 2, y + i % 2] < 0)
                {
                    corners |= 1 << i;
                }
            }

            if (corners == 0 || corners == 15)
            {
                return;
            }

            VertexPositionColor[] vs = new VertexPositionColor[10];
            Color c = Color.LightSteelBlue;

            vs[0] = new VertexPositionColor(new Vector3((x + 0) * Size, (y + 0) * Size, 0), c);
            vs[1] = new VertexPositionColor(new Vector3((x + 1) * Size, (y + 0) * Size, 0), c);
            vs[2] = new VertexPositionColor(new Vector3((x + 1) * Size, (y + 0) * Size, 0), c);
            vs[3] = new VertexPositionColor(new Vector3((x + 1) * Size, (y + 1) * Size, 0), c);
            vs[4] = new VertexPositionColor(new Vector3((x + 1) * Size, (y + 1) * Size, 0), c);
            vs[5] = new VertexPositionColor(new Vector3((x + 0) * Size, (y + 1) * Size, 0), c);
            vs[6] = new VertexPositionColor(new Vector3((x + 0) * Size, (y + 1) * Size, 0), c);
            vs[7] = new VertexPositionColor(new Vector3((x + 0) * Size, (y + 0) * Size, 0), c);
            OutlineBuffer.SetData <VertexPositionColor>(OutlineLocation * VertexPositionColor.VertexDeclaration.VertexStride, vs, 0, 8, VertexPositionColor.VertexDeclaration.VertexStride);
            OutlineLocation += 8;

            QEF     qef            = new QEF();
            Vector3 average_normal = new Vector3();

            for (int i = 0; i < 4; i++)
            {
                int c1 = edges[i, 0];
                int c2 = edges[i, 1];

                int m1 = (corners >> c1) & 1;
                int m2 = (corners >> c2) & 1;
                if (m1 == m2)
                {
                    continue;
                }

                float d1 = map[x + c1 / 2, y + c1 % 2];
                float d2 = map[x + c2 / 2, y + c2 % 2];

                Vector2 p1 = new Vector2((float)((c1 / 2)), (float)((c1 % 2)));
                Vector2 p2 = new Vector2((float)((c2 / 2)), (float)((c2 % 2)));

                Vector2 intersection = Sampler.GetIntersection(p1, p2, d1, d2);
                Vector2 normal       = Sampler.GetNormal(intersection + new Vector2(x, y));          //GetNormal(x, y);
                average_normal += new Vector3(normal, 0);

                qef.Add(intersection, normal);
            }

            average_normal /= (float)qef.Intersections.Count;
            average_normal.Normalize();

            vertices[x, y] = qef.Solve2(0, 16, 0);

            Vector2 p   = vertices[x, y];
            Color   n_c = new Color(average_normal * 0.5f + Vector3.One * 0.5f);
            VertexPositionColorNormal v = new VertexPositionColorNormal(new Vector3((p.X + x) * Size, (p.Y + y) * Size, 0), n_c, average_normal);

            Vertices.Add(v);
            vertex_indexes[x, y] = VertexCount;
            VertexCount++;
        }
Example #37
0
        private void ConstructCube()
        {
            vertices = new VertexPositionColorNormal[NUM_VERTICES];

            //Values are set from the bottomleftfront corner of a box.

            // Calculate the position of the vertices on the top face.
            Vector3 topLeftFront = position + new Vector3(0.0f, 1.0f, 0.0f) * Size;
            Vector3 topLeftBack = position + new Vector3(0.0f, 1.0f, 1.0f) * Size;
            Vector3 topRightFront = position + new Vector3(1.0f, 1.0f, 0.0f) * Size;
            Vector3 topRightBack = position + new Vector3(1.0f, 1.0f, 1.0f) * Size;

            // Calculate the position of the vertices on the bottom face.
            Vector3 btmLeftFront = position + new Vector3(0.0f, 0.0f, 0.0f) * Size;
            Vector3 btmLeftBack = position + new Vector3(0.0f, 0.0f, 1.0f) * Size;
            Vector3 btmRightFront = position + new Vector3(1.0f, 0.0f, 0.0f) * Size;
            Vector3 btmRightBack = position + new Vector3(1.0f, 0.0f, 1.0f) * Size;

            // Normal vectors for each face (needed for lighting / display)
            Vector3 normalFront = new Vector3(0.0f, 0.0f, 1.0f) * Size;
            Vector3 normalBack = new Vector3(0.0f, 0.0f, -1.0f) * Size;
            Vector3 normalTop = new Vector3(0.0f, 1.0f, 0.0f) * Size;
            Vector3 normalBottom = new Vector3(0.0f, -1.0f, 0.0f) * Size;
            Vector3 normalLeft = new Vector3(-1.0f, 0.0f, 0.0f) * Size;
            Vector3 normalRight = new Vector3(1.0f, 0.0f, 0.0f) * Size;

            // UV texture coordinates
            Vector2 textureTopLeft = new Vector2(1.0f * Size.X, 0.0f * Size.Y);
            Vector2 textureTopRight = new Vector2(0.0f * Size.X, 0.0f * Size.Y);
            Vector2 textureBottomLeft = new Vector2(1.0f * Size.X, 1.0f * Size.Y);
            Vector2 textureBottomRight = new Vector2(0.0f * Size.X, 1.0f * Size.Y);

            // Add the vertices for the FRONT face.
            vertices[0] = new VertexPositionColorNormal(topLeftFront, Color, normalFront);
            vertices[1] = new VertexPositionColorNormal(btmLeftFront, Color, normalFront);
            vertices[2] = new VertexPositionColorNormal(topRightFront, Color, normalFront);
            vertices[3] = new VertexPositionColorNormal(btmLeftFront, Color, normalFront);
            vertices[4] = new VertexPositionColorNormal(btmRightFront, Color, normalFront);
            vertices[5] = new VertexPositionColorNormal(topRightFront, Color, normalFront);

            // Add the vertices for the BACK face.
            vertices[6] = new VertexPositionColorNormal(topLeftBack, Color, normalBack);
            vertices[7] = new VertexPositionColorNormal(topRightBack, Color, normalBack);
            vertices[8] = new VertexPositionColorNormal(btmLeftBack, Color, normalBack);
            vertices[9] = new VertexPositionColorNormal(btmLeftBack, Color, normalBack);
            vertices[10] = new VertexPositionColorNormal(topRightBack, Color, normalBack);
            vertices[11] = new VertexPositionColorNormal(btmRightBack, Color, normalBack);

            // Add the vertices for the TOP face.
            vertices[12] = new VertexPositionColorNormal(topLeftFront, Color, normalTop);
            vertices[13] = new VertexPositionColorNormal(topRightBack, Color, normalTop);
            vertices[14] = new VertexPositionColorNormal(topLeftBack, Color, normalTop);
            vertices[15] = new VertexPositionColorNormal(topLeftFront, Color, normalTop);
            vertices[16] = new VertexPositionColorNormal(topRightFront, Color, normalTop);
            vertices[17] = new VertexPositionColorNormal(topRightBack, Color, normalTop);

            // Add the vertices for the BOTTOM face.
            vertices[18] = new VertexPositionColorNormal(btmLeftFront, Color,normalBottom);
            vertices[19] = new VertexPositionColorNormal(btmLeftBack, Color, normalBottom);
            vertices[20] = new VertexPositionColorNormal(btmRightBack, Color, normalBottom);
            vertices[21] = new VertexPositionColorNormal(btmLeftFront, Color, normalBottom);
            vertices[22] = new VertexPositionColorNormal(btmRightBack, Color, normalBottom);
            vertices[23] = new VertexPositionColorNormal(btmRightFront, Color, normalBottom);

            // Add the vertices for the LEFT face.
            vertices[24] = new VertexPositionColorNormal(topLeftFront, Color, normalLeft);
            vertices[25] = new VertexPositionColorNormal(btmLeftBack, Color, normalLeft);
            vertices[26] = new VertexPositionColorNormal(btmLeftFront, Color, normalLeft);
            vertices[27] = new VertexPositionColorNormal(topLeftBack, Color, normalLeft);
            vertices[28] = new VertexPositionColorNormal(btmLeftBack, Color, normalLeft);
            vertices[29] = new VertexPositionColorNormal(topLeftFront, Color, normalLeft);

            // Add the vertices for the RIGHT face.
            vertices[30] = new VertexPositionColorNormal(topRightFront, Color, normalRight);
            vertices[31] = new VertexPositionColorNormal(btmRightFront, Color, normalRight);
            vertices[32] = new VertexPositionColorNormal(btmRightBack, Color, normalRight);
            vertices[33] = new VertexPositionColorNormal(topRightBack, Color, normalRight);
            vertices[34] = new VertexPositionColorNormal(topRightFront, Color, normalRight);
            vertices[35] = new VertexPositionColorNormal(btmRightBack, Color, normalRight);

            _isConstructed = true;
        }
Example #38
0
        private void AddFlatTriangle(bool flipped, params int[] indexes)
        {
            VertexPositionColorNormal[] verts = new VertexPositionColorNormal[indexes.Length];
            for (int i = 0; i < verts.Length; i++)
            {
                verts[i] = new VertexPositionColorNormal(CalculatedVertices[indexes[i]].Position, CalculatedVertices[indexes[i]].Color, Vector3.Zero);
            }

            if (indexes.Length > 3)
            {
                if (!flipped)
                {
                    Vector3 n   = GetNormalQ(ref verts, 2, 0, 1, 1, 3, 2);
                    Vector3 c_v = n * 0.5f + Vector3.One * 0.5f;
                    c_v.Normalize();
                    Color clr = new Color(c_v);

                    Vector3 d = new Vector3(-.1f, -1f, -.1f);
                    d.Normalize();
                    float g = (Vector3.Dot(n, d) + 1.0f) * 0.5f;
                    //clr = new Color(0, g, 0);

                    for (int i = 0; i < 4; i++)
                    {
                        verts[i].Normal = n;
                        verts[i].Color  = clr;
                    }

                    //GetNormal(ref verts, 2, 0, 1);
                    Vertices.Add(verts[2]);
                    Vertices.Add(verts[0]);
                    Vertices.Add(verts[1]);

                    //GetNormal(ref verts, 1, 3, 2);
                    Vertices.Add(verts[1]);
                    Vertices.Add(verts[3]);
                    Vertices.Add(verts[2]);
                }
                else
                {
                    Vector3 n   = GetNormalQ(ref verts, 2, 1, 0, 1, 2, 3);
                    Vector3 c_v = n * 0.5f + Vector3.One * 0.5f;
                    c_v.Normalize();
                    Color clr = new Color(c_v);

                    Vector3 d = new Vector3(-.1f, -1f, -.1f);
                    d.Normalize();
                    float g = (Vector3.Dot(n, d) + 1.0f) * 0.5f;
                    //clr = new Color(0, g, 0);

                    for (int i = 0; i < 4; i++)
                    {
                        verts[i].Normal = n;
                        verts[i].Color  = clr;
                    }

                    //GetNormal(ref verts, 2, 1, 0);
                    Vertices.Add(verts[2]);
                    Vertices.Add(verts[1]);
                    Vertices.Add(verts[0]);

                    //GetNormal(ref verts, 1, 2, 3);
                    Vertices.Add(verts[1]);
                    Vertices.Add(verts[2]);
                    Vertices.Add(verts[3]);
                }
            }
            else if (indexes.Length == 3)
            {
                /*GetNormal(ref verts, 0, 1, 2);
                 * Vertices.Add(verts[0]);
                 * Vertices.Add(verts[1]);
                 * Vertices.Add(verts[2]);*/
            }
        }
Example #39
0
 private bool CreateMesh(out VertexPositionColorNormal[] verts, out short[] indices)
 {
     List<VertexPositionColorNormal> vertsList = new List<VertexPositionColorNormal>();
     List<short> indicesList = new List<short>();
     #region NonSolid
     if (!Solid)
     {
         for (int x = 0; x < Control.CHUNK_SIZE; x++)
         {
             for (int y = 0; y < Control.CHUNK_SIZE; y++)
             {
                 for (int z = 0; z < Control.CHUNK_SIZE; z++)
                 {
                     Block cData = _data[x, y, z];
                     if (cData == 0x00 || cData == (byte)BT.Reserved)
                         continue;
                     Color color = cData.color;
                     #region Left
                     if (this[x - 1, y, z] == 0x00) //Left side visible?
                     {
                         short numVerts = (short)vertsList.Count;
                         Vector3 Normal = Vector3.Left;
                         vertsList.Add(new VertexPositionColorNormal(new Vector3(x, y, z), Normal, color));//bottom front
                         vertsList.Add(new VertexPositionColorNormal(new Vector3(x, y, z + 1), Normal, color));//bottom back
                         vertsList.Add(new VertexPositionColorNormal(new Vector3(x, y + 1, z), Normal, color));//top front
                         vertsList.Add(new VertexPositionColorNormal(new Vector3(x, y + 1, z + 1), Normal, color));//top back
                         indicesList.Add(numVerts);
                         indicesList.Add((short)(numVerts + 2));
                         indicesList.Add((short)(numVerts + 1));
                         indicesList.Add((short)(numVerts + 1));
                         indicesList.Add((short)(numVerts + 2));
                         indicesList.Add((short)(numVerts + 3));
                     }
                     #endregion
                     #region Right
                     if (this[x + 1, y, z] == 0x00) //Right side visible?
                     {
                         short numVerts = (short)vertsList.Count;
                         Vector3 Normal = Vector3.Right;
                         vertsList.Add(new VertexPositionColorNormal(new Vector3(x + 1, y, z), Normal, color));//bottom front
                         vertsList.Add(new VertexPositionColorNormal(new Vector3(x + 1, y, z + 1), Normal, color));//bottom back
                         vertsList.Add(new VertexPositionColorNormal(new Vector3(x + 1, y + 1, z), Normal, color));//top front
                         vertsList.Add(new VertexPositionColorNormal(new Vector3(x + 1, y + 1, z + 1), Normal, color));//top back
                         indicesList.Add(numVerts);
                         indicesList.Add((short)(numVerts + 1));
                         indicesList.Add((short)(numVerts + 2));
                         indicesList.Add((short)(numVerts + 2));
                         indicesList.Add((short)(numVerts + 1));
                         indicesList.Add((short)(numVerts + 3));
                     }
                     #endregion
                     #region Bottom
                     if (this[x, y - 1, z] == 0x00) //Bottom side visible?
                     {
                         short numVerts = (short)vertsList.Count;
                         Vector3 Normal = Vector3.Down;
                         vertsList.Add(new VertexPositionColorNormal(new Vector3(x, y, z), Normal, color)); //left front
                         vertsList.Add(new VertexPositionColorNormal(new Vector3(x, y, z + 1), Normal, color)); //left back
                         vertsList.Add(new VertexPositionColorNormal(new Vector3(x + 1, y, z), Normal, color)); //right front
                         vertsList.Add(new VertexPositionColorNormal(new Vector3(x + 1, y, z + 1), Normal, color)); //right back
                         indicesList.Add(numVerts);
                         indicesList.Add((short)(numVerts + 1));
                         indicesList.Add((short)(numVerts + 2));
                         indicesList.Add((short)(numVerts + 2));
                         indicesList.Add((short)(numVerts + 1));
                         indicesList.Add((short)(numVerts + 3));
                     }
                     #endregion
                     #region Top
                     if (this[x, y + 1, z] == 0x00) //Top side visible?
                     {
                         short numVerts = (short)vertsList.Count;
                         Vector3 Normal = Vector3.Up;
                         vertsList.Add(new VertexPositionColorNormal(new Vector3(x, y + 1, z), Normal, color)); //left front
                         vertsList.Add(new VertexPositionColorNormal(new Vector3(x, y + 1, z + 1), Normal, color)); //left back
                         vertsList.Add(new VertexPositionColorNormal(new Vector3(x + 1, y + 1, z), Normal, color)); //right front
                         vertsList.Add(new VertexPositionColorNormal(new Vector3(x + 1, y + 1, z + 1), Normal, color)); //right back
                         indicesList.Add(numVerts);
                         indicesList.Add((short)(numVerts + 2));
                         indicesList.Add((short)(numVerts + 1));
                         indicesList.Add((short)(numVerts + 1));
                         indicesList.Add((short)(numVerts + 2));
                         indicesList.Add((short)(numVerts + 3));
                     }
                     #endregion
                     #region Front
                     if (this[x, y, z - 1] == 0x00) //Front side visible?
                     {
                         short numVerts = (short)vertsList.Count;
                         Vector3 Normal = Vector3.Forward;
                         vertsList.Add(new VertexPositionColorNormal(new Vector3(x, y, z), Normal, color)); //left bottom
                         vertsList.Add(new VertexPositionColorNormal(new Vector3(x, y + 1, z), Normal, color)); //left top
                         vertsList.Add(new VertexPositionColorNormal(new Vector3(x + 1, y, z), Normal, color)); //right bottom
                         vertsList.Add(new VertexPositionColorNormal(new Vector3(x + 1, y + 1, z), Normal, color)); //right top
                         indicesList.Add(numVerts);
                         indicesList.Add((short)(numVerts + 2));
                         indicesList.Add((short)(numVerts + 3));
                         indicesList.Add((short)(numVerts + 3));
                         indicesList.Add((short)(numVerts + 1));
                         indicesList.Add(numVerts);
                     }
                     #endregion
                     #region Back
                     if (this[x, y, z + 1] == 0x00) //Back visible?
                     {
                         short numVerts = (short)vertsList.Count;
                         Vector3 Normal = Vector3.Backward;
                         vertsList.Add(new VertexPositionColorNormal(new Vector3(x, y, z + 1), Normal, color)); //left bottom
                         vertsList.Add(new VertexPositionColorNormal(new Vector3(x, y + 1, z + 1), Normal, color)); //left top
                         vertsList.Add(new VertexPositionColorNormal(new Vector3(x + 1, y, z + 1), Normal, color)); //right bottom
                         vertsList.Add(new VertexPositionColorNormal(new Vector3(x + 1, y + 1, z + 1), Normal, color)); //right top
                         indicesList.Add(numVerts);
                         indicesList.Add((short)(numVerts + 1));
                         indicesList.Add((short)(numVerts + 2));
                         indicesList.Add((short)(numVerts + 2));
                         indicesList.Add((short)(numVerts + 1));
                         indicesList.Add((short)(numVerts + 3));
                     }
                     #endregion
                 }
             }
         }
     }
     #endregion
     #region Solid
     else
     {
         #region Check Sides
         bool drawFront = true, drawBack = true, drawLeft = true, drawRight = true, drawBottom = true, drawTop = true;
         Chunk c = MapManager.GetChunk(Position + Int3.Backward);
         if (c != null)
             if (c[CF.isLoaded] && c.Solid)
                 drawFront = false;
         c = MapManager.GetChunk(Position + Int3.Forward);
         if (c != null)
             if (c[CF.isLoaded] && c.Solid)
                 drawBack = false;
         c = MapManager.GetChunk(Position + Int3.Left);
         if (c != null)
             if (c[CF.isLoaded] && c.Solid)
                 drawLeft = false;
         c = MapManager.GetChunk(Position + Int3.Right);
         if (c != null)
             if (c[CF.isLoaded] && c.Solid)
                 drawRight = false;
         c = MapManager.GetChunk(Position + Int3.Up);
         if (c != null)
             if (c[CF.isLoaded] && c.Solid)
                 drawTop = false;
         c = MapManager.GetChunk(Position + Int3.Down);
         if (c != null)
             if (c[CF.isLoaded] && c.Solid)
                 drawBottom = false;
         c = null;
         #endregion
         if (drawBack || drawBottom || drawFront || drawLeft || drawRight || drawTop)
         {
             for (int index0 = 0; index0 < Control.CHUNK_SIZE; index0++)
             {
                 for (int index1 = 0; index1 < Control.CHUNK_SIZE; index1++)
                 {
                     int x, y, z;
                     Block cData;
                     Color color;
                     #region Front
                     if (drawFront)
                     {
                         x = index0;
                         y = index1;
                         z = 0;
                         cData = _data[x, y, z];
                         color = cData.color;
                         #region Front Verts
                         if (this[x, y, z - 1] == 0x00) //Front side visible?
                         {
                             short numVerts = (short)vertsList.Count;
                             Vector3 Normal = Vector3.Forward;
                             vertsList.Add(new VertexPositionColorNormal(new Vector3(x, y, z), Normal, color)); //left bottom
                             vertsList.Add(new VertexPositionColorNormal(new Vector3(x, y + 1, z), Normal, color)); //left top
                             vertsList.Add(new VertexPositionColorNormal(new Vector3(x + 1, y, z), Normal, color)); //right bottom
                             vertsList.Add(new VertexPositionColorNormal(new Vector3(x + 1, y + 1, z), Normal, color)); //right top
                             indicesList.Add(numVerts);
                             indicesList.Add((short)(numVerts + 2));
                             indicesList.Add((short)(numVerts + 3));
                             indicesList.Add((short)(numVerts + 3));
                             indicesList.Add((short)(numVerts + 1));
                             indicesList.Add(numVerts);
                         }
                         #endregion
                     }
                     #endregion
                     #region Back
                     if (drawBack)
                     {
                         x = index0;
                         y = index1;
                         z = Control.CHUNK_SIZE - 1;
                         cData = _data[x, y, z];
                         color = cData.color;
                         #region Back Verts
                         if (this[x, y, z + 1] == 0x00) //Back visible?
                         {
                             short numVerts = (short)vertsList.Count;
                             Vector3 Normal = Vector3.Backward;
                             vertsList.Add(new VertexPositionColorNormal(new Vector3(x, y, z + 1), Normal, color)); //left bottom
                             vertsList.Add(new VertexPositionColorNormal(new Vector3(x, y + 1, z + 1), Normal, color)); //left top
                             vertsList.Add(new VertexPositionColorNormal(new Vector3(x + 1, y, z + 1), Normal, color)); //right bottom
                             vertsList.Add(new VertexPositionColorNormal(new Vector3(x + 1, y + 1, z + 1), Normal, color)); //right top
                             indicesList.Add(numVerts);
                             indicesList.Add((short)(numVerts + 1));
                             indicesList.Add((short)(numVerts + 2));
                             indicesList.Add((short)(numVerts + 2));
                             indicesList.Add((short)(numVerts + 1));
                             indicesList.Add((short)(numVerts + 3));
                         }
                         #endregion
                     }
                     #endregion
                     #region Bottom
                     if (drawBottom)
                     {
                         x = index0;
                         y = 0;
                         z = index1;
                         cData = _data[x, y, z];
                         color = cData.color;
                         #region Bottom Verts
                         if (this[x, y - 1, z] == 0x00) //Bottom side visible?
                         {
                             short numVerts = (short)vertsList.Count;
                             Vector3 Normal = Vector3.Down;
                             vertsList.Add(new VertexPositionColorNormal(new Vector3(x, y, z), Normal, color)); //left front
                             vertsList.Add(new VertexPositionColorNormal(new Vector3(x, y, z + 1), Normal, color)); //left back
                             vertsList.Add(new VertexPositionColorNormal(new Vector3(x + 1, y, z), Normal, color)); //right front
                             vertsList.Add(new VertexPositionColorNormal(new Vector3(x + 1, y, z + 1), Normal, color)); //right back
                             indicesList.Add(numVerts);
                             indicesList.Add((short)(numVerts + 1));
                             indicesList.Add((short)(numVerts + 2));
                             indicesList.Add((short)(numVerts + 2));
                             indicesList.Add((short)(numVerts + 1));
                             indicesList.Add((short)(numVerts + 3));
                         }
                         #endregion
                     }
                     #endregion
                     #region Top
                     if (drawTop)
                     {
                         x = index0;
                         y = Control.CHUNK_SIZE - 1;
                         z = index1;
                         cData = _data[x, y, z];
                         color = cData.color;
                         #region Top Verts
                         if (this[x, y + 1, z] == 0x00) //Top side visible?
                         {
                             short numVerts = (short)vertsList.Count;
                             Vector3 Normal = Vector3.Up;
                             vertsList.Add(new VertexPositionColorNormal(new Vector3(x, y + 1, z), Normal, color)); //left front
                             vertsList.Add(new VertexPositionColorNormal(new Vector3(x, y + 1, z + 1), Normal, color)); //left back
                             vertsList.Add(new VertexPositionColorNormal(new Vector3(x + 1, y + 1, z), Normal, color)); //right front
                             vertsList.Add(new VertexPositionColorNormal(new Vector3(x + 1, y + 1, z + 1), Normal, color)); //right back
                             indicesList.Add(numVerts);
                             indicesList.Add((short)(numVerts + 2));
                             indicesList.Add((short)(numVerts + 1));
                             indicesList.Add((short)(numVerts + 1));
                             indicesList.Add((short)(numVerts + 2));
                             indicesList.Add((short)(numVerts + 3));
                         }
                         #endregion
                     }
                     #endregion
                     #region Left
                     if (drawLeft)
                     {
                         x = 0;
                         y = index0;
                         z = index1;
                         cData = _data[x, y, z];
                         color = cData.color;
                         #region Left Verts
                         if (this[x - 1, y, z] == 0x00) //Left side visible?
                         {
                             short numVerts = (short)vertsList.Count;
                             Vector3 Normal = Vector3.Left;
                             vertsList.Add(new VertexPositionColorNormal(new Vector3(x, y, z), Normal, color));//bottom front
                             vertsList.Add(new VertexPositionColorNormal(new Vector3(x, y, z + 1), Normal, color));//bottom back
                             vertsList.Add(new VertexPositionColorNormal(new Vector3(x, y + 1, z), Normal, color));//top front
                             vertsList.Add(new VertexPositionColorNormal(new Vector3(x, y + 1, z + 1), Normal, color));//top back
                             indicesList.Add(numVerts);
                             indicesList.Add((short)(numVerts + 2));
                             indicesList.Add((short)(numVerts + 1));
                             indicesList.Add((short)(numVerts + 1));
                             indicesList.Add((short)(numVerts + 2));
                             indicesList.Add((short)(numVerts + 3));
                         }
                         #endregion
                     }
                     #endregion
                     #region Right
                     if (drawRight)
                     {
                         x = Control.CHUNK_SIZE - 1;
                         y = index0;
                         z = index1;
                         cData = _data[x, y, z];
                         color = cData.color;
                         #region Right Verts
                         if (this[x + 1, y, z] == 0x00) //Right side visible?
                         {
                             short numVerts = (short)vertsList.Count;
                             Vector3 Normal = Vector3.Right;
                             vertsList.Add(new VertexPositionColorNormal(new Vector3(x + 1, y, z), Normal, color));//bottom front
                             vertsList.Add(new VertexPositionColorNormal(new Vector3(x + 1, y, z + 1), Normal, color));//bottom back
                             vertsList.Add(new VertexPositionColorNormal(new Vector3(x + 1, y + 1, z), Normal, color));//top front
                             vertsList.Add(new VertexPositionColorNormal(new Vector3(x + 1, y + 1, z + 1), Normal, color));//top back
                             indicesList.Add(numVerts);
                             indicesList.Add((short)(numVerts + 1));
                             indicesList.Add((short)(numVerts + 2));
                             indicesList.Add((short)(numVerts + 2));
                             indicesList.Add((short)(numVerts + 1));
                             indicesList.Add((short)(numVerts + 3));
                         }
                         #endregion
                     }
                     #endregion
                 }
             }
         }
     }
     #endregion
     if (indicesList.Count == 0)
     {
         verts = null;
         indices = null;
         return false;
     }
     verts = vertsList.ToArray();
     indices = indicesList.ToArray();
     vertsList.Clear();
     indicesList.Clear();
     return true;
 }