// generateDrawIndexBuffer(..) // // Walks the wavefront faces, feeds pre-configured verticies to the VertexSoup, // and returns a new index-buffer pointing to the new VertexSoup.verticies indicies. public static void generateDrawIndexBuffer( WavefrontObjLoader wff, out UInt16[] indicies_return, out SSVertex_PosNormDiffTex1[] verticies_return) { const bool shouldDedup = true; // this lets us turn on/of vertex-soup deduping var soup = new VertexSoup<SSVertex_PosNormDiffTex1>(deDup:shouldDedup); List<UInt16> draw_indicies = new List<UInt16>(); // (0) go throu`gh the materials and faces, DENORMALIZE from WF-OBJ into fully-configured verticies // load indexes foreach (var mtl in wff.materials) { // wavefrontOBJ stores color in CIE-XYZ color space. Convert this to Alpha-RGB var materialDiffuseColor = WavefrontObjLoader.CIEXYZtoColor(mtl.vDiffuse).ToArgb(); foreach (var face in mtl.faces) { // iterate over the vericies of a wave-front FACE... // DEREFERENCE each .obj vertex paramater (position, normal, texture coordinate) SSVertex_PosNormDiffTex1[] vertex_list = new SSVertex_PosNormDiffTex1[face.v_idx.Length]; for (int facevertex = 0; facevertex < face.v_idx.Length; facevertex++) { // position vertex_list[facevertex].Position = CV(wff.positions[face.v_idx[facevertex]]); // normal int normal_idx = face.n_idx[facevertex]; if (normal_idx != -1) { vertex_list[facevertex].Normal = CV(wff.normals[normal_idx]); } // texture coordinate int tex_index = face.tex_idx[facevertex]; if (tex_index != -1 ) { vertex_list[facevertex].Tu = wff.texCoords[tex_index].U; vertex_list[facevertex].Tv = 1- wff.texCoords[tex_index].V; } // assign our material's diffusecolor to the vertex diffuse color... vertex_list [facevertex].DiffuseColor = materialDiffuseColor; } // turn them into indicies in the vertex soup.. // .. we hand the soup a set of fully configured verticies. It // .. dedups and accumulates them, and hands us back indicies // .. relative to it's growing list of deduped verticies. UInt16[] soup_indicies = soup.digestVerticies(vertex_list); // now we add these indicies to the draw-list. Right now we assume // draw is using GL_TRIANGLE, so we convert NGONS into triange lists if (soup_indicies.Length == 3) { // triangle draw_indicies.Add(soup_indicies[0]); draw_indicies.Add(soup_indicies[1]); draw_indicies.Add(soup_indicies[2]); } else if (soup_indicies.Length == 4) { // quad draw_indicies.Add(soup_indicies[0]); draw_indicies.Add(soup_indicies[1]); draw_indicies.Add(soup_indicies[2]); draw_indicies.Add(soup_indicies[0]); draw_indicies.Add(soup_indicies[2]); draw_indicies.Add(soup_indicies[3]); } else { // This n-gon algorithm only works if the n-gon is coplanar and convex, // which Wavefront OBJ says they must be. // .. to tesselate concave ngons, one must tesselate using a more complex method, see // http://en.wikipedia.org/wiki/Polygon_triangulation#Ear_clipping_method // manually generate a triangle-fan for (int x = 1; x < (soup_indicies.Length-1); x++) { draw_indicies.Add(soup_indicies[0]); draw_indicies.Add(soup_indicies[x]); draw_indicies.Add(soup_indicies[x+1]); } // throw new NotImplementedException("unhandled face size: " + newindicies.Length); } } } // convert the linked-lists into arrays and return indicies_return = draw_indicies.ToArray(); verticies_return = soup.verticies.ToArray(); Console.WriteLine ("VertexSoup_VertexFormatBinder:generateDrawIndexBuffer : \r\n {0} verticies, {1} indicies. Dedup = {2}", verticies_return.Length, indicies_return.Length, shouldDedup ? "YES" : "NO"); }
private static Vector3 CV(WavefrontObjLoader.Vector_XYZ dxv) { return new Vector3(dxv.X, dxv.Y, dxv.Z); }